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Thank you for posting that post, Vidar. It's much better that way than to disappear without saying anything :)
Thank you for contributing, and I hope to see you again. In any case, farewell and God bless you. :)
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WinXP is a Win32.
Win32 is a generic class referring to 32-bit Windows systems, as opposed to 16-bit Windows systems such as Windows 3.11.
What makes you think you "had no luck"? What is the apparition that induces that thought into you, i.e. what do you see on your screen when you start thinking it didn't work?
Nesmock is a commanline program. It does not create GUI windows etc that kind of stuff; it is to be used from a commandline, such as from window created by cmd.exe.
If you try clicking the nesmock.exe icon from the GUI, Windows creates a new console window for Nesmock to output into, and closes that window immediately as Nesmock terminates. Nesmock does not have a UI that waits for user input, it works entirely based on its commandline as do most of the commandline programs in the world. Which is why commandline programs usually create that window that flashes by and disappears immediately, when ran without any commandline parameters.
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In my opinion, it looks much like what hacks usually tend to look like: toying-arounds by the hacker.
It is exemplified by all those wish-to-bes that are not properly implemented, such as the Megamanish robot that rides the giant jumping machines, but does not have a face.
It copies lots of graphics and scenes from other games, such as Mega Man 4, Super Mario Bros and Metroid, which is more like a manifestation of hey-I-can-do-this than this-makes-an-interesting-scene-to-play. In my opinion anyway.
I must acknowledge the effort doing so ― it is undoubtedly much more than I will do with Rockman Basics.
It does look beautiful, too.
Tentatively though, I do not accept this hack. (For Nesvideos submission rules.)
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Here's an AVI of this movie to help in voting for those who don't have the ROM or have other problems watching the movie.
It's a very low-quality AVI when compared to our usual Nesvideos encodings, which is why I am not making this an official publication yet.
The thing is that I'm horribly underequipped for handling N64 movies, and I had several problems in recording this one too. So you may observe a few recording glitches in this AVI, starting from the logo that is upsidedown :)
http://tracker.tasvideos.org/tetrisphere-tas-acmlm-lq.avi.torrent (3 kB torrent, 9.1 MB download)
Of course, I can fix the upsidedown logo, but I can't fix texture problems, and for other problems I can only try to compensate somehow. I don't think I'll encode the publication AVI of this movie.
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But you're not linking into that topic, and you didn't reply to that topic (you started a new topic). It isn't a recent talk subject either, which is why I'm asking (most of those who read this topic, don't know what topic you're referring to, because they've never seen it).
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After the last message I received from Google in Friday April 7th, I sent them one message I didn't post here yet.
I sent this message the same day I received the "thank you for your appeal" aka. "good bye never participate in adsense again" message.
They did not reply. Which was … expected.
A week later a coworker suggested me that I send another appeal, this time in Finnish, to the Finnish subsidiary of Google. I considered the idea but I didn't have enough energy to do it.
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You should know that snes9x already has a mechanism of enabling/disabling individual sound channels.
Have a look at S9xToggleSoundChannel() in unix/unix.cpp.
After that, have a look at S9xSetSoundControl() in soundux.cpp.
(The X11 and MS-DOS interfaces of snes9x have had this function for around 10 years I guess.)
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Oh my, reviving a two-year old thread.
(No offense meant, please continue. But I have no further opinion to express besides the one(s) I expressed on the IRC channel a few hours ago.)
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I analyzed the disassembly like a puzzle. Using the programming expertise, I tried to guess what each memory address could be used for, based on the ways it was used in different parts of the code. Little by little more memory addresses found their meaning, and so did the code. One or two times I resorted to entering a cheat code in the emulator which forces the value of the address into certain value (such as 0) and then observed what happens and guessed what it could mean.
There are still many mysteries though, but none that demand my solving.
BisqBot utilizes both RAM addresses and the values of CPU registers, such as the PC register which tells which ROM address is being executed.
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To expand on thoughts, first I would have to think about it. I haven't thought about it.
So the candidate question is: Whether Terimakasih's 46:37 movie should donate its star to this movie?
In favor: More tricks, better encoding
Against: Longer length
Neutral: Both are beautiful
I'm 70% in favor.
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Counting also the advances I did in Bubbleman stage today (29 frames on that front IIRC), we're now 7 frames ahead the game-destroying WIP I posted earlier.