Posts for fsvgm777

fsvgm777
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Magnificent progress on the core, I must say. Now Super Mario Bros. 64 works correctly on the latest interim release. By the way, I'd like to point out that at least one game released on tape (Last Ninja II) using the Cyberload tape loader will not load the game at all. Instead, the screen just blacks out after the "CYBERLOAD NOW LOADING" screen. The tape image works fine in VICE. (note that this isn't a regression, the issue is also present in BizHawk 2.3.2)
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fsvgm777
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For what it's worth, there is a T64 to TAP converter (and vice versa) that's available called WAV-PRG. It can be found here. If games converted from T64 to TAP can be used for TASing them....that's left for the senior judge to decide.
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fsvgm777
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DrD2k9 wrote:
Further all the disk versions I could find had a glitched room with walls/floors that weren't supposed to be there. EDIT: Specifically this room. Correct Glitched
Now that's interesting. It seems the disk releases that are floating around are basically "bad dumps" (be it cracked or non-cracked). BTW, comparing against the only speedrun on SRC (at around 2:12), it seems you had really horrible RNG in that specific room, as it's basically taking forever for the teleporter to turn green. Abstaining from voting.
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fsvgm777
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I wonder why you went for the tape release (with the slowest loading, no really, about half the duration of the TAS is seizure-inducing loading as it is) instead of a disk release. I assume it's because you didn't want to deal with a cracked disk image, even though there's an exception for them in the rules (for C64 games and I presume also ZX Spectrum games). EDIT: So....I apparently found an *un*cracked disk release. SHA1: F51B6D934EED206DF74D248F9F70C16C96146133
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fsvgm777
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As someone who published both Super Mario Ball and Bubble Ghost, the main reason why I show the title screen in my encodes of Bubble Ghost, but not Super Mario Ball, is because Bubble Ghost actually shows the credits if you let it idle a bit (i.e. not hitting Start). In Super Mario Ball, the sequence goes like this (starting from game boot): opening -> title screen -> high score ranking -> attract mode -> title screen -> high score ranking -> attract mode -> title screen -> high score ranking -> opening (and so on). After the movie ends, the sequence skips the initial opening directly to the title screen, then the sequence should be similar. Incidentally, I cut my encodes for Super Mario Ball at the fade-to-white of the high score ranking (the one that shows two screens after The End, which leads to a rather ugly cut). IMHO, the final input should be at the last menu before the high score ranking, i.e. this one. Therefore, I agree with feos in that the encodes for this game should end on the high score ranking, as I don't really see a reason to show the title screen at the very end.
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fsvgm777
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Well, shoot. Thank you, Fog, for your hard work for this site.
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fsvgm777
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ThunderAxe31 wrote:
In fact, many sources refer to the game and the relative manga/anime series as "Cat Ninden Teyandee".
Are you absolutely sure about this? I find a lot more Google results with "Kyatto Ninden Teyandee" (about 83900 results) than with "Cat Ninden Teyandee" (about 40500 results). As a matter of fact, many sources refer to it as the former (even Wikipedia and IMDb, as well as Crunchyroll) than the latter (I could only find AniDB). It wouldn't make sense to needlessly diverge from the rest, IMHO, especially since even GameFAQs and Mobygames refer to it as "Kyatto Ninden Teyandee".
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fsvgm777
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The first level doesn't complete on my end either. Here's a rundown of what I tried:
  • portable.txt + create new memcard as SJIS (to trigger the memcard corrupted screen at the very beginning, as shown in the encode) -> This seems to be the condition to get it to sync....but it doesn't sync on my end (nor for feos).
  • No portable.txt + create new memcard as SJIS (see above) -> Dolphin treats as if it was formatted as ASCII, as I don't get the memcard corrupted screen.
Also, the movie file uses DSP-LLE (with the files provided by Dolphin, per the DTM Editor). Something that may be worth considering is that both I and feos are running on an nVidia graphics card. I run Win10 1809, feos runs Win7. EDIT: So it turns out using LLE interpreter (with the files provided by Dolphin) instead of LLE recompiler will cause the movie to sync for both of us.
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fsvgm777
