Posts for Bisqwit


Post subject: More MPAA madness
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Loosely related: MPAA Blames Linux Australia Notice on Human Error http://slashdot.org/article.pl?sid=04/10/07/0542202&tid=141&tid=95
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ANGERFIST wrote:
Zero do you even know how old this topic is? its one of this forums oldest so I dont think that comment is pretty appropiate.
It's never been more appropriate. It's ready when it's ready - if you are not satisfied with this, learn Japanese and post at http://www3.rocketbbs.com/220/soramimi.html :)
Post subject: Now with nesvideos.info
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http://tasvideos.org/forum/ exists now too, thanks to Bobwhoops. My slightly edited monolog from irc channel:
Though I don't know what to do with that one. 1. It spoils my access logs (confusing /nesvideos hits with ones that don't have it) 2. I can't guarantee that URL, whereas I do trust iki.fi 2 is more serious. If I could trust that domain, I'd set it as the primary address of the site... Same is with .stc.cx, but the forum is not that important - if its address changes, no big deal. Maybe I'll just do this... that is, redirect it to the official address :-/
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One thing you should try once is Suicide Chess (also known as Losing Chess). Suicide Chess is a variant of normal chess. It is played on the same board and uses the same pieces. Here is a list of the differences. 1. The object of the game is to get to a position where you have no legal moves. This is usually accomplished by losing all of your pieces. Sometimes, the game can end when you still have some pawns on the board, but they are blocked and cannot move. The general rule is if a player has no legal moves, the game is over. The winner is the player with fewer pieces on the board. This is almost always the same player that had no moves, but not always. 2. In suicide chess, piece captures are compulsory. If a player can capture an opponent's piece, he is required to do so. If he can capture more than one of the opponent's pieces or can capture one piece with more than one of his own pieces, he can choose which capture to play. 3. The king is not significant. There is no concept of check and the king can be captured. 4. Because of rule 3, pawns are allowed to promote to a king. 5. Castling is not allowed.
Post subject: Famicom advertisements and other NES-related stuff
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Found from my site's referer log: http://bbs.newwise.com/index.php?showtopic=20799
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mazzic wrote:
Geez, did you spoil the fun or what?
I didn't even open the file.
Post subject: Re: How good are you with the mouse?
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mazzic wrote:
And I recommend a high volume.
It's only a matter of time until someone makes a badgerbadger animation that starts with suspiciously small volume level and suddenly then does the classic "surprise".
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Sorry for bringing this old topic back up, but I just realized one thing while reading Ogg Vorbis FAQ. If someone wants to sell the AVI files made on this site, he would have to pay royalties to Fraunhofer, the patent owner of the MP3 format.
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Guess there was some misunderstanding after all. Morimoto hasn't given up. He just felt like he had lost his touch when not playing the game for a week or two. He now estimates the final movie will be 25:30 to 26 minutes long. I'm sorry for being too hasty.
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air__devil wrote:
Those would be fun to watch, and sadly I can't even play them on my mac....
Under DOSBox you can. DOSBox emulates everything those games require.
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IntMurr wrote:
You don't know how to do a similar thing in Windows? Shouldn't that work also, 'cause there is a version with windows open source also, aren't it?
Yes, but the lib my patch refers to requires to be able to run MEncoder at background via a pipe. Well, maybe it's possible. But I don't have a Windows system here (and I rather want to stay away from them) so I am no use in testing that aspect.
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IntMurr wrote:
Forgive me for my newbieness, but I can't figure out how to patch it... what program do I need or in what file shall I add this code? Is there any more changes I have to do?
Well first of all you'd have to be using an unix system (such as some Linux distribution)... The code in my post listed the changes to be done to the source code of DOSBox. After modifying the source code the program must be recompiled. (Offtopic: I love open source because this is possible! :))
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Because updating the checksum to the ROM when creating a translation patch is troublesome, and not really necessary. I created a tool to do that in my Chrono Trigger translation, but it doesn't seem to always work ^^; Edit: I fixed the checksum problem in ctfin. But this is off-topic.
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Bisqwit wrote:
Arc wrote:
1. Will the A/V desync in Zoizite's movie be fixed? If not then why not?
Eventually yes. But for a while I'll wait for an automatical reason (improved movie) to do that.
I'm resampling it now. From the preview, it looks like it's all in sync now.
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Bag of Magic Food wrote:
Whoa, right after I submitted the movie, I got this big, scary message: "SQL update submissions set ipaddr='ryanferneau.student.iastate.edu [64.113.94.180]' where id='352' failed: " Table 'nesvideos_site.submissions' doesn't exist "" just above "Submission complete. Thank you!" Everything else seems fine, though...
