Posts for tom_mai78101
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tom_mai78101
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Posts: 160
zeromus wrote:
is your ai evolving to something that can crash bsnes? are you resuming the ai after it crashes or just starting it from scratch
I don't know if the AI is evolving to something that can crash BSNES. I'm pretty sure I haven't touched a single part of the AI. After it crashes, I just started from the last backup saved pool, which was in the 400s. It ran fine until the next 26 hours. Loaded up the backed up saved pool in the 900s. Ran fine again for 26 hours. It's been like that for a few days since I last posted here. All consistent. The AI is downloaded, not modified in whatever way. It's the MarI/O version straight from what Sethbling provided.
tom_mai78101
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1. I don't know how to make the image smaller. 2. I only edited the part where it draws green and red lines. I haven't had a clue on what to modify in the core parts that determines what to press.
tom_mai78101
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I have hit a hard limit when it comes to MarI/O trying to beat this level (where Mario is currently standing.) http://i.imgur.com/ux3d9pW.png It's been running for a long time. I'm sure this level can never be beat. Download pool file: http://www.mediafire.com/download/brfa7t6awpm6vwk/mario-limit.zip
tom_mai78101
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zeromus wrote:
that happens when bsnes crashes. I've never heard of that happening before. Lots of folks have run mari/o for a long time. I suspect your cpu burped.
Well, it consistently crashes exactly at around 26 hours while running MarI/O. My Alienware 13.... Noooo....
Post subject: Bug: Left the Lua scripting running for over 24 hours.
tom_mai78101
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I left Bizhawk running a MarI/O Lua script (The one Sethbling wrote for Super Mario Bros. 3) for a full day. Around the 26th hour, it reports the following and crashes the emulator. Here's the output error messages: System Specs: Alienware 13 Laptop Intel i5 Nvidia Geforce 860M. 8GB of RAM
tom_mai78101
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I believed that has nothing to do with mGBA, but rather how Bizhawk handles save states among different cores. (Also, your link made my browser jump at different positions, so I don't know if you're referring to the save state issue, or something else. Perhaps re-link to the issue via direct link on Github?)
tom_mai78101
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New update is out. (0.3.0) Going to try it out. I'm guessing endrift forgot to mention an update here. EDIT: I just used the default settings (as in, extracting from the compressed files straight from the Downloads link). I can't seem to remind multiple times when constantly pressing or holding down the Rewind hotkey. It was able to rewind up to 1 frame, and then it couldn't rewind further frames. EDIT 2: So, it's currently impossible to rewind frames without mGBA playing continuously to the next frame? I was expecting that pausing the game and then rewinding/stepping backwards would be able to continue backwards. Guess it needs a ton of savestate buffers...
tom_mai78101
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endrift wrote:
I'm not sure what the point of supporting Cygwin is. Cygwin is just for programs that don't quite work natively. So if they do work natively, why bother?
All for the sake of clarification, that is all.
tom_mai78101
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  • Will there be Cygwin support?
  • Never saw anything about Microsoft' NMAKE. Should the README.md say anything about NMAKE support, or complete 0% NMAKE support?
tom_mai78101
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Amaraticando wrote:
tom_mai78101 wrote:
zeromus wrote:
why are you still using pastebin anyway, someone make a github already
That person would have to be either Sethbling himself, or someone who is willing to maintain a couple of derivatives of MarI/O.
Care to justify why?
Okay, maybe Sethbling doesn't have to make a Github project, but I stand correct with someone maintaining many different editions of MarI/O.
tom_mai78101
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zeromus wrote:
why are you still using pastebin anyway, someone make a github already
That person would have to be either Sethbling himself, or someone who is willing to maintain a couple of derivatives of MarI/O.
tom_mai78101
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Dwood15 wrote:
edit: just discovered a bug, go to line 203 in the second pastebin and change: inputs[inputs] to inputs[#inputs] Also, change population to 150 or more, that seems to fix the creation of 16 unnecessary generarions each time we hit the end of the species.
