Posts for Bisqwit


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moozooh wrote:
I guess I've found the most disgusting (yet perfectly legal to transmit publicly) shit ever. Thank you, YouTube. Eye surgery #1; Eye surgery #2.
#1 seems to be (approximately) the same as what was done to me. I didn't watch #2. I agree it looks very unsettling, but in fact, it's not a big deal when it actually happens. I can only be astonished at the doctors, how they can do it, knowing the huge pressure they must feel of the success of the procedure. I don't regret at all going there. It's been two years since the procedure (first mentioned here) and although my sight is still not as good as some people have naturally, it's way above needing glasses. Yes, you're conscious throughout the procedure. The only pain medication is the eyedrops they put on the eye. It doesn't hurt, but you do feel the parts that prevent the eye from closing.
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Highness wrote:
http://www.b0g.org/wsnm/articles/Selfgrown+platearmor http://www.markallencam.com/?p=139
Wow, that's one of the weirdest mutations I have seen. Judging from the pictures, his skin basically starts creating nail tissue everywhere instead of just, at nails. I wonder if that's how hedgehogs and old world porcupines speciated.
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zefiris wrote:
Can dosbox run win 3.11? ^__^
http://vogons.zetafleet.com/viewtopic.php?t=9405 Apparently it can. However, my TAS support is nowhere as complete as needed to TAS anything running under Windows 3.11. Starting from the fact that mouse state is neither saved in a savestate nor in the movie. (And approaching the fact that there's a myriad of different interrupt service calls and hardware features that I did not remap through the TAS system.)
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Doctor Gurge wrote:
everything is faster
Everything, except Mario. Mario doesn't much interact with enemies in the speedrun, hence I think a second quest speedrun would be mostly pointless.
Post subject: Re: Wario's Woods Speed Run
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Knowledge of past attempts and past discussions is good to have. Merging this post to the existing thread by the same topic.
Post subject: Re: Game Name Inconsistencies
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xoinx wrote:
I just noticed this, in the NES movies page: NES "4 Player" Nightmare On Elm Street (USA) in 16:15.75 by Gonzalo Espinosa (aka. chupapi). NES A Nightmare On Elm Street (USA) in 14:32.88 by Johan Södling (aka. Randil). I think the editors ought to rectify this so the movies would be grouped together, cos at the moment, 1 movie is displayed at the top of the page while the other is somewhere in the middle.
Thanks. Moved this post into the relevant thread.
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Highness wrote:
How come you started to work on this all of a sudden Bisqwit? Good luck in further development.
Been wanting it for several years already, as you can see from the first page of this thread. Last few weeks I have found some new approaches which eventually made it possible.
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Maximus wrote:
Slightly off topic, Bisqwit, I'm sure you've checked this project out already :)
Most certainly. I used it as a reference at various points when I made that TAS. (Which, by the way, desynched, at 29:15, at the middle of fighting ten Dnyarri-commanded Umgah ships...) EDIT: Looks like my "frame" was about 3.5 display frames in length. That would make it 20 inputs per second. Which is incidentally exactly the number I entered in InputInterval. Funny, because a higher number would have yielded a lower rate and a lower number a higher rate. This would make the length of my testrun 39 minutes and 16 seconds in total, including the time to type DOS commands to startup the game. Oh, and no infinite money glitch was used.
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Yes.
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Here is the source code (gzipped diff patch file) of the rerecording support. http://bisqwit.iki.fi/src/patch-dosbox-0.70-rerecording-alpha6.gz http://bisqwit.iki.fi/src/patch-dosbox-0.70-rerecording-alpha5.gz http://bisqwit.iki.fi/src/patch-dosbox-0.70-rerecording-alpha4.gz http://bisqwit.iki.fi/src/patch-dosbox-0.70-rerecording-alpha3.gz http://bisqwit.iki.fi/src/patch-dosbox-0.70-rerecording-alpha2.gz http://bisqwit.iki.fi/src/patch-dosbox-0.70-rerecording-alpha1.gz Here is a precompiled version for Windows (of version alpha5, not newest). https://files.tasvideos.org/bisqwit/dosbox-rerecording-exe-a5.zip It also requires this SDL dll file to run. http://bisqwit.iki.fi/kala/sdl-dll.zip This version of DosBox redefines the following keys: Shift+1 to Shift+0: Select savestate slot (to type numbers (instead of selecting savestates), you must use the numpad) shift+F1: saves savestate shift+F2: loads savestate shift+F3: frame advance shift+F4: pause/unpause shift+F5: ask & load movie shift+F6: ask & create movie shift+F7: toggle movie readonly access shift+F8: close movie noneF10 + key: Toggle "permanently on" for the selected key nonF9 + key: Change autofire function for the selected key There is no way to feed these keys directly to the game. By default, it loads a movie "movie.dof" upon start and starts in paused, readonly mode. It does not load a movie automatically now. Notes regarding savestates: - You can only load a savestate in the same displaymode it was created in. - Sometimes, frame advance immediately after loading a savestate causes an X11 error. It annoys me a lot. I haven't been able to fix it yet. But fortunately, it