Posts for Pokota

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Pokota
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Joined: 2/5/2014
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YaLTeR wrote:
Once again, G-Sync for some reason turned out to be the worst of all although it should've given a perfect footage(?). And 120 Hz + VSync on the lossless footage turned out to be the best of all for me.
To be honest, I don't know what G-Sync is. My current impression is that it's another way of encoding the footage. If that's the case, you'd probably want to compare the G-Sync version with direct emulator playback as opposed to the comparison files presented in the OP.
Adventures in Lua When did I get a vest?
Pokota
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Posts: 779
Dimon12321 wrote:
Pokota wrote:
Has anyone set DooM up in JPC-rr? That'd probably be better for TASing it as far as our community is concerned since that way you get the tools we generally look for.
We can't even TAS Wolfenstein 3D (dwangoAC TASed only 1st map and then stopped). JPC-rr is difficult in work with mouse. On the page of bad game choices (there) the reason of not TASing Doom 32X is "Inferior port. TAS movies already exist for the PC version." Where is the publication of this PC version? Give me the link :-)
Probably not on this site; my understanding is that Doom TASing developed as it's own subcommunity to general Doom Speedrunning, much like how our community developed out of the general Speedrunning community after The Infamous Video.
Adventures in Lua When did I get a vest?
Pokota
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Posts: 779
Has anyone set DooM up in JPC-rr? That'd probably be better for TASing it as far as our community is concerned since that way you get the tools we generally look for.
Adventures in Lua When did I get a vest?
Pokota
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Alrighty then, works in the older version but not the newer version. I can't get a 60fps option in IE regardless of whether or not I'm in HTML5 mode. I want to say it's because of OS differences but I can't be sure without either someone with Win8.1 and the most recent IE saying if they can get 60 fps or not or exileut upgrading and reporting if it breaks or not. And I don't want to ask exileut to upgrade IE versions because (1) it may break and (2) apparently they're actively avoiding upgrading IE for reasons.
Adventures in Lua When did I get a vest?
Pokota
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Joined: 2/5/2014
Posts: 779
exileut wrote:
Windows 8.1 Stock IE11 {image of it apparently working}
Can you post an image of your About Internet Explorer box, like this? I have IE11 as well but don't get the 60fps options. If it's just due to a difference between Windows versions then that's a thing that needs to be accounted for.
Adventures in Lua When did I get a vest?
Pokota
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Joined: 2/5/2014
Posts: 779
Moar Testing ---- Debian Jessie (same hardware as prex tests) Google Chrome Version 40.0.2214.45 beta (64-bit) has considerably more flicker on the 60fps YouTube encode compared to when I watched in Windows, and I seem to be falling back to 30 fps more than I should be. Iceweasel didn't even allow me to go above 360p. ---- Windows 7 on the alternate machine - there's not enough CPU processing space to watch consistently on YouTube at 60 fps, which leads me to believe it's largely made possible by dedicated GPUs. (The alternate machine is a laptop that doesn't have a dedicated GPU, while the desktop I've been testing on before has something resembling a GPU. I still need to crack it open and see exactly what hardware I've been working with for about 2 years now). The AVI Files play back just fine.
Adventures in Lua When did I get a vest?
Pokota
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Warp wrote:
On Mac OS X, with Firefox Samus blinks both on 360p and 720p. I don't understand why it works differently in Windows. With Chrome the sprite blinks in 360p in the same way, and in 720p60 it blinks significantly faster, and all movement is visibly smoother (which isn't surprising; in other words, the 60Hz version is working as it should).
This sounds about right; the current position is that YouTube only supports 60fps in Chrome. That someone reported it working in IE is unusual given the fact that Google and Microsoft are supposed to be competitors on that front and 60fps YouTube is a fairly recent thing. I'll test my desktop in Debian Jessie here momentarily as well as the alternate machine I've got here.
Adventures in Lua When did I get a vest?
Pokota
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Windows is set to display at 60 Hz Monitor is reporting V. Frequency 59.9 Hz Is that close enough? I can report that Win7 IE11 does not play back at 60fps.
Adventures in Lua When did I get a vest?
