Posts for DarkKobold


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Slowking wrote:
Sorry but I don't see the problem with this. Disc based system also don't emulate load times. They just load instantly. See GC and PSX TASes.
Actually, I can guarantee that PSXjin & PCSX-rr emulate load times. In fact, both have a hidden, unused option to enable 'fast-disc loading', which mimics the increased speed option available on the PS2. Here is the code to handle it.
Language: C++

// 1x = 75 sectors per second // PSXCLK = 1 sec in the ps // so (PSXCLK / 75) / BIAS = cdr read time (linuzappz) #define cdReadTime ((PSXCLK / 75) / BIAS)
BACK ON TOPIC
Kirkq wrote:
TheAxeMan's Crystalis
Yes, finally! The TAS that game deserves!
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Ugh, so, I've done testing/coding in the past week. I've finally integrated a working Analog plugin into the PSXjin code... but it actually slows down the loading of FF8 - essentially guaranteeing a longer run. All of this has something to do with vibration. I'm going to keep trying, but at the moment, my options are: 1) No Analog (No Rinoa skip) 2) Faulty Analog (inability to skip text boxes at the exact frame) 3) Working Analog (Slower load times) 4) Working Analog with no Vibration (more time beating my head against the wall of PSXjin, possibly never fixing it) Also, I tested using Laser Eye with Quistis instead of Renzouken against Ifrit. It turned out much slower, and harder to manipulate. Even at Crisis Level 4, she only does around a max of around 370 damage. Plus, her HP is higher than Squall's, making Crisis Level 4 take longer to get. Link to video Even if I did better manipulation, I doubt I could get it faster.
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tall wrote:
And--at the risk of revealing a likely run for myself--Puzzle Quest: Challenge of the Warlords.
With luck manipulation - that could be pretty awesome.
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coldsun0630 wrote:
Hmm... You mean, 'Lua' is the computer language...? Where can I learn the Lua script? I think it can be useful for TASing... And, can I make *.lua to *.dsm?
This is where to learn lua- http://www.lua.org/docs.html Lua is a scripting language. Therefore, .lua is a text file full of script commands. .dsm is a desmume playback file, to play tases in desmume. The two couldn't be more incompatible. Many authors on this site use lua to aid them in their creation of TASes. However, lua itself does not create the TAS.
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Post subject: Looking forward to in 2011
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So, to get some discussion flowing - maybe some excitement - how about people share what they are hoping to see in 2011? I'll start -
    Touchme's Secret of Mana (U) PCSX2 with rerecording Wind Waker any% (looks like it is already going to be close to the OoT level of glitching) Mega Man 1, the new version that starts with Bomb Man
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Man, I was really hoping to see a more positive response to this run. Granted, I cringed every time the white mage chocobo appeared, but it was still a dang good run.
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Dooty wrote:
DarkKobold wrote:
Dooty, the best I could do for you would be a separate compile with the Abe-fix added in.
That will be great. Those graphic issues makes it almost impossible to TAS the game, let alone watch it... thanks alot!
No guarantees that I'll be able to pull it off, but I'll give it a try at some point in the future. Also, last call for bugs/annoyances anyone would like fixed before v2.0.2.
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Dooty wrote:
So, any chance of an Abe's fix on the next release? The game looks like this without the fix:
Dooty, the best I could do for you would be a separate compile with the Abe-fix added in. It would be sort of a one-shot-deal, since the fix is quite arduous.
ventuz wrote:
Yeah I tried these, still doesn't detect anything from ps3 controller. By the way, what is "USE" button supposed to be? it seem to just jump to Segu plugin, and then doesn't detect joystick there either. Save and Cancel did that too. Maybe I'll add video of that later. *edit - somehow I made motionjoy driver crash, and it reload with new name. N-gage was able to detect PS3 controller button. But after I save it and close, N-gage just "forget" these setting and return to keyboard, FML.
So, I tested analog input, and yeah, it was pretty borked. So, I pulled out the last bit of plugin crap, and reloaded it with integrated joypad reading (thanks to the code from PCSX2's SSSPSXPad). So, yeah, be happy that the next release will make analog easier.
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If you could make it more interesting than this - probably Link to video As it stands, that is pretty boring. Obviously, you have pretty high potential to dancing to the music, while the fighter is down, but even that would get boring.
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Have you tried this in PSXjin to see if the voices sound better?
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Cool! Only 1 boring race - new car, and even speedier results. Also, I'd like to know how long each race is suppose to be, in miles. The 320 mph is obviously not correct. It would be funny to know how fast the car is going.
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Mister Epic wrote:
Going to encode this.
May I suggest this: http://sites.google.com/site/darkkobold/psxjin-release.zip?attredirects=0&d=1 I fixed some glitches with the AVI encoder. Sorry, feos, I should have brought this up sooner.
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nfq wrote:
A TAS I made of this game a few years ago (CD1 is missing): http://www.youtube.com/watch?v=o513qzk4dLA Proper Playstation TASing wasn't available yet so I was limited to using save states (one slot), slow motion and autofire, which is the reason why menus and such things don't look very TAS-like.
DarkKobold wrote:
I have no idea how this happened. I can't seem to reproduce it.
Darkwasabi, the one who made the best unassisted speedrun might know, I think he also managed to skip that at least once.
nice job, given the tools you had. Also, you should note that Darkwasabi used Fastspeed CD option on his PS2, so while you have the exact same ingame time, yours is much faster, by ~20%, from what I gather. Also, it turns out that skip is useless, because the patrol never starts, without it.
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ventuz wrote:
adelikat wrote:
JoyToKey, google it. You will never have to worry about gamepad support in any emulator again.
