Posts for fsvgm777

fsvgm777
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Outside of libTAS:
Starting program: /home/fsvgm777/.local/share/Steam/steamapps/common/Nuclear Throne/runner 
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".

***************************************
*     YoYo Games Linux Runner V1.3    *
***************************************  
CommandLine: -game game.unx
ExeName= /home/fsvgm777/.local/share/Steam/steamapps/common/Nuclear Throne/runner
MemoryManager allocated: 1198792
INI DisplayName=nuclearthrone
SavePrePend /home/fsvgm777/.config/nuclearthrone/ 
GAMEPAD: Initialising Ubuntu support
Attempting to set gamepadcount to 4
Steam being initialised with appId 242680
Steam_Init
Steam - SteamAPI_RestartAppIfNecessary
szCmd: /bin/sh -c '"/home/fsvgm777/.local/share/Steam/steam.sh" "steam://run/242680"' &
[Detaching after vfork from child process 2066]
Steam - Restart required
Steam_Init
SteamInit failed with no msg
Steam restarting via client

Program received signal SIGSEGV, Segmentation fault.
0xf77ea806 in XPending () from /lib/i386-linux-gnu/libX11.so.6
(gdb) backtrace
#0  0xf77ea806 in XPending () from /lib/i386-linux-gnu/libX11.so.6
#1  0x082fb607 in ?? ()
#2  0x082fb982 in ?? ()
#3  0xf74a7519 in ?? () from /lib/i386-linux-gnu/libc.so.6
#4  0xf74a75f3 in __libc_start_main () from /lib/i386-linux-gnu/libc.so.6
#5  0x08051785 in ?? ()
In libTAS:
Starting program: /home/fsvgm777/.local/share/Steam/steamapps/common/Nuclear Throne/runner 
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
Attempt 1: Connected.

***************************************
*     YoYo Games Linux Runner V1.3    *
***************************************  
CommandLine: -game game.unx
ExeName= /home/fsvgm777/.local/share/Steam/steamapps/common/Nuclear Throne/runner
MemoryManager allocated: 1199304
INI DisplayName=nuclearthrone
SavePrePend /home/fsvgm777/.config/nuclearthrone/ 
GAMEPAD: Initialising Ubuntu support
Attempting to set gamepadcount to 4
Steam being initialised with appId 242680
Steam_Init
Steam - SteamAPI_RestartAppIfNecessary
szCmd: /bin/sh -c '"/home/fsvgm777/.local/share/Steam/steam.sh" "steam://run/242680"' &
[Detaching after vfork from child process 2693]
Steam - Restart required
Steam_Init
SteamInit failed with no msg
Steam restarting via client

Program received signal SIGSEGV, Segmentation fault.
0xf73ebeda in pthread_mutex_lock () from /lib/i386-linux-gnu/libc.so.6
(gdb) backtrace
#0  0xf73ebeda in pthread_mutex_lock () from /lib/i386-linux-gnu/libc.so.6
#1  0xf7f2c47c in ?? () from /usr/bin/libtas32.so
#2  0xf7f2f855 in XPending () from /usr/bin/libtas32.so
#3  0x082fb607 in ?? ()
#4  0x082fb982 in ?? ()
#5  0xf7383519 in ?? () from /lib/i386-linux-gnu/libc.so.6
#6  0xf73835f3 in __libc_start_main () from /lib/i386-linux-gnu/libc.so.6
#7  0x08051785 in ?? ()
I believe I have come across a few threads stating issues on multi-monitor displays (and xrandr detects 1 connected display and 7 disconnected ones in VMware), but there have been issues getting this game to run on Linux, according to Steam discussion forums.
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fsvgm777
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Yeah, I am running the open beta, or at least I should, according to Steam.
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fsvgm777
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I cannot get the game to launch at all in libTAS (at least on my 64-bit Kubuntu VM). It always crashes on a segfault:
The connection to the game was closed. Exiting
Attempt 1: Connected.

