Posts for arflech

arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
It may also help to type WinKey+R, then type cmd in the text box and press Enter; then type "at CurrentTime+1min /interactive cmd" without the quotes in the command prompt. When the new command prompt pops up, press Ctrl+Alt+Del to go to Task Manager, switch to the Processes tab, and end the explorer.exe process; then in that newer command prompt type explorer and press Enter to be logged in as SYSTEM, which is more powerful than an administrator and is a lot like root in a Unix-like system.
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
Bag of Magic Food wrote:
Invalid Session. Please resubmit the form.
:wat"
i imgur com/QiCaaH8 png
Post subject: Re: International Idioms
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
alden wrote:
Cry crocodile tears -- To pretend one is crying
I always thought that "crocodile tears" were tears accompanied by uncontrollable sobbing instead of false tears.
Chamale wrote:
One of the strangest English ones (out of many) is "on crack", which is a little tricky to explain. Basically it means exaggerated, in an insane way. For example, one might say a bushmaster is like a rattlesnake on crack. A particularly fast-paced TAS (like the SM64 0-star) could be said to be "on crack".
Usually something insanely exaggerated is said to be "on steroids" and something that is "on crack" is unusually energetic or crazy.
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
LagDotCom wrote:
Because it used to be 'addictive'.
I notice the subtle difference: Something that is addictive tends to addict, while something that is addicting is currently causing addiction.
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
Be sure you've uninstalled any third-party video-card drivers; after I installed SP3 on my desktop that had the Omega drivers installed, I had to disable agp440 just to get it to boot. After installation is successful you can go through whatever ordeal you needed to get the third-party drivers installed again. Anyway another effect of SP3 is a set of new Vista-style icons and graphics, like if you use Remote Desktop frequently you'll notice a difference in the opening dialog.
i imgur com/QiCaaH8 png
Post subject: Re: x264 Codec isn't compatible with movie making programs.
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
Bisqwit wrote:
Satyrium wrote:
I exported a .avi file using the x264 codec and attempted to put it into Windows Movie maker and it said it couldn't understand the codec. I then tried using VirtualDub and it shut down. I burnt it onto a CD and put it on my mac and ran it using iMovie and it only played the sound. Can anyone relate to this problem or am I doing something wrong?
How is this a Mupen64 question? You posted it in the Mupen64 emulator discussion forum.
This reminds me, how do I patch KDE2 under FreeBSD?
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
Have you tried using a screen recorder? I know it's not the best solution, but here's a free one: http://en.wikipedia.org/wiki/CamStudio
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
FractalFusion wrote:
Sorry for not replying sooner. I was self-banned for a week.
What happened?
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
I gave a "yes" vote, but here's a good question: Is it impossible for Sonic to avoid coins and shields?
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
:-X
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
Even though this run wasn't made with a Verified Good Dump of the ROM, it played anyway, and it was indeed awe-inspiring. Now I wonder whether you have plans to obsolete the 100CDs run...
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
Rridgway wrote:
On a unrelated note, a website I made for school at the age of 5 is still up. Clicky
The site looks so modern...how old are you? Then again, when I was 5 there wasn't even a World Wide Web yet...that had to wait until I was 6 lol
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
Oh you're talking about the bitwise operators. This still sounds logical, because AND is only 0 if there is at least one 0 operand, OR is only 1 if there is at least one 1 operand, and XOR is only 1 if the operands are different. So would the unary operators then be AND(n)=OR(n)=n and XOR(n)=0?
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
If I understand correctly, would the nullary operators yield AND()->0 or FALSE, OR()->1 or TRUE, and XOR()->NULL (or maybe 1 or TRUE)?
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
Warp wrote:
Calling the Zilog Z80 an 8-bit processor is quite far-fetched, IMO. Consoles and computers using the Z80 are called "8-bit" for the simple reason that they were marketed in the "8-bit era", iow. in the same era when other truely 8-bit consoles and computers (such as the NES and C64) were common. However, the Z80 is a full-fledged 16-bit processor. It has 16-bit registers, it can read and write 16-bit values from and to memory (iow. it has a 16-bit word size), it has a 16-bit ALU (which means that all mathematical operations can be done on 16-bit registers with single opcodes) and it has 16-bit memory addressing (meaning that you can address 64kB of memory with one single register in one single opcode). Even the official assembly language is very similar to that of the 16-bit intel processors. Thus if you are classifying the "bitness" of consoles purely on the word size of the CPU (and not how the consoles are colloquially referred to), classifying the Zilog Z80 devices as "8-bit" is basically wrong.
After looking at the Wikipedia article on the Z80 I suspect you're right, most of the registers are indeed 16 bits and there is even an undocumented ability to use a 16-bit I/O address space.
