Posts for blip

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Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
The replay worked fine for me. The CRC32 for the ROM I'm using is: 393CCCA2. Go to File->ROM Information to see the CRC32 of your ROM.
Post subject: FinalBurn Alpha with re-recording
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
I have created an unofficial patch for FinalBurn Alpha which adds movie re-recording support plus some other goodies. FBA is a windows-only emulator that runs a good selection of popular arcade games, such as those on cps2 hardware (Street Fighter II) and NeoGeo hardware (Metal Slug, Samurai Shodown). Team FBA is currenly working on an SDL port. A binary is available here (right-click, save-as): http://filespace.org/blip/fba.rar Here are keyboard shortcuts which you might find useful:
  • F3 : reset (this edit made by feitclub 11/6/04)
  • F8/F11 : decrease/increase savestate slot
  • F9/F10 : load/save savestate
  • F1 : fast-forward, or advance a single frame while paused
  • PAUSE : pause the game
  • Shift -/+ : decrease/increase the emulation speed
  • Shift Backspace : toggle frame counter display (when recording or playing back a movie).
Unfortunately, you can't remap any of these (yet), but you can pause the game in order to give yourself plenty of time to issue commands (like loading a savestate). Please note that this is an unofficial and unsupported patch for FBA. Please don't bother the FBA devs with questions or bugs regarding this patch. For more detailed information on the actual source patch itself, follow this link. EDIT: (11/6/04) I just learned about F3=reset, so I added it to the list of important keyboard shortcuts. It's impossible to record a worthwhile movie without beginning with a reset. - feitclub
Post subject: More Mario on Piano
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Post subject: fighting game videos
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Nightcom wrote:
I've searched for these Korean Tekken movies, but I couldn't find any. Do you have a link?
I can't help specifically with Korean Tekken vids, but here are the links where I get most of my comptetitive fighting game footage: http://www.video-opera.com/ http://www.geocities.com/goforbrokehub/news.htm http://www.a-cho.com/ http://homepage.mac.com/mrjamie/ If you have DC++, you can also find a lot of stuff by connecting to the GoForBroke hub (you can find it in the second link).
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Mister DAN wrote:
there exists a more fitting definition for said techniques known popularily as 'cheating'.
Wrong. That is misinformation. Cheating is making the player character invincible or granting infinite ammo. These runs absolutely do *not* cheat.
Mister DAN wrote:
The fact is that there are still people who can't tell the difference between legitimate and illegitimate speedruns.
And that is why my disclaimer said "not legitimate". If people are still confused even after that, then there's nothing more that can be done for them.
Mister DAN wrote:
I know people who have attained legitimate records on emulators like zsnes.
Prevailing opinion holds that the only legitimate runs are recorded with the actual console. And yes, you're right: a "pure" run recorded with an emulator such as zsnes is in fact tool-assisted.
Mister DAN wrote:
But honestly, anyone with the logical capacity about equal to that of a bowl of cereal can tell that the methods used to produce these videos embody the notion of cheating.
Pure rhetoric. The points you make are not self-evident no matter how you phrase them.
Mister DAN wrote:
In the long run however, even said disclaimer won't stop little Billy from submitting save-stated recordings as legitimate runs, and for that I can offer no solution.
Why is this pertinent?
Mister DAN wrote:
If I had my way, these videos and the methods used in their production wouldn't exist. All speedruns would be produced by unaided hand, separating the strong players from the weak.
Again, not pertinent to your point.
Mister DAN wrote:
And if banning me, or locking my threads is your strategy for meeting a mutually beneficial agenda then so be it. I couldn't care less.
Yeah, you "hold fast to your vigil," there.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
krieg747 wrote:
ok, i just made a recording of me beating mortal kombat 2 on very hard, finding/deafeating jade, using fatalities every round, and getting flawless victories every round. or at least i thought i did... the damn thing keeps desynching after the first round, EVERY TIME.
It turns out there's a bug in snes9x's sound handling routines that can make the game behave somewhat randomly. It should only affect a few games, not all of them. MK2 is clearly one of them. A workaround is to record AND play back your movies with sound disabled.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Umihara Kawase about
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Is the problem here that people don't bother to read the disclaimer at the beginning of the video? Why don't we just make it so that the disclaimer is impossible to miss? You would need that on the screen for only a second.
Post subject: doom replays
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Wow, that was so awesome. Thanks!
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Truncated wrote:
... but how about DooM II in nightmare difficulty? Thats one incredibly insane difficult game... I think only two people have ever gotten through it.
Replays, please. :D
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Michael Fried wrote:
Oh, I see, are they still make changes or is there some other reason it's postponed?
It was postponed because the domain www.snes9x.com expired last week. They didn't want it to interfere with the release, but it's since been fixed. I don't think any big features or bug-squashing is happening in the meantime; I think it's just a matter of giving everyone enough time to tie up loose ends and be ready for the release.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
qFox wrote:
blip, are you a dev on vnes or are you hacking it? i believe the latter but not sure. i also thought vnes was actively developed, but could be wrong there as well...
