Posts for Apo123


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Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
mmbossman wrote:
Umm... no? To clarify, the text appears in all the submissions that I have posted in, voted on, or both. EDIT: Oh, wait... I misunderstood that you were making a suggestion, not that what you were saying was how the text behaves right now. I'll sit down and shut up now.
Heh, I was like "...What?", until I read the edit :P
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
stickyman05 wrote:
JESUS CHRIST GET RID OF THE TEXT! SOOOO UGLY! (about as ugly as all my yelling and such in this post :/ )
Or just have a check for if you've posted in the topic. If you've posted, no text at the top.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
I've started on a run of this game, mainly because SOTE desynchs every 15 seconds or so. I know max12187566 did a run of it earlier, but it was rejected for not being optimal enough. Would there be any interest in a run for this game? Also, as Cardboard put it...
Cardboard wrote:
This is a problem. Firing all rounds to save time, or only fire as many as needed to make it look clean?
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
Very nice name choice for 0.0.4 WIP 2 :P I'll edit this after I test it. Edit: Yeah, same results :(
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
Aww... I've noticed, though, that it still counts the frames between frame advances on the frame counter. Would there be any way to emulate that call to GPU_dmaChain() every other frame, even in FMVs? I know it may not accept any input at that time, but it might force a draw to the screen. Also, I'm going to get to the "freezing" point and let it sit for a couple of hours and see if anything changes. There may just be a long-ass video after the "click" (I haven't played this game in a couple years), and it might redraw after it's done (if one exists). Anyways, back to my SOTE test run. EDIT: A note... I don't know much about programming, so sorry if the first paragraph is retarded :P
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
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Joined: 5/17/2008
Posts: 212
Location: Virginia
I've tried Riven (the sequel), and I think there may be a few emulation problems (or maybe it's just my settings...). When I launch the game, I have to jam on the frame advance button so it'll stop before it hits about 800 frames in (counting 400 of them as lag). When I finally do get to pause, it either allows me to do a single frame of input before freezing up, or it just freezes up entirely. After about 30 seconds, the counter then jumps about 30 to 50 frames, and allows me just one more frame of input. Normally, there's a logo in the background (which is what I'm trying to skip through). It doesn't show up, the screen is entirely black like nothing's being drawn at all. Even worse, I know when the game's title screen is supposed to show up with no input. I frame advance to there, and there's still nothing being drawn. There's just a black screen. I've found a small workaround to this, in that if you unpause-pause unpause-pause (unpause then quickly repause twice), the screen gets drawn to and everything appears like normal. If you run the game unpaused, it all appears like normal. I've tried the compatability suggestions above, and the problem still persists. I've also tried some of the debug options in graphics, like the ignore black brightness color. No changes at all. Alden appears to have the same problem as me on Myst (note that I haven't tried frame advancing through it yet, I need to play through in realtime several times before I even begin to TAS it). Alden, try doing the unpause-pause thing, and it should let you frame advance again. Sorry for introducing all these issues, mz. I'm going to screenshot all my settings and post em here, because maybe it'll turn out that I'm just a moron who can't configure the emulator properly :P http://img238.imageshack.us/img238/807/pcsxsettingsax5.png
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
mz wrote:
You have to wait for the game to freeze before enabling this (I mean, enable it when the game is already locked).
Game loads a black screen, the frame counter resets to 0 with all frames counted being lag. The frame counter turns red, and matches the lag counter below it. Gets to about 120 frames, then freezes.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
Eternal SPU 1.5, 1.41, and 1.41 Lite all freeze :( As for software, MagicISO Virtual CD/DVD Manager. I'll try Daemon Tools. Edit: No luck with Daemon Tools, same result.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
mz wrote:
I don't have this game, but you could try some different things and see if any of them work: -Change the SPU plugin (Eternal SPU 1.50 seems to have the higher compatibility here). -Activate "SPU IRQ always enabled" on the CPU configuration. -Activate "SIO IRQ always enabled" on the CPU configuration when the game freezes. -Use subchannel reading on the CDR plugin (only if your game is from Europe or Japan). -Enable "Interpreter CPU" on the CPU configuration.