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
Bag of Magic Food, the aforementioned idea was this: http://en.wikipedia.org/wiki/Magnavox_Odyssey#Design
Wikipedia wrote:
Ralph Baer also proposed the concept of "active cartridges" containing additional electronic components allowing adding more game features such as sound effects, variable net position, variable ball speed, etc. Unfortunately the idea did not catch any interest. In retrospect, all ROM-based cartridge manufacturers may have been required to pay a royalty to Sanders Associates had Ralph Baer filed a patent for his "active cartridges".
(emphasis mine)
Bisqwit wrote:
arflech wrote:
P.JBoy wrote:
Well 'bit-ratings' aren't really that special
Part of the reason for this thread was to create a reference to hammer that point home all across the Internet; also I used the term "bit-ratings" in the title because it is more easily recognizable by clueless newbies (as I'll admit I was until a couple years ago) than the techical terms "CPU word size" or "external data bus size"...
Wouldn't this information be more suitable for, say, Wikipedia? Somewhat like this: http://en.wikipedia.org/wiki/List_of_video_game_consoles
Maybe when it is organized better, like by processor type; still I guess if I can get this into Wikipedia and not speedy-delete-protected it will seem even more definitive than a thread on some random yet well-maintained forum.
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
P.JBoy wrote:
Well 'bit-ratings' aren't really that special
Part of the reason for this thread was to create a reference to hammer that point home all across the Internet; also I used the term "bit-ratings" in the title because it is more easily recognizable by clueless newbies (as I'll admit I was until a couple years ago) than the technical terms "CPU word size" or "external data bus size"...
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
erokky wrote:
[This post can only be viewed with a TASvideos Gold Account]
This is like that 4chan Gold Account troll a couple years back, right? ...right? :'-(
i imgur com/QiCaaH8 png
Post subject: "Bit-ratings" of video game systems
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
I imagine that many members of this forum (especially those who work on emulators) know what I'm talking about here; by such terms as "8-bit" and "64-bit" is meant the word size of the CPU and nothing else: Even if a computer cannot take in 64 bits at a time (for example, the N64 with its 32-bit data bus), if the largest unit of data it can work with in one operation is 64 bits then it is a 64-bit machine. In particular, the CPU word size (a.k.a. "bit-rating") says nothing about the CPU speed, number of cores, amount of memory, or graphics processing power, though up to the fifth generation of video games, increases in CPU word size did indeed go along with more general increases in the power of the video game systems, and that is why you saw things like "16-BIT" in relief on the original Genesis console and such names as the TurboGrafx-16 and Nintendo 64, while you don't hear much about this stuff now because we don't exactly have 256-bit consoles even though that's what a lot of us expected two generations out from the days of the N64! Anyway, I thought this would be a good place to collect some information about the CPU word sizes of various consoles and handhelds (BTW, the last *handheld* to be marketed by its CPU word size was the 32-bit GBA IIRC, and then only briefly) and maybe even arcade machines throughout history; I imagine that someone else has done it on the Internet, but I don't know where, even though I believe all the necessary information is available on Wikipedia. N.B.: Before you laugh at the first entry in this skeleton, I do know at least that the first Texas Instruments calculator was 4-bit, using the Intel 4004. Fake edit: Well what do you know, the first handheld ever (Microvision) was 4-bit. *THIS LIST IS INCOMPLETE, ESPECIALLY THE ARCADE MACHINES!