Pokota
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Tested only in Chrome Version 39.0.2171.95 m ---- In the 60 fps-enabled encode (watched at both 720 and 1080), Samus gets the occasional hiccup-blink (meaning, there's occasionally sequential frames where she's fully there or fully not there), but the avi file does this as well. In the deblinked encode, Samus looks flatly translucent at 720p, which is different from the avi. ---- In the 60fps enabled encode, Sonic's also getting the same hiccup-blink when the boss enemies are being hit (but in this case the hiccup-blink isn't in the avi file). Shields look good, you can clearly see the flame on the Tornado alternating between short and long. In the deblinked encode, Sonic's bubble shields look good. Beyond that, simply watching the backdrops makes it obvious that it's not running fully at 60 fps. Also the flame on the Tornado looks cool-but-incorrect. ---- An interesting thing I've noted in doing this is that I get better overall performance in normal mode as opposed to Theater mode; largely because I'm running on stock (though Win 8.1 capable) hardware. I'll run the tests on another machine and report back, I suspect it'll handle better there as that machine's more... advanced, I guess.
Adventures in Lua When did I get a vest?
Pokota
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Real time? Practice. Under Tool-assisted conditions? Save-states. I know it sounds pithy, but it's really the best way to do it. If it helps, here's a perfect game.
Adventures in Lua When did I get a vest?
Pokota
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Also checked in Chrome. Looks good to me - there are a few dropped frames here and there in Sonic but overall it's playing back at 60. A couple other good scenes to use are the "Accept Our Quest, Hero" scene from the Zelda Oracle games, and any part of Sonic 2 that wears a shield. Both look dumbbad below 60fps since they're simulating transparency for a covering sprite.
Adventures in Lua When did I get a vest?
Pokota
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Joined: 2/5/2014
Posts: 779
EEssentia wrote:
One thing I'd like to see for sure is a run that doesn't abuse peril status since it makes battles boring.
The key reason for the speedruns using Danger/Peril abuse is because otherwise it adds a literal hour to playtime since you have much lower damage throughput (and Power Bounce only goes so far in the Rogueport engine)
Adventures in Lua When did I get a vest?
Pokota
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I don't yet have four and a quarter hours to sit and watch this, but from what I have seen and from the description I'm certain that this will be entertaining once I do sit to watch it. Plus it's Paper Mario.
Adventures in Lua When did I get a vest?
Pokota
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The general slowness from the demo videos comes more from the fact that the program is a simulation (A > B > C > D) as opposed to emulation (A > D, skipping B and C). It's the same processing problem BSNES had on computers not even 3 years ago, only this time computers are already on the verge of handling it well instead of more than half of computers out there not even being able to touch it.
Adventures in Lua When did I get a vest?
Pokota
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What are your system specs? BizHawk uses BSNES for the SNES Core, so if you have trouble running BSNES you'll have trouble with BizHawk in SNES mode.
Adventures in Lua When did I get a vest?
Pokota
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I love reading these technical insights into game mechanics.
Adventures in Lua When did I get a vest?
Pokota
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change the extension from .sav to .SAVERAM and see if that works.
Adventures in Lua When did I get a vest?
Pokota
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Ah, okay. I figured it was just a bad case of PEBKAC.
Adventures in Lua When did I get a vest?
Pokota
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The_Trust: The cheats don't actually work very well - Poking an address (that is to say, setting the address to a specific value but not forcing it to stay there) works just fine since it's a direct, one-time modification of the memory, but in my experience Freezing (that is to say, continually setting the address to the same value, which is what AR, GS, and Game Genie do) doesn't work right within BizHawk. It's not been reported as broken yet simply because it's outside the primary concern of the main userbase, and I suspect that in my case it's really just PEBKAC. Since you're doing Pokemon Gold, you'll probably be better off with simple pokery instead of outright freezing - it's more work but it gives you better control. As for importing battery saves, I don't see an explicit option to do a running import als VBA, but under the default settings BizHawk will look for the battery file in $BizHawk/Gameboy/SaveRAM, where $BizHawk is the directory BizHawk is installed to, and it'll pull whatever battery file matches the ROM name. For example, if your game's name is 2.gbc, the battery file would be 2.SaveRAM
Adventures in Lua When did I get a vest?
