Posts for adelikat

adelikat
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Joined: 11/3/2004
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on Soda Popinski, there is a way to max out the score counter using the clock stopping glitch. It takes a LONG time but it can be done. Most of the others fights have ways of increasing the max score using cs, but not max it out. Anyway, I think cs glitch being a "full completion" is an interesting idea but it simply doesn't work.
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adelikat
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phoenix1291 wrote:
jlun2 wrote:
2. Allow vertical and horizontal bars to visualize where the stylus is like DesMuMe. The numbers by themselves are helpful for those who can't picture what position corresponds to which number.
Exactly, that would be really nice! I guess it's already possible to do it in lua
Already done, and packaged with bizhawk. it's in the lua/ds folder
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adelikat
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When rambo was put into the vault, I don't think we necessarily knew that it sacrificed time to avoid damage. However, issues like that were known. The precedent, if any, is that while a run that avoids damage can be published to the vault. It can and will be obsoleted by one that does not. Also by extension, if we have a vault run that avoids damage and a better movie comes along that will avoids damage, it makes sense for the new movie to obsolete the old.
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adelikat
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I think it is a real bug that if value != previous value the change counter increases, even if the value itself hasn't changed.
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Post subject: BizHawk 2.4.2 Released
adelikat
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Windows Binary Release notes A small bug fix release that fixes some regressions in 2.4.1 as well as some other fixes.
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adelikat
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Config -> Rewind & Stages turn on "Medium" savestate size. It will be at a perforamnce cost, that's why it is not on by default.
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adelikat
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Tested and confirmed Catch the Ball is working as intended now. For game 3, didn't think to check real behavior on that, I think you are right. Edited my post and crossed those off the list.
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adelikat
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I think non-clock-stop vs real-time is the easy answer. If x is the difference between non-clock-stop and realtime, then clock stop, which extends real time, in every fights would be x+y. As for real-time, I don't know off hand all the differences offhand. The striking differences would be: 1) Piston Honda II where you trade a very non-trivial strategy for a cheap 1 hit KO at 1 minute that anyone can do. 2) Mr. Sandman, no longer being knockdown on purpose to save clock time. I think there would also several other fights where strategies would change slightly, all of which would increase the clock time to save some frames.
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adelikat
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Yeah, I think McHazard brings up points I want to make here to try to defend this branch. Both runs aim for in-game and realtime as a secondary. In both games you can extend the clock indefintely. Also both exploit stopping the clock. You can get a second slower in super macho man while still being the exact number of frames due to how the clock stopping for the spin punch works. Also stun punches stop the clock for a few frames, and for star punches as well. This fact comes into play when deciding move order. For instance, my first MTPO publication improved Piston Honda I by switching the punch order on 2 of the phases to maximize the amount of time the clock spent stopped. My point is that the "default" branch we've picked is a messy one. It aims for in-game time, but extends real time to achieve this. AND it exploits the nuances and quirks of the clock. But it avoids a particular exploitation of the clock. This is an uncharacteristically nuanced goal choice for TASVideos, where we have struggled to agree on such "arbitrary" goal types. I think it has gone largely unquestioned due to ignorance of the game and these details. In contrast the cs glitch branch is completely non-subjective. It gets the lowest possible in-game time by any means necessary, the typical any% goals we like having represented. I undoubtedly think the current published branch is the best choice of the two if we are limited to 1. But I think cs glitch has merit since it is a more traditional TAS goal with less decisions of what is or isn't allowed. It also shows more aspects to the game and more "real time" strategies, even if it is for only a few fighters, such as exploiting simultaneous hits to save time.
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adelikat
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There's a checkbox on the dialog that says "autotab", uncheck that
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adelikat
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WOW! The Super Macho Man improvement of 1 second doesn't necessarily surprise me, but the Bald Bull 2 fight sure did. It's amazing there's still improvements to be found after all the these years
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adelikat
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Voting yes, obviously. I've always thought this was a worthy branch for this game.
