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DarkKobold wrote:
I'd like to add that pretty much anyone can get editor rights just by asking.
It is also worth noting that any published author automatically gets the right to edit and add game resources pages. My hope was that published authors could utilize the game resources pages to 'document' what they learned.
Also, for the really long threads, there are often other sites that have a better wealth of information available. Such as SM64.org, or Zelda Speed Runs.
I'd like to see our site have this kind of information as well. I'm certainly open to it.
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Much of the code is reusable for another port. The rerecording for instance is a movie class that has no windows-specific or winform code, there's a number of classes such as this that are easily re-usueable. And from what I understand the basic winform dialogs are fine except for lua, and the ones that use the virtuallistview. Most dialogs do not use this so they are easily copied as well. I think about 80% of the codebase could be ported without issue.
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We are interested in the idea of making some practical cross-platform changes. Maybe a fork is best but like you said it is developing rapidly. Discussion would be preferred, I don't suppose you IRC? We would prefer to discuss this way (#bizhawk on freenode)
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Jungon wrote:
I've already marked 'Pause when menu activated' and 'Start paused' ... and unmarked 'Run in Background' and 'Accept Background Input' ..
... what do I have to do to make it keep paused when I put it on Frame Advance Mode, and not go back to 100% speed when I reactivate the window??? @________@ I just can't TAS with something that unpauses by itself all the time, where is the 'Absolute Pause' option??? x__x
This doesn't happen for me. And I've tested on no less than 4 computers running XP or Windows 7.
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moozooh wrote:
Well, hardware manipulation glitches are a grey area where it becomes progressively harder to draw a line between "superhuman" gameplay and quite ordinary hardware tampering, which many gaming communities recognize as a common form of cheating.
If it were up to me, I would draw it at cutting off power supply/connection/physical access to game medium. All of this implies physical interaction rather than soft input, and consequently can't be console-verified. I'm more interested in gameplay.
That would invalidate the Final Fantasy TAS we have currently published.
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I dont' see it as reasoning that B be allowed because of A. It is more like that situation B is similar to situation A which is allowed for reasons X.
It is a new situation, but it is helpful to try to compare it to some similar precedent. And I see this situation less as cartridge removal, and maybe closer to the act of resetting during saving for ram corruption perhaps.
Also cartridge removal isn't something that "isn't allowed", it is something that isn't emulated that we could record.
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Truncated wrote:
I changed the BizHawk page here to put that download link first, with a short comment. I have gotten it running now.
Thanks, and awesome.
- I cannot assign frame advance to the right shift button. Is this intended? It's very helpful for keyboards that do not accept a lot of buttons at the same time.
Unfortunately it is intentional. But I have to let Zeromus and Vec defend that decision.
- When saving a named savestate from disk via hotkey, the game's sound goes in a short choppy loop. (This does not happen if loading a named state, or saving a named state via the menues.)
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Jungon wrote:
I don't think the import button for movies works at all for MMV ... O_o tried many files here, none can be reproduced on Bizhawk @___@
It creates a .tas file. It doesn't mean it will sync. In fact, it likely won't, there are sync differences between Bizhawk and dega.
Do I have to move all my SMS roms to the new folder? and the movies too?? @___@
I have no idea what you are talking about, but no you don't have to move anything.
Do I have to accept that frame counter so near the middle of the screen? Is there a way to move it? o_o (this is almost a bug) xP
Again, I have no idea what you are talking about. THe frame counter is in the top left corner of the screen by default, unless you changed it in the message config dialog.
EDIT1: Why do I have the Stop button clickable when the movie already finished running? x_x
If you are seeing (finished) after the frame counter, then the movie is done, but it is still loaded. Stopping it clears it from memory. This is the same functionality you will see in FCEUX, GENS, and Desmume
EDIT2: Why 'Movies starting from a save state are not supported'?
Bizhawk allows you to create movies from savestate. But maybe you mean importing movies that start from savestate? If so, explain to me how Bizhawk is supposed to understand a dega savestate in order to import it.
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It runs NES games, GB and GENS games are not released (we have very crude experimental cores, don't consider them useable), please read the list of support consoles!
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I wouldn't have thought an aims for fastest time would be appropriate for a game like this. But it seems pretty rad since the level ends as soon as you rack up enough points or whatever. I found it entertaining, and give a solid yes.
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Andypro wrote:
I would also like to suggest a clear button on the joypad config screen. There were default joystick buttons already assigned as secondary inputs, and I assigned the correct joypad inputs but had no way to remove the defaults. Thus some of my buttons were doing double duty. I had to manually edit the ini to fix.
Simply press escape to clear a mapping. Now that i look at it, the hotkey dialog has this message but controller config does not, so I added this it.