Posts for blip

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Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
4matsy wrote:
Looks like you forgot about it when you set up the remapper... :p
Yeah, thanks for pointing that out. If anyone notices another command missing or a command that should be there, let me know.
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Bob Whoops wrote:
Why aren't you fixing it though (to blip)? Because you don't feel like it or because its hard to do or what?
Because it doesn't seem worth the effort. It would be easier to hand-convert old movies rather than have the program do it automatically.
Post subject: Re: FCEU with blip patch ( things to be improved or correcte
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Phil wrote:
Movie done with version 0.98.10 doesn't show Author Info in the newest version.
I don't plan on fixing this one.
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Here's a new release: Binary: http://filespace.org/blip/fceu-0.98.12-blip.win.rar Source: http://filespace.org/blip/fceu-0.98.12-blip.src.rar
    Features added:
  • Hotkey remapping. (Wow, this was a lot of work). Bugs fixed:
  • Movies should always start at frame 0.
  • The weird savestate bug mentioned by Phil should be fixed.
  • The default movie filenames no longer have that extra number in them.
  • The AVI synchronization bug is fixed.
There was a lot of code added to this release, so I expect there to be a few new bugs as well... Edit: Anyone who's downloaded this in the last few hours should download it again. Phil has already found some minor bugs that have been fixed.
Post subject: FCEU release
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Joined: 4/11/2004
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Location: Fairfax, VA, USA
I don't have a whole lot of time to work on this anymore, but I'll try to update my FCEU patch gradually over the coming weeks. My plan is to implement features first, then try and fix bugs later. I've already made a bit of progess, so here's an interim build which you guys can try out. It's based on FCEU 0.98.12. Here are the changes:
  • Improved movie format. (Old movies will still play in the new version).
  • Improved movie dialogs.
  • AVI recording.
  • Movies and savestates no longer have that annoying hash in their filename.
http://www.filespace.org/blip/fceu-0.98.12-blip.win.rar This build hasn't been tested very well, so I expect there to be a few minor problems. Anyhow, here's what I want to accomplish next, in order:
  • Add input remapping feature.
  • Fix bugs, especially crash bugs and desync problems.
  • Add warning dialogs for newbies, like when the rom hashes mismatch.
  • Add ability to load .vmv and .fmv files directly from the emulator.
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Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
feitclub wrote:
I thought "cel-shading" was a technique used to make 3D objects look like 2D drawings. Can a game with 2D sprites be consider "cel-shaded?"
I think cel animation was the term I was looking for :)
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There's not much for me to add, except that I too, love fighting games. Here are my favorites, the ones that have special places in my heart:
  • Street Figher II : Hyper Fighting (The all-time classic. This is the first Street Fighter that I devoted a lot of time to).
  • X-Men : Children of the Atom (The first 2d sprite-based game I can remember to have cel animated artwork. It still looks gorgeous even today, nearly ten years later).
  • Vampire Hunter (The underrated sequel to Vampire. Terrific music, visuals, and character design).
  • Mortal Kombat 2 (Ok, kind of a silly game. But I have fond memories of playing it competitively in my local arcade).
  • Teenage Mutant Ninja Turtles : Tournament Fighters (A surprisingly fun and solid fighting game. Good soundtrack, too).
  • X-Men vs. Street Fighter (Total spazzfest, and a great way to unwind).
  • Street Fighter III: 3rd Strike
  • Street Fighter Zero 3 (My pick for the best fighting game of all time. This game has had simply amazing longevity, and the gameplay is still evolving).
  • Samurai Shodown 2 & 4 (Somehow I missed-out on 3).
  • Guily Gear XX #Reload (Amazing game balance, lots of fun to play).
There's a sad lack of SNK games on this list. I've never owned a NeoGeo :(
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Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Phil wrote:
I haven't got these problems with MAME32 but I must tell I didn't test with that crappy Gradius.
I think was Josh is trying to say is take the current number of problems we have with rerecording support, and multiply it by the huge number of games that MAME supports. I tend to agree. Adding rerecording support might not be that hard, but making sure it works, with *all* of the games, is a very big task. This feature would need to benefit from the distributed community of MAME developers and testers who can find and fix many problems that just one person wouldn't be able to fix on their own. This would mean that the MAME community would need to be interested in the feature and would want to see it developed, and this is not the current reality.
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Posts: 155
Location: Fairfax, VA, USA
Your computer is too fast. I only wish I was joking. I don't know of a workaround, either. Sorry.
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Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
PKJC wrote:
Oh, but no calling the Saturn a bad system. It was very good, just poorly supported in the US. No system that has NiGHTS, Guardian Heroes, and Shining Force III can be bad.
Not to mention many many great shooters like Battle Garegga, Radiant Silvergun, classic Capcom fighting games, Panzer Dragoon, etc. I loved my Saturn.
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Joined: 4/11/2004
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Location: Fairfax, VA, USA
Great job, Walker! This movie was a real treat to watch. :) I *much* prefer this to the glitched run, once again proving (to me at least) that these movies are all about entertainment.
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Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
This annoying bug has already been fixed in the source tree ... meaning the next release shouldn't have it. I believe this bug manifests itself when you run snes9x 1.43 for the first time without having run a previous version of snes9x. In other words, there's a bit of data missing from the registry. There's one workaround that I know of: run snes9x 1.42, load a ROM, then exit the emulator. The next time your run 1.43 and try to load a ROM it should work fine. yarbles' workaround sounds a lot easier, though. :)
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Joined: 4/11/2004
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Zurreco wrote:
The movie plays fine for me, so the sound on my end doesn't matter. It's only on other systems that the movie desynchs.
