Posts for Bisqwit


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In my opinion, FODA (and anyone who shares his opinion, including me), is being blinded by the amount of expertise on these boards. Every now and then, a new player submits their first-ever TAS, and while there are exceptions, you can usually see the difference between experienced TAS-makers' and first-time TAS-makers' skills. The tools don't automatically create the result. FODA has also gained experience himself, and from my personal experience, I can tell that it makes the movies a lot less mystifying. Which in turn causes directly the fact that we "settle for less less often now" as BagOfMagicFood said. In medical terms, increased tolerage needs increased doses to gain the same level of excitement. The beauty is in the eye of the beholder.
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Is there difference between PAL and NTSC versions other than that NTSC is 60 fps and PAL Is 50 fps? The challenged movie is PAL, and this submission is NTSC.
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Not like I know much of the game, but why didn't you let Hydro Pump replace Ice Beam when you were fighting against Lance, but you chose to abandon the technique? It's more powerful...
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Now the region of Open dialog where you can select a file, is grayed out and empty of content. http://bisqwit.iki.fi/kala/snap/mupen64-2.jpg If I remove debugview.dll, it works fine. The movie information dialog no longer crashes, whether I use refresh or browse, but the emulator crashes when I press Ok. Also, I confirm Highness's report on input redefiners. Those windows that actually let you redefine keys, always seem to receive "up" before I even press any key. The Hotkey dialog is not among these: in that dialog, clicking one of the buttons just jams the program, and nothing happens.
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I had a look at this game hack, with Kyrsimys's movie. There's certainly some work that has gone into making this hack, but I don't like it. The design is too chaotic. The colours and musics are badly chosen, and the maps don't make much sense. All around it, it shines the message "this is amateur work". I get the feeling that this is a big and long game, too. As a superplay, it would be more of a training of Mario-TA-playing skills than a beautiful superplay video. My vote on acceptance as a publishable hack movie on percentage scale is 30%. Edit: I have no complaint of Kyrsimys's playing.
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Completing Pokemon Blue without taking damage. Awesome! :)
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Bag of Magic Food wrote:
A problem I am having is that while I can load a ROM okay the first time after starting Mupen64, if I [...] load a ROM again, the screen goes blank, and I can only hear the sound. What could be causing that?
Works for me. Try a different video plugin. I'm using glN64, because it's the only one that works for me. Nitsuja, please don't compile this program with SSE2 code generation on. It won't work on Athlon processors.
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nitsuja wrote:
Also, when it crashes for movie-unrelated things (like that ra_mupen64_rsp_hle plugin, which is the default RSP plugin included with the original) does the old_mupen64.exe also crash?
Yes.
nitsuja wrote:
And if you put debugview.dll in the same folder what does it say before the playback crashes?
Where is that file?
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TNSe wrote:
This one crashes when I try to load a movie...
Same here. Trying other plugins... Edit: If I enter the filename directly, without going through the Browse option (and without pressing "Refresh"), it loads the movie fine. How about commandline? Edit: However, the movie doesn't play... now, to again find the plugin options that by accident happened to work. (Now it doesn't play properly with the older version either, again.)
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nitsuja wrote:
For anyone who missed the edit: A new version (v3) is up, so see the first post of this topic.
Great. This version refuses to even start. When I launch it up, it takes a few seconds (as always when I starts programs with Wine), and then I get this message, and Wine quits, before the any window is displayed. err:seh:EXC_DefaultHandling Unhandled exception code c0000005 flags 0 addr 0x7fc8c370 I decompressed the package replace existing files in the directory that I already had. Did I do wrong? I also tried deleting configuration files, but it didn't affect. EDIT: After trying to delete each and every plugin one by one, I found out that deleting "plugin/ra_mupen64_rsp_hle.dll" helped. Now it starts.
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Well, it doesn't work. :-/ Super Nintendo Entertainment System/SNES/Super Famicom THE MASK Black Pearl U.S.A. 2097152 Bytes (16.0000 Mb) Checksum: Ok, 0x5253 (calculated) == 0x5253 (internal) Inverse checksum: Ok, 0x5253 + 0xadac = 0xffff Checksum (CRC32): 0xe17626e2
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Hopelessly desyncs here. It doesn't pass the first menu. The submitter's "did not enable anything when it asks before starting up movie. so untick everything" is really not helpful at all. I am not using the Widows version of snes9x, so I don't know what are all the checkboxes and what do they mean in "checked" and "unchecked" positions. I tried enabling and disabling wip and upanddown settings, but neither helped.
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Despite the fact that I won Genisto by 140 frames in Zone H, he was still 290 ahead me at the beginning of Zone I, having accumulated about 100 frames of winning in each stage before that. My movie was unfinished in Zone I, and I have to acknowledge that Genisto's solution to that particular zone was something I wouldn't have thought of. I can't help it but vote "yes" for this movie. If someone wants to see what my WIP would have been, it's here: https://files.tasvideos.org/bisqwit/bisqwit-chipdale-pending.fcm What disappointed me most in Genisto's movie was that he didn't utilize the overlapping phenomenon at all. When Chip or Dale get inside each others or inside an apple or a rubber ball, they gain some frames of extra movement by facing the opposite direction they want to go. Also, some lag could have been avoided, as I did. (And, I think I played funnier. ;) )
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As expected from the quick work, this is a proof-of-concept movie. The movements are good, but I am sure that many rooms could be played faster. This game welcomes competition much in the same way as Legend of Zelda does. It's about killing enemies in different order, from different angles and so on. However, this movie is not longer than it was expected, and it doesn't look bad, so I'm voting "yes".
