Posts for Bisqwit


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I sighed because there's nothing I can do. That you don't crack people's servers yourself, does not justify that you still use cracked servers. Compare: Is it ok to buy stolen cars, if you are not a car thief yourself?
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*deep sigh*
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In cracked company boxes, the only cost is not the bandwidth. Cost of loss of information, cost of work time for those who clean the cracker's doings and to recover data / reinstall systems and for all people to change their passwords and to verify their files is very lot. It's an afwully lot of wasted money/resources. Also many servers contain personal/classified information such as customer databases etc. Breaching to a system that contains such information is considered an information theft (you can not know whether the data was used or not) and carries heavy penalties in many countries.
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Hope so. I don't share any sympathy towards that kind of people.
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I hope I just misunderstood and you didn't really say it's ok for you to intrude other people's systems and use them without permission.
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ZtanZ wrote:
isn't it there something like "all for the art" or something? i say.. root some nice old 100mbit
I hope you are not serious.
Post subject: Re: speedrun walktrough section
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qFox wrote:
hey bisqwit did i understand correctly that you're hosting this whole website on your own computer?
Yes. Regarding your idea, the NES Games forum here is already growing towards to be an excellent resource like that. And I like it.
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If you load an earlier save while in play/record mode, there's no way you can recover the later play if you don't have backups. Lesson: Don't load a quicksave unless you intend to play from that point. Lesson 2: Don't load a quicksave that is from a later point than where you are now, if recording.
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YtterbiJum wrote:
What buttons do you use?
Irrelevant - the fmv file stores NES buttons, not keyboard keys. I use the right buttons to control the character. Doublecheck that your fmv file is 159994 bytes in size and that your ROM is the European version.
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If your movie is a single-controller movie, you can get the real movie length in seconds by taking the FMV file size, subtracting 143 (header size) and dividing by 60 (frames per second).
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Phil wrote:
It's not a pretty good comparison.256 is better than 64 colors.At 64 colors you save like 1-2 ko.I think I will take the 256 book box.Genisto don't mind if it is 17ko or 15 ko.
Where do you think the extra colours come from? The ORIGINAL only has less than 64 colours! That's what I meant by "books". The palette is the "box".
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Boco wrote:
GIF can only store 40 custom-defined colors.
That's not true. GIF's colour palette is entirely customisable. It's size can be 2, 4, 8, 16, 32, 64, 128 or 256 entries. But the good thing in PNG is that it is not limited to paletted images. It supports many different colour depths and also the alpha channel.
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blip wrote:
On Windows machines, if the c3 byte is not at $30010, then Famtasia is prone to locking up sometimes (for example, trying to run at 999% ExecSpeed with Occupation=1).
I see what you mean. I used a C3-less patch and had mingw compiling on background and tried to run Rockman at 200% speed (occupation=1, 230 MHz laptop). The emulation halted. So either way, something is screwed. I'll test the newest solution.
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If you have 64 books, is it better to put them into a box that fits exactly 64 books, or to a box that fits exactly 256 books, when you are going to mail the box to someone and the pay is bigger when the box is bigger?
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blip wrote:
After thinking about it for a bit, I think this is a solution:
// disable the routine that polls for a free sound buffer
		{ 0x30010,    1, "\xc3" },
// check that the sound buffer is free before attempting to play sound
		{ 0x2ff6e, 0x16, "\
\x8b\x0d\x3c\x23\x47\x00\x8b\x04\x8d\x40\x24\x47\x00\xb2\x01\x84\x50\x10\x74\x7f\xeb\x1f" },
Bisqwit, would you mind testing this as seeing if it works for you? Like I said, I couldn't reproduce the problem on my machine.
I'll test it when I have time.
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blip wrote:
Bisqwit wrote:
it also includes my patch which should remove the heaviness-problem of 240 scanlines.
I don't think you've mentioned this before... I'm curious; what is it?
It's in the 240 scanlines -thread.
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qFox wrote:
how the hell are you able to jump "halfway" to 6?
Just accuracy. I always tried many times to get the shortest flying. I have not actually compared the times so this is just completely unscientific.
Post subject: Re: recording problems
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qFox wrote:
do you have to make your speedvideo in one session?
This has been asked and answered many times. Why not use search? Here are some links I found quickly. http://tasvideos.org/forum/viewtopic.php?p=2182 http://tasvideos.org/forum/viewtopic.php?p=384
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qFox wrote:
btw is that project still being worked on? i noticed the last release was 2003'ish...
Which project? Famtasia is not developed. The author lost the source code. We are not affiliated with the Famtasia author. Blip is just a hacker genius :)
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Wodball wrote:
Skepticism always beholds me when I donwload something from page 1 of a 6 page thread.
Well in that case you should download from the page 6 instead.
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Hmm... I found a problem. I don't know how this version decides how much sound to output, but I found that if the machine has heavy load for a moment, the sound starts breaking and the emulator may even completely forget to produce sound. I mean, I just ran Shatterhand in the emulator, and started a "make clean" in other console, and the emulator went mute. No sound data was generated anymore. (Not a mixer problem, but really no data was generated to the sound output). Removing the C3 byte fixed the problem. Therefore - the famtasia24060.zip has been updated again.
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Bisqwit wrote:
I updated the zip file at https://files.tasvideos.org/bisqwit/famtasia24060.zip - it contains the latest patch now. It appears to be stable and I see no problems in it. It doesn't include the RET (C3) instruction at $C0010 or Finalfighter's the slider patch.
The same file was updated again. It does include the $C3 now and it also includes my patch which should remove the heaviness-problem of 240 scanlines.
Post subject: Fix to slowness
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This patch will fix the problem I described:
{ 0x1F3F4, 2, "\xF0\x00" },
{ 0x1FF31, 2, "\xE0\x01" },
{ 0x1FF0D, 2, "\xF0\x00" },
I am unsure but I think these should be there too:
{0x21864, 2, "\xE0\x01" },
{0x2183B, 2, "\xF0\x00" },
Post subject: Re: 240 is heavier than it needs
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Using the 240 scanline patch, if you resize the Famtasia window so that it 's size is exactly 256x224 + menubar, you'll see that it is different from all the other sizes in that it doesn't do rescaling at that size. This proves my previous post. The number that is used in that situation should be changed to 240 from 224.
Post subject: 240 is heavier than it needs
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The 240 scanline patch is heavier than it needs to be. It appears that it is constantly doing rescaling when it runs at 240 scanlines. The regular famtasia, when set to 1x (window size 256x224 + menubar), in Wine, calls XCreateImage and XPutImage only. The patched famtasia, when set to 1x (window size 256x240 + menubar), calls a whole variety of different X functions per each frame, like if it creates a temporary bitmap, copies it a dozen times, sets exposures, converts and finally sends it to the screen. It seems like there's still something that you have missed. This is important to be fixed, because these extra function calls cause so much overhead that I can't record stablely at this window size.