Posts for adelikat

adelikat
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Joined: 11/3/2004
Posts: 4758
Location: Tennessee
Meh. Rejections are fun :)
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adelikat
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Joined: 11/3/2004
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As I mentioned in the thread that was spawned from this submission, the ending type is a STYLISTIC choice. There is no right answer, so even for the vault there is no hard rule. And there is no hard rule because this movie is both longer or shorter, depending on how you look at it. And the community is divided as to how to look at it. The movie is simply a stylistic difference compared to the previous. As with any submission, the burden of proof is on the submission. You must prove it is an improvement. Since it is not a time improvement, it can only be judged by its subjective stylistic choice. In this case there is no clear consensus as to which is the "better" movie. The audience is divided, the judges are divided, admins are divided, and even the author himself, is divided. Without a clear consensus, this submission has failed to prove it is an improvement over the published movie.
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adelikat
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Joined: 11/3/2004
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BizHawk 1.5.1 Released Also, please try to post in the Bug reports thread general BizHawk bugs/issues. Actual emulation issues (I know the distinction can get murky) however, are welcome here because we are assessing the general state of mupen64plus/Bizhawk emulation vs mupen.
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Post subject: BizHawk 1.5.1 released
adelikat
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BizHawk now supports Nintendo 64 and Saturn. Version 1.5.1 is a highly recommended bug fix release for 1.5.0.
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Post subject: BizHawk 1.5.1 released
adelikat
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Joined: 11/3/2004
Posts: 4758
Location: Tennessee
BizHawk 1.5.1 Released! This is a bug fix release, technically there are no new features. As usual, I recommend reading the full release notes. Note: I am pretty sure you can use the config.ini file from a 1.5.0 copy, but I"m not confident of that, so I recommend starting with a new config. Also, I forogt to mention that 1.5.0 is completely incompatible with config files prior to that release (but anyone who tried figured that out pretty quickly!) Windows binary
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adelikat
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Joined: 11/3/2004
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Location: Tennessee
hegyak wrote:
I can't compile newer releases (beta) of Bizhawk with Visual Studio 2012.
Please do not use the 2012 version. It is not officially supported and is broken more often that not. And I do not want posts informing us that it is broken. Use the 2010 version (not you can open it in 2012 fine)
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adelikat
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Joined: 11/3/2004
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I don't think this discussion is making any progress (not that I think it isn't healthy to debate it). However, given the divided nature opinions and that nobody is clearly right, it has always been author's choice. It is an interesting consideration that maybe the vault should be more strict (we do want to minimize subjectivity as much as possible with its rules). However, this discussion has not successfully convinced me that earliest input at all cost is the best policy. And given that is the only completely non-subjective choice, it doesn't benefit us to enforce any other type of ending. So I think author's choice is still the best decision.
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adelikat
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Joined: 11/3/2004
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Also, to be clear you are mapping it on the analog tab right? Not the "fake" analog buttons in the "Normal Controls", those are always 0 and 127
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adelikat
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Joined: 11/3/2004
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Weatherton wrote:
1. After I enable the rewind function, how do I actually rewind?
Press the rewind hotkey. Go to config -> Hotkeys to map it
2. When using the Virtual Pads, is it possible to autofire one of the buttons? This used to be possible in the TAS input plugin by right-clicking.
In the next release you will be able to right-click to set autofire. However, you can also set autofire by mapping the autofire buttons in the controller config, or using the autofire hotkey
3. Is it possible to interact with the Virtual Pads using a physical game pad? This was possible on the TAS input plugin. It was also possible to make any one axis behave differently from the other (e.g. make up and down slow to respond while left and right were not).
Currently this behavior doesn't not happen. As for response, I"m not sure what you mean, but in the controller config you can set the sensitivity of X and Y separately, does this get what you are looking for?
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adelikat
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Joined: 11/3/2004
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Dooty wrote:
Stuff
We aren't communicating well here. But what I am hearing now is that you are reporting precisely one issue. And I am saying that issue has been fixed and will be reflected in the next release.
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adelikat
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Joined: 11/3/2004
Posts: 4758
Location: Tennessee
Sorry that it is difficult, but it is no less difficult than other sites that use captcha. I myself also have troubles proving I'm a human (am I robot?) However, you must know that we've had our captcha cracked on more than one occasion by bots. As captcha's get cracked, they get tougher. The internet is a sick place, and that is the source of your pain.
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adelikat
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Joined: 11/3/2004
Posts: 4758
Location: Tennessee
zeromus wrote:
There is a fair chance that what he means is "this one zipped rom i have isnt working anymore,
I interpreted that as a different issue. One that is fixed for 1.5.1 I forgot to mention.
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adelikat
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Joined: 11/3/2004
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zeromus wrote:
There's a chance we could introduce the accuracy core as an option.
There's a high chance of supporting this if we have a game that requires it to run correctly. I think we could also put it into the gamedb that this game should be loaded in accuracy by default
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adelikat
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Joined: 11/3/2004
Posts: 4758
Location: Tennessee
got4n wrote:
Because I reported you to Adelikat.
