Posts for Warepire

Warepire
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Sounds good to me! Keep up the great work.
Warepire
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Will the GBHawk core require BIOS?
Warepire
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If you open your BizHawk folder, go into PSX and check the SaveRAM folder, you will find that separate memory cards are created for each game (based on image name). You need to rename the memory card files between the games to share progress.
Warepire
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Well done everyone, you turned something awful and terrible into something decently entertaining. Yes vote. Encoders: Can we have a second encode with FatRatKnight's scripts running? (The radar and terrain map mostly)
Warepire
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Bauxe wrote:
Right - I suppose there is plenty of information around here mixed up between resurrection & original hourglass. That, and there is a bit in contribution.md stating that code should theoretically be compilable on xp, which I must have misread as run. Thanks for clarifying. :)
Well caught, I missed a reference to XP when I changed the contributing file. I'll take care of that.
Warepire
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Bauxe wrote:
Figured I'd give asking here a shot. I've been trying to get this working on a few different installs. It runs fine on both a windows10/7 install, however 4 separate xp installs all result in the "not a valid win32 application" error. Are there dependencies that I may be missing? Or perhaps do I need to build it myself for xp? Currently installing vs2017 to give the latter a shot. Any help will be greatly appreciated. :)
"not a valid win32 application" is not a dependency error, unless you count the operating system as a dependency. XP support was dropped, because supporting XP prevented us from moving forward in terms of code quality and functionality. (Long rant, I can explain further on IRC if you want me to). Further reading about the error <- Here you can learn about the error message you received on XP and what it really means. The section "File is not designed for your version of Windows" applies specifically to this case.
Warepire
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Jenetrix wrote:
Warepire wrote:
Typing is even harder, there's supposed to be a "not" in there =P, fixed my above post. I think those are the size Windows specify today.
Well then between the both of us we are really dropping the language ball today. If you had something else in mind I'd be more than happy to throw something together really quick.
My original response to phoenix1291 should reflect my wishes quite clearly. If not, please highlight what you find unclear and I will try to explain it.
Warepire
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Jenetrix wrote:
Warepire wrote:
As I wrote in the post above yours, that's exactly what we are looking for.
Lol, reading is hard apparently. I can make some proper size icons from whats here, or change it up a bit if needed. Sizes are 16x16 32x32 64x64 etc.?
Typing is even harder, there's supposed to be a "not" in there =P, fixed my above post. I think those are the size Windows specify today.
Warepire
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Jenetrix wrote:
Been kinda following this idly for a while. Do y'all still need an icon? I tried making a more modern-ish version of the existing icon. Here are a few different versions.
As I wrote in the post above yours, that's not exactly what we are looking for.
Post subject: Re: Hourglass Resurrection Development Thread
Warepire
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phoenix1291 wrote:
Are there any standards, prerequisites for the size of the logo, the maximum number of colors to use, what are the different sizes of icons and how many? Graphic Design being my job, I could look at that when I have a little time and propose different design and variants. But it would be good to fix the different technical constraints, if not already done, it will limit research. And I am glad to see that people are working on this project for which I had little hope, given the difficulty that this seemed to represent, on the discussions of the old thread.
We need something Windows icon sized, preferably all the currently supported icon sizes would be good (Windows does terrible scaling). There are however some debate over what it should contain. Personally I think we should go with a theme that makes it clear that it's a debugger (which is what Hourglass really is), and that it has save-state features etc.
Warepire
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feos wrote:
Am I reading this right that there is a person ready to start porting the core and the only problem is which to chose?
I am reading it as someone having the manpower to help MarathonMan develop CEN64 to the point where it's "core-ready".
Warepire
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Pretty good pace, entertaining glitches, and you provided some nice antics in the auto-scrollers, would have liked a little more of that though. Overall I enjoyed this. Well done. Voted yes.
Warepire
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Post subject: Re: Gambatte has a graphic glitch with Emo Dao
Warepire
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ThunderAxe31 wrote:
Gambatte has a graphic glitch with Emo Dao, please see if there something you can do about it. VBA does not feature these broken sprites. --image--
Do you know if it's supposed to be glitched or not? There have been cases with the SNES library where a glitched behavior is the correct one.
Warepire
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For the same reasons as Spikestuff, I vote no.
Warepire
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Currently we are not really in much need of testing. Poke us on IRC and we'll help you get started if you want to try your hand at our codebase.
Warepire
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Alright, thanks for the explanation.