Sorry, but what's the SPU plugin? :S SPU IRQ always enabled - Game fails to emulate. Black screen with no frame counter or anything. SIO IRQ always enabled - Game doesn't respond to input. Interpreter CPU enabled - Game still freezes, and PSCX freezes along with it. (Escape doesn't bring it back to the no game state, so I had to kill the process via task manager). Subchannel reading - No difference at all, still freezes. And blahblahmoomoo, I'm using the BIOS plugin suggested by the readme: SCPH1001.bin I should mention: I'm using a downloaded copy mounted on a virtual CD drive. FF8 works, but I haven't tested anything outside these 2 games. If I need the actual CD in the drive, I'll have to grab it from home next time I visit.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
Yeah, that's why I planned to TAS it. The current record is like 3 minutes I believe, with instantaneous screen loading I should be able to get under 3 minutes (10 screen movements a second or so). I'm guessing... 2 minutes 30 seconds or so.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Post subject: Myst Freezing
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
Well, I was planning to do a TAS of Myst, but unfortunately it freezes when I click on the first image in the book. If needed, I can post images of all my settings in PCSX. I'm using the new rerecording version (0.0.3), and the rom is: Myst [U] [SCUS-94602]. Basically what I want to know is what is causing this freezing? Is it some sort of copy protection, or an emulation error, or just an error on my part in the emulator settings? Thank you for your time.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
stickyman05 wrote:
I voted no.
BLASPHEMY!
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
alden wrote:
stickyman05 was kind enough to encode a drawing for me: http://www.youtube.com/watch?v=xLVpMIhWD5Y It's sped up about 30 times :)
That was pretty interesting. About how long does it take (on average) to make one picture?
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
System Error wrote:
Shouldn't it technically be classified under "speed/entertainment" trade-offs? For example, in Race to Run, if you're slow enough, you don't get to use the F1, but that can save overall time. Also, are you sure swerving to hit everyone on the sidewalk is as fast as just going straight? You said you "you cannot drive straight without wasting time", but can you elaborate on that? It also seemed like it was possible to spawn in the mission circle faster at times (one of the Courtney missions in particular). I also noticed you didn't do things that could've upped the entertainment value a little. For example, you had more than enough to grab the hidden package at King Courtney's between one of his missions just because.
You make a good point, I'll add in the speed/entertainment tradeoffs. If you look closely at my car during normal driving, you'll see it's very slightly to the left or to the right of going perfectly straight. You can get it to go perfectly straight by holding up, but when I tested holding up I ended up at the same place about 5 frames slower than letting my car slowly list left and right. While it's only 5 frames, that'll add up big time over the course of the run. During the first could missions I do lose a tiny bit of time by swerving to purposely hit some pedestrians, but most are from normal left/right turns, which doesn't make me lose any time. I purposely didn't grab any packages. During one of the last missions, for example, there's a package in the middle of the alley which I deliberately avoided. I feel it'd be kinda odd to only grab 1 package over the entire run, especially since I don't benefit from it (I never spend any cash except at Pay N Sprays).
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
Just finished watching it, and I'm definitely giving it a yes vote. It was very entertaining and fast.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
KaitouKid wrote:
Oh hell yes. I've been waiting for someone to TAS this game. I wasn't disappointed. Decidedly voting yes. That was time well spent.
Glad you liked it :)
bkDJ wrote:
I think so too. I enjoyed a lot of the unconventional routes and strategies used in a few middle missions too. I think out of all the missions, only about half had really good moments, and unfortunately, while those moments were great, and you did everything you could to excite when the goals weren't "Drive from here to there" like dodging a billion bullets and using one shot to kill many and manipulate the AI into funny situations and so on, there's still the fact that out of two hours, over 70 minutes is driving, and driving stops being entertaining after about 10. I'd easily vote yes to a highlight reel of nondriving moments, but 45 minutes (I'm taking off another 15 for the entertaining driving segments like the first lap of the F1 race, and when there's actual stuff to dodge on the streets) of viewer boredom is kind of disappointing. :/ I was going to vote meh but it's the game's fault, really, not yours and when I think about Ocarina of Time runs, there's around the same percentage of time (a third!) where the TASer isn't doing anything entertaining or special due to the game's inherent limitations, and I did enjoy this, so have a yes. :)
Thanks for the yes vote, and I do agree with the driving being boring. I tried to make it entertaining at first by hitting every single pedestrian possible, but decided to start dodging traffic because it was something different. I tried to get to places as fast as possible to cut down on the boringness, but the game is very driving heavy. I dunno if Lua is possible on VBA, but maybe I or someone could write a little script to fast forward on the driving segments? There's definitely some flag in memory for being in a vehicle. If there isn't an easily read byte in memory, I can always find whatever writes the miles per hour to the screen, and check if it's not 0.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
Thanks for the info.
bkDJ wrote:
Halfway through watching the run. -First, the bad:Because I am unfamiliar with this flavor of GTA, I dunno, some of the driving seems unoptomized. For example, sometimes from standstill you skid around so you face the right way before letting go of the brake but sometimes you back up a bit and then go forward, and sometimes you brake harder than I'd expect to be useful for a 90 degree turn. Also, to pick up some people yu are driving towards, you stop on the first possible frame which (maybe? again, unfamiliar with engine) makes the guy have to walk farther and we all know he walks slower than you can drive.
