Posts for adelikat

adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
mike89 wrote:
BTW sgrunt, approximate frame number: 54090
You are saying a spin dash happens here? If so, I'd say that disqualifies the movie. Though I would still like this to be an opportunity to get an idea of public opinion about this category idea.
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adelikat
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Joined: 11/3/2004
Posts: 4758
Location: Tennessee
klmz wrote:
Some of my old WIPs are on 0.9.5 due to historical reasons. However, the latest ones are still on 0.9.5 simply because 0.9.6 is much slower than 0.9.5 on my PC, which could increase the production time by about 33-100%.
Config -> Emualtion Settings -> Disable advanced bus timing That should help Better yet, get a nicer computer already! 9.6 is much better than its predecessors in terms of emulation accuracy (which we highly value here). So much so I'm considering not accepting old desmume movies anymore.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
Why on earth are you using 9.4? Use 9.6!
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Post subject: New Judge
adelikat
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Joined: 11/3/2004
Posts: 4758
Location: Tennessee
We have a new judge on the 'team'. Congrats to klmz!
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adelikat
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Joined: 11/3/2004
Posts: 4758
Location: Tennessee
Aglar wrote:
Ok, short after I submit this run I see that Hotarubi has now become a member so it'll be great if someone could add him as a co-author now (to both runs)!
1) You can edit the author field by simply editing the submission text 2) You can add an author's name who doesn't have an account with TASVideos
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Post subject: Scheduled Site maintenance (down time)
adelikat
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Joined: 11/3/2004
Posts: 4758
Location: Tennessee
This Friday, June 11, 2010 at 10:00 a.m. Eastern Standard (UTC-4) the site will be down for some maintenance. The down time will last about an hour.
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adelikat
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Joined: 11/3/2004
Posts: 4758
Location: Tennessee
Warp wrote:
You misunderstand. stuff
Your points are valid for your argument, but I don't think that was the original intent of this thread.
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adelikat
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Joined: 11/3/2004
Posts: 4758
Location: Tennessee
There might be a 'market' for non-superplay movies that utilize rerecords. Something along the lines of longplays.net but without the "long" that makes them sometimes hard to sit through. Webnations had suggested creating such a site. However, that kind of thing would be beyond the scope of what TASVideos offers. Like others have said, our niche is that of superplays not just the act of using rerecords.
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Post subject: openMSX Emulator Development
adelikat
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Joined: 11/3/2004
Posts: 4758
Location: Tennessee
openMSX is an open source emulator that emulates MSX, MSX2, and MSX2+ computers. openMSX contains TAS tools and movies are approved for TASVideos submission.
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adelikat
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Joined: 11/3/2004
Posts: 4758
Location: Tennessee
Randil, fcm convert supports mass conversion. Just highlight all your fcm files and convert them all at once. Then move them to whatever folder you prefer. Then use fm2 files from now on. That is the intended behavior of the function. There's only so much that a program should do for supporting backwards compatibility as Derakon said.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
neo_omegon wrote:
For encoders: I think input display is to be on.
I agree, this should be a must
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adelikat
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Joined: 11/3/2004
Posts: 4758
Location: Tennessee
Ok, you are now added to the project
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adelikat
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Joined: 11/3/2004
Posts: 4758
Location: Tennessee
klmz wrote:
TAS Movie Editor * written by: Maximus * contributers: gia
You forgot about me who managed to fix fmv, gmv and fcm fatals and high CPU usage and add mmv and pxm support and so on.
I was not aware of that! Fixed.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
It doesn't depend on gameplay, it depends on the fact that over time FCEU has improved in the way of mappers. Old movies will usually sync, but not always. However, I am interested in knowing which ones fail to convert, but they might be salvagable so try that first read this: http://fceux.com/web/ConvertFCMtoFM2.html And please don't post desynced movies here in the dev thread, PM them to me, or perhaps we should start a new thread in this subforum.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
Actually that has nothing to do with converting. Those battletoads movies were made in fceu.12 and only sync in .12, nothing later than that.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
Define incorrectly. What .fcm? what is the "incorrect" behavior?
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
Wow, that's a lot more entertaining than I expected. I expected another RPG that I never played or seen before. But it had a good bit of action along with the usual massive darkkobold luck manipulation. Easy yes vote.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
FatRatKnight wrote:
It's not just the Rewinder.lua that's failing to update the input display, but Multitrack2.lua and this silly test script, too:
local stuff= savestate.create()
savestate.save(stuff)

gui.register(function ()
    if input.get().space then savestate.load(stuff) end
end)
I have no idea what the problem is. I tested with a DW4 lua script that DarkKobold wrote and it was updating input display after loadstate. And more importantly, the code to do that is explicitly there, so I don't know why it doesn't always work.
EDIT: Also, the brand-new checkbox in Movie Options doesn't remain checked after I close and re-open the Movie Options window. Whether it has any effect, I did not check.
One day I am going to figure out how to avoid annoying things like that pre-release. I don't know how that one slipped by me. It is simply not updating the dialog, the option is getting saved into the .cfg file and being used. I fixed it and updated the interim build if it annoys you enough. (People not using that option should not bother since the interim build isn't optimized like releases are)
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Post subject: 2.1.4a Release
adelikat
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Joined: 11/3/2004
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Ok, we fixed up a few things and made 2.1.4a, all TASers should download this and not use 2.1.4 Fixes: Fixed an erroneous loadstate error during read-only that made many savestates say that the savestate is past the end of the movie. Fixed crash on .fcm convert I looked into savestate.save() input display. It works just fine but fails on the rewind script. I suspect it has something to do with how savestate.save() is used. It maybe that it is saving to memory and that input display is not saved in that instance? I honestly have no idea.
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adelikat
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Joined: 11/3/2004
Posts: 4758
Location: Tennessee
--Dead Link removed-- So I decided to tinker with this game because I thought it has mega TAS potential. Here is a WIP/Test run of level 1. What do you guys think? Should I continue? Any tricks/glitches for this game that I don't know about?
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
Were you the one that notified that on sourceforge? I tried savestate.load and input display works just fine. Maybe it is the rewind script in particular? I can't fix it if I can't recreate it...
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Post subject: FCEUX 2.1.4 released.
adelikat
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Joined: 11/3/2004
Posts: 4758
Location: Tennessee
FCEUX 2.1.4 has been released with many important changes for TASers. More details here
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Post subject: FCEUX 2.1.4 Release announcment
adelikat
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Joined: 11/3/2004
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FCEUX 2.1.4 released! I/We stepped up this time and finally attended to the needs of TASVideos. This is a major release for TASers with tons of movie related goodies. Here are some noteables: Microphone recording support New PPU flag in movies Much faster loading of movie files and loadstates while recording Finally a fully bulletproof implementation - read-only is now bulletproof A movie finished mode - similar functionality as GENS & DeSmuME VBA/SNES9x style read+write loadstate where the full movie is loaded, and not truncated until the next frame (enabled in the movie options dialog) Memory Poke function (one of the last regressions from old fceu.28) New input display (inspired by desmume9.6) More informative Replay dialog including fixing small bugs like inability to report starting from savestate Replay From Beginning function works with savestate movies Fixed zapper.read() from crashing on movie playback stops Autohold - fixed multiplayer display Hotkeys for RAM Search functions Lots of cheat search & debugger fixes
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
just make sure the cheats are off, just double click them.
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