Posts for DeHackEd


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Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
With all the needed information, I could do that. I'd just set up two emulators and an application reading the data between them. I think I'll see the feasibility of a Mega Man X game. The info pages on the wiki include some useful information like X's current coordinates. Just do relative calculation and draw on the screen...
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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Is this game meant to be TAS'd, or just for friendly speedrun competitions? If it's the former, it'll probably have to be VBA since there's dev kits available for it which would make programming easy. Python's a great language, but I don't think it can be safely TAS'd short of DosBOX with a copy that runs in pure DOS.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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They're nuisance sites that don't work without a glorified GUI Javascript supporting web browser -- I'm a big fan of turning Javascript off and I often browse from a console. Personally BitTorrent has been nothing but reliable, so I give rapidshare et al a thumbs down. How many people really have trouble with bittorrent? On a related note, we use archive.org for the monumental and popular videos.
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AVI recording is also currently in the air, and we have something (FCEU) that covers pretty much all our needs. Other than famtasia, all other emulators have non-windows versions. As a Linux user, that's a real bonus. So... umm.. is there a pressing reason to START using it?
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I think it's related to FCEU coming first, being very popular, and early versions of virtuanes being infeasible for the site for various design reasons. Also, it's a windows only app any many of our users don't use Windows. FCEU will run on a Mac, Linux, BSD, and others really. And while I'm at it, I'm moving this thread from General to FCEU, and going to rename from "General NES emu question" to "FCEU vs VirtuaNES".
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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There's been a bit of TGM (1) in the IRC channel, so here's an attempt at a record which I, um, recorded. GM in 11:56.90 which is also a good video for anyone who wants to see what the TGM series is like. If you can find a copy of the game for yourself, it keeps track of high scores internally and they're all time-based, so try to beat me. And my real record is 11:30.18 in mono mode.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
... It is...
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Try to make the movie shorter, or use a codec with better compression ratios. You may be smashing into a file size limit (I think 4GB is the typical cap) and the AVI breaks as a result.
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Joined: 11/6/2004
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ffv1 is ffmpeg's lossless codec. You only have like 2 or 3 tunable settings available. It produces big files because that's what you get for lossless. On the upside, the output material is perfect so you don't have to worry about quality degradation. Capture with ffv1, then use a proper multi-pass encoder like x264 on the result to produce a more useful AVI when you care about quality. If you don't care about stuff like that, don't use ffv1.
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The videos I make usually target 240-300 kbit (though there are plenty of exceptions) and use a set of very high quality encoding settings. Even with a 2.2 GHz Athlon64, I normally