Posts for SXL

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SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
a flash player, including the appropriate emulator + rom + movie would be a lot more feasible. it'd really help for submissions especially, since by definition there is no .avi for them.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
just use "save as" and it should work. //edit it might propose you to save it as .tif, accept, then rename the file, it will work. probably a MIME problem. I watched it but wasn't thrilled. The damage taken look sloppy, and made me even wonder if it was really as fast as possible. The run is not impressive but the game is harder than it looks, too bad the kills are so fast that it looks too easy. I'd say, polish the style ; maybe go for a no damage run, and/or make it look more impressive by taking more risks. //edit edit frenzy !
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
all rerecording emulators evolve, and have their movie format evolving, refining version after version. it's something tas'ers are used to, it's not a real problem. new movies must be created with the best version for that game, and watchers just download the appropriate emulator (as told in the submission's description) to watch it. to avoid format mistakes for the movies produced by Meka, you might want to talk with the coders here, they have studied this a lot. do read the specs of the rerecording emulators already existing on the wiki. ask what the best is. (I believe that the savestate format you created is very solid now, as it's even used in the other sms emulators.) yeah it is complicated to think about all the possibilities, you're not asked to create a perfect format at the first try, it just has to include the mandatory information, for example : - rom name + crc - start from reset/savestate - number of players - pal/ntsc settings - number of frames, rerecords - header with reserved space for the future - enough bytes for the input of each player - others I can't think of... almost every rerecording emulator has been created on a new developing branch, and it always takes several tries to get it accepted here, in fact their development only stops when no coder wants to deal with it anymore, so a quest for perfection is useless. we're lucky enough if we get an accepted rerecording emulator for sms, the rest does not matter much.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
really nice, as expected the game is fast and it shows. I'm more concerned about the style, though. you keep picking jumps from the middle of the platforms, you stay far from enemies. it could be more entertaining if you took more risks, passing just pixels away from dangers, making the viewer ask himself : "wow ! he barely made it", creating the maximum suspense possible while still being as fast as possible.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
feel free to post you testrun, mate. //edit it's Hokuto no Ken (Fist of the North Star), in case you guys did not see it.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
caitsith2 wrote:
Found another bug. (One that pissed me off, because I now have to redo a good segment.) What happened, is I reloaded a save I didn't want to reload. (I meant to actually save at that point, but hit the wrong key.) Now, I go and reload last known segment, which is farther ahead than the original save, and instead of the emulator refusing to load the save as it should. (Save no longer matches movie, the moment you go back and rerecord the segment before that save.) Rather annoying, because I go to watch my finished work, and now I got to rerecord that final segment.
I don't understand the bug, but what you describe look a lot like bullet-proof rerecording. it seems to be missing from pcc's dega. it is not mandatory to get the emulator accepted (so it should be soon hopefully !), but once you get used to it, I can understand how you can miss it.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
maybe could you work with pcc to make us a nice sms rerecording emulator. and if meka was the target, maybe could you invite Bock (if he's still alive...) to help you both... what do you think the best solution would be ? - pcc's rerecording dega, improve this - add rerecording to meka - add sms (from meka ?) support into rerecording gens
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
hold on, you're contradicting yourself in the same sentence. you say gens does not have sms support (at all !) as of now, which is true, yet you claim only some sms game is not supported ? what is this converter you're talking about ? how could you know that this game won't work on an emulator that does not support any sms at all ? I believe you're underestimating the chore a whole lot : adding a new console into an emulator is very close to write a full emulator, which takes years before being viable. whereas pcc offers us a working rerecording emulator. let me picture this to you : - add rerecording to dega : size 1, actually it's almost done (thanks pcc !) - add rerecording to meka : size 10 (less for Bock if he ever comes back) - add sms to gens : size 100 ? so ok, gens might be more comfortable to you, but heh, pcc is here at least, so why not asking him the features you want ?
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
yeah, the GUI code I was referring to was those hotkeys. remove every hardcoded keys/values that the user would could/want/need to modify, and put them into menus in you application. maybe store them in an .ini file. as for linux, yeah the conditions were not, and are still not, always perfectly respected. linux is requested mostly by the publishers (often admins) who have specific tools to produce high-quality movies. that means that, if I'm not mistaken, if the linux version of rerecording emulator has to be accepted, it would have to include video/sound output and synched playback. my main worry would be rather upthorn's one : the list of unsupported games (read : that don't synch enough while rerecording, or are not well emulated) might be bigger than you think. and maybe, adding rerecording to meka (which has better compatibility) would take less time than adding more compatibility/synch to dega... maybe you both guys could work together on the subject ?
