Posts for Darth_Marios

Darth_Marios
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Aktan wrote:
Darth Marios wrote:
Sorry, i was wrong. I have AMD graphic (with updated drivers and Catalyst). Anyway i've installed the correct prereqs, but after i saw it didn't work, i installed other prereqs too but nothing changed...
Which two prereq files versions did you try?
I've tested v1.1, v2.0 and v2.1 (and different bizhawk version)
Darth_Marios
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Aktan wrote:
Darth Marios wrote:
Obviously. And after i got error about runtime 2012 missing, i've installed runtime All in One and now i get the error i posted.
What version of the prereq file did you install? The error message you posted doesn't make much sense since you have a decently new computer running Windows higher than 7 with a dedicated GPU that can do 3D quite well. I'm pretty sure DX9 games work on Win8 so the fact it fails to create a Dx9 device is troubling. The other thing I can think of is updating your GPU drivers and/or Intel if it does both. Other thing I can think of is forcing BizHawk to use NVidia.
Sorry, i was wrong. I have AMD graphic (with updated drivers and Catalyst). Anyway i've installed the correct prereqs, but after i saw it didn't work, i installed other prereqs too but nothing changed...
Darth_Marios
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Aktan wrote:
Did you install the prerequisites file?
Obviously. And after i got error about runtime 2012 missing, i've installed runtime All in One and now i get the error i posted.
Darth_Marios
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Aktan wrote:
Darth Marios wrote:
Ah, well, i still dont know what it mean lol But if deinterlacing is so useful, is possible to do with avisynth, and how? Anyway, if i can run hawk or can't, i installed everything necessary but keep giving me errors lol (sorry for OP). Somethings about sounds or what.
What version of Windows do you have and what version of BizHawk are you trying to run?
I've attempted to run the last version (2.3) but even a older one doesn't run. I have Windows 8 (Intel Dual Core 2 Duo 6300, Nvidia GeForce 2GB and 3GB of RAM) By the way - sorry for the OP again - this is the error i get: System.Exception: Initialization of Direct3d 9 Display Method failed; falling back to GDI+ ---> System.BadImageFormatException: Could not load file or assembly 'SlimDX, Version=4.0.13.43, Culture=neutral, PublicKeyToken=null' or one of its dependencies. An attempt was made to load a program with an incorrect format. ---> System.BadImageFormatException: Could not load file or assembly 'SlimDX, Version=4.0.13.43, Culture=neutral, PublicKeyToken=null'. This assembly was compiled for a different processor. at System.Reflection.RuntimeAssembly.nLoadFile(String path, Evidence evidence) at System.Reflection.Assembly.LoadFile(String path) at BizHawk.Client.EmuHawk.Program.CurrentDomain_AssemblyResolve(Object sender, ResolveEventArgs args) at System.AppDomain.OnAssemblyResolveEvent(RuntimeAssembly assembly, String assemblyFullName) --- End of inner exception stack trace --- at BizHawk.Bizware.BizwareGL.Drivers.SlimDX.IGL_SlimDX9..ctor() at BizHawk.Client.EmuHawk.Program.SubMain(String[] args) --- End of inner exception stack trace --- and after i closed this message, it appear another one: System.BadImageFormatException: Could not load file or assembly 'SlimDX, Version=4.0.13.43, Culture=neutral, PublicKeyToken=null'. This assembly was compiled for a different processor. at BizHawk.Client.EmuHawk.KeyInput.Initialize() at BizHawk.Client.EmuHawk.Input.Initialize() at BizHawk.Client.EmuHawk.MainForm..ctor(String[] args) at BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
Darth_Marios
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Aktan wrote:
Darth Marios wrote:
Er... no :D I can't run hawk, and my pc is 10 years old xD (its a Dual Core 1.8GHz) Anyway, what 'interlaced' mean?
Well, I'm not sure you can get the quality you want. A 10 year old computer (2008) IMO can still play BizHawk, just slow. It can also do all this render, just slow. Here is a site that explains interlacing better than I can: http://www.100fps.com/
Ah, well, i still dont know what it mean lol But if deinterlacing is so useful, is possible to do with avisynth, and how? Anyway, if i can run hawk or can't, i installed everything necessary but keep giving me errors lol (sorry for OP). Somethings about sounds or what.
Darth_Marios
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Aktan wrote:
Darth Marios wrote:
This is really good :D Write down the exact script, thanks. Besides, can i use AreaResize plugin with avisynth portable?
I'm still doing some tests, so be patient. The way I did this requires you have certain settings in Bizhawk (you are using Bizhawk, right?) and also requires fixing the output and then deinterlacing before using PointResize and AreaResize. It is also slow to render. How fast is your computer?
Er... no :D I can't run hawk, and my pc is 10 years old xD (its a Dual Core 1.8GHz) Anyway, what 'interlaced' mean?
Darth_Marios
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Aktan wrote:
AreaResize just does downscaling with weighted averaging so it might be sharper and less blurry for text. Edit: I made a sample test with AreaResize, here is my result: https://www.youtube.com/watch?v=IncF18TmI1Q&feature=youtu.be Is this what you are aiming for?