Wouldn't making a new Pastebin be more efficient than reporting what bugs need to be fixed for others? Just curious, since I'm so used to version controls and the mentality of "it is the responsibility of the author to provide up-to-date codes" somehow stuck with me.
tom_mai78101
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Hurrah! Congrats! Now you can use the awesome, powerful debugger you can lay your hands upon.
tom_mai78101
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So I tweaked the parameters a bit. In 4 hours, I was able to get this: I bet you all have different variations of the input map, but my map is specifically evolved into checking multiple nodes first, before checking for enemies. Cool though.
tom_mai78101
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Thanks, that seemed to do the trick.
tom_mai78101
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Anyone knows how to make the green lines in the displayGenome() display other colors, like yellow for instance? I am having a hard time seeing the green lines in Super Mario World, due to the green backgrounds in World 1-1.
tom_mai78101
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Does the generation counter resets after a certain amount?
tom_mai78101
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Ooh! Congratulations! May mGBA bring the best in GBA TAS.
tom_mai78101
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tom_mai78101
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Joined: 3/16/2015
Posts: 160
endrift wrote:
Turns out the biggest problem was with VS 2015's macro support, but I should probably be using auto-generated code instead of the macro madness I am using.
That means VS2015 compatibility is possible? :)
tom_mai78101
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Have you drafted and finalized the file format mGBA is going to be using? Or you are referencing other file formats, such as the BK2 format and implement to support them for the TAS features? The reason I asked is mainly due to a thought that just popped into my head. Would future TAS emulators supporting already working and existing movie file formats for compatibility among different emulators be viable in the long run?
tom_mai78101
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zeromus wrote:
name an emulator that it works correctly on
This statement proves zeromus can ask questions retrospectively in a way like how chessmasters look more steps ahead of their enemies.
tom_mai78101
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That just mean we need to put really detailed bug reports so that the developers can efficiently fix them.
tom_mai78101
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Indeed. I was about to let you know of Visual Studio 2013 Community and Visual Studio 2015 CTP, with the latter being suggested because of this, by Stephan T. Lavavej - MSFT:
Regarding C99/C11 features: the compiler and library teams will consider them on a case-by-case basis, but our main priority is C++ conformance. For example, since C++11/14 incorporate the C99 Standard Library by reference, 2015 Preview fully supports the C99 Standard Library (with the only omissions being tgmath.h, which requires C compiler magic and is not relevant to C++ which has overloading, and CX_LIMITED_RANGE/FP_CONTRACT which also require compiler support).
I am not sure if mGBA uses tgmath.h, but if it does not, then VS 2015 CTP could be useful. ---------------------------------------- I have been reading through the past posts, and have compiled my own feature requests that I feel it is useful for the TAS community. These are just feature requests that mGBA 0.3 or beyond might have, and not specifically be in 0.2.X. 1. Allow inputs be recorded through keyboard keys. It is the same scenario where when recording a movie and you hold down a button on a gamepad and then you frame advance, that held button input event will be recorded to that frame. (I am pretty sure that this may be backlogged in your feature suggestion list, but I can't seem to find it.) 2. Show a counter in this format (Again, not sure if it's backlogged already.): [Current frame] / [Total count of frames emulated/created] / [Dropped frames count due to lag] 3. Being able to set a new hotkey to bind the action of frame rewinding, 1 frame at a time, and not call it "Rewind", like other emulators would call it. (Just pedantic about the labeling.) That's all.
Post subject: Malwarebytes picked up a malware signal from TASVideos.org
tom_mai78101
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Here's the detection log from Malwarebytes.
Malwarebytes Anti-Malware
www.malwarebytes.org


Detection, 4/8/2015 6:33:22 PM, SYSTEM, FL222-A19, Protection, Malicious Website Protection, IP, 95.169.191.16, www.emu-land.net, 60063, Outbound, C:\Program Files (x86)\Internet Explorer\iexplore.exe, 
Detection, 4/8/2015 6:33:22 PM, SYSTEM, FL222-A19, Protection, Malicious Website Protection, IP, 95.169.191.16, www.emu-land.net, 60063, Outbound, C:\Program Files (x86)\Internet Explorer\iexplore.exe, 

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