* 4-bit Handheld: Milton Bradley Microvision (later TI TMS1100 version) Console: Arcade: 8-bit Handheld: Milton Bradley Microvision (original Intel 8021 version) Sony Playblock TimeTop GameKing Tiger game.com (Sharp SM8521) Watara Supervision (Western Design Center 65C02) several companies Mega Duck/Cougar Boy (MOS version of the Z80) Pelican VG Pocket Tablet Nintendo Game Boy, Game Boy Color (custom Sharp x80s, implemented a subset of Z80 functionality) Sega Game Gear (Zilog Z80) Sega Dreamcast VMU (Sanyo LC8670 "Potato") Atari Lynx (MOS 65SC02 with 16-bit address space, also contained custom 16-bit CMOS graphics chip "Suzy") Console: Atari 2600, 5200, 7800 (based on MOS 6502) ColecoVision (Z80) Emerson Arcadia 2001 (Signetics 2650A) Fairchild Channel F (first system to use ROM cartridges and first to use a general-purpose CPU and therefore have a "bit-rating"; used the Fairchild F8, made by Robert Noyce, who would later found Intel) Interton VC 4000 (Signetics 2650A) Magnavox Odyssey² (Intel 8048) Sega SG-1000, SC-3000, SF-7000, Master System (Z80 or clone) Nintendo Entertainment System (Ricoh 2A03) NEC TurboGrafx-16 (modified 65SC02, with two 16-bit GPUs) Uzebox (ATmega644) Arcade: Namco Pac-Man, Galaga, Pole Position (Z80) Nintendo Radar Scope, Donkey Kong, PlayChoice-10 (Z80) Nintendo Vs. UniSystem, Vs. DualSystem Midway Astrocade (Z80) Sega G80, System 1 (Z80) 16-bit Handheld: Pelican VG Pocket Caplet SNK Neo-Geo Pocket Color (Toshiba TLCS900H, with Z80 for sound) Bandai WonderSwan, WonderSwan Color (NEC V30MZ or clone) Console: Mattel Intellivision (GI CP 1610) GCE Vectrex (Motorola 6809) Nintendo Super Nintendo Entertainment System (Ricoh 5A22) Arcade: Namco Libble Rabble, Super Pac-Man, System 86, System 1 (Motorola 6809) Nintendo Super System (Ricoh 5A22) 32-bit Handheld: Nintendo Virtual Boy (NEC V810) Nintendo Game Boy Advance (ARM7TDMI) Nintendo DS and DSi (ARM946E-S and ARM7TDMI) Nintendo 3DS and New 3DS (ARM11) Sony PocketStation (ARM7T) Sony PlayStation Vita (ARM Cortex-A9 MPCore) Cybiko Classic, Extreme (Hitachi H8S) Shanda EZ Mini (PXA270) Game Park GP32 (ARM920T core) Game Park GP2X, XGP (ARM920T and ARM940T) Nokia N-Gage (ARM9E) Tapwave Zodiac (Motorola i.MX1 ARM9) Tiger Telematics Gizmondo (ARM9) Console: Nintendo 64DD Nintendo GameCube (IBM PowerPC Gekko) Nintendo Wii (IBM PowerPC-based "Broadway") Nintendo Wii U (IBM PowerPC "Espresso") Sega Genesis (Motorola 68000 with a 16-bit data bus, and a Z80 for sound and SMS compatibility) Sega CD (faster Motorola 68k with 16-bit bus) Sega 32X, Saturn (2 Hitachi SH-2 RISC) Sega Dreamcast (Hitachi SH-4 RISC with some 128-bit FPU operations) SNK Neo Geo AES, Neo Geo CD (Motorola 68k with 16-bit bus) Philips CD-i (Philips 68070, based on Motorola 68k, with 16-bit data bus) Commodore Amiga CD32 (Motorola 68020) Atari Jaguar (Motorola 68k with 16-bit bus, with a 32-bit "Tom" GPU with some 64-bit instructions and a 32-bit "Jerry" DSP chip) 3DO (ARM60) NEC PC-FX (NEC V810) Sony PlayStation (MIPS R300A) Microsoft Xbox (custom Intel Mobile Celeron, based on the Pentium III) Ouya (NVIDIA Tegra 3, similar to ARM Cortex-A9) Arcade: Namco System 2, System 21, NA-1, ND-1 (Motorola 68k with 16-bit bus) Namco NB-1 (Motorola 68020) Namco System 22, System Super 22 (Motorola 68EC020) Namco System 11, System 12 (MIPS R3000A) Taito F3 System (Motorola 68EC020) Taito Type X, Type X+, Type X7 (Intel Celeron) Taito Type X² (Intel Celeron D, Pentium 4, or Core 2 Duo) Capcom Play System, Play System 2 (Motorola 68k with 16-bit bus) Capcom Play System 3 (Hitachi SH-2 RISC) SNK Neo-Geo MVS (Motorola 68k with 16-bit bus) Midway T Unit (TI TMS34010) Sega System 16, X Board, Y Board, System 18, System 24, Mega-Tech, Mega-Play, System C-2 (Motorola 68k with 16-bit bus) Sega System 32, Model 1 (NEC V60, with 16-bit data bus and 24-bit address bus) Sega Model 2 (Intel i960) Sega ST-V (2 Hitachi SH-2 RISC) Sega Model 3 (IBM PowerPC 603) Sega NAOMI, NAOMI 2 (Hitachi SH-4 RISC with some 128-bit FPU operations) Sega Chihiro (custom Intel Mobile Celeron, based on the Pentium III) Sega Lindbergh (Intel Pentium 4) Nintendo/Sega/Namco Triforce (IBM PowerPC Gekko) 64-bit Handheld: Sony PlayStation Portable (based on MIPS R-4000) Nintendo Switch (ARM Cortex-A57 and ARM Cortex-A53) Console: Nintendo 64 (NEC VR4300 with 32-bit data bus, and a 64-bit SGI GPU) Sony PlayStation 3 (Cell Broadband Engine) Sony PlayStation 4 (AMD Jaguar) Microsoft Xbox One (AMD Jaguar) Arcade: SNK Hyper Neo Geo 64 (RISC) Namco System 23, System Super 23 (MIPS R4650) Sammy AtomisWave (Hitachi SH-4 64-bit RISC) 128-bit Handheld: Console: Sony PlayStation 2 ("Emotion Engine") Microsoft Xbox 360 (IBM PowerPC Xenon triple-core) Arcade: Namco System 246, System 256, System Super 256 ("Emotion Engine") *THIS LIST IS INCOMPLETE, ESPECIALLY THE ARCADE MACHINES!