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adelikat
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Joined: 11/3/2004
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For the record, I like the the clock stopping glitch branch(no surprise since I've made 2 submissions for it). DJ Incendration, I don't understand why it would be "bad" for future submissions. It is just a different branch. It will probably be rejected, but I say leave it uncancelled and make someone reject it :)
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adelikat
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Joined: 11/3/2004
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By lag he may also be meaning that his computer can't run bsnes at full fps
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adelikat
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For controls there is an intended option. check out defctrl.json. In your old version, in the controller config you should see a save defaults option in the Misc button dropdown. Do that which will overwrite this file. Then copy this file to the new version and do load defaults. In general this will work. Though in this past release there was a Nintento typo that was fixed that may or may not mess this up, but it should be easy enough to fix that manually after saving, if it causes an error.
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Post subject: BizHawk 2.4.1 Released
adelikat
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BizHawk 2.4.1 has been released! This release includes significant performance boosts and fixes. See the full release notes here: http://tasvideos.org/BizHawk/ReleaseHistory.html#Bizhawk241
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Post subject: BizHawk 2.4.1 Released!
adelikat
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Windows Binary Release notes This release includes a number of bug fixes, performance improvements and core updates. In addition, GBHawk now has subframe and 4 player link support.
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adelikat
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Tried some non-US games Gray screen, throws OUT and EXCEPTION logs in console 4 en 1 Ligne (1982)(Philips)(FR) - SHA1:0831C3212A9E0A588A242DCD2B136E350AACEAC9 4 in 1 Row (1982)(Philips)(EU) SHA1:E9A8996C4FB87120D8620AB8876B90DDB48335DB The blobbers (Europe) SHA1:CAE4E1F3EE090EC423AFF89102F359B9E14DBA41 Pick game 3, no input, no gameplay, flashing effects Bombardeio Submario (BR) SHA1:E15F778EFEB95530F8108854B14C404CF63F213A pick game 1, doesn't look like correct gameplay Catch the Ball + Noughts and Crosses (1980)(Philips)(EU) SHA1:671A43595B867B7877E723BE18825E9E5D5C4EE9 game 1 cant catch the ball (collision done messed up?) g3 just reboots to game selection Chat et Souris (1983)(Philips)(FR) SHA1:AFA67F2110647753DE9DFACB268D96E75D6D8657 gameplay broken
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adelikat
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Yup. It's been fixed in latest master. Also, I recommend you don't use the controller number overload, it was only in there for legacy support with porting scripts from other emulators.
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adelikat
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It's a shame it's needed, the uncompressed savestate size is about 351kb (with) vs 2kb (without). Savestate size is part of the equation of equation of TAStudio performance. As well as the rewind feature (this is enough to bump it from a "small" to a "medium" savestate. Seems like it is just a cache of data too, maybe it could be recalculated on loadstate? Also does it need to be an int[] instead of a byte[]?
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adelikat
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Just clearing the buffer saving isn't enough it looks like. It seems the _vidbuffer lags behind a frame. When you load a state it updates the screen correctly (the client savestate framebuffer loads), then on the next frame the screen flashes to the frame before you loaded a state, then the following frame it is back to normal. I skimmed the code but I wasn't sure what to do about this.
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adelikat
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So, I was investigating the savestate size for O2Hawk and noticed that the framebuffer is in the core state, is that intended? We control that on the client side, and this is about half the size of the savestate. [EDIT]: there is also a _vidBuffer being stored too which seems to also be the video frame contents that may not be necessary to save. Also, I assume PAL isn't ready for testing? Just let me know when you want those tested. Also also, there is still the issue that games "crash" at the end, have you looked into that? Maybe that's console behavior, but I haven't found that information one way or the other.
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adelikat
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Man, that's awesome! Nice work!
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adelikat
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One more to report, about soft reset. If you pick Bowling + Basketball, and press 1 for bowling and play an entire game, it will "crash" like other games. But if you press soft reset it crashes trying to reset. (The other games that get in a crashed state seem to work fine with soft reset)
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adelikat
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Nice work! This definitely knocks a few problems off my list There's still the issue that after a game the game "crashes". I don't know if this is expected or not but here are some new examples: matchmaker - crash after making a guess out of this world - game 1 - crashes at end of timer Also: Powerlords game 1 - shaky scanline issues this video for reference. I think there is an issue here
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