I'm not a VirtuaNES dev. I'm not an FCEU dev, either. The only dev team I'm officially a member of is snes9x. VirtuaNES is here: http://virtuanes.s1.xrea.com:8080/ It seems to be in active development; the source code is available, too. A Linux port of VirtuaNES is possible. I probably won't be the one to do it since I haven't got a Linux box.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Michael Fried wrote:
It's 6/11/04 now, so where's that official version they were supposed to release?
Michael, http://tasvideos.org/forum/viewtopic.php?p=7168#7168
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
sean.brockest wrote:
But i think most of us are interested in just the Re-Recording stuff, and that works JUST like the Famtasia one.
Actually, it should work even better than Famtasia. For example: snes9x protects you from loading the wrong savestate accidentally. If you load a savestate too far back, no sweat: just load a more recent one, and your recording will continue uninterrupted. I noticed that readme in the .zip is a tad out of date. Here is a revised list of hotkeys that are useful for timeattack-making:
  • Shift + F1-F10, save state
  • F1-F10, load state
  • Shift -/+ adjust emulation speed (not the numpad +/-)
  • Pause key pauses the game
  • Backslash key advances a single frame while paused
  • Tab key activates "turbo" mode (think of it as fast-forward)
  • Period key activates the frame counter display (when recording or replaying a movie)
And no, you can't remap these (bummer). Here's an example of what you can do with snes9x *while you are recording*: Let's say you have to choose between two paths, but you're not sure which one is faster. First thing to do is make a savestate, let's call it "S". Now, turn on the frame counter display ('.' key), and perform path A. At the end of path A, write a second savestate (let's call it "SA"), and note the frame counter. Next load the original savestate "S", and continue down path B. Once B is completed, note the frame counter. If it's lower, path B is faster and you should continue recording. Otherwise, load savestate "SA" and continue down path A. Have fun!
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Tankos wrote:
snes9x with avi recording
Don't let the name fool you; that binary's also got the movie (.smv) features.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Bag of Magic Food wrote:
Oh, then I'd better start using it, because I'm just starting to realize how useful remapping can be.
I haven't tried it personally, but it seems a tool like JoyToKey could be useful as well: http://hp.vector.co.jp/authors/VA016823/joytokey/english.html (Thanks to Boco for the link)
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Blublu wrote:
Mplayer is available on Windows now.
Wow, thanks! P.S.: it's playing back the Contra III video fine.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
sean.brockest wrote:
Instead of bugging you for info, is there any .news site we can get that information from?
I don't think so. At least, I haven't seen any public discussion of the WIP release. I'm getting my info from private chats.
Post subject: release date
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
As most release dates are prone to do, the snes9x WIP release date has slipped. July 5th is the new date.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
SectionX wrote:
if nothing works, use Video lan player.
I second this. VLC has worked for just about everything I've tossed at it. Available here.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Blublu wrote:
Good job even though I would like to be able to configure those keys...
Considering how often this feature is requested, it's surprising how few emulators actaully support it. I don't think *any* of the emulators I use have this feature. Anyhow, if enough people start using my patched FCEU, then I'll add a key remap feature.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Valagard wrote:
Why the hell wait?
Actually, it's because I haven't got any webhosting. You are more than welcome to post it on a website and give the link for all the world to see, just so long as it's clear that people are downloading an unofficial and unsupported version of snes9x.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Josh the FunkDOC wrote:
I downloaded the Windows binary, and although those new hotkeys work perfectly I can't find any way to actually make a movie. Is it supposed to be in a menu somewhere that I can't find?
It seems Ieremiou has posted a version that does not include my GUI changes. Re-check the thread to download the binary that I've posted. For convenience, I'll list the hotkeys that might be useful for timeattack-making:
  • Number keys 0-9 to choose a savestate
  • F5 saves a state to the selected slot, F7 loads it
  • Shift + number keys 0-9 to choose a movie slot
  • Shift + F5 records a movie to the selected slot, Shift + F7 replays a movie
  • Enter pauses
  • Right-CTRL advances a single frame while paused
  • - decreases emulation speed, +/= increases it (not the numpad +/-)
  • Backspace toggles the frame number display when recording or replaying a movie
NOTE: These keys are all hardcoded by FCEU, and unfortunately I don't know if they'll work on non-US keyboards... I'm sorry if this causes problems. If you'd like the official verison of FCEU to include these changes, then please post on the FCEU boards and show your support for this unofficial patch. Also, note that nesvideos does not currently accept movies made with FCE Ultra. So please don't spend a lot of time making a movie that you'd like posted on nesvideos. But any testing you can do with this patched FCEU would help out.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Phil wrote:
Well anyway since it's source is published we can create our own FCEU with re-record.
Well, my patch for FCEU is here. EDIT: Ieremiou has posted a windows binary of it here.
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