Posts for adelikat

adelikat
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Joined: 11/3/2004
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Did you re-run the prereq installer?
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adelikat
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You don't see the word console in the image you posted? :P
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adelikat
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I voted no on entertainment. But I am glad this run was made, and thus fixing a big oversight we had with the current publication not "completing" the game.
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adelikat
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While I agree that the validity of the IGT branch is worth debating, isn't it a bit off topic in the context of this submission? The only plausible solution is a retroactive obsoletion by an existing movie, as it has no real intersect with this movie and shoudl be discussed in a another forum thread. (Unless I'm missing something).
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adelikat
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Does the game expect you to press start? I Just noticed yesterday in fact, that Reset is "Start" on game gear. The ui isn't clear on that, and Reset is in the console tab (unmapped by default in 1.6.1). Map that to a button and you should be able to start your game.
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adelikat
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I will also add support for double obsoletion
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adelikat
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Flawless apparently doesn't mean playing at a high level, not a single human world record is even achieved despite the "tool assisted" play.
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adelikat
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Does it work in bsnes? Because that's all we do, is run bsnes. Is it's SGB emulation "complete"? No. Then again, what do you mean by complete, because no emulator is...
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adelikat
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Joined: 11/3/2004
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Weatherton wrote:
Note: the most noticeable limitation of any physical N64 controller is the angular limitations (e.g. [128,128]). The actual N64 controllers are octagonal and reach, perhaps [90,90] while the input limits are square.
Does anyone know the actual physical ranges of a neutral'ed N64 controller? (or a good approximation of those ranges)
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adelikat
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It can get tricky how to compare two runs that end input differently. Let's say someone makes a smb1 warps where the only "improvement" is ending input earlier. Well, that's not an improvement, that movie would be rejected. But let's say a movie ends input early, and does so in a clever manner (say gradius and pretend speed is the only factor). And someone else figures out an even more clever manner to end input. Is that an improvement? I might consider that as a legit improvement. But, we've never really had it be an issue. Because when is this the only significant difference between two movies? In general an improvement is an improvement because it is a bigger technical achievement, regardless of ending choice.
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adelikat
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The fate of light gun oriented TASes hasn't been good. I would say it isn't a particularly interesting TAS concept. So yeah, I"m leaning towards releasing peripheral support like this even without movie rerecording support since it isn't a high priority rerecording feature anyway.
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adelikat
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Highly probable that the 1.7 release will have SMS light phaser support for casual play. For recording into movies, that's less likely. That needs either a big change to the movie system or another hack workaround that will make a big change to the movie system even harder.
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adelikat
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CoolKirby wrote:
Lot's of detailed and awesome information
Thanks! This is exactly the kind of information I was hoping for.
Quicknes gets 227 FPS when throttled, which is awesome!
That probably sounds less awesome when you find out I get 1500 fps <_<
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adelikat
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I found the glitch funny (and thus entertaining), though I certainly didn't watch more than about 30 seconds after input end. You can reach max score 15 minutes faster though? But this at least shows off a neat trick to come up with a clever early input. So there's some value to doing it this way.
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adelikat
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Oh, so to be clear: 1) Bizhawk has a way to pause av and you like that, 2) And you would like someone to add this feature to snes9x
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adelikat
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Bizhawk does too have a way to pause with lua. client.pauseav()
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adelikat
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Ask in that thread please.
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adelikat
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You aren't doing anything wrong, it should be client.speedmode(300), however it is busted in 1.6.1. Is fixed and will be represented in the 1.7.0 release. If you need an advance copy here is a beta and then you can also help test (as of this post, nobody has helped >:()
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Post subject: Quicknes in Bizhawk
adelikat
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BizHawk 1.7.0 beta In addition to opengl rendering, the next release will feature a new core. This time it will be quicknes. No, this isn't a replacement for neshawk, but instead, this will be the first official "two cores of the same platform" situation in BizHawk. Why quicknes? Because neshawk is rather slow (170fps for me in smb, on an i7 2600), and it would be nice to have a faster alternative. Quicknes is built to be fast as well as accurate as possible while still focusing on speed. It is more accurate than fceux generally (and passes more accuracy tests). As such, I felt like it was the best option for a lightweight nes core. Quicknes however, does lack the robust mapper support of neshawk, but does emulate the vast majority of USA games (which is the bulk of the TASed games on tasvideos). The only notable game I know of that it fails to support is Punchout (sadly). For games that quicknes fails to support, a user will need to fall back to neshawk (or cases where more extreme accuracy is needed). Core speed comparison: neshawk: ~170fps, quicknes: ~1550fps Toggling the cores is done by config -> core selection Which core is used is recording in movie files, and loading a movie file will automatically switch BizHawk to the appropriate core.
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adelikat
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Joined: 11/3/2004
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Hey guys, just wanted to say I've been really happy with the bug reporting situation lately. There's been a much nicer ratio of issues on the tracker vs post reports. The tracker items I am cleaning out nicely, and I haven't srtuggled to keep track of the reports in this thread. Thanks!
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Post subject: BizHawk with OpenGL rendering, testing needed
adelikat
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We are currently working up a new release, and one of the big features in this upcoming release is the switch from directx to opengl rendering. The downside to opengl is the rather large behavior differences with how various hardware systems deal with it. This is where I'm hoping we can get as much testing as possible. BizHawk 1.7.0 beta I'm hoping people will try this out, and in particular try out some of the "Unmanaged" cores (N64, GB/GBC, SNES) and see how they behave on your system. Currently there is no directx fallback option, and I'm really hoping we don't need it. Please post if you have any regressions (related to rendering and performance) compared to 1.6.1 One known issue with this build is that the Saturn core does not work with the openGL rendering option (but does with software). (There's a number of other features and fixes which I won't mention here, and I'll work up release notes at some point later)
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adelikat
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Joined: 11/3/2004
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If you are applying a cheat, you need to apply it to the "System Bus" memory domain, if you got the address from another source than bizhawk. I can't speak as to whether the game genie encoder/decoder for snes works or not (though I was under the impression it did, or I wouldn't have released that feature ((but I haven't personally used it)))
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adelikat
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Correction: this bug has been fixed! And will be reflected in the next release.
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adelikat
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feos wrote:
For this game it can work. But realtime is actually our "so common it's default" condition. All the rest SM runs are also "realtime", so it's not unique over them in that.
Right, I'm not suggesting any rule incorporate "realtime". I am saying that the guidelines should allow the labeling of the "unlabeled" run for the purpose of reducing confusion.
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adelikat
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Joined: 11/3/2004
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"realtime" ? (as opopsed to its counterpart - "ingame timer")
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