Pokota
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Windows Media Player
Yeah WMP isn't the best thing to use anyway - I'd suggest at least getting Media Player Classic or even VLC (I use MPC so I have to suggest it, but I had a good experience with VLC)
Adventures in Lua When did I get a vest?
Pokota
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Taking that information, I was able to clean up the Zelda II script quite quickly. When I try to apply the same idea to the SMB2 script, it breaks citing unable to find cherry.png - which is in the same folder that I'm running the script out of. (Code block below actually does work, it's when I convert from this to on frame end that it breaks) Download smb2hudv2.lua
Language: lua

-- "Super Mario Bros. 2" local cherryCount local foeLifeA local foeLifeB local foeLifeC local foeLifeD local foeLifeE local squatTimer local carpetTimer local starTimer local dreamTimer local bigVegCount local stopTimer local starPercent local carpetPercent local dreamPercent local stopPercent TIMER = 100; while (true) do cherryCount = memory.readbyte(0x062A); bigVegCount = memory.readbyte(0x062C); squatTimer = memory.readbyte(0x04CA); carpetTimer = memory.readbyte(0x00B9); dreamTimer = memory.readbyte(0x04B7); starTimer = memory.readbyte(0x04E0); stopTimer = memory.readbyte(0x04FF); carpetPercent = carpetTimer / 160; dreamPercent = dreamTimer / 96; starPercent = starTimer / 62; stopPercent = stopTimer / 255; foeLifeA = memory.read_s8(0x0465); foeLifeB = memory.read_s8(0x0466); foeLifeC = memory.read_s8(0x0467); foeLifeD = memory.read_s8(0x0468); foeLifeE = memory.read_s8(0x0469); gui.drawRectangle(100,8,squatTimer,4,"Cyan","Cyan"); gui.drawRectangle(100,8,60,4,"RED"); gui.drawRectangle(100,15,TIMER*carpetPercent,5,"Red","Red"); gui.drawRectangle(100,15,TIMER*dreamPercent,5,"CYAN","CYAN"); gui.drawRectangle(100,15,TIMER*starPercent,5,"MAGENTA","MAGENTA"); gui.drawRectangle(100,15,TIMER*stopPercent,5,"Yellow","Yellow"); gui.drawRectangle(100,15,TIMER,5,"White"); for i = 0, cherryCount, 1 do gui.drawImage("cherry.png",(i*8)-8,16); end for j = 0, bigVegCount, 1 do gui.drawImage("veg.png",(j*8)-8,8); end for k = 0, foeLifeA, 1 do gui.drawImage("heart.png",(k*8)-8,144); end for l = 0, foeLifeB, 1 do gui.drawImage("heart.png",(l*8)-8,160); end for m = 0, foeLifeC, 1 do gui.drawImage("heart.png",(m*8)-8,176); end for n = 0, foeLifeD, 1 do gui.drawImage("heart.png",(n*8)-8,184); end for o = 0, foeLifeE, 1 do gui.drawImage("heart.png",(o*8)-8,192); end emu.frameadvance(); end
Lua HUD Package for SMB2, v2
Adventures in Lua When did I get a vest?
Pokota
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It broke once and putting the condition in brackets fixed it, so I'm going with what I know. Besides, I'm using Notepad++ as my editor, which lets me spot missing brackets quickly. Most of what I end up screwing up is stray characters like out of place commas and punkts. EDIT: The sample you posted yields this error:
LuaInterface.LuaScriptException: E:\Games\Emulation\Lua\sample.lua:7: attempt to call field 'register' (a nil value)
Adventures in Lua When did I get a vest?
Pokota
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Posts: 779
feos wrote:
I'm also pretty sure using "local" for globally declared variables is unnecessary. As is declaring them without instantly using, as is ";".
C# habits are hard to break. With that said, I'll update the scripts to account for gui.register today, and I'll modify the posts above for syntax highlighting. Link to video Link to video
Adventures in Lua When did I get a vest?
