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nitsuja wrote:
Sure, I'd like to help with this, but as I'm sorting through the >150kb of file diffs I'm realizing this is a little hard to do, so it would help if you could tell me which things you want in separate patches
I'll have to go over the change log and discuss it with the other devs first.
nitsuja wrote:
Also, what about the 0snes9x.rc file, will a full diff of that or just the file itself be sufficient?
I have no idea about that. If you give funkyass the file itself of that, I'm sure he can take care of it.
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nitsuja: Nice work you're doing. Any chance you can break up what you did into various patches and post the links to them and explaining what each one is on the Snes9x forum? It would be nice for this to get integrated into the main tree. Also, if you care to have updated JMA support in your special builds, get this: http://nsrt.edgeemu.com/jmalib.zip
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Okay Hz as in NTSC or PAL not the audio frequency. What exactly is this subtitle generator? BTW, ZMV now handles subtitles natively.
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Since I'm rewriting the ZMV support in ZSNES at the moment, I guess I should make sure I'm adhearing to the guidelines here. What do you need this for exactly? - The file format contains information about playback rate (Hz) (if non-constant)
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Rick wrote:
The hands in level 1 are quickly beaten by waiting for the hands to miss while holding onto a ledge. Jump back up and elbow drop it.
If you're a battletoad, you can kick the hands without needing to jump back up. In fact, strategies for the toads has many differences.
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Bisqwit wrote:
In *nix systems, the file resides as /etc/hosts, and in Windows systems, it's found in c:\windows, c:\winnt, c:\winnt\system32\drivers\etc or any of the hundred other locations you could only guess and try.
*nix: /etc/hosts Win9x: %windir%\hosts.sam WinNT: %windir%\system32\drivers\etc\hosts
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You can't expect something made with an older version to work without desyncing on a newer one. Try creating v1.43 runs they should playback in v1.43 fine.
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Boco wrote:
So why, in Rockman X running in zSNES, does a full subtank restore 16 HP instead of 28?
I believe that depends on the 1.0 or 1.1 revision.
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Someone has put Kaillera into Snes9x, I forget the URL off hand. Look on Zophar or something.
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Phil wrote:
Meanwhile, will there be a WIP with that feature? Months can be long. I am waiting that feature to continue or start some timeattacks on Snes.
anomie has completed his new rendering engine except for overscan which actually is a bit related to the problem at hand, he's working on it at the moment. His changes will mean a lot of rewriting for Win32 video code, which means until someone decides to fix up the Win32 port, you won't get to see it. However the *nix ports (Linux, Solaris, Mac OS X...) all work with his new code. When the Win32 port is fixed, I'll see what I can do about passing you a special build. If however Linux is fine for you, I can pass you the build now.
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Bladegash wrote:
Heh, okay, you've proven your point. There's no way I'm counting all of those to see how many you're off. <_< Edit: Assuming there's no program names with spaces, that's 1962 programs. >_<
Haha. In my /usr/bin directory alone, I have 1966 programs.
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Bisqwit wrote:
Phil wrote:
I don't think Bisqwit want the Windows version.
It's just so much better when I can edit and compile my own versions. I hold the possibility to change the program as I want as a high priority. I can't compile code that has been written for Microsoft Visual C++ with Windows libs.
It would be an excellent thing, I wish they'd get around to implementing my feature request already: http://sourceforge.net/tracker/index.php?func=detail&aid=1052141&group_id=63889&atid=505532
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anomie's new video and input engine won't be out till v1.44 which is probably a few months off.
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Phil wrote:
Evidently, all these prementionned features must be included in the Linux version.
I thought the same thing at first until I realized the Windows version runs better in Linux than the Linux version.
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You could use the Win port of FCEU in Linux the same way you use Famtasia you know.
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I remember back when there was less than 10 movies here. We've had loads of improvements since then. Also interesting to see how many movies since then are still around today. Mega Man 2, Gradius. Although the former should be beaten in the near future.
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I'm pretty sure those names are in the SFII US manual.
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Yes... See how much you save and *7.
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I agree with Blublu seems to be the most logical side in this debate.
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Look into that get hurt by the axe glitch and see if it saves you time. Also consider that shooting bowser can save time.
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-ziplock- wrote:
What if a glitch was discovered like, for example, land on Bowser's head and you're teleported to the axe? The movie would be stopped there, correct? Everyone would go for that.
It's funny you should mention that... There is a glitch in SMB that if you land on bowser when he's too close to the ax, you'll both die, and you'll continue on despite that you died. Not sure how you would use that to your advantage. I think when you exploit that glitch the bridge animation doesn't play, so that's faster, and it effects your powerups later on in the game which probably only makes a difference in an all level run.
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I think MMX2 and MM7 should both be on the list, they were excellent.
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There's a beta version of Hook going around mislabled. GoodSNES tells them apart by using numbers but calls them both normal US. Use NSRT to tell what you have.
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Michael Fried wrote:
Right on. Title. First name. Last name. How do you know? She could have just been Princess Toadstool in SMB2 and then changed her name and added in the Peach later on. We had no way of knowing about Peach when SMB2 came out.
We didn't know about Peach till N64, but that was always her first name. Read the Nintendo Power reviews on Mario 64 and why NOA made the change it did.
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-ziplock- wrote:
I think it has been covered that the up+A technique wasn't mentioned in the instruction booklet
It wasn't?
-ziplock- wrote:
, but also it doesn't matter much because that's more of a Twin Galaxies rule for real time console runs.
I don't understand them at all. I've read some of their rules and they seem to be anti anything that isn't well known despite it being mentioned in the instructions, in game, and intentionally programmed in.
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