DarkKobold wrote:
Uh, you shouldn't use JoyToKey for analog input - just use the N-rage plugin.
I knew someone would say "use something else" line, it's giving me a fuck, I already tried them all. N-Gage = doesn't detect joystick for me, only detects keyboard or mouse Segu Direct Pad Pro = detects all of joystick buttons, but emulator not picking up any of joystick input, just keyboard JoyToKey = detect some of joystick buttons, Left, Right, L2, R2 doesn't work, Analog not being 360 Using keyboard alone = most keys I can't press more than 3 keys combination, and psxjin having bug not letting me use just CTRL for frame advance. And I just checked out LUA doc, I think there's no "get" function for analog tilting. Any other option?
What do you mean by ngage doesn't detect joystick? Under a config option, you actually have to set the joystick you are using. Controls > Devices > Gamepad
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Dada wrote:
BadPotato wrote:
Dada wrote:
So, it's not a simple matter of giving everything a 4:3 aspect ratio. It would be nice if the encoding gods could give their thoughts on this.
There some thoughts about this, in this thread. Also humbly requesting for the pjm file, at least once in a while.
Question to DarkKobold: are you using the NTSC or PAL version?
NTSC - Also, sorry it took so much harassing to get those things.
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Here is the PJM : http://sites.google.com/site/darkkobold/BombTest.zip?attredirects=0&d=1 And you'll need this SVN of PSXjin to run it - otherwise it crashes at the TV studio. http://sites.google.com/site/darkkobold/psxjin-release.zip?attredirects=0&d=1
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ventuz wrote:
Forgive me but I don't get how do I set up that emu will detect analog movement? I can't figure it out in joytokey. I got it partly figured out but it only goes 4 direction, I guess just because it is just keyboard output. Also JoyToKey doesn't detect Left / Right Dpad on my PS3 controller, but Psxjin controller plugin does, oh boy... PSXJIN seriously need joystick support.
Uh, you shouldn't use JoyToKey for analog input - just use the N-rage plugin.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
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FerretFaucet wrote:
Sorry this took so long! HD Encode: http://www.youtube.com/watch?v=ZS5cX0Sx2Tw (1080p and original should be up soon if they aren't already.) SD Encode: http://www.mediafire.com/?orm3x3mxz1opsz2 Great run. Definite yes vote from me.
These encodes don't have the credits, fyi publishers.
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X2poet wrote:
"It must be able to reach the credits or end screen without the viewer needing to do anything" The name need not input,and it will complete Automaticly.Viewers need not do anything.This suit the rule.
oops, I didn't fastforward long enough, my bad. Disregard. Sadly, I even tested this, but my test was incomplete.
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X2poet wrote:
Em. Entering the name X2P OET..... That looks ugly. In a middle game just like Old Legend 4-player run to input x2poet and "陈卓" or after a shortcut ending for at least 6 letters to input,I will make it. If this can avoid the fight,I will take care of it.Now I'm planning the tactics in Metal Slug 3.I will decide whether entering the name after your opinion Darkkobold.
Entering AAA AAA is fastest, but using frames to enter something more interesting won't be held against you. The point isn't the name, it is just to complete the movie, i.e. reach the credits. If the name entering came after the credits, or timed out, this wouldn't be required. Under rules, http://tasvideos.org/Rules.html, " It must be able to reach the credits or end screen without the viewer needing to do anything; all input must come solely from the input file (e.g. configuring the emulator to autofire after the end of playback is not allowed)"
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
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Ergh, I haven't judged this yet because I'm avoiding the fight - this needs to reach the credits, by entering names. I am obviously accepting it once that gets fixed - no need to resubmit, or anything. Technically, anyone could add it, but I'd prefer X2poet take care of it.
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Link to video I have no idea how this happened. I can't seem to reproduce it.
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[17:31] <DarkKobold> So I'll put up with emulator crashes. Desyncs, not so much. [17:31] <zeromus> ill put a if(rand()%100==0) crash(); in the emulator and see you change your tune [17:32] <adelikat> I'm surprised you would do that [17:32] <adelikat> I would figure you wouldnt' want to port any pcsx stuff <_<
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
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Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
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Tub wrote:
Nice WIP! I like the little things you manage to sneak in when they don't waste time. A few questions though: - it looks like you're setting battle speed to ~75% instead of max. Why is that? - why do you enter the cafe at the end of the X-ATM092 sequence? Is it to avoid the FMV of quistis blasting the tin can? - During the dancing scene, couldn't you manipulate a critical hit when Squall steps on Rhino's feet?
1. The ATB counter maxes at 4000 for 100% speed, and 8000 for 75% speed, 12000 for 50%, and etc. It takes two frames to step the RNG once, and most bosses/characters fill the ATB counter at a rate of about 150-200 per frame. Thus, at 100% speed, I get half as many chances to advance the RNG. In my first testrun, it was rarely sufficient time to get decent RNGs, and I'd end up waiting for too many enemy turns. 8000 seems sufficient to get decent luck, without spending too much time waiting. 2. What Dada said. It saves 1000-1500 frames, even with the forced/no escape battle. Additionally, with the step counter, that battle would have happened at the start of the training area, so it saves time to just take it there. 3. Unfortunately, Squall is trying to get lucky, but his luck stat is set to zero during the dance scene, so he has no chance of tapping that, at this point in the game. The side effect is that no criticals are available. Also, he is drinking champagne, not hot coffee. Also, all of disc 1 is currently uploading (slowly) to youtube. EDIT: All of disc 1 is up. http://www.youtube.com/view_play_list?p=D84DA56F8A1BA0DF
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.