BobyPoula: This is not true! Your posts were moderation due to the inappropriate content. Please see the forum rules for clarification. His "reporting" was not necessary for this action to be taken. Also, you are currently banned from posting on the forums, due to strike 3 :)
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adelikat
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Joined: 11/3/2004
Posts: 4758
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Dooty wrote:
but would save some trouble for the user is Config->Paths…, the folder to navigate where your files are, it doesn’t actually save the path.
Can you explain more? It works for me. I click the folder icon, select a folder, and then the textbox updates with that folder path. And when I click Ok, it saves that setting.
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adelikat
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Joined: 11/3/2004
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I do try to keep the Release History page up to date with pending releases. I plan on getting the 1.5.1 release out in a few days, whenever the bug reports slow down. This will purely be a bug fix release, no new features.
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adelikat
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Joined: 11/3/2004
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ALAKTORN wrote:
^how are those times compared to the real-life TAS bot thing? are they more accurate or less?
There's an inherent misconception in this question. Both are inaccurate compared to a real N64, but getting "closer" to the real time doesn't mean that it is more accurate. It simply means that the randomly different amount of time mupen64plus gets due to inaccuracy happens to be closer than mupen's randomly different amount of time due to inaccuracy.
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adelikat
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Joined: 11/3/2004
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CoolKirby wrote:
I'm excited for the future of N64 TASing! So I tested out the N64 core with Kirby 64 and Super Mario 64. A problem I'm noticing, though, is that some or most of the textures are pixellated: It looks like the tree and Power graphics, and wall and grass textures look okay, but everything else is blurred like a scaled raster image. Is that an inherent problem from mupen64plus? And can it be fixed?
Also up your resolution size, the default is 320x240 which, when scaled, looks crappy
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adelikat
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Joined: 11/3/2004
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9. Let us know which step fixed it.
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adelikat
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Joined: 11/3/2004
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Patashu wrote:
Will there be an easy way to convert to an input file style that only has input on input frames, because IIRC n64 TASBots need to supply input only when the console polls on input frames?
You are a bit confused here. What is needed is to go from .bkm (which is all frames) to only input frames. While there is no lua script for that yet, it would not be hard to make. The opposite already exists, going from input frames to all frames, for mupen conversions, this page describes how to do that.
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adelikat
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Also, to those coming from mupen, a big difference you will notice is that BizHawk records every frame, not just input frames. This will cause issues with comparing to old movies unfortunately. However, to get the TAS experience you are used to, I recommend going to Config -> Enable -> Frame Advance - Skip Lag Frames.
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adelikat
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MOD EDIT: Thread title changed, as Mupen-RR is no longer deprecated.
With the release of BizHawk 1.5.0, N64 is now supported and we finally have an alternative to mupen! HUGE thanks to micro500 who did the porting of mupen64plus into BizHawk for this project. For those intruiged and/or new to Bizhawk, here are some major reasons to upgrade immediately to Bizhawk: *Better core, including the pause glitch in Oot fixed, and many games are now TASable such as DK64 and Rayman 2 *Doesn't crash all the time *Reset Recording *Integrated Ram Watch/Search/Memory Viewing tools *Lua support *Sync stable movie recording (note: There may be core determinacy issues in mupen64plus, but at least the movie/savestate system isn't the culprit) *Automatic saving/loading of plugin settings (no longer will the viewer have to set up the emulator before playing the movie) *Much better and more stable encoding *More hotkeys, tools, friendlier UI *And most importantly: An active development crew (as opposed to mupen which has been basically untouched for 8 years) The main point of this thread, is to get users to use BizHawk and "peer review" the N64 core, and have a discussion on officially deprecating (and one day banning) mupen for submission to TASVideos.
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Post subject: BizHawk 1.5.0 (including N64Hawk) released!
adelikat
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Joined: 11/3/2004
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BizHawk 1.5.0 Released! This release features new cores: N64 (using mupen64plus) Saturn (using yabause 9.2) There's a lot of other fixes, and new features, so I recommend reading the full release notes. Windows binary
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adelikat
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Joined: 11/3/2004
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Warp wrote:
So what should I vote if I find the run entertaining but I have an objection to it being published (eg. it blatantly breaks some of the rules)?
You should vote yes. We are asking for your opinions on entertainment value, not if it breaks the rules. To be blunt, no one is asking you if it breaks the rules, that's what the judges are for. However, if you have a reason it breaks the rules, or some other objection, the judge would prefer you mention it. Judges are supposed to read all comments. In theory, commenting is sufficient to bring it to their attention, and it will be weighted accordingly.
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adelikat
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Joined: 11/3/2004
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Also, for the record, it is easy to set up bizhawk to do it in a per game basis (using the game database it already has). Are there any games in which the performance core is just as good as the compatibility core? If so, we could have a system of performance, compatibility, accuracy depending on the needs of the game. However, we would need some good users to compile a list of games and what cores they are best suited for.
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