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That was fast! (In real time, the time between "planning" and "submitting")
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Bisqwit wrote:
Discovered by Shinryuu. https://files.tasvideos.org/bisqwit/megaman4-hippo-shinryuu.avi
If you pause just before landing on the pillar, you gain another "window of opportunity", and you can slide off the pillar! But it is not faster. https://files.tasvideos.org/bisqwit/megaman4-hippo-shinryuu-v2.avi Edit: I just realized that there's a mandatory weapon switch at the next screen! It can be performed on top of this pillar. Now it is faster.
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Somehow, I got it working. I don't quite know what I did. Anyway, AVI recording is not working, as usual. For Wine usage, it needs to be implemented separately, just as in VBA. When I try to record an AVI: - Of course, I have opened the ROM. It works properly. - It firsts asks for the movie file, which works properly. - Then it asks where to save the AVI. Every input in that particular dialog (*), including the "cancel" button, responds to no keyboard or mouse input at all, until I access the directory selector. I enter a filename, and press "save". - Then a "compression options" dialog appears on screen, and disappears immediately. It doesn't appear long enough for me to see what was inside the dialog box. I only spotted the title. - Then the usual "this movie/input/plugin blah blah blah" dialogs appear, and I have to click "ok" in them, in each and every of them, one at time. There are four of them. - Then Wine crashes. *) Screenshot: http://bisqwit.iki.fi/kala/snap/mupen64-avi-dialog-jam.jpg The "stopped" in the xterm on the upper side of the screen refers to that I suspended Wine to take a screenshot of the desktop. It has nothing to do with the problem.
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New technique! It is the very fastestest. ;) With apologies to mr. Finalfighter Discovered by Shinryuu. https://files.tasvideos.org/bisqwit/megaman4-hippo-shinryuu.avi It's a refinement of the issue discussed in th e"window of opportunity" thread.
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How about someone makes _working_ configuration files available for download. It seems like every possible setting in Mupen64 that was as default when I downloaded it, is completely opposite what the movie provided at http://spezzafer.home.att.net/hello.zip is expecting. And I can't get it working. When the movie is loaded, it's as if no movie was loaded. The game just plays the boot screen with Mario's face. Yes, I tried switching to the input plugin that has a "raw input" checkbox. Yes, I unchecked that checkbox. Not working.
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Maza wrote:
Here is the map of Pokemon Mansion.
It contains the Finnish text "Missä ihmeessä?", which means "Where?" with some emphasis.
Post subject: Re: This thread is being referred
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nitsuja wrote:
they (hundreds of sites, it looks like) are still linking directly to this thread
Confirmed by http://www.google.com/search?hl=en&q=vba-rerecording. According to my observations, it started with some Chinese emulation sites.
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Hmm... FCEU doesn't seem to like my copy of Dragon Quest 2 (J)...
Post subject: This thread is being referred
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Recently, this particular thread of these forums has gained a lot of referrers from sites that categorize emulators. One such examples is http://www.emulation64.com/files/info/731/ , which presents this thread as the official site of "VBA-rerecording", and also says that it's closed-source. Does someone want to do something for this issue? I can provide a more complete list of referrers if needed.
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In Mega Man 1-6, there's a feature I call the "window of opportunity". Every time a cutscene occurs that makes Megaman lose control, there's a window of opportunity of 1 frame where Megaman may perform some action. The action could be sliding, jumping, or even shooting. Cutscenes affected by this rule are: - Beginnings of boss battles - Enemies that have their own dedicated screen (such as King Hippo or Protoman) Previously this feature has been shown in: - Skipping the Protoman cutscene in Geminiman stage in MM3 - I jumped out from a teleport in Gutsman refight in MM1 - In my (incomplete) MM3 run, I demonstrated how to shoot at Topman before the battle begins (though the shot had no effect). --------------- In this first GIF, it is demonstrated how it can be used in Mega Man 4 for both fun and for speed. In the upper side image, it's used for nothing but fun. It looks quite funny when Megaman jumps in walking animation. In the lower side image, there's an exceptional phenomenon: The cutscene is programmed to begin with Megaman walking, but the player makes him slide. As a result, during the entire battle, Megaman runs and jumps at the sliding speed, which is much faster than normal walking! Also, the battle begins faster! --------------- In this second GIF, two different ways to start (or skip) a fight against king hippo in Mega Man 4 are displayed. The differences are obvious. Notes on animation: - The animation starts with screen scrolling. Don't be confused of the differences in sliding speed at start. - At the end, Megaman appears twice at the same time. This is an artifact of the tile tracker, and does not exist in the game. --------------- In the third GIF, below, it's shown how to use the "window of opportunity" in Mega Man 1 to jump out from a teleporter. The gain of the trick in this position is however rather small: it enables inflicting damage to Bombman only 1 frame earlier -- too small difference to even notice in this animation. Note that the left edge of the interior of the teleporter is solid during the battle (even though there is no visual indicator of it). This enables Megaman to zip out from the teleporter by facing left, saving a few frames compared to walking. The window of opportunity can also be used to switch weapons, and you'll gain another window after the weapon switch is completed. --------------- I didn't include animations of MM2,3,5,6 (mainly because I lack savestates to useful situations), but I can guess there are many uses for it in some of those games.
Post subject: Re: #852: Diman's NES Rockin' Kats in 21:43
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It is almost two minutes faster than Teowind's Rockin' Cats movie. The movie entry mentions, that "[Teowind] made some choices which trade speed for entertainment. This is not the fastest possible run in this game, and is not meant to be." I believe this submission is going to be very difficult to judge.