Posts for RaijinXBlade

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Alright, I uploaded them and changed my last post to include the link.
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Sure, I made 2 quick ones. The first is Combat Cars, and the second is Sonic 2. http://tasvideos.org/userfiles/user/RaijinXBlade
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Yeah, in Retroarch, I tend to use crt-lottes and crt-easymode (depends on how I feel), and sometimes the dithering shader gdapt for heavily dithered games (*cough* American developed Genesis games >_>). None of them work in Bizhawk, however.
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I mean GPU shaders such as CRT screen shaders and the like.
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I reported the resolution switch issue to Gen+GX devs and got this reply: "By default, Genesis Plus GX indeed keeps generating a 320x224 screen buffer on each emulated "frame" in interlaced mode 2 because that's what original VDP does and some frontend might want to do the interlacing themselves or let host video hardware handle it if can generate interlaced video from single-field framebuffers (that's the case with the Wii for example). However, if config.render is set to 1, the emulator will render a 320x448 screen buffer in interlaced mode 2 with every other lines rendered on each emulated "frame", giving the illusion of interlaced screen. Tell Bizhawk devs they should have a look at the libretro port to see how this is done." Just thought I would report that.
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Bizhawk is still using a very old Yabause core for Saturn emulation. For the time being, you are better off using the actual Yabause emulator.
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feos wrote:
There's a switch somewhere in the genesis core settings that prevents window resizing. Also http://tasvideos.org/forum/viewtopic.php?p=420403#420403
Thank you, I understand now. I hope those things can be resolved later on at some point. In the meantime though, Bizhawk is very good, and thanks to all involved with working on it.
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Spikestuff wrote:
(Either I didn't read this topic correctly. Which is most likely true but in any case):
hegyak wrote:
BizHawk handles Filters for RetroArch but not many work.
Well, I am asking why it doesn't work, and making guesses as to why it may be. I'd definitely appreciate if it can be resolved, even if it's not high priority. Also, I have another question about the Genesis resolution switch too. :\
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Spikestuff wrote:
Meanwhile on the same page Pretty much your answer is there as to why it doesn't work.
Huh? I saw that before making this, and there is no answer to my question there.
Post subject: Retroarch Filter Issue + Genesis Window Scaling
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Retroarch filters don't seem to work in Bizhawk (some do, but incorrectly), and I have a guess as to why. Some filters seem to load multipass filters, and Bizhawk only allows one. It's just a guess, but it may possibly be an easy fix by allowing users to load several filters instead of one. Another issue is the filters that do seem to work load incorrectly. I'm not sure what is going on with some, but others seem to scale to something other than Bizhawk's window size. I am not sure if this guess is correct though. In any case, I prefer Bizhawk over Retroarch, yet I enjoy using filters too. Is it possible to have Bizhawk load Retroarch filters correctly, and are my guesses as to why they don't work right correct? Lastly, a quick question about the Genesis' window scaling to avoid making a thread just for that. The Genesis has an interlaced mode (similar to the SNES) of 320x448, and a couple of games used it, including Sonic 2's 2 player mode, however, Bizhawk would scale the window to the new resolution every time games change video modes internally, yet it does not for this mode of the Genesis. Why is that?
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It doesn't look like your boss fights are optimal. You should try to be as close to them as you can for the cannon to hit sooner. Also, this is just a personal gripe, but I think it would have been more entertaining on the hardest difficulty.
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I found a pretty big glitch that allows skipping the final boss. https://www.youtube.com/watch?v=B-FPpyqOwTk I should also note that it is possible to push yourself into ceilings by unmorphing into them constantly (maybe having bombs help to push you up more too). I don't remember if this was a bug from the original Metroid that just carried over though.
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Hetfield90 wrote:
RaijinXBlade wrote:
I couldn't imagine it being too difficult if you used TAS Tudio.
Fixed a spelling error for you there.
Right, TAStudio. I always seem to do that. Thanks!
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Right then, I got you. It's a shame it isn't hex friendly, because indeed that's what I had in mind. Well, in this case, it's a yes vote from me. My only gripe besides Pink's stage is that I couldn't make out any of the Flame Chaser writing, like I could in the existing TAS, but it's pretty minute tbh.
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Why don't you redo the first stage with the drop chaining? I couldn't imagine it being too difficult if you used TAS Studio. I want to vote yes, but I feel like I should refrain from voting for now. Also @Dooty, I'm the opposite. I think the Genesis hardware is one of the most interesting, especially the sound, it seems like there is untapped potential all around with it. :)
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This is, as Mothrayas says, the emulator going into Hi-res mode. Quite a few games on PC Engine, Genesis, SNES, and even Saturn and Playstation change resolution modes quite frequently (in the games that use alternate resolution modes).
Post subject: Re: submisson for update
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Hetfield90 wrote:
Here's a version with the graphical glitch Raijin mentioned if anyone's able to replace it. It didn't have any effect on the rest of the run.
Oh you included it. Ha, that's cool. Sorry if it seemed like I was just posting nonsense. Honestly, I was kind of hoping it might have some effect on RNG, so maybe it can be used to alter Bospider or something, but I guess it's either not enough or doesn't alter RNG at all.
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Yes vote from me, of course. Also, before I forget, there's actually a useless glitch during the cutscene where you speak with Zero after all 8 bosses are defeated. After all the dialogue around the time you would gain control of X (if you had control), you can actually swap weapons for like a frame or 2, and it bugs out the graphics for the weapon energy bar. Just a showoff sort of thing really.
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Alyosha, I know of an NSF player by the name of NSFPlay which was reworked by someone called Rainwarrior. It is considered to be highly accurate, including for the mappers. Do you think that can be of some use to you?
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Alright then. Thanks for the information. I'm really not following development at all, so I guess I asked a stupid question. Regardless, I am interested to see the Saturn TAS' of the site grow. Eventually seeing Dreamcast and PS2 will be nice too, whenever that happens.
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I've checked the roadmap for Bizhawk, but it didn't mention anything about Saturn. It says for the PCSX2 core that in the future when development isn't so active, perhaps there will be an attempt at it. Should I assume the same about the Saturn, in that once they finally reach a "stable" status for Yabause, there will be an update?
Post subject: Yabause Core for Bizhawk
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Figured I should post this here rather than the Saturn Emulators section since Bizhawk is the go-to emulator for things now. Just a small question. Since a new Yabause version seems likely around the corner, I am curious if the old core in Bizhawk will be updated too. I am always interested to see more Saturn TAS'. Just a shame the Saturn itself is so complex, otherwise it would have an emulator on par with Playstation by now :p
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Voted yes for both this and the X3 TAS. Good job on these. Buttery smooth execution.
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Jesus... Very highly interesting and entertaining. A yes vote from me. I can imagine a lot of situations here being very frustrating. Don't burn yourself out.
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FractalFusion, as pointed out, Youtube does indeed support 60FPS now (finally!!). All that is needed for Youtube to recognise it as 60FPS is to encode with full frame rate, of course, and upscale the encode to 720p or higher. Keep in mind that the standard Flash Player will not play back at full frame rate. This only works with the HTML5 player. Firefox and Chrome are fully supported for this.