This is really good :D Write down the exact script, thanks. Besides, can i use AreaResize plugin with avisynth portable?
Darth_Marios
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creaothceann wrote:
Darth Marios wrote:
Anyway what AreaResize does?
https://forum.doom9.org/showthread.php?t=175297
Lol since im noob i dont know what it mean. Anyway is better or worse than Lanczos? Is this a good script? (assuming a 320x240 movie and i want 960x720 by upscale x4 and then downscale with lanczos) Video=AVISource("movie.avi") Audio=WAVSource("movie.wav") AudioDub(Video,Audio) PointResize(width * 4, height * 4) LanczosResize(960,720, taps=2) ConvertToYV24(matrix="Rec709", chromaresample="point") ConvertToYV12(matrix="Rec709", chromaresample="lanczos")
Darth_Marios
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Aktan wrote:
Can you post a sample clip somewhere? I am curious on testing out AreaResize on this.
I cant... i have troubles with internet and now im connected with smartphone. Anyway what AreaResize does?
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Spikestuff wrote:
Ok, let's go through it. Tekken 3 is a 368x480 game (ignoring the overscan). And my target is 1080p (4:3) for this case since going over that for personal encodes is dumb. Upscale by x4 with a Nearest Neighbor. Readjust the X by making the video 4:3 (lanczos). Downscale back down to 1080p (lanczos). Now you have an encode. Now I can't recall which emulator Astaroth was using back then but if memory serves me correctly it was PSXjin (since you can tell by his Tekken 2 TASes). Due to his different methods he's gone and thrown a smoothing filter over it to "clean" it up. Which is why it looks "smooth", which in reality is worse than having the raw detail.
So that Easy HD temp encode isnt enough. Can you write, in AVIsynth, the steps you told? :D Upscale by x4 with a Nearest Neighbor. <-- This is PointResize(width * 4, height * 4) Readjust the X by making the video 4:3 (lanczos). <-- How this? Downscale back down to 1080p (lanczos). <-- This is just LanczosResize or Lanczos4Resize? And about the smoothing filter: is possible in avisynth? If yes, how? (BilinearResize isnt that good because make even the font and energy bars bluured, while in astaroth video only the 3d polygons was smooth)
Darth_Marios
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Spikestuff wrote:
Same methods apply to not BizHawk. You didn't bring up that you can't Hawk. Your answer to resolution was in the provided topic. That's what you get for skipping. That's Anamorphic Widescreen to a game that doesn't actually support it. It's a trash encode.
In that topic, which reply i exaclty need to see? Anyway, that Temporary HD encoding use PointResize, which make psx 3d polygons a bit "squared" while in that TAS the 3d models are really smooth...
Darth_Marios
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Spikestuff wrote:
You asked me this question in a private message and you ignored the answer completely and went here. With a different encode too. I'm repeating it. The current PS1 TASing emulator is BizHawk. For Dumping PS1 with Hawk. For an encoding script that you can use. You skipped the two steps and went for the link to here for any issues you would face after receiving the tools to do it yourself.
I've replied to your pm :/ And then, this is different video. Its at 16:9 (widescreen), i guess isnt allowed here, but just for know how to get that fancy result. And we can't know which emulator Astaroth 1994 used, but i'd like to know how he get that widescreen HD tas. And, just for info, bizhawk doesn't work on my pc lol
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How to get this quality/ result? https://www.youtube.com/watch?v=9CBp_TZ02os
Darth_Marios
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I've tried to run newest BizHawk, but i always get the same error: it say Visual C++ 2012 runtime is missed. I've installed both 2.0 and 2.1 prerequisites, and also that 2012 runtime manually, but BizHawk still give me that error. Why?
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Well, someone finally told me how to this, but i gues is not legit to do in a TAS, because in Tenchu, when you paused and nsert "Refill HP" code, the animation will be canceled. Anyway i had true fun to own a bosses in this way lol
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Since im noob with TAS, and i hope to do some in future, somebody can up a short video for me to show how to perform a such advanced move like wall glitch by running jumping or rolling? I mean a real-time video, not a finished TAS. The frame per frame (or the method you use), how to setup that move. In other words: the way you use to got that result.
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This appear when i try to launch the .exe of bizhawk (i have installed the prereq first): http://oi63.tinypic.com/30w7c6a.jpg Why?
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I suppose an i5 4200u, intel hd 4400, 8gb ram can handle a tasing of psx games and bizhawk emulator, right? What about a dolphin tas? Some games maybe?
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someone check at 00:42 of this video, please (on top right screen). Here i see that he cancel moves by pausing the game after attack, but i have tried and it is impossible. Someone confirm? https://www.youtube.com/watch?v=0n6Znib13hk
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How to cancel in this way? https://www.youtube.com/watch?v=9hmjZaRFr5g Because i have AE 2013 but i cannot cancel attacks in this way. How he do it?