Warepire
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Results from the new script version, same workload in the background:
User Agent: Mozilla/5.0 (Windows NT 6.1; WOW64; rv:54.0) Gecko/20100101 Firefox/54.0
Vector	Block	Result	Duration
12	3	correct	276.14ms
13	3	correct	99.33ms
14	3	correct	199.78ms
15	3	correct	397.92ms
16	3	correct	797.77ms
12	4	correct	104.14ms
13	4	correct	207.31ms
14	4	correct	419.15ms
15	4	correct	830.87ms
16	4	correct	1682.28ms
12	5	correct	216.53ms
13	5	correct	428.45ms
14	5	correct	852.00ms
15	5	correct	1706.11ms
16	5	correct	3415.74ms
Status: Done.
Old post for comparison:
Warepire wrote:
Intel i7 4790k:
User Agent: Mozilla/5.0 (Windows NT 6.1; WOW64; rv:54.0) Gecko/20100101 Firefox/54.0
Vector	Block	Result	Duration
12	3	correct	50.67ms
13	3	correct	98.58ms
14	3	correct	198.93ms
15	3	correct	393.63ms
16	3	correct	792.43ms
12	4	correct	101.99ms
13	4	correct	203.72ms
14	4	correct	408.38ms
15	4	correct	813.61ms
16	4	correct	1642.74ms
12	5	correct	209.81ms
13	5	correct	417.77ms
14	5	correct	834.85ms
15	5	correct	1668.20ms
16	5	correct	3365.78ms
Status: Done.
Ran while the PC was under otherwise normal (for me) workload.
Warepire
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In the youtube encode it looks like you loose a little bit of speed everytime you jump, and you collect what seems to be an unnecessary amount of these roll-looking thingies. Is that actually the case? Also, your life is measured in bottles (of milk?), not hourglasses. Looked decently well done, but there was no entertainment here for me. I voted no.
Warepire
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Intel i7 4790k:
User Agent: Mozilla/5.0 (Windows NT 6.1; WOW64; rv:54.0) Gecko/20100101 Firefox/54.0
Vector	Block	Result	Duration
12	3	correct	50.67ms
13	3	correct	98.58ms
14	3	correct	198.93ms
15	3	correct	393.63ms
16	3	correct	792.43ms
12	4	correct	101.99ms
13	4	correct	203.72ms
14	4	correct	408.38ms
15	4	correct	813.61ms
16	4	correct	1642.74ms
12	5	correct	209.81ms
13	5	correct	417.77ms
14	5	correct	834.85ms
15	5	correct	1668.20ms
16	5	correct	3365.78ms
Status: Done.
Ran while the PC was under otherwise normal (for me) workload.
Warepire
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First you will need a decent understanding of programming and programming languages. The languages you can choose from depends on the system you wish to emulate and how accurately you want to emulate it. For older systems and with decent accuracy you can get away with almost any language. For newer systems or high accuracy, the options decrease. Second, you need to have a good idea about hardware architecture and how to read technical manuals / specifications, there are many types of chips and buses you will come across, which you will need to emulate to certain degrees for the full emulated system to become functional. Third, the assembly language, and translating from binary data back to text. Because you will encounter bugs, and it helps debugging immensely. You may also need to develop your own ROMs to trace bugs and/or test your implementations. Which leads me to: Fourth, compiler theory, because a lot of compilers have cryptic documentation and understanding how a compiler functions on a deeper level than "source code goes in, binary comes out" will be very important. If you make a really bad choice of console, you may also have to write the compiler. Fifth, which by now should be unnecessary: Working with multiple operating systems, as some tools are only available on Windows or Linux, or even require specific versions of these operating systems to function. Which may make point 4 appealing again. Finally, don't expect to make money from this, and don't do it for fame either. Do it because you find it interesting.
Warepire
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nymx wrote:
I am certainly interested in the opinions of TASVideos in order to know how to proceed.
Possibly a weird question, but why not ask for our opinion to begin with if your goal was to submit here? (Also, we're not twitter, we do have quote buttons, and you're allowed to answer several people in the same post, actually, we encourage that)
Warepire
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Personally, I find a racing game TAS where you come in second (even if this is overall faster) to not be very entertaining. The main entertainment for me is to see by just how much the AI is left behind. Well done TAS, but I voted no.
Warepire
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The same can be achieved with GitHub, except there is no need to install any programs locally as GitHub has an "Upload files" feature much like a file host.
Warepire
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thegoldfish wrote:
If this is still in development, I would really love to see mouse support added.
Yes, it is still in development. Yes, I would also really love to see proper mouse support added. No, it's not on my current todo-list.