I agree that some of the driving may be unoptimized. I tried my best, but sometimes I have to turn a little harder to end up going where I want to go. I didn't mention it in the submission text, but you cannot drive straight without wasting time. You can hold up on the d-pad to gradually shift to a straight line, but it slows you down slightly while you hold it. Also, I'd have to adjust soon due to traffic anyways. In some cases I back up and turn. This is because if I hold R + A to skid around from a standstill, I will crash into something (the turn radius is horrible). The skid around is a little faster than backing up, but if you crash into anything you lose time. I usually turn around my car between missions: this doesn't waste any time since I'd have to spend the time just standing around waiting for the mission to become available. The people have to open my car door, once they open it I can speed off and they'll still get in the car. I try to stop as close as possible to them without running them over. They always step forward before they open the door.
bkDJ wrote:
-And now the good: It's pretty entertaining and I've defintely laughed aloud a few times like the swat guys and the van in mission 2. I also like how inept you make the police seem, and how "easy"/fast some of the missions are. [Will edit this when I'm done]
Good, that was my main goal: to provide entertainment, yet still get the game done as quickly as possible. Keep on watching and let me know what you think, I believe the last few missions are the highlight of the run.
Bag of Magic Food wrote:
Reminds me of when I started watching that movie First Blood... "All this trouble to catch one vagrant?"
Never seen First Blood (Rambo, right?). I guess I'll have to ;)
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Post subject: Windows Vista UAC
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Joined: 5/17/2008
Posts: 212
Location: Virginia
I have Windows Vista Home Premium (64 bit), with UAC enabled. Is is possible to make UAC prompt me to reenter my password whenever a program or task needs administrator-level access, just as another layer of security? We all know eventually some sort of security hole will allow a program to emulate clicking "Yes" on the prompt. If making it prompt for my password isn't possible, I'll just create another account without administrator privileges and and run on that by default (even though I really should be anyways). Google wasn't really much of a help to me on this, I tried to find the answer myself. Thank you for your time. Edit: Also, does Vista have an Administrator account for safe mode like XP did? If so, is the password still blank by default?
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
The vast majority of time was spent in cars (which is why the A button has 65% usage). Instead of hitting the button every 5th frame, I simply held it for 5 frames for each turn. But yes, if I had chosen to do so, I could just have hit A once every 5 frames and there'd be no difference in the result. The 22% of no input is mainly because this game has so many cases where it does not accept input.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
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Joined: 5/17/2008
Posts: 212
Location: Virginia
That's very interesting, thanks for grabbing that data. What do the colored bars mean, though? And Soulrivers, this game has a lot of cutscenes :\
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
Sorry once again for yet another post in a row. The run is nearing completion, and will be done tomorrow since I only have one class. I got a lot of work done yesterday, since one of my teachers never showed up to teach us and all of my friends were in class. Waste of some tuition money, but oh well.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
petrie911 wrote:
http://www.youtube.com/watch?v=UQm-u9WjoJE
I don't think I've ever laughed so hard.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
Ferret Warlord wrote:
I personally find it frustrating that developers are putting more emphasis on polygons and pixel shading than interface. "We don't care that it doesn't play as well, it looks better!"
Same here. As long as it looks recognizable and plays well, I don't really care how good it looks. You can have the best looking game in the world, yet it'll be total crap. It'll still get good reviews because it "looks so lifelike", but that's no excuse for bad playability.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
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Joined: 5/17/2008
Posts: 212
Location: Virginia
Awesome work so far, but why not use microstorage to upload the files? It's fast and an easier download than Megaupload. http://dehacked.2y.net/microstorage.php
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Experienced Forum User
Joined: 5/17/2008
Posts: 212
Location: Virginia
pirate_sephiroth wrote:
This last one is so great I embedded it for you: How to Confuse an Idiot
Why won't it work?!?!?!?!?! </joking> You should've made it a link to someplace, though.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
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