Pokota
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So now this is a thing. Download z2hud.lua
Language: lua

-- "Zelda II: The Adventure of Link" local bagCounter local currentMP local currentHP local maxMP local maxHP local hearts local jars local armor local intel local skill local xp local toLevelTemp local toLevel local percentToLevel local keys local selector while true do bagCounter = memory.readbyte(0x05DF); currentMP = memory.readbyte(0x0773); currentHP = memory.readbyte(0x0774); hearts = memory.readbyte(0x0784); jars = memory.readbyte(0x0783); armor = memory.readbyte(0x0779); intel = memory.readbyte(0x0778); skill = memory.readbyte(0x0777); xp = (memory.readbyte(0x0775)*255)+memory.readbyte(0x0776); toLevelTemp = (memory.readbyte(0x0770)*255)+memory.readbyte(0x0771); keys = memory.readbyte(0x0793); selector = memory.readbyte(0x0749); percentToLevel = xp / toLevelTemp; toLevel = percentToLevel*100; maxMP = (jars*32)-1; maxHP = (hearts*32)-1; gui.drawBox(0,0,255,41,"White","Black"); gui.drawText(0,8,armor.."|HP: "..currentHP.."/"..maxHP,"Red",11); gui.drawText(0,18,intel.."|MP: "..currentMP.."/"..maxMP,"White",11); gui.drawText(0,28,skill.."|"..bagCounter.." enemies since last drop","Yellow",11); gui.drawText(95,8," Keys: "..keys,"Aqua",11); gui.drawText(95,18,"Spell: "..selector,"White",11); gui.drawRectangle(235,8,20,(32*percentToLevel),"Green","Green"); gui.drawBox(235,8,255,40,"White"); emu.frameadvance(); end
I need to flip the direction of the experience bar, but other than that this is about where I like it. And now that I know how to handle color (passing a name string instead of any sort of number? Sure, let's go with that), I can make forward progress on the SMB2 one. A little bit of reinventing the wheel here, but it's FUN ^^ EDIT: Thanks to Scepheo, I now know that colors are passed in through four bytes instead of three. 0xFF00FF00 is Green - this declares 255 Alpha, 0 Red, 255 Green, and 0 Blue. Now to use this as intended...
Adventures in Lua When did I get a vest?
Post subject: Adventures in Lua (BizHawk, DeSmuME, and others)
Pokota
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E: Originally, this thread was BizHawk centric, but has since branched out to other emulators. NOTE: This thread isn't just for me to get help, but for everyone to show off and ask help for their BizHawk Lua scripts. ---- So because BizHawk has its own interpretation implementation of Lua, I figured I could write some Lua Scripts to use when I'm playing around. Then I realized that I've never actually scripted in Lua before. After a few quick lessons and some bugsquashing by the good people in IRC, I've managed to put together my first ever Lua HUD script. Download smb2hud.lua
Language: lua

-- "Super Mario Bros. 2" local cherryCount local foeLifeA local foeLifeB local squatTimer UI_GREEN = 0x00FF00; UI_RED = 0xFF0000; while (true) do cherryCount = memory.readbyte(0x062A); squatTimer = memory.readbyte(0x04CA); foeLifeA = memory.readbyte(0x0468); if (foeLifeA == 255) then foeLifeA = -1; end foeLifeB = memory.readbyte(0x0469); if (foeLifeB == 255) then foeLifeB = -1; end foeLifeA = foeLifeA + 1; foeLifeB = foeLifeB + 1; gui.drawRectangle(40,20,(foeLifeA*5),5); gui.drawRectangle(40,25,(foeLifeB*5),5); gui.drawRectangle(40,10,60,5); gui.drawRectangle(40,10,squatTimer,5); for i = 0, cherryCount, 1 do gui.drawIcon("cherry.ico",0,(i*16)-8,16,16); end emu.frameadvance(); end
Which yields this amended HUD: What I'm planning on doing next is fixing the Cherry Meter to show how many cherries have been collected instead of simply moving the cherry around, then converting the enemy health meters from bars to hearts, then coloring the squat meter.
Adventures in Lua When did I get a vest?
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