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I noticed that you start from a save file in your YouTube encode; however, the TAS syncs just fine if no saves were present beforehand. Regarding adding steam_appid.txt: There are several games on Steam that already come with said text file (containing their own app ID), so I believe it should be fine to manually create such a file containing the game's app ID, especially if you need it to get the game to run in libTAS. The actual gameplay part is unaffected. I'd like to hear other people's opinions on it, though. Side note: The Steam client can be run in offline mode in order to not mess with the total playtime (especially if one wants to dump the TAS to AVI/MKV/whatever or just wants to watch it in libTAS).
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fsvgm777
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It seems YouTube, as of late, will sometimes happily obliterate the quality of YouTube encodes if they were done at a resolution between 4k (2160p) and 8k (4320p). What's the worst that could happen? This: (incidentally, this was uploaded at 5k resolution, and it does not have that quality option, when previously uploaded videos actually showed that option) It should be noted that the background scrolls insanely fast upwards in this segment. By the way, this will affect all quality options (I always double-check my encodes at 720p60, like in this instance, but 4k will equally be affected) If it was encoded at 4k res, it will be fine: (note: this is with Lanczos downscale, though I assume straight point upscale is also fine) As an aside, this has happened to me (to a lesser extent) when I did The Mysterious Murasame Castle: (note: 2688p encode, quality options do not go beyond 4k (expected)) The published encode does not have these nasty artifacts below the tree. If anyone still wants to upload a video that's above 4k res, then it should be double-checked that it's fine on YouTube. Until YouTube fixes the issue, it is strongly recommended to not upload anything between 4k res and 8k res, especially with the 5k option no longer available on new uploads, even if it was encoded at 5k res.
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fsvgm777
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Comparing back and forth between the published any% TAS and this one, I'm raising several concerns: 1) For some inexplicable reason, you stop at around 0:47 in this TAS, but not in the any% TAS. It should be noted that Sector 1 is also pacifist in the any% TAS, meaning that this one is actually a bit sub-optimal. 2) You actually destroy some of the turrets, which goes against the spirit of a pacifist TAS (unless they're somehow impassable, or I missed something), IMHO, even if the game does not count it as one. Therefore, this is not a pacifist TAS for me.
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fsvgm777
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I can confirm that bug. It's fine on VICE. I believe it relies on timing-sensitive stuff to work properly. It's amazing it does emulate the audio correctly, though.
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fsvgm777
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Personally, since the challenge mode is basically just challenges of portions of a stage from Arcade mode, I'd leave them out completely. If the challenges actually included unique levels, that'd be a more interesting watch. Moreover, I found the challenge missions to get quite stale after a while (there's 60 of them, mind you!).
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fsvgm777
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I've been playing a fair amount of Celeste recently: Link to video And here's a run where I get the golden strawberry in Chapter 6 (Reflection): Link to video
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fsvgm777
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Why didn't you include World 9 at all? Furthermore, there's also Worlds A to D, for which you have to beat the game 8 times in a row on the original release (the SNES version immediately segues from World 9 to World A on a warpless playthrough, as it does not require you to beat the game 8 times). Abstaining, as I personally feel the movie is incomplete.
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fsvgm777
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This has now been fixed. Thanks for notifying us.
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fsvgm777
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Nice to see that game being torn to shreds. Note to other encoders and publishers: I'll be encoding and publishing this or the other submission once either gets accepted. FYI: The published TAS skips the training stages.
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fsvgm777
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Gonquai wrote:
The only reason those lines are present is solely due to the game being upscaled.
Actually, it's not just because of the game being upscaled, but also because of anti-aliasing and anisotropic filtering, since the line goes away if anti-aliasing is set to None and anisotropic filtering is set to 1x as well as the resolution being set to 1x Native. EDIT: BTW, I noticed that in two stages in the Beginner levels, there's no music at all. Is this a bug in the game?
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fsvgm777
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Once again, it doesn't start from a clean save file:
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
ZXCQWER32000001024035169595995959959590000000ASD
 5.74326552900000E+0009