***************************************
*     YoYo Games Linux Runner V1.3    *
***************************************  
CommandLine: -game game.unx
ExeName= /home/fsvgm777/.local/share/Steam/steamapps/common/Nuclear Throne/runner
MemoryManager allocated: 1199304
INI DisplayName=nuclearthrone
SavePrePend /home/fsvgm777/.config/nuclearthrone/ 
GAMEPAD: Initialising Ubuntu support
Attempting to set gamepadcount to 4
Steam being initialised with appId 242680
Steam_Init
Steam - SteamAPI_RestartAppIfNecessary
szCmd: /bin/sh -c '"/home/fsvgm777/.local/share/Steam/steam.sh" "steam://run/242680"' &
Steam - Restart required
Steam_Init
SteamInit failed with no msg
Steam restarting via client
Segmentation fault (core dumped)
steam.sh[4675]: Running Steam on ubuntu 22.04 64-bit
steam.sh[4675]: STEAM_RUNTIME has been set by the user to: /home/fsvgm777/.steam/bin/steam-runtime
setup.sh[4760]: Steam runtime environment up-to-date!
steam.sh[4675]: Steam client's requirements are satisfied
recv() returns 0 -> socket closed
The connection to the game was closed. Exiting
I tried installing libopenal1:i386 libssl1.0.0:i386 libxrandr2:i386 libglu1-mesa:i386 (though libssl1.0.0:i386 left me with a broken APT install, because the libssl1.0.0:i386 package doesn't exist anymore in Ubuntu 22.04) and even running ~/.steam/bin/steam-runtime/run.sh libTAS so that it finds the needed libraries, to no avail. Only times I got it to run was via the run.sh script outside of libTAS after removing the DISPLAY=:0 line.
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fsvgm777
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The first 5180 frames (the entirety of Stage 1) are 1:1 identical to Spikestuff's input right here, so I feel it'd be courteous if Spikestuff is given co-authorship here.
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fsvgm777
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fsvgm777 wrote:
By the way, you need to make sure to apply a stereo mode when muxing for the YouTube encode. This can be done either via ffmpeg or mkvmerge, both should produce the same or very similar results. For ffmpeg (note, this is an example, not accomodating for where it's located, though be aware that this will currently not work with the ffmpeg executable that's in the package):
ffmpeg -i ".\output\encode_youtube.mkv" -c copy -metadata:s:v:0 stereo_mode=left_right ".\output\encode_vb_youtube.mkv
For mkvmerge:
".\programs\mkvmerge.exe" -o ".\output\encode_vb_youtube.mkv" --compression -1:none --stereo-mode 0:1 --aspect-ratio 0:1852/2160 ".\temp\video_youtube.mkv" ".\temp\audio_youtube.ogg"
YouTube has since broken compatibility for either method, despite this page saying otherwise for the FFmpeg method. However, said page mentions another way of getting stereoscopic metadata, namely via x264. Note that this page implies it only works on MP4 or MOV; however, it works just fine on MKV (I have tested that myself), and ffmpeg isn't needed. All that's needed is to add the following to the x264 line.
--frame-packing 3
This tells x264 it's a stereoscopic video, specifically side-by-side (L is on the left, R is on the right). The downloadable encode remains unchanged.
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fsvgm777
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Congratulations on the well deserved promotion, moozooh!
Memory wrote:
I hate that I know exactly who did this and why.
Yup, same.
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fsvgm777
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fsvgm777
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So I've noticed a weird discrepancy between the time reported by JPC-RR and the time given by the site. The site claims it's 14.05 seconds long, but JPC-RR claims it's 14.294 seconds long. Not sure what's up with that.
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fsvgm777
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Sure, I'll DM you the AVI dump once it's done uploading.
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fsvgm777
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I think you mentioned the wrong BIOS, as it actually syncs on SCPH-5500.
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fsvgm777
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I successfully managed to get this movie to sync. All I did was carefully frame advance for the first 300 or so frames...though it seems I didn't need to do that anyway. The game's resolution was set to 1024x768 via libTAS (since it runs on fullscreen by default, so I set the virtual screen resolution to 1024x768). I have an AVI dump ready.
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fsvgm777
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Okay, so this ROM hack originally came bundled with an unlicensed ROM hacking software for the FDS called "Tonkachi Editor". When said editor is loaded, it tells the user to eject the disk right away before presenting 2 menu options, one for editing any FDS game you insert, and another that gives an explanation on what the software does. The latter is more interesting, as it prompts the user to insert a Super Mario Bros. FDS disk, and then overwrite it with Tonkachi Mario's data. Currently, only one emulator supports swapping FDS disks (and I do mean disks, not sides of the same disk), namely a fork of Nintendulator called NintendulatorNRS. Here's how it's done in the emulator:
  1. Load the Tonkachi Editor FDS image.
  2. Insert the disk, as the emulator does not do so automatically. (Game -> Insert 2.8 inch disk)
  3. When the title screen appears, eject the disk.
  4. Select the second option, which gives an explanation on what the software does (and later prompts the user to insert a FDS SMB1 disk)
