Posts for ShinyDoofy

Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Neat run, yes vote!
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
The mkv is 284x288 with a black border around the SMS's native 256x192. Any reason for that?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Thanks for the encode! Happy to see somebody improve my shoddy work :)
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I'd truly love to see the improved TAS, but alas BizHawk doesn't compile for me on Linux. Anybody up for a quick and dirty encode?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
CoolKirby wrote:
Encode posted to the submission text.
Thank you! :)
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Can somebody provide an encode of this run?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
sonicpacker wrote:
ShinyDoofy wrote:
the encode's audio desynced for me at 23:15. I'm still watching the rest, though, so I'll withhold my vote until then. /edit: Finished watching it. Turns out the auduio desynced a few times after that also. Ah, well.
I had to adjust the audio every single star starting around 15 because of Mupen's internal capture sucking so bad. This video was a huge and time consuming project honestly (for someone not encode-savvy). The audio shouldn't ever be ahead by more than 1 or 1.5 frames, and most of the time, it's right in line. Sorry if it takes away from the run.
I'm not judging. My encoding days are over and as Mupen is, by now, almost only runnable on Windows, I'm out either way. I was able to watch it by playing with the audio delay in mpv, so no big deal. At least this way I was able to skip through the boilerplate parts where the levels had to be reentered.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I've tried to play this hack myself a few months back and couldn't get all the stars. So hats off for that. Unfortunately, the encode's audio desynced for me at 23:15. I'm still watching the rest, though, so I'll withhold my vote until then. /edit: Finished watching it. Turns out the auduio desynced a few times after that also. Ah, well. Because this hack doesn't have custom exit points (or whatever the correct name is for where you respawn after leaving a level), getting back into the levels is somewhat tiresome and repetitive because the entries are spread throughout big overworlds. Other than that, the execution was done well enough for my standards. Not absolutely optimal, but entertaining nonetheless -> yes vote.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Dude, your 1 key is stuck.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
NitroGenesis wrote:
psst ShinyDoofy you arent supposed to be here.
I am not? :( /Amaraticando: My main focus is on the part of reading the controller's buttons multiple times per frame. That just blew my mind. Well, somebody's trollin'...
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
On a more serious note, though, (one of?) the head developers still seems to be going strong on the hg repositories just three days back.
Experienced Forum User, Published Author, Former player
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Define "pretty soon". As in "soon-ish" or as in "Duke Nukem Forever-soon"?
Post subject: Re: #3916: Masterjun's SNES Super Mario World "glitchfest (1.43 exits)" in 03:58.46
Experienced Forum User, Published Author, Former player
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TASVideoAgent wrote:
Pressing random buttons at loading screens can make them load faster (that is because the controller else has to be latched multiple times in a frame, which slows down the loading process).
What.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
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I really am happy to see this still compiling and running on Linux, without lua, no less. Thanks to the team for their extended efforts! :)
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
And I thought the Linux build was a beast and a half to set up...
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Seeing as you merged rr1-maint into master, I did some git pull'ing and ran into lua issues on the master branch, namely lua_callback_do_unsafe_rewind being undefined when linking. It seems you have neglected to update the signature in lua's dummy.cpp. This simple patch fixes it:
diff --git a/src/lua/dummy.cpp b/src/lua/dummy.cpp
index 38bd91b..d212782 100644
--- a/src/lua/dummy.cpp
+++ b/src/lua/dummy.cpp
@@ -27,7 +27,7 @@ void lua_callback_keyhook(const std::string& key, const struct keygroup::paramet
 void init_lua() throw() {}
 void quit_lua() throw() {}
 uint64_t lua_timed_hook(int timer) throw() { return 0x7EFFFFFFFFFFFFFFULL; }
-void lua_callback_do_unsafe_rewind(const std::vector<char>& save, movie& mov, void* u) {}
+void lua_callback_do_unsafe_rewind(const std::vector<char>& save, uint64_t secs, uint64_t ssecs, movie& mov, void* u) {}
 
 
 bool lua_requests_repaint = false;
About the GB namespace before: Somehow the forums don't like stuff in angle brackets. It was supposed to #include [gameboy/gameboy.hpp].
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I in some way had to patch the master branch in order to compile it with gcc 4.6.3 on Gentoo Linux. bsnes/target-libsnes/libsnes.cpp was complaining about GameBoy not being declared (as a namespace, I presume); however, including <gameboy> fixed this. What baffles me is how lsnes manages to generate slightly more than 100% CPU load on a core i7 980X and is thus not always running smoothly. If it's of any use, I'm using wxwidgets for the GUI and Portaudio for sound (mainly because the SDL GUI seemed unusable and I didn't have the motivation to look up a correct value for --system=xxx in the source code). Anyway: Thank you very much for making me believe in Linux TASing/TAS avi dumping again! It's been a blast seeing something compile (and run) on this box without having to boot VirtualBox. win32 devs, please don't take this the wrong way ;) On a side note: How about support for newer versions of libsnes like 0.88 or even 0.89? I couldn't say if those version were any better than 0.87, but I'm sure there's at least some reason they've been released. /edit@Personman: I'm using boost 1.49 and didn't have any problems compiling in that regard. If you need a (64bit) binary, drop me a note.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
It really does tickle me to know that not even half the people following this movement (be it active or passive) are able to even pronounce the "ch" sound properly, let alone grasp the true implications of the changes portrayed. But oh well...
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Oh God, this game really is bad. Does the (J) version really just say りり? Voted yes nonetheless :)
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Huh... desmume-cli doesn't play the movie, GTK+ desmume either segfaults upon startup or hangs when opening the movie by UI. Oh well, gotta wait for an encode, I guess...
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Toothache wrote:
EDIT: http://www.youtube.com/watch?v=qaw7FrYnuyA
VIDEO: [H264] 1792x1344 24bpp 30.000 fps 1871.1 kbps (228.4 kbyte/s) That's just cruel. But oh well... Thanks! :) /Guess I'll go with a yes vote.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Irgendwo reicht's dann auch mit den überdeutschten Begriffen... /700ter Post :o
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Regardless of the actual judge's result, it tickles me to see some encode of this. Anyone?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Gotta hand it to you: That is one hell of a submission post. Oh, and the lettering is darling!
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
As much as I'd like to have more nerd-approved games on this site, I still have to vote meh. It just wasn't entertaining :/