I've seen it happening too. In that case, reloading the page helps. I don't know why it happens, though. It has something to do with using different databases... perhaps the "use" command doesn't take effect immediately. Btw, can you change your signature? I think I've seen it quite many times enough now. It is on the verge of distracting from the actual post content, which is against the spirit of the forum rules.
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Here's a proof-of-concept movie at DOSBox recording. It's merely a live recording, not a re-recorded movie, but it shows that it's possible. http://bisqwit.iki.fi/kala/sc2-dosbox-demostration-bisqwit.avi.zip (1.2 MB) Edit: This movie is 640x400 and 70 fps. Playback of it might be heavy and laggy on slow machines... Edit 2: And thus I rescaled it to a lighter version... 320x200, 70 fps: http://bisqwit.iki.fi/kala/sc2-dosbox-demostrations1-bisqwit.avi.zip (1.2 MB) (Yes, what you see is a pirate Star Control 2.) Here's how I did it. I created this patch for dosbox:
diff -NaHudr dosbox-0.62/src/gui/sdlmain.cpp dosbox-patched/src/gui/sdlmain.cpp
--- dosbox-0.62/src/gui/sdlmain.cpp	2004-09-29 22:14:10.000000000 +0300
+++ dosbox-patched/src/gui/sdlmain.cpp	2004-10-03 13:19:04.649021424 +0300
@@ -1,3 +1,5 @@
+#define NESVIDEOS_LOGGING 1
+
 /*
  *  Copyright (C) 2002-2004  The DOSBox Team
  *
@@ -589,6 +591,31 @@
 	return false;
 }
 
+#if NESVIDEOS_LOGGING /*** VIDEO LOGGING ***/
+#include "avifun.hh"
+int LoggingEnabled=1;
+static class VideoLogging
+{
+    bool first;
+public:
+    VideoLogging(): first(true)
+    {
+        OpenAVI();
+    }
+    ~VideoLogging()
+    {
+        CloseAVI();
+    }
+    void operator() (const void*data, unsigned width,unsigned height)
+    {
+        if(!LoggingEnabled) return;
+        
+        SendFrame( (const unsigned char*)data, width, height, first);
+        first=false;
+    }
+} VideoLogging;
+#endif
+
 void GFX_EndUpdate(void) {
 	int ret;
 	if (!sdl.updating) return;
@@ -598,6 +625,9 @@
 		if (SDL_MUSTLOCK(sdl.surface)) {
 			SDL_UnlockSurface(sdl.surface);
 		}
+#ifdef NESVIDEOS_LOGGING
+        VideoLogging(sdl.surface->pixels, 640,400);
+#endif
 		SDL_Flip(sdl.surface);
 		break;
 #if defined(HAVE_DDRAW_H) && defined(WIN32)
This patch is identical in concept to the patch to Gens - it references the same files, and the same xpatch-lib.a must be linked in. Audio was logged using the built-in Ctrl-F6 hotkey.
Post subject: Re: Luck Manipulation...
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Some text is written about this subject at CommonTricks - do you think it misses something?
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Arc wrote:
1. Will the A/V desync in Zoizite's movie be fixed? If not then why not?
Eventually yes. But for a while I'll wait for an automatical reason (improved movie) to do that.
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DOSBox emulates DOS (and actually, all the PC peripherials) completely. You could try hacking a movie support to it. This is actually a very interesting idea.
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Grillo wrote:
1. As I've understood it, PAL versions are normally not allowed.
No problem with PAL versions on SNES9x. On Famtasia, they're troublesome because of emulator restrictions (it only supports NTSC). On Gens, they're troublesome because the movie file does not tell FPS, thus the site can only try to guess what is the movie's length.
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Post subject: Re: Super Mario Bros. 2 -- quick question.
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Nightcom wrote:
I was just wondering how to double jump? Is it possible with all characters, and on the original NES? Thanks
Use search on this forum. It has been discussed two or three times already. It is also probably explained at SuperMarioBrosTricks or something. Quick question indeed...
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It worked for me when I played it at 900% speed. I hope it works when I record it at 100% speed.
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Bob Whoops wrote:
One thing though:
Zoizite wrote:
whenever it would slow me down more than a few frames
Does this mean that you did slow down in some cases? If you get hit at least once, you may as well get his as often as possible where it saves you time.
I disagree with you and agree with Zoizite's decision - it's a matter of favoring a cool movie over mathematical precision.