* I decided not to include systems consisting of a repackaging of the same basic hardware, like the Nomad (portable Genesis), TurboExpress (portable TurboGrafx-16) or SwanCrystal (WonderSwan Color with a prettier LCD screen). Also, some peripherals, like the Famicom Disk System, did not have CPUs of their own as far as I could tell. Additionally, it seems as if none of the first-generation systems had general-purpose CPUs, and instead either used "game on a chip" designs or discrete circuitry; also, during the era of the first console ever (the Magnavox Odyssey, which used jumper cartridges with no ROM at all), the designer (Ralph Baer) had an idea that, if it had caught on enough to seem patentable, could have meant a financial death knell to nearly all ROM cartridge systems that came later on in the second generation and prevented such marvels as the DS and SNES from ever existing. I should mention that this topic will become controversial for the simple reason that I listed the TurboGrafx-16 as an 8-bit system and the Genesis as 32-bit...but for the latter issue, I had to be consistent here: The Genesis used a 32-bit Motorola 68k with a 16-bit bus and the N64 used a low-end 64-bit MIPS CPU with a 32-bit bus, and the Genesis always used 16-bit operations and the N64 almost always used 32-bit operations (which is why you can emulate it on 32-bit PCs lol). Perhaps I should list the Genesis as 16-bit and the N64 as 32-bit? Then again, word size != data-bus size... Also, as far as I can tell, all the add-on chips included in various SNES cartridges are 16-bit, except that the Cx4 chip in Mega Man X2 and X3 might be 24-bit, but I'm not sure if that's the right way to interpret the phrase "triple-byte registers": http://users.tpg.com.au/advlink/dsp/cx4.html Fun Facts: The Z80 and ARM processors are used in several graphing calculators, the Motorola 68k was used in Macs until System 7, and PowerPC CPUs were used in Macs after that until a couple years ago! Now, I wonder what CPUs the Nintendo Game & Watch units used...
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
bump for sunday, I can hardly wait for more lua goodness
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
Cpadolf wrote:
So I can just update the submission with this smv or?
I guess...I mean I tried it with my overdump again and it still worked, and perhaps it still works with P.JBoy's verified good dump...
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
Use this as a guide when hex-editing: http://tasvideos.org/SMV.html I went ahead and hex-edited the part where the CRC data and ROM header name were stored, and because the original was longer I replaced the extra places with 00s (because I saw the field was even longer and padded with 00s to start with); however if you want to cut out the excess null characters in the header and shift the relevant offsets appropriately it can be done.
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
bkDJ wrote:
NDS_Emil wrote:
A any % run means that you run though the world with the minimum number of exits and defeat all the koopalings.
You keep using "any %"... I do not think it means what you think it means.
I think the OP was grasping for "warpless"...
i imgur com/QiCaaH8 png
arflech
He/Him
Experienced Forum User
Joined: 5/3/2008
Posts: 1120
blahmoomoo wrote:
Edit: arflech, if you read the submission text closer, you would have noticed: "I choose the +Super Mario World rom because the last author used it and it was a few frames faster in the intro."
Not only that, if I had read the link to the submission, I would have seen a clear note about the ROM name, and the Vimm version of that ROM did indeed have the same CRC as the ROM the submitter used. Now I feel like an idiot, and if I could change my "No" vote to a "Yes" I would, especially because as I said earlier it also works on a "good checksum" version of the ROM. In case it helps, the "good checksum" (a.k.a. a version that shows white text on loading in snes9x instead of yellow or red text) version I used has CRC32=8089624C and internal title "ALL_STARS + WORLD"; my ROM has the filename "Super Mario All-Stars +World.smc" but I have also seen "Super Mario All Stars & World (U).smc" and GoodSNES says it's "Super Mario All-Stars + Super Mario World (U) [o1].smc" and I hope there's a verified good dump ("[!]") floating around out there.
i imgur com/QiCaaH8 png