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Yes, the difference between the two strongly resembles the difference between interpolated and non-interpolated sound.*
However, the theory behind the change is much more complex -- it is explained here: http://slack.net/~ant/bl-synth/ -- and there are other changes as well, like better emulation and more balanced volume ratios in mixing of different channels (for example, in Blaster Master, you may notice that the noise "drum" channel is much softer in the Blargg version than in the FCEU version.)
*) There are always to ways to look at interpolated sound sampling.
-- One: Non-interpolated is good, interpolated is muffled.
-- Two: Interpolated is good, non-interpolated introduces high-pitched noise.
Which opinion you take, usually depends on what you've used to listening to.
But I repeat, this is not about interpolation, even though it sounds similar. It is about noise reduction :)
It's not about lowpass filtering either; it does not remove/reduce highpitched tones: highpitched tones come out just fine; it's the aliasing artifacts that get removed.
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By the way, one of the reasons I'm lax to change all "nesvideos" references to "tasvideos" is that I wish to preserve some search engine visibility for the term "nesvideos".
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Depends on the mass, I think. To accelerate something, you need force. Force times distance is energy. That energy requirement depends on the mass. I would think the upper limit on energy would be somewhere where it would be equivalent to the amount of mass (E=mc²) would yield a black hole that prevents the mass from escaping at all :P
Sketchy, yeah.
But of course, in games, there is really no velocity or acceleration. A pixel appearing at point A and then at point B is no movement, it's just two different pixels activated in a sequence. Same goes for signals sent from a supposedly motion detecting meter circuit.
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Ok, I'll throw in some questions.
-- frame ~575, suspiciously long pause before you jump again here...
-- frame ~837, is it not possible to land with any more horizontal velocity so that you will reach the blue door faster?
-- Aren't blue bottles a good thing? I was able to get a blue bottle at frame 1775 where you got a pink one. Just hold B starting at frame 1762 for 3 frames or more. The slow pause when you killed the bird was very suspicious, hence I tried.
-- Dealing with the small bats in level 2 boss did not seem optimal.
Other than these, it looks good. This game has charisma.
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Well, yeah -- theoretically. In practice, games don't spend 100% of their time polling the keypad; they just check it once per frame (i.e. ~60 times per second) and spend the rest of time doing more important things like running the AI and updating graphics.
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Well, in case you missed the bit about my previous explanation, the map overflow technique is of no use in TAS. It does not really get Megaman anywhere ahead, it just gets him into another room in the same stage (even though its schematics originate from another stage).
That's as much answer as I think is polite to give considering you aren't reading the previous posts. (Asking for a personally written copy of information that is already available to you and is pointed at, is not as polite.)
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Not unseen at all. Discussed on these forums a plentitude of times.
The thing is, although you overflow into the map of the geometrically next level (Wily3), fact is you are still in the same stage. The game knows which stage you are in (by its numeric designation), regardless of the rooms rendered.
Moved your post and this reply into the existing Rockman 2 thread. You will probably find copies of the "discovery" you discussed earlier in this thread.
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Is there a version history for VBA?
I have absolutely no idea whatsoever how the version numbering goes and which versions have changes which would require me to patch my version of VBA that I only use for the purpose of making AVI files.
Nor do I have any idea how to patch it ― there don't seem to be .diff files available.
EDIT: My version seems to be based on … vba-rerecording-19 vba-dehacked.
When I do a diff between the sources in vba-rerecording-19-src.7z (which seems to be aka. v19.2) and vba-rerecording-20-src.7z (which seems to be aka. v20.0), the result is… uh-oh, 10858 lines.