  5. Load the SMB1 FDS disk via File -> Load 2.8 inch disk set.
  6. Wait for the screen to turn red, then insert the SMB1 disk (once again, Game -> Insert 2.8 inch disk)
  7. The software will now write the data to the SMB1 disk.
  8. (probably optional, but always good to check) Reset the emulator (CPU -> Hard Reset) with the now modified SMB1 disk still inserted, and play through 1-1 and see if it matches the temp encode.
  9. Close the emulator, and it'll prompt the user to save the edited disk image as a new image file.
Note that this will produce a slightly different FDS image when going through this route; however, this TAS still syncs with it. Here are the MD5 hashes of the editor, the unmodified game, and the resulting patched game (at least for me): e19fcb32ff02b557b55cc39d6a9377e6 Tonkachi Editor (Japan) (Unl).fds 293303fe565de2333bc1e4115d38fa3f Super Mario Bros. (Japan).fds 4725ea0219c48557403019a40d3defb9 Super Mario Bros. Tonkachi.fds
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fsvgm777
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As far as I know, the game was also released in France (Les Chevaliers du Zodiaque: La Légende d'Or), so it's at least not exclusive to Japan, though such an addition could be made in the description. EDIT: ...Turns out I was talking about the prequel (Ougon Densetsu). My bad on that. Although any Famicom-exclusive title will still have "NES" in the title, as it's the Japanese equivalent of the NES, and having a separate platform for Famicom titles would be a bit of a hassle IMO.
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fsvgm777
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Of note that the in-game timer needs to be enabled in the game's options, otherwise, it will desync in Level 8 even with the PICO-8 config file provided by the author.
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fsvgm777
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Personally, I'm in favour of having the first trip (8-ish hours) public on YouTube, with the remaining 99 trips being unlisted, and have everything in a playlist. I guess it could be done the same for the downloadable as well.
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fsvgm777
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We've had one submission that got unrejected, despite the author being banned. It got rejected again because of that fact.
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fsvgm777
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eien86 (submission notes) wrote:
The re-record (load state, change input, advance state) count of this movie is: 2,529,914,332,046. I'd like to ask for this value be properly represented in the publication. I'll keep the execution logs for a while if someone wants to check them out.
Typically, we don't include botted re-record counts and we just put "Unknown" as the re-record count in such cases. We also have an ongoing topic about tracking re-record counts, where no conclusion was reached thus far. Are you fine with me mentioning an unknown re-record count in this case as well?
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fsvgm777
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Well, I figured out why it desynced for me. I had a different 86c764x1.bin than the one specified in the Late 90s config. The TAS syncs now for me, and I will claim it for publication.
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fsvgm777
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I cannot get it to sync at all. It desyncs on the copy protection (different position on the code wheel for me than in the author's temp encode). Every single hash matches. I've dropped it from publication for the time being. Should I be able to get it to sync, I will claim it for publication again (but everyone is free to do so).
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fsvgm777
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Can't get it to sync either, though I did get into gameplay. It desyncs for me when attacking the first enemy. Build version and date are identical to feos's.
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fsvgm777
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I think both ways of ending the encode (i.e. ending after reaching the last PERFECT required to max out the score or letting it last until the game over) are fine. It's more of a stylistic choice by the publisher.
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fsvgm777
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The ROM hack can be found here.
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fsvgm777
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poco_cpp wrote:
Just to confirm, is it okay to use the following BIOS? (This is the top BIOS displayed in Firmware Info in BizHawk 2.8.)
Hash: sha1:B05DEF971D8EC59F346F2D9AC21FB742E3EB6917
Standard Filename: PSX_3.0(J).bin
Descriptuion: PSX BIOS (Version 3.0 09/09/96 J)
Info Used on SCPH-5500 [g]. This is for Rev C hardware [w]. Recommended for (J) [f].
Yeah, that one is good.
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fsvgm777
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The TAS synced fine without -g gl for me (which defaults to Vulkan, I believe). Here's the SHA1 and MD5 hashes of the SWF I used (identical to feos's): SHA1: 9ca355bd6b716db7818874a7415416f7bf031ea1 MD5: e61e7e8cf2ab42ac66bd6d5bf71a8863 My AVI dump is fine.
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fsvgm777
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Congrats on a well deserved promotion, Samsara!
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