Did you, personally, try disabling sound and playing your movie back? From the way you phrased your response, I can't tell if you did. This is an important test to ascertain whether the sound bug is occurring. The last question is whether everyone is using the same version of snes9x, i.e. the released build and not one of the interim builds, the PC and not the Mac version, etc. Edit: I just noticed in your first post that you mentioned everyone is using the "same program", so disregard the last question.
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First, check that the CRC32 of the ROM you're using is the same as everyone else's. Mine is E8236AD2. (File->ROM Information in snes9x will show you the CRC32). Second, disable sound and see if your movie continues to play back fine for you. (Sound->Playback Rate->No Sound).
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Truncated wrote:
Wasn't Longinus the name of the spear in Evangelion too? Where does this name come from?
All you ever wanted to know about the Spear of Longinus.
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Location: Fairfax, VA, USA
Sleepz wrote:
Any clips for Super Turbo matches?
Visit GoForBroke, scroll down to "Tuesday 8/03/04", look for "Daigo vs Jeff Schaefer Hyper SF vids". Daigo is the same player featured in this vid.
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Joined: 4/11/2004
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I have mixed feelings about this movie. Warp has obviously done a very good job, but unfortunately I think the game itself is very boring to watch (and I like watching shooters). So I'm going to give this a "no" vote. There are exceptions: Stage 4 (the Moai Head stage), and Stage 7 are both exciting to watch, so maybe the .smv is worth downloading for that. On the other hand, tviks' submission was accepted, and I like this movie better than I like tviks' playaround.
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Location: Fairfax, VA, USA
There are much better recordings of Zanac available at High Level Challenge.
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Good job, Michael. It looks like you've found the timer. I've tested it out and here's what I've found: 7E0046 is part of a 16-bit quantity which increases every frame. This means that 7E0046 and 7E0047 are part of the same number. When the value at 7E0046 reaches 256, 7E0046 is reset back to 0 and 7E0047 is incremented by one. This "frame counter", let's call it, gets reset after 3600 ticks, which is 60 seconds if you assume 60 frames per second. Each time 7E0046/7E0047 gets reset, the value at 7E0048 is incremented by one. This is the minutes value that you see when you go to save your game. If you change the value at this address (7E0048), you can change the amount of time on the clock. So there you have it: if the value at 7E0046/7E0047 is increasing, then the clock is running.
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Deviance wrote:
frame counts are good for testing real-time strats, but I want to know the specifics of the game's own built-in timer and whether it stops counting in certain places such as when Diddy's victory theme plays in bonus rooms
It would probably be easiest to use snes9x's built-in cheat facilities to find the address where the timer is stored, and have a peek at its value on occasion. It sounds like Michael is already working on this :) But yes, it should be possible to replace the score display, for example, with the internal value of the timer via a ROM hack.
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Deviance wrote:
find a code that reveals the game's timer so we can see whether using start-select in bonuses is worth it.
If you want to find out if doing something specific is faster, you could test it with snes9x. Record an .smv and take advantage of the frame counter display to compare frame counts. The '.' key toggles the frame counter display. Edit: Unless you're more concerned with how the game tracks time internally...
Post subject: the mysterious video
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http://www.filespace.org/blip/SuperMetroid_4704x100_cheated.rar.torrent (right-click, save as) Here's the information I have from IRC: this was an emulated run that someone attempted to submit to SDA as a legit run. Fortunately, no one was fooled, but it does seem to have caused a bit of a stir. I've added a disclaimer to the beginning, and the file is named "cheated", just so there's no confusion: this was a blatant attempt at cheating. It's a shame it's such a good movie, too. NB: I was told there'd be no objection to distributing this as a .torrent. The secrecy was to try and shield the original site from excessive traffic.
Post subject: Desync problems in Snes9x
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There's a bug in Snes9x's sound code that can cause movies to randomly desync. It seems to affect only certain games. I want to use this thread to keep track of the games that we know have problems. There is only one workaround that I know of: disable sound when recording and playing back .smv files. It's also possible that using the *exact* same sound settings as the person who recorded the .smv can help.
  • Umihara Kawase (J) CRC32: 393CCCA2
  • Mortal Kombat II (v1.1) (u) CRC32: 70BB5513
  • World Heroes (U) [!] CRC32: 1228AD30
Get the CRC32 for your ROMs by going to File->ROM Information. If a movie is desyncing on ROMs that have the same CRC32, then the likely cause is the sound bug.
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Location: Fairfax, VA, USA
BombAHead wrote:
Hm. Still desynchs. Oh well, I can wait for a full run to watch. @@
Could you post the CRC32? This might be one of those games that falls prey to the Snes9x sound bug. Even if the ROMs are the same, it could still desync. Here are the sound settings that I use; it might help: Playback rate: 32khz Buffer length: 40ms 16-bit sound Stereo Interpolated (everything else off)
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NrgSpoon wrote:
The CRC of mine is C5C9FB16 This is within a zip though so i dunno if it reads it right or what.
You said yours was a rom hack, so it's not surprising that the CRC32 differs. The ROM I'm using is called Umihara Kawase (J).smc
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