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Joined: 1/1/2022
Posts: 1716
Nevermind I got it to work (figured out it was a battery save). However, most of them give me errors when I start up the game (ie. when I start up a game it says cannot read memory, ect). Does this mean I have the wrong ROM for the .sav file?
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
.sav files are savestates, arent they?
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ventuz
He/Him
Player (126)
Joined: 10/4/2004
Posts: 940
it look to me that .sav is game save, and .sgm is savestate.
Post subject: I am attempting to catch someone's attention
Player (206)
Joined: 5/29/2004
Posts: 5712
Hmm, well, shanedudddy2 hasn't been around in a while. So once you read this, shanedudddy2, make sure you go over and read Bisqwit's requirements! You just need to add a few more items to the movie file format and try to find a way to make the patches work with Linux more easily. Then you can look for any remaining timing problems and fix up the interface. (For that tab idea I suggested, I was thinking you could combine Customize with Joypad and make a tab for "Game Controls".)
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Hooray. I can't wait to see the first movies being made. :)
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
The following movies are already in production: Megaman Zero 1 Castlevania: Harmony of Dissonance Castlevania: Aria of Sorrow add to the list if youre working on any. we really need a Circle of the Moon contender to finish the trifecta.
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Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
This is probably a really stupid request, but can you make it so that when playing back movies, you can alt-tab to the VBA window and not have to scroll over it to remind it that it is center stage? I sat back for 5 minutes when rewatching a movie assuming that it would move on its own, but because my mouse cursor was about 10mm from the window, it stayed frozen on frame 10 or something. Thanks.
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Player (206)
Joined: 5/29/2004
Posts: 5712
Don't forget Rockman World! I also saw a Castlevania 2: Belmont's Revenge run by OgreSlayer.
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
OgreSlayeR is more focused on Harmony of Dissonance than he is on Belmont's Revenge, although that really isnt saying much.
hi nitrodon streamline: cyn-chine
Player (206)
Joined: 5/29/2004
Posts: 5712
show more respect for the original Game Boy, yo
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
I meant that he is being lazy
hi nitrodon streamline: cyn-chine
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
I've pretty much given up with Harmony of Dissonance so if anyone else wants to do it, be my guest. I've decided to do Circle instead, which is by far imo the best of the three. Hopefully soon this site will have some GB and GBA movies to watch.
Working on: Command and Conquer PSX Nod Campaign
ventuz
He/Him
Player (126)
Joined: 10/4/2004
Posts: 940
When I tried start test run for Mega Man 5 (on Alpha 5), I began recording on 10% throttle, bashing "Start" button to get to Mercury stage ASAP, went thru the level a bit, and stop recording. I tried to play back and savestate during movie to try to fix mistake, it made odd behavior. It was like bring up menu, close menu, bring up, close, bring up (as if were bashing "Start button" again) Oh btw, it still have desync problem I dont know if I had wrong setting on or it just desync problem. During recording, I made mega man to jump over hole, then during playback, mega man fall into hole.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Despite the fact that desynchs arent an insanely rare problem with recording emulators, I also ran into something like your initial problem. However, VBA alpha6 seems to have fixed most desynching issues, so as long as you continue to save/load during replay before the movie ends, you shouldnt have any problems.
hi nitrodon streamline: cyn-chine
ventuz
He/Him
Player (126)
Joined: 10/4/2004
Posts: 940
Huh there is alpha 6? I don't see link to alpha 6 download. Could you provide a link? Ohhh I found it, thx. Time to try re-recording again.
Player (206)
Joined: 5/29/2004
Posts: 5712
Yeah, you should still play it safe and just make savestates during the current playback to resume recording. Just the other day I tried to load a savestate from a previous recording during replay, and it caused the recording to start over at frame 1, erasing everything I did. (Hooray for backups!) It didn't actually reset the game, though; it just started rerecording the movie from that savestate, but at the wrong frame in the file. Is it that the emulator is failing to read whatever frame pointer's stored in the savestate, or is the savestate failing to record the frame pointer afterwards? Maybe I'll do some more investigation later...
put yourself in my rocketpack if that poochie is one outrageous dude
ventuz
He/Him
Player (126)
Joined: 10/4/2004
Posts: 940
Bag of Magic Food wrote:
Is it that the emulator is failing to read whatever frame pointer's stored in the savestate, or is the savestate failing to record the frame pointer afterwards? Maybe I'll do some more investigation later...
I'm not quite clear with what are you saying. But I think that it was putting down incorrect input and missed 4 bytes, and placing extra 4 bytes somewhere later. But I don't know really, Im not any coder or anything. Observe... This was done in Mega Man 5 (U) [!] (view it in CGB / GBC, whoops) Original recorded There, done a first part of Neptune level, jumped down inside ship. When I play back, omg what happen, I am seeing late jump timing and totally desync at 2nd roflcopter. I went and try hex editing and insert 4 bytes somewhere in middle, saved it. Hex Edited record Watched the replay, it's still doing desync before 2nd helicopter (may not look desync for you, but it is for me), 2nd helicopter went in sync (woot) but after that, back to desyncing. Trying to hex edit again putting 4 bytes somewhere else but still getting same result, sync'd 2nd helicopter fight, but desync before and after it. Perhap it's doing wrong input recording?
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
If you haven't seen it, Heres my Circle of The Moon WIP. It plays all the way to the goat boss. I'm using the DSS glitch, but I decided to do the normal route rather then glitching to Drac. The US and European rom should work, but I'd go with the US to be safe. This was done on Alpha 6. If you need a explanation of how the DSS Glitch works, check Here.
Working on: Command and Conquer PSX Nod Campaign
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
Update, just killed Camilla. Grab the new movie Here. The Underground Waterway area was really annoying. The fact I survived with no equipment, not purifying the water, and being such a low level is kinda funny. Only Hugh and Drac are left now, but right now I'm beat.
Working on: Command and Conquer PSX Nod Campaign
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
Update, Evil Hugh got his ass handed to him. Grab the new movie Here. Now only Drac is left...
Working on: Command and Conquer PSX Nod Campaign
Joined: 12/20/2004
Posts: 226
Ogreslayer saw your progress up to the Camilla battle, and what you have is very nice. I never knew about the DSS glitch. My only question is around frame 43000 or so, which I think is in the clock tower. You jump off the left wall then off the right wall to access a ledge, but couldn't you just jump off the right wall instead?
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
Drac is dead! Total completion is exactly 25 minutes and 11 seconds. The ending requires user input, which is why I don't end it right after the final blow on Drac. Anyways, Grab the Movie Here.
My only question is around frame 43000 or so, which I think is in the clock tower. You jump off the left wall then off the right wall to access a ledge, but couldn't you just jump off the right wall instead?
If your talking about one of the wall jumps then your probably right. A couple could of been done with about one or two less jumps. Thats one of the few errors on my part, the Hugh convo after the golem boss being another. I probably could of found a more optimal spot so he doesn't walk so far.
Working on: Command and Conquer PSX Nod Campaign
Former player
Joined: 10/27/2004
Posts: 518
put simply, that kicked ass. 25 minutes... even less actually, but still... DAMN. how long until this thing is published? (i know it may be a long way off but i dont like the VBA playback). kudos OgreSlayeR
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Wasn't supposed to be an emulator topic here!?
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
So mod team, how goes the coding? I haven't really heard anything about the progress with the code in a while.
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