Ijicryption v2.2 (29/11/08)
WARNING: MANUALLY MODIFYING THIS SAVEFILE WILL MAKE IT CORRUPT
Since it seems that save file is required (because I really doubt it will sync on a clean save file), it technically runs afoul of the Movie Rules, as no verification movie is provided. For reference, a clean save file in this game looks like this:
0000000000000000000000000000000000000000000000000000000 
0000000000000000000000000000000000000000000000000000000 
0000000000000000000000000000000000000000000000000000000 
0000000000000000000000000000000000000000000000000000000 
0000000000000000000000000000000000000000000000000000000 
ZXCQWER00001000000959599595995959959590000000ASD 
 6.92360889100000E+0009 

Ijicryption v2.2 (29/11/08) 
WARNING: MANUALLY MODIFYING THIS SAVEFILE WILL MAKE IT CORRUPT
EDIT: It desyncs for me in Sector 2 on a clean save file if I set multithreading to Allow and it crashes at the end of Sector 1 if I set multithreading to Wrap in my XP VM (can't check in my Win10 host, since my nVidia drivers are way too recent, last known working one was 367.21).
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fsvgm777
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c-square wrote:
DOS timing includes boot up of the OS, C64 timing includes loading of the game. I would think Windows and Linux timings would be the same for consistency. Or DOS and C64 timings could start from the first frame the game code is actually running.
Do you really want to include the whole Windows or Linux boot-up sequence, something that varies wildly between PCs (and even VMs)? You'd pretty much require the exact same setup as the author of the TAS, something that's pretty much infeasible. Not to mention it'd mean capturing the entire screen, not just the game. By the way, the Doom TASes we have published on this site go straight into the game. No menus, no boot-up sequence.
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fsvgm777
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PikachuMan wrote:
These emulators are still being used for TASing Super Mario World and Sonic the Hedgehog. Nothing more. (The continuances for SNES9x and Gens have their respective pages when available)
This is outright false information right there. The SMW TASers (at least those I know of) have long moved on to either BizHawk or lsnes. Gens is used for Sonic, because the Sonic TAS tools are currently only available on Gens. Furthermore, there's no continuance page for Gens, because it's currently accepted, but not preferred. Finally, the continuance page for Snes9X only applies to 1.43, not 1.51 and newer.
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fsvgm777
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So, it turns out the included save file has the audio completely disabled. The TAS also desyncs instantly if I try to play it back with audio. (btw, I do in fact get audio when running the game in Hourglass) I'm not sure how I feel about this. For reference, from a clean state, the save file holds this data upon exiting:
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
ZXCQWER00001000000959599595995959959590000000ASD
 6.92360889100000E+0009

Ijicryption v2.2 (29/11/08)
WARNING: MANUALLY MODIFYING THIS SAVEFILE WILL MAKE IT CORRUPT
The save file the author included holds this instead:
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
ZXCQWER33110001024035299595995959959590000000ASD
 5.41521070100000E+0009

Ijicryption v2.2 (29/11/08)
WARNING: MANUALLY MODIFYING THIS SAVEFILE WILL MAKE IT CORRUPT
(it also makes a "Records" menu entry appear in the main menu)
c-square wrote:
Isn't it supposed to be timed from power on?
It does, in fact, start from the moment the game window pops up. It's the same in libTAS. ..unless I misunderstood your question, in which case I apologise.
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fsvgm777
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I do not get any audio outside of Hourglass with the copy of the game the author of the TAS provided. However, when I delete the save file, I do get audio when launching the game. So it seems the included save file completely mutes audio (even though it's actually enabled in the menu).
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fsvgm777
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fsvgm777
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We currently do not allow Windows games being TASed via Wine in libTAS. (not like libTAS even supports Wine at all at the present time) Anyway, I'm raising a bit of concern: The EEP-ROM test reports NG (no good) in the game's self-test when playing back the movie (same when recording a movie). However, it reports OK when I'm just running the game. Clearly, it doesn't seem to be an issue with the ROM itself.
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