Posts for ruadath

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Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Ctrl+S Hotkey for saving does not appear to work properly in BizHawk 1.12.2 (in TAStudio); most of the time it does not register the save.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
3D Blast is the first Sonic game I ever played (and the only one I knew about until the last couple of years)... which I was extremely confused to see all these 2D sidescroller Sonic games. I played this game a ton as a kid, and had a lot of difficulty completing it; hope you keep up the good work TASing it!
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
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I can also confirm/report having desyncs in WIPs made prior to the mGBA 0.5.2 change. At least in Golden Sun (Sonic Advance appears to be fine); it seems to be fixable by lag adjustment, though I am still somewhat concerned. What's new that caused this?
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
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Sure, I don't mind (just changed the submission). TASvideos seems to be pretty wildly inconsistent about how authorship works for these kinds of movies; I've seen runs that are just a few frame improvements be credited entirely to the new author, so wasn't sure what to do. It doesn't really bother me either way. The main point of the submission was to get the run ported to mGBA since the original one doesn't run on console (at least not without waiting for 15 seconds on the main menu). This submission fixes that, and also makes minor improvements.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
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Previously mentioned improvement is here Same real time, but minor improvement to IGT. It should be noted that unlike previous Sonic runs, this movie prioritizes real time over IGT; it would not be very difficult to reduce the IGT further by waiting at the start of each of the RNG levels for some long amount of time to get perfect RNG, but I don't think that would prove very interesting. Hence the time loss on certain stages. In any case, it shouldn't matter, since this movie beats the previous one in terms of IGT as well (even if you do count the clock desync in the final stage against this run).
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
I don't get it; why was the previous submission not published? What were the issues?
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Sorry for the false positive; while the .ccd gets BizHawk to boot the CD (i.e. get to the start screen), I can't actually load the game by hitting the run button. For some reason I didn't check that. For reference, what I did was simply to drag the .iso file into DiscoHawk's conversion slot.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Never mind; resolved by our good friend DiscoHawk!
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
In case anyone on the forum has been following this, it has been confirmed as a bug in mGBA by endrift and should be fixed during the next release (0.6.0).
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
So instead of spamming the workbench with a bunch of submission threads and then deleting them, can we just unreject this one and replace the file with the latest improvement?
Experienced Forum User, Published Author, Active player (256)
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Perhaps. I know for a fact that the game can soft reset on console, so I'm hoping that this is just some emulation error with the BizHawk main frame which can easily be fixed. I would love to do a trace log for comparison, but I need to figure out how to do that on VBA...
Experienced Forum User, Published Author, Active player (256)
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Soft reset is quicker (does not display the GBA BIOS, which is about 3 seconds), and also results in different RNG manipulation. Hard reset is possible.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Also doesn't work with Golden Sun: The Lost Age (sequel), for both the US and Japanese versions? Not sure what is wrong...
Post subject: GBA: Can't soft reset in Golden Sun
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
I'm not sure what I'm doing wrong, but I can't seem to soft reset on BizHawk when playing Golden Sun (both the Japanese and US version). I've tried both mGBA and VBA-next as cores, which makes me doubt that it is a problem with the emulation. With input display on the screen, I can confirm that I'm holding down all of A+B+Start+Select (I also tried A+B+L+R), but it doesn't appear to do anything for me. Help?
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
I'm pretty sure that's not how stars work... (cross-platform)
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Great job, and easy yes vote! Will you be making improvements to the any% run as well?
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
N64 Feature request: I have no idea how difficult this is to implement, but would it be possible to get a more accurate (i.e. slower) emulation of Controller Paks? Right now saves are made nearly instantaneously (within a frame or two), when on a physical console it takes much longer to perform. This in particular prevents save corruption techniques that work on console from working on Mupen/BizHawk (in particular, I'm thinking of the save corruption glitch in Quest 64).
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Another quarter-second improvement. Total time is now 4:42.20
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
"Unsupported scenario: reading 2048 bytes from an unhandled sector type" gets thrown when trying to read the .cue file. This does not occur for either Dragon Knight or Dragon Knight III. I tried two different ROM dumps.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Do you think it will get submitted?
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Anearth Fantasy Stories -- great RPG! EDIT: Also SMT: Devil Summoner and Soul Hackers Maybe Sakura Taisen (1 and 2) as well?
Post subject: Musashi no Ken (J)
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Stumbled on this video on YouTube, made back in 2007 Link to video Someone should try to improve this and submit, maybe?
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
For what it's worth, (I mentioned this on IRC, but not on the forum), I'm open to collaboration on this run to bring the final time down even further. I also think that since good work done has been done on both of our parts, that whatever the final product ends up being should be submitted as co-authors. In any case, here is a temp encode of the file linked above Link to video
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Wow, very happy with the new improvements! Just goes to show how much work there is still left to be done in optimizing this game. Still lots of work to do on RNG manipulation stuff, but here is a very quick improvement by roughly another half of a second, bringing the total number of frames below 17000, and the total time below 4:43. Unfortunately, I'm pretty busy for the next few days and won't really have time to fully optimize this for a bit. Hopefully Dwainium can bring this even lower! EDIT: Encode has been replaced with new version, run time brought below 4:42.5!
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Sorry, I've been a little bit busy with some things so I apologize for the delay in getting the table up. I also might replace the movie with a version that achieves the same real time value but reduces in-game time by performing RNG manipulations before the level timer begins rather than in the middle of the level.
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