Posts for Nach

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arkiandruski wrote:
I can't see the embedded video. The message said that there is a button below the picture, but I can't find the button. I'm viewing on Firefox, by the way. Version 3.5.5
Refresh the page, ctrl+shift+r in FF, or clear your cache.
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moozooh wrote:
About time. Nice job! :)
Thank you :)
WebNations wrote:
i am uploading all movies at the moment from here because i got an old directors account on youtube with no time limit. i started another thread some days ago here: http://tasvideos.org/forum/viewtopic.php?t=8720 uploading goes pretty fast with around 30-40 movies per day. here is the channel: http://www.youtube.com/webnations
Okay. We need our members to link those up to then. Editors, please when you get a chance, go over WebNations' list.
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Post subject: Get all movies on streaming media sites
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As of just a few minutes ago, TASVideos now supports embedding streaming video for the vast majority of our movies directly from the movie page. Some of our videos aren't on any stream sites we support for embedding (YouTube, DailyMotion, Viddler, Google Video, Archive.org). We should have all our videos on at least one of those sites, so users new to TASVideos can easily watch our movies. If you notice a movie which isn't on one of those 5 sites, please report it here. Alternatively, if you notice a video on one of those 5 sites, but a button doesn't appear for it. Please report it here too. Publishers, we need to get all these videos uploaded. See this thread for more details.
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Post subject: Embedded Streaming Video Update
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Location: In his lab studying psychology to find new ways to torture TASers and forumers
TASVideos now supports embedded streaming video from Viddler. This means that now almost all videos found on our site can be played directly from the movie page. If buttons to play the movie don't appear for you, and you have Flash installed and JavaScript enabled, refresh the page and/or clear your browser's cache. Edit: I know it no longer allows you to upload new video to it, but I noticed we had a little over 50 videos on Google Video, so I added support for embedding Google Video too. Enjoy!
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A label is what you use with things like goto, jump, switch. A command could be something internal to the scripting language, or part of the OS. "echo" as a command means print something on the screen.
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Depending on the scripting language, "echo:" may be a label, not a command.
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Post subject: Embedded Streaming Video
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A highly anticipated features for the TASVideos site has now been implemented - embedded streaming video. All movies which have a YouTube or DailyMotion link will now show a button underneath the movie's image to watch the video directly, provided you have both Flash installed and JavaScript enabled. If the buttons do not appear for you, refresh the page and/or clear your browser's cache. Hopefully in the coming weeks we will expand this to support Viddler and other sites. If user's want, I'll also implement a feature which will allow TASVideos to remember which streaming media site you prefer. For examples, have a look here or here.
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hero of the day wrote:
Snes9x v1.51 had more issues than simply desyncing. There were many timing issues, where it interpreted lag differently than the real console. So much so, that I think v1.43 had more accurate timing overall.
Is that still the case? Has this been compared with several games?
hero of the day wrote:
What really does not make sense about transitioning to v1.51
I'm not asking to transition to v1.51, but to drop v1.43, as it really is that old.
hero of the day wrote:
there is a new INCREDIBLY accurate emulator known as BSNES, which is what we should be transitioning to after it obtains rerecording capabilities.
Yes, indeed.
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Sonikkustar wrote:
Well this screws me over with. I have two runs I'm making on v1.43 and they might be long. But I'll see of I can get them running on v1.51 soon.
If you already started making those two runs by all means, finish them on the version that you started with, instead of redoing things you don't have to. However, if you didn't start them yet (or didn't do much), then please see if you can make the run with v1.51
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upthorn wrote:
Nach wrote:
upthorn wrote:
Nach wrote:
upthorn wrote:
The better way to do this is to stop supporting 1.43 with upgrades
That is indeed the plan.
It really looked like your plan was to stop accepting snes9x 1.43 records in site submissions.
Oh, stop living in the past ;)
Do you have any idea how inappropriate it would be for you to decide something like that without discussing it with adelikat or any of the general community that would be affected by it first?
I already discussed this over with gocha and certain prominent members of the community. I'm told any issues which did negatively affect people have been fixed. The reason I initially wanted a hard deadline is to find any issues that would negatively affect people to be found, instead of putting it off any longer. I'm sorry that this didn't sit well with people. So The hard deadline has been dropped. But now that I have your attention, please do look at the newer builds.
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upthorn wrote:
Nach wrote:
upthorn wrote:
The better way to do this is to stop supporting 1.43 with upgrades
That is indeed the plan.
It really looked like your plan was to stop accepting snes9x 1.43 records in site submissions.
Oh, stop living in the past ;)
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upthorn wrote:
The better way to do this is to stop supporting 1.43 with upgrades
That is indeed the plan.
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Please see the new thread. ---------------------------------------------------------------------------
mz wrote:
This look like a great step forward to me. All I've seen so far from people who opposes this is "This is a bad idea.", but they can't even explain why. Nach has given enough reasons to do this.
Thank you for your support. That's the same issue I'm seeing.
mz wrote:
Maybe some of the people who say v1.43 is better than v1.51 could explain why they think like that and inform the rest.
Please bring such a discussion to the new thread.