does not corrupt movies. Other notes: - Input sampling rate is defined in "InputInterval" variable in dosbox.cpp. Shorter number = input sampled more often (more precise input, larger movie files). - Only keyboard input it considered. Use of mouse, joystick, etc, will inevitably cause a desync. - This dosbox cannot create / change actual files. Everything happens virtually, so that movies are replayable. - Do not use speed throttling. You must use a fixed "number of cycles" and frameskip=0 (no frame skipping). - The savestates contain numerous pointers which have been saved raw. Function pointers that is. If you recompile dosbox, all old savestates stop working. EDIT 2007-03-21: Newer version of patch (alpha2). This version adds some safeguards against movie file breakage due to weird combination of load/save state and toggle readonly. Also, it added the F9 and F10 hotkeys. I just couldn't have those as sourcecode customization options, considering that every time I tweak and compile the source, all old savestates will stop working. EDIT: Newer version of patch (alpha3). This version adds nesvideos-style AVI capture support and a mode13 hack which reduces dosbox crashing when the game is in mode13. Unfortunately it only works in mode13, so it's disabled by default. Mouse support is also preliminarily under construction. EDIT 2007-03-25: Newer version of patch (alpha4). This version improves the support of protected mode games. This time I'm trying to make Descent rerecording working. Currently the savestates don't seem to restore the state entirely; the game occassionally crashes when the savestate is loaded. Also, the savestate slot selection keys were changed. Instead of 1, it's now shift+1. Default movie file was changed from sc2.dof to movie.dof. EDIT 2007-03-31: Fixed a bug that involved movie being initialized before the configuration was read, effectively meaning that ignored the CPU speed setting in the movie. EDIT 2007-09-30: New version (alpha6): Added support for programs that use DOS functions to read keyboard input. Those should now be TASable. Also changed the hotkeys a bit (added shift+, dropped F9 and F10). You may want to change them by editing gui/sdl_mapper.cpp. HOW TO GET STARTED (on Windows): Place SDL.dll somewhere that it's found when it's needed. Ask Windows-people how to do that. Start dosbox in the directory (folder) of your game. (Ask the Windows-people for how to do that. It is important, so that you don't need to type paths while the movie is recording.) It will automatically start creating a movie file, movie.dof. (If there's already one, either delete it before starting dosbox, or hit F7 to go to readwrite mode. Observe the log window to see whether it's in readwrite or readonly mode.) Hit F4 to unpause the emulator. When you actually start creating a movie, you will probably want to frameadvance using F3 instead of unpausing with F4. Type "mount c .", press enter, and type "c:", and press enter, and then you are in the directory of your game (if you started dosbox in that directory, which you really should have). Start the game, or its setup, or whatever, by typing the name of that program or its startup script. ???. Profit. Read this post for the hotkeys regarding readonly mode, savestates etc. Using autoexec commands in the movie is not recommended, because you can do it just as well during the movie recording, and it takes on average about 1.3*strlen(commands) frames to input them. You probably should create a configuration file for yourself, and edit it. Type "config -writeconf dosbox.conf" in dosbox, and then close dosbox and edit the dosbox.conf file. * You should adjust the "memsize" setting to the number of megabytes you presume the game might need memory. * You should adjust the "cycles" setting in the CPU section. If it is an older game, a lower value for cycles is good. If it's a newer game or a CPU-intensive one, a higher value is necessary. Hint: If the game requires a 100 MHz computer, use 100000. If the game requires a 20 Mhz computer, use 20000. And so on. Note: Dosbox default is 3000. Note: The higher value you use, the harder dosbox will lag, but the more fluently the game will run in the final product. Thus, larger number = faster and more beautiful movie (applies especially with 3D games). But don't overdo it; use only as large number as is required, not larger. ** If your game is extremely old, and it will become ridiculously fast when you use a high CPU rate, please do not do that. Use only a CPU rate that makes sense for the game of that era. * You should adjust the soundcard mixing settings. Disable those cards which are not needed by your game, and set the mixing rates accordingly. If your game produces 44 kHz digital sound, then you should set the mixing rate at 44 kHz. If it only produces 11 kHz sound, you should set it at 22 kHz or 11 kHz. * Set "keyboardlayout=" . Do not use "auto", it will cause portability problems. Your game installation should be as pure as possible. This means, no configuration files from previous runs of the game or its SETUP, no saved games, no userdesigned scenarios, etc. Everything should be as pristine as possible to ensure that others who wish to try your movie, have equal chances of getting it to work. (This is not required for your testing, but it will probably become a rule on this site for Dosbox submissions.) Note that TASes made with the current Dosbox version are not yet officially accepted on this site, so don't start creating that laboursome cool movie yet. (This rule may be bent on individual basis, but until the system is robust enough, it's better to not have movie files that may not be playable with future versions and that lack important features anyway.)
