Posts for Warepire

Warepire
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I meant that I cannot find any invisible lag, in a range of ~500 frames tested, the game accepted and acted on input on all of them. I was in the first area, before entering the cave.
Warepire
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solarplex wrote:
edit: Tested out Prince of Persia with newest revision, you do start falling as soon as the game starts, unable to be played. If someone else wants to do the bug report, go for it cause im not interested in doing it.
You're currently the one that can answer potential questions the best. None of my current computers can run Dolphin. (One is XP, one is Vista 32bit)
Warepire
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zeromus wrote:
Just to be clear: that some games crash when RAM ranges contain certain values cannot be taken as evidence that the certain values are impossible on real hardware.
Should have been clearer on that, thanks.
Warepire
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I will state now as I stated during the discussion that spawned from the Cheetahmen 2 submission. For every console where a bootstrap or BIOS doesn't initialize the RAM, setting the RAM to whatever is the most useful shall be allowed, AS LONG as that RAM state is possible on real hardware. I remember byuu writing something on his forum about some games crashing when some RAM ranges contained certain values.
Warepire
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After some testing I cannot detect any lag in this game. Could you explain where it lags? Maybe give a save-state?
Warepire
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Switching from WRAM to BUS memory domain in RAM Search freezes the emulator after clicking New or "the red arrow that makes a circle" and I have to task-kill it. No error messages show up. BizHawk 1.7.2a. SNES Compatibility core running Alcahest (J). Windows XP 64bit SP2 ------------------------------ (Same game, and system config) When observing WRAM address 001858 (Health) in RAM Search and getting hit, the change counter keeps counting until the value changes again. While in RAM Watch the change counter will behave like expected. Can provide save-state near an enemy if necessary.
Warepire
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Odongdong wrote:
Warepire: No luck, Snes9x also doesn't count the lag.
Try to look in RAM for a value that changes state when the game lags. Or a counter that increases every lag frame. If you tell me which version of the game you use, I can try to search too. (I'm stupid, there is only one version)
Warepire
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solarplex wrote:
jlun2 wrote:
solarplex wrote:
Edit: Alright I tested to see if the cancel glitch works on Dolphin and it doesn't :-\ So I guess the emulator doesnt emulate it yet.. So now onto working on seeing if i can get higher on the palm tree. that palm tree angle is the worst to figure out lol.
Huh. How does that work? Have you tried reporting the bug to dolphin bug tracker?
Im using 4.0.2-avsync, it could very well be fixed in a newer revision but the reason i went with latest stable is because when i tried a new revision, prince doesnt have collision with the floor.. Im too lazy to go through the process of reporting bugs on dolphin, id figure they have bigger issues to solve than one game.
Dolphin doesn't fix games, they trace the underlying problem and fix that. The prince not having a collision detection with the floor could be a big issue overall, just not big in this specific game. So do test the latest Git build and report the error if it's still there.
Warepire
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That's unfortunate, but it's still an extremely funny fight, so don't feel bad.
Warepire
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LOL! One of the funniest fights yet. After the uppercut, something I have always thought should be possible but never succeeded with is catching it wish a Salmon Fishing. (Too awkward input for me to be able to get the commands after each other when I play on console). You'd lose the juggle you currently have but I think it would look really impressive if it was possible.
Warepire
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Does Snes9x detect the lag in this game? If not it might be like Kirby's Adventure on NES where the game deals with lag such that it's not visible to the emulator (console) If this is the case, you should find some kind of flag getting changed in RAM during a transition into a lagframe and then change again during a transition into a normal frame.
Warepire
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thatguy wrote:
niamek wrote:
I think spots games that the only purpose of it is to play sports( example: NFL 20XX) can be removed from the list.
Like has been said above, you can't know a game's playaround potential without doing some experimentation. For all we know the Madden games could be sitting on a goldmine of arbitrary code execution possibilities.
Exactly. Example: [1438] SNES International Superstar Soccer Deluxe "playaround" by Marcokarty in 15:24.38
Warepire
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Really nice. The dancing during the Law fight just screams "na-na-NA-na-na". Jin was really entertaining, very good opening combo/juggle.
Warepire
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Not being able to dump the DSP roms is a question probably more suited for the Dolphin forums on dolphin-emu.org. I do not know enough about Dolphin and GameCube / Wii emulation to help with that. To make your own encodes having an A/V sync hack modded Dolphin is recommended, you can still dump video using the original builds, but as you see there is an issue with the playback speed. If you submit the finished TAS here and it gets accepted, an encoder will do the encoding for you, so from that aspect there is no need to make your own encodes. However, having encoded WIPs often helps getting feedback on your progress, and WIP often. It would suck to get the TAS rejected because you forgot about a certain trick. Regarding graphical issues, if it's nothing serious it will probably be deemed acceptable anyway, and to me this sounds like it's not that serious. Otherwise the best way to handle it is to report them on the Dolphin issue tracker if they still occur in the latest Git version of Dolphin using the game-ini settings.
Warepire
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The main motivational killer for the potential TASers is that Wiimotes don't sync so good.
Warepire
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Samsara wrote:
feos wrote:
It's just, "we want to avoid meaningless publications". If this particular run is proven to be a "significant improvement", no problem, obsoletion can happen. But we must figure out how to handle such cases in future, to not let the rules have holes.
Well, the acceptance and publication of the previous movie happened very quickly, even though there was debate over the ending. Delaying judgement in favor of looking at an alternate file would most likely handle every case such as this. Otherwise, it just seems like it would be a game-by-game basis, backed up by the opinions of the people watching. In this case, I'd agree that this is a significant entertainment improvement over the previous movie even if the entire rest of the movie is exactly the same.
I 100% agree with this.
Warepire
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adelikat wrote:
Is this movie a clear entertainment improvement over the published movie?
I definitely think so, while it was clever to end input early it murdered the entertainment.
Warepire
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Scepheo wrote:
Don't use the performance core for movie recording/playback (it's what causes the lag counter to stay red). Try using the compatibility or accuracy cores. If you're very lucky, your movie might even sync.
From this topic: http://tasvideos.org/forum/viewtopic.php?t=14612 Perhaps this is what is causing the problem for you.
Warepire
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What was that timer reference at the end? And you missed beating it by about a second? Otherwise it looks really solid! Fantastic job so far.
Warepire
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I consider this movie to be more entertaining as it doesn't go on strike during the final boss. Ending input early and letting the boss time out was cool, but not entertaining at all. I am voting yes.
Warepire
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Derakon wrote:
Here, have this encode that I downloaded and never deleted. Good luck doing all those corner bounces with the glass ball though!
Fixed the link for you. The link in the quote is working.
Warepire
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Nach wrote:
Warepire wrote:
I shall point out that the GameBoy is not one of these consoles with a random starting state, the boot strap ROM inits all the clocks and RAM to a specific value.
That may be true regarding the base system, but I don't know if its true regarding RAM and registers existing in carts with extra hardware supplied.
I've read the boot strap assembly too long ago, all it did was zero VRAM, the rest of the RAM was left uninited. I need to remember to refresh my memory before posting. (Can send you the boot strap disassembly if you need it)
Warepire
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I shall point out that the GameBoy is not one of these consoles with a random starting state, the boot strap ROM inits all the clocks and RAM to a specific value.
Warepire
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Quick and entertaining. Beating missions before the game has a chance of displaying them. Voted yes.
Warepire
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Never seen that clip before. Great job on the TAS so far.