Posts for Warepire

Warepire
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Works fine for me, using noscript and enabling only the bare minimum scripts in Firefox for Twitch to work makes Twitch work a lot better for me. Downloading the highlight.
Warepire
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TASes are usually supposed to be played on the hardest difficulty unless there is a good reason not to. Anyhow, I have now watched the WIP, and the "department of silly walks" improved the entertainment a lot over the current TAS. Also fantastic improvements. Don't have anything more constructive unfortunately. Looking forward to the next WIP! Keep it up!
Warepire
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Sweet! I was kinda looking forward to the US version because it is harder, but none-the-less looking forward to WIPs! This sure is gonna be swell. Good luck!
Warepire
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If PAL is faster, then it definitely qualifies as a reason to use PAL.
Warepire
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jlun2 wrote:
Hey, it seems google code is now read-only. I tried visiting the emulator's github, but the issue tracker link takes me back to google code. Where do people report bugs now?
https://dolphin-emu.org/blog/2015/09/01/dolphin-progress-report-august-2015/#issue-tracker-mayhem According to this they're working as fast as they can, but don't quite have a replacement tracker yet.
Warepire
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ALAKTORN wrote:
FractalFusion wrote:
Also, check your .cue to make sure it actually points at the .bin. For example, the first line should have a relative path like
FILE "TEKKEN 3.BIN" BINARY
and not an absolute path.
Thanks for the help. Had no idea .cue files were like that. Works fine now, it seems. Edit: Well sound is kinda fucked up but maybe that’s normal.
Sound in Tekken 3 is provided by CD-DA, you need to add further tracks in the cue. Or if the game isn't running full speed, get a better computer.
Warepire
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Dump the disc yourself? Do something else that's clever?
Warepire
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Loving these WIPs. Keep it up!
Warepire
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feos wrote:
I still ask to add this to the script (maybe by the cost of one correct answer): Draw the wrong answer, scratch it out, draw another wrong answer, scratch it out, draw "Pffffff whatever" and have that accepted.
Could it be more fun (if possible that is), to draw the correct answer and have the game tell you "nope, wrong!" between the 2 wrong answers?
Warepire
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LeHulk wrote:
Man, Soul Blazer is the dream. Maybe I'll get around to doing it, but all the luck manipulation involved is quite intimidating.
If I remember correctly it's bound to a frame rule, each frame being hard locked to a certain result. There was research done on that, and results were posted in the topic. EDIT: I was wrong, but the GEM manipulation shall be pretty easy using a RAM watch. The topic for quick access: http://tasvideos.org/forum/viewtopic.php?t=947&postdays=0&postorder=asc&start=75 The Critical Sword is insanely overpowered in a TAS, that was what had the frame-rule.
Warepire
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I was surprisingly entertained by this. Great work. Voted yes.
Warepire
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Very well done, much more entertaining, and clear improvements. Voting yes. Now please go do Soul Blazer (U) (There's some WIPs and knowledge dumps in the SNES section)
Warepire
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Previous submission of this game: http://tasvideos.org/2972S.html
Warepire
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Well, if it's already done, why not? I am sure someone, somewhere down the line, will appreciate you for it.
Warepire
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jlun2 wrote:
I'm not sure if it's needed, but I think it should be reported to GitHub instead since google code is closing soon.
They are migrating trackers, and following the mailing list I don't think it's gonna be the GitHub issue tracker. The instructions are to keep using the google issue tracker until the switch is done.
Warepire
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Sorry but PSXjin is a very broken emulator, the dump you have could be modified to work on PSXjin (and family, such as PCSX), and break horribly when the emulator DOES STUFF RIGHT. Check the disc hash, and compare it with redump like suggested.
Warepire
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dwangoAC wrote:
Warepire wrote:
Like finding an ACE glitch in one game, and programming it to complete another game.... Not sure how feasible it would be to accomplish this, depending on available consoles, length of the game, and how deterministic it is when run on console.
I think this can be substantially parallelized - we need people to find total control exploits for NES, SNES, N64, Game Boy Advance, and Game Boy (or alternately, if we instead loop back to an NES game, figure out how to get just Game Boy Advance's Final Fantasy stairs glitch to work so we can start with NES FF and end with GBA FF). In essence, we'll just start with whatever end is easiest and build from there, or we might discover we have to bridge two sets of two consoles or something. With over 18 months to go to AGDQ 2017 we have as of right now plenty of time to determine what's feasible and what isn't. Thoughts?
Personally, I find the FFII Stairs glitch run extremely boring without a RAM display, so I would prefer a different game, though not sure which right now.
Warepire
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It's a bit hidden information right now, but you create a text file, paste the names of the discs in it, one per line (for example FFIX-Disc1.cue), then save it as an m3u (for example FFIX.m3u), then open the m3u as the disc in BizHawk
Warepire
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I was more thinking, save that big chain ACE for 2018, and start of smaller. Like finding an ACE glitch in one game, and programming it to complete another game. Should definitely keep the idea of using 2 consoles connected with each other. Not sure how feasible it would be to accomplish this, depending on available consoles, length of the game, and how deterministic it is when run on console.
Warepire
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http://tasvideos.org/Bizhawk/LuaFunctions.html Begin with changing the savestate calls. Instead of create, assign state1 to for example 1 (or any other number in the range 0-9) And instead of .save / .load, use .saveslot / .loadslot It should also be possible to give state1 a full path as a string, then .save / .load shall not be replaced. With this solution, ensure that you have the necessary rights to create files in that path. And as stuff breaks, keep making comparisons between the script, error message, and the Lua doc making corrections to the script. And before you know it, the script is ported.
Warepire
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Samlaptop wrote:
Can someone please send me a build of hourglass resurection via pm? I want to test some games to see if they work or not.
The features needed for enhanced game support are not finished, you will not see a difference over the r81 release of nitsuja's Hourglass in compatibility, just more crashes (due to unfinished features).
Warepire
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It's enough with one N64 Zelda starred, and Majora's Mask is more worthy, it shall keep it's star.
Warepire
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As requested, here's a version of the script with waypoint support: http://tasvideos.org/userfiles/info/24442790218451707 Usage is described in the wip upload info. A note is that the script must be restarted if the waypoint prompt is closed and the waypoint shall be changed. As far as I know there is no way to listen to the "closed" event and re-spawn the window for that case.
Warepire
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Pokota wrote:
--image-- Happens on any cue file load. Is this a firmware mismatch or just something broken? Using BizHawk 1.11.1; I can also provide my firmware sha1 hashes if necessary.
Every cue I loaded worked fine in 1.11.1. Tried different discs? Checked if the cues are valid?
Warepire
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PSXHawk has been released and the kinks worked out with the VirtualPad, here's a (stripped down) LUA to celebrate: http://tasvideos.org/userfiles/info/24367823787491156