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I have created a tool-assisted speedrun of Star Control II. It is a true TAS in the sense that savestates, rerecording and frame advance were used. The savestate stores the emulated system RAM, CPU status, other hardware status, open files, and a change list to actual filesystem. It also forces calls to time() to return 0 (i.e. 1.1.1970 0:0:0 GMT) and disables all kind of speed throttlings. Theoretically the system could be used to TAS other games as well. However, I have written it only by the "lowest fence" principle, i.e. I only made sure the things required by SC2 are working. Other games might need other things (to be saved in a savestate) that I didn't handle. I will be posting the details later; right now I'm patching in AVI support. I'm not even sure about the movie length; the "frame" measure here is an interval of cpu emulation calls... But it seems to be about 8 fps. (Rendering fps is 70, though.) It can be adjusted arbitrarily. EDIT: Branched this thread into a new one to provide a clear point where patches are found. Locking this thread.
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I'll try to make an extra AVI that has this input display in it as some kind of overlay, hopefully in a slightly more readable format than that of snes9x's. :)
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JXQ wrote:
One of your suggestions was this:
    temp_a = temp_a - (RNG_Substractor + (1 - Carry_Flag)) ' that's how SBC
                                                           ' instruction of
                                                           ' NES processor
                                                           ' actually works
I see. I should have added the sentence "of course, this looks bad so put the comment on the next/previous line instead" to it. I didn't think anyone would interpret it that I'm recommending a narrow column like that, considering that I also showed the better example right below it. My bad.
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JXQ's table of numbers also shown here for more convenient online access. http://bisqwit.iki.fi/jutut/jxq-smetroidv2.html File size around 280 kB, but the transfer is only around 40 kB due to transparent gzip compression. Less than the ZIP containing the xls file :)
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JXQ wrote:
I also read the straw-man argument, and I'm having trouble seeing how I used it, but I'll take your word for it.
By ridiculing my message by making a caricature of it; i.e. showing how a narrow column of text is not "usable", but "obnoxious", implying that I was driving something stupid like that, whereas that's actually nothing like what I was saying. I.e. you made a strawman of my message and attacked that strawman.
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JXQ wrote:
Things like this are pretty damn obnoxious to read, don't you agree? Or perhaps that looked correct on your resolution :P
That, was an example of the straw-man argument. By usability I meant that the content is conveniently accessible even with a setup that deviates from the one used by 95% of users.
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It's all about usability.
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moozooh wrote:
Bisqwit wrote:
http://bisqwit.iki.fi/kala/snap/hinotmp.png
Whoa, you have both lower resolution and greater font size than me (I use default values on 1280x960)? Because the letters appear to be almost twice as big. :-0
I prefer to use a large font size so that I don't need to sit right next to the monitor, but instead be relaxedly on an easy chair. It's better for the eyes too. It's not my default font size, but a result of enlarging the font twice. Which is what I often do for convenience. Also, I don't always use browser windows at full screen.
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AnS wrote:
Is it ok now?
Yes, that particular snippet is now… thanks. But there are still a couple more.
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Yeah... but the lines are still about 30% too long. See that example post of mine above, of which you only took the last part and ignored the rest...
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AnS wrote:
BTW, could you translate the whole game title for me? I mean those "Houou Hen - Gaou no Bouken" - not only to English but from Romaji into Shift-JIS characters that I can copy to clipboard and search/etc.
火の鳥 鳳凰編 我王の冒険
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AnS wrote:
Bisqwit wrote:
The long lines in your disassembly break the forum layout. Please make the preformatted lines shorter.
Fixed (as I could).
It should still be shorter. Your line,
temp_a = temp_a - (RNG_Substractor + (1 - Carry_Flag))	' that's how SBC instruction of NES processor actually works
Should cut approximately from the word SBC, like this:
temp_a = temp_a - (RNG_Substractor + (1 - Carry_Flag)) ' that's how SBC
                                                       ' instruction of
                                                       ' NES processor
                                                       ' actually works
or this:
temp_a = temp_a - (RNG_Substractor + (1 - Carry_Flag))
' that's how SBC instruction of NES processor actually works
Now I cannot increase the tiny font size (at forums) at all without horizontal scrollbars appearing. Also, you could wrap it in between of
%%SRC_EMBED asm
and
%%END_EMBED
to avoid special character sequences such as )) being interpreted as markup. (Yes, I realize this post is also now too wide. Will be edited when the demonstration has had its effect.) Also, yes vote, acception and pending encode.
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The long lines in your disassembly break the forum layout. Please make the preformatted lines shorter.
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OmnipotentEntity wrote:
That script doesn't verify whether or not a post_id has a corresponding entry in post_text. phpBB will silently fail to display that post_id if that is so.
That part is already taken care by an orphan row check earlier in the script.