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
dega surely does not support as many games as meka does, but hey, as the speed you're going, we might get your rerecording version of this emulator accepted very soon, which is far from meka's case. as for meka's linux issue, there are already several emulators accepted on this site, that work partially or not at all outside windows, it's not such a big issue thanks to wine. btw, what conditions is your emulator still missing to get accepted ? some gui code would help maybe :)
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
great news, pcc. I'm glad someone finally coped with the long-awaited work. if you read that topic, you should also know that many games are not very well supported with dega (in comparison to Meka), which is why upthorn never picked this emulator. but it's far better than nothing. I don't have the time to test it yet, but I'm interested in the changes you made. they seem incredibly short, but only intensive tests will tell us how solid they are, and how well games and rerecording are supported. what is your planning ?
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
nice upload speed Zurreco, what kind of provider offers 5+mbits up ? .edu ?
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
with virtualdub you can play a movie frame by frame. I guess ffdshow might do the work too, check its options.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
JXQ wrote:
I have to target to aim at :(
[URL=http://img257.imageshack.us/my.php?image=archot2.jpg][/URL] are you sure you have the latest flash player ? works fine with version 9.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
it would look more entertaining if the author did not try to block the character in one or more game(s), to make him do totally different stuff in the other games too often. it's as if the matching between the games was avoided as much as possible ; yes it's faster but it spoils the fun. I contest the objective "finish all games as fast as possible" being more important than "make it look astonishing, 4 guys doing exactly the same most of the time, still finishing all games". I'd suggest the latter, then it would fit better in the fun section of the site than on the speed section. as it is now, speed is not that impressive. it should show they do the same, it should not be known.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
huh, can't get authed to the subversion server. it keeps asking for l/p. I could not find where to create a new account into the trac server, I must be missing something terribly obvious, I fear.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
for those that don't know the game, you must build walls so as to create closed zones where you get rid of the water ; then when a meteor comes, water evaporates. the bigger the lakes are, the more points you make. thanks to frame advance, it is played at an incredibly fast rate, I vote yes.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
remember that famtasia cannot detect if a movie must be played in 50 or 60hz, while fceu can, maybe the famtasia movie is faster because it plays on the wrong setting...
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
to me, publishing a movie in the concept demo section does not really count. namely, this movie is interesting only if you have been told that it shares the same input for the 4 games, not because you can see it, which it too hard to do in my opinion. casual viewers will have trouble to understand the concept. just watching this has fewer chances to entertain them. the audience of this movie seems limited to me. that's what the concept demo is for, and I never voted no for this destination, in fact I'm ok with that, just that it's not enough entertaining. just imagine some random guy watching this on youtube (intro probably cropped...), will he understand ?
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
a simple test to see if the movie is worth publishing. show it to other, non TAS-familiar people. try to explain them that this movie is interesting because it shares the same input for the 4 games. you will end up with questions like : "are you sure ?" or "it's not obvious, too bad it does not show more" or even "if you didn't tell me, I wouldn't have known, so it's not that interesting", etc. therefore, I vote for a forced input display on every 4 screens : it will show that it's the same for the 4, even if the person did not read the description (and assume people never do, as most views are from outside the site), and it could be read from any screen (an unique input display would be difficult to follow).
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
taken individually, the 4 runs are not that interesting, but since I don't like the megaman series, I won't vote because of that. though, I did not like the quad run, because it does not look enough that the games share the same input. if more movements were synchronized, or if the input was clearly displayed, it'd be worth publishing, but as of now, I will not vote. if no input is displayed, I will vote no.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
avast! - Warning In Ballocheat.exe virus found : Win32:Trojan-gen. {VC}
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
the juggling at 0:43 (rebound on a flying rock) is impressive.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
Warp wrote:
Yes. Just add "minAge=14" to the module parameters.
the age of a movie is simply the number of days it has been published on the site. you cannot compare the numbers of downloads of a movie if you don't take its age into account. say, a 2-week-old movie with 200 downloads has technically more downloads than a 2-year-old movie with 250 downloads... on the same period. I propose that we replace the download counter by a "number of downloads per month". this will solve such problems.
I never sleep, 'cause sleep is the cousin of death - NAS
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