Darth_Marios
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Somebody can explain me this better? I understand nothing lol: In battle: Metronome (Emerald) To determine the move used by Metronome, the game cycles the RNG at least 3 times. It is unknown why the game cycles more than necessary. xxxxxxxx xxxxxxxx move: xaaaxxxx aaa -> (bin) xxxb_bbbbbbbb Metronome move: bbbbbbbbb + 1 if >354 or some forbidden move, do move again
Darth_Marios
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ALAKTORN wrote:
^You’re just cheating it to 0 and expecting it to work? Try some other values.
You have any idea? I have read that FR and LF share same RNG aspects of R/S, and in FR i use 0 as value. Anyway i have tried also 1 and 2 or a full value as i saw on a TAS pic (c5c09770) but no one of them work (at least i got no random encounters xD)
Darth_Marios
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Ok, in FR and LG it seems resolved: simply use those as CB code 83005000 0000 83005002 0000 Let Quick Claw effect, critical hit and many times even the secondary effect of attacks; everything seems stored here. But for Ruby is strange... i use RNG address (3004818) as a code like FR, but dont work. Why? is different? I use this CB code but no effects: 83004818 0000
Darth_Marios
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Fractal said that Quick Claw effect is stored at 0x2024D1C, what value is needed to use as codebreaker codes? (xxxxxxxx yyyy) And for Critical hit, this is the script from FractalFusion & GoddessMaria TAS. Can we take an address and value for cheat use? rngstats-crit-max.lua -- http://tasvideos.org/forum/viewtopic.php?t=4101 -- http://tasvideos.org/forum/viewtopic.php?t=4101&postdays=0&postorder=asc&start=100 me post -- http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_data_structure_in_Generation_III -- ruby/sapphire 0x03004360 3004290 J -- emerald 0x02024190 J 0x020244EC U -- firered 0x02024284 -- leafgreen 0x020241e4 -- http://pastebin.com/ZHxPYDsN -- 64 -- 4360 43C4 4428 448C 44F0 4554 -- 45C0 4624 --select pokemon --frame 9192 delay 9264 (frame 6 delay is 0) 9265 9267-9270 is determine 9270 local defi local rng=0x3004818 local i,j local last=0 local cur local test local counter=0 local startvalue=0x000083ED local indexfind local index local clr local randvalue --local iter local bnd,br,bxr=bit.band,bit.bor,bit.bxor local multspa={ 0x41C64E6D, 0xC2A29A69, 0xEE067F11, 0xCFDDDF21, 0x5F748241, 0x8B2E1481, 0x76006901, 0x1711D201, 0xBE67A401, 0xDDDF4801, 0x3FFE9001, 0x90FD2001, 0x65FA4001, 0xDBF48001, 0xF7E90001, 0xEFD20001, 0xDFA40001, 0xBF480001, 0x7E900001, 0xFD200001, 0xFA400001, 0xF4800001, 0xE9000001, 0xD2000001, 0xA4000001, 0x48000001, 0x90000001, 0x20000001, 0x40000001, 0x80000001, 0x00000001, 0x00000001} local multspb={ 0x00006073, 0xE97E7B6A, 0x31B0DDE4, 0x67DBB608, 0xCBA72510, 0x1D29AE20, 0xBA84EC40, 0x79F01880, 0x08793100, 0x6B566200, 0x803CC400, 0xA6B98800, 0xE6731000, 0x30E62000, 0xF1CC4000, 0x23988000, 0x47310000, 0x8E620000, 0x1CC40000, 0x39880000, 0x73100000, 0xE6200000, 0xCC400000, 0x98800000, 0x31000000, 0x62000000, 0xC4000000, 0x88000000, 0x10000000, 0x20000000, 0x40000000, 0x80000000} --a 32-bit, b bit position, 0 is least significant bit function getbit(a,b) local c=bit.rshift(a,b) c=bnd(c,1) return c end --does 32-bit multiplication function mult32(a,b) local c=bnd(a,0xFFFF0000)/0x10000 local d=bnd(a,0x0000FFFF) local e=bnd(b,0xFFFF0000)/0x10000 local f=bnd(b,0x0000FFFF) local g=bnd(c*f+d*e,0xFFFF) local h=d*f local i=g*0x10000+h return i end function gettop(a) return(bit.rshift(a,16)) end -- draws a 3x3 square function drawsquare(a,b,c) gui.box(a,b,a+2,b+2,c) end while true do i=0 cur=memory.readdword(rng) test=last while bit.tohex(cur)~=bit.tohex(test) and i<=100 do test=mult32(test,0x41C64E6D) + 0x6073 i=i+1 end gui.text(120,20,"Last RNG value: "..bit.tohex(last)) last=cur gui.text(120,0,"Current RNG value: "..bit.tohex(cur)) if i<100>2 and i<100>0 and randvalue%16<4 then clr=0x800000FF -- clr=clr+0x11111100*(15-randvalue%16) end drawsquare(2+4*j,44+4*i, clr) test=mult32(test,0x41C64E6D) + 0x6073 end end emu.frameadvance() end
Darth_Marios
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If not for FR LG, at least someone know the RNG address and values for Ruby of quick claw effect and critical hits to convert in gameshark codes to use for fun? :D