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Snes9x v1.51 has been rather stable for a while now and it seems people have not been flocking to it, or for the most part, even bothering to try it despite noticeable improvements in sound (compare this and this), and other areas. It seems Snes9x v1.51 has a bad stigma associated with the initial release which had some determinism issues which have since been fixed. In order to push people to v1.51, I originally set a deadline. Which didn't seem to go over too well. gocha has informed me, he'd prefer to stop working on the older codebase, as it is becoming a hassle to do so, and the newer code base has many emulation improvements. So I'm hereby informing the community that we are looking to phase out Snes9x v1.43, in favor of newer versions of Snes9x, be it v1.51, or v1.52 when it comes out. If the latest build of v1.51 has issues which prevent you from switching to v1.51, please report it here so it can be fixed. Ideally, I'd like to be able to have the entire site drop v1.43 by 2010, if at all possible. I'm sorry if the old announcement has caused anyone any undue stress.
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LagDotCom wrote:
from what I've heard both 1.43 and 1.51 are inaccurate in different ways are we meant to be attracted to an arbitrarily higher number or something why not wait for 1.52
The version number is irrelevant. v1.5x+ has a new sound core and a new renderer which is much more accurate than previous versions of Snes9x. Not to mention a slew of other changes, which you can read here. We've been dragging our feet long enough with allowing our second oldest emulator to still be used. You can use v1.51, or v1.52 when it comes out. I just want to discontinue v1.43, as the emulation inaccuracies are pretty bad in some cases. The sound in the Mega Man X series for example is especially horrid using Snes9x v1.43, people should be using newer emulators for newer runs.
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adelikat wrote:
This is a bad idea.
Time will tell.
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Post subject: Allowance of Snes9x v1.43 to be discontinued
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Please see the new thread. --------------------------------------------------------------------------- Snes9x v1.43 is rather old. v1.51 has had many significant improvements to it in terms of emulation accuracy, particularly in regards to sound. When v1.51 was first released, it has some determinism issues from getting a new sound core and other changes, but work by gocha and others has solved all these problems long ago. Now that v1.51 is a completely viable option, older less accurate versions of Snex9x will no longer be allowed. Get your build here. Certain parts of certain games may be slower in the more accurate versions, but runs should not be focusing on exploiting emulation bugs, as they are currently. As older versions are harder to maintain, unwittingly violate our rules, and produce bad sound for certain games, we will be rejecting all runs submitted that were created using v1.43, starting next year. You have until December 31 2009 23:59 GMT to complete any runs you have started using v1.43, no exceptions will be made, unless you have been granted a continuance on your existing run. If you feel you have a long run that already had a lot of work put into it, and will need a while to be completed, you may request a continuance in this thread. We will accept continuances until December 15 2009 23:59 GMT.
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Johannes wrote:
What CPU do you have?
My laptop contains a Core 2 Duo.
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NameSpoofer wrote:
The backtrack to the missile station doesn't justify the time saved to have a super or 5 missiles for her.
And what about blowing up the door monster with charge beam shots?
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Lex wrote:
With SRAM corruption, there's no permanent damage. The game and the system stay intact to be used later.
Oh, I wouldn't say that. Not at all. Certain games were poorly programmed that they rely on having "valid" states in the SRAM for the game to work properly. If you modify the SRAM contents to values other than the initial one it ships with, or those normally set by the game, the game will no longer work correctly. It's annoying for us emulator authors, as we need to figure out to set an initial SRAM image for certain games.
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byuu fully researched how reset affects the SNES memory and registers. He and I have fully emulated this in ZSNES and bsnes.
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Warp wrote:
You might as well emulate what happens to a game if you smash the console with a sledgehammer. Maybe if the emulator could emulate it well enough, something interesting might happen.
Some games are programmed to behave differently if you reset them. We need to emulate reset. I myself have emulated reset in emulators, to match the original hardware. It's not the same as emulating smashing the console, or half ripping the cartridge out, or bending one of the pins connecting the game to the console. However, I view this in a different category, as some games even say please don't turn off or reset during save sequences. ---- Regarding this run, now that I've gotten a chance to watch it. I fully expected to be bored out of my mind, like I was when watching most other lowest % Super Metroid runs. For a nice pleasant surprise, aside from the Mother Brain fight, I was actually entertained. Regarding reaching the ghost ship. Was all those bomb jumps to avoid the Missile pack? Couldn't you jump off the side of the pedestal holding it? Could Phantoon have been beaten quicker if you manipulated him to dropping refills closer to you? For the long Mother Brain fight, how many charge beam shots would a Super Missile have saved? Since you could've gotten there with one more Super Missile have you not used it on the door monster, or killed the door monster, and then refilled your Missiles.
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RT-55J wrote:
We've been doing this for quite a while, except with "major glitching" instead of "SRAM corruption" (which counts as a major glitch).
SRAM corruption isn't really a major glitch. You can't blame the programmers for not making the game fault tolerant enough to withstand power outages. In fact in this case, you're forcing the power outage.
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Like all MMX2 runs, this one uses a lot of variety in weapons and makes good use of them. My favorite MMX game to be TAS'd. The entertainment was excellent, especially with enemies being destroyed while you blink. My only question is, which category do we publish this run under?
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