Posts for ruadath

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Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
DrD2k9 wrote:
Some of us also feel that the archival of fastest-known runs regardless of entertainment value is a worthwhile endeavor and just as important as archival of entertaining runs.
Experienced Forum User, Published Author, Active player (256)
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I'm fine with just amending the movie in-place and adding MESHUGGAH as a co-author; the game is still pretty boring, and I don't think that the ~10 seconds of time save is going to change anyone's vote from Meh to Yes. Even I voted Meh on my own submission here. I'll be looking at improvements over this weekend but if I don't come up with anything now I'm probably not going to look at this again for a long time.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Great job improving one of the oldest movies to the site! Yes vote from, and I'll be providing temp encode. Link to video
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Cool with me, if I don't make any improvements to what is already there you can just take sole authorship.
Post subject: Option to load lsnes with BizHawk initial memory state?
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
I remember hearing something about this a while back but not sure how to do it.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Been looking forward to this for a long time. Congratulations on a job well done!
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
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It's still 0.6.1, which I think got added to the dev version of BizHawk back in November, but I believe that since then there have been additional fixes to timing in the mGBA repo, especially related to the RTC.
Experienced Forum User, Published Author, Active player (256)
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I was going to be lazy and not provide the temp encode, but I can do it if you want (don't expect it to be up until tomorrow)
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Since I anticipate a new BizHawk release within the next couple of months (been a while since the last one and Alyosha is probably itching to release GBHawk), can we get an update to the latest mGBA version when that happens? I believe there have been a number of additional timing fixes that would be nice to have in the latest BizHawk version.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Looks like an optimized run of this could be faster than any % NSC for red/blue? idk Link to video
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Just curious, what are the Wii and PSP2 folders in the source code of mGBA? Are there plans to start development of these emulators? I see there have been commits made to these folders recently.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
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oh ok makes sense then EDIT: my guess from experimentation is that markers are bugged in TAStudio for mGBA, will try and have details soon.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
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Still having trouble with mGBA randomly desyncing in BizHawk 2.2.1, which is strange to me since I think the core was waterboxed. At first this only appeared to be the case when hard/soft resets where done, which is a known issue, but this latest desync in Golden Sun appears to stem from something else. Investigating on my own for now, will find out as much details as I can then post again here for help.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Dang, redid the whole run for 20s of time save? That's dedication!
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
This sure is impressive!
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Oh damn, I didn't even realize! The run uses multitap! Is it our first SNES multitap submission?
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
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Overfiendvip wrote:
ruadath wrote:
Awesome! any chance of a console verification or are we not yet at that stage with SNES runs?
That's part of the reason this TAS was created. A few months ago, the previous one (currently on site) was console unverified by total, or in other words, was proven to not actually work on console. This method should almost certainly work on console, on top of being slightly faster and not using any items.
Oh interesting. Do you have more details on why it didn't work, and/or a thread I can read where this discussion happened?
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
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Awesome! any chance of a console verification or are we not yet at that stage with SNES runs?
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
12.5 second improvement to the OOB glitch discovered today, so that will set me back a bit in terms of needing to resync everything from frame 50k onward
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Bizhawk 2.2.1 mGBA RAM watch/TAStudio crash 1. open GBA rom 2. open RAM watch and load watch file 3. open TASstudio and load TAS 4. crash crash may be dependent of watch file containing addresses in one or both of IWRAM and EWRAM
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Good job on the WIP, hope you continue! Always appreciate RPG TASes!
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
So this will probably easily be TAS of the year?
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Looking forward to it!
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Oh didn't know that, I guess it must be due to some other update that changed between version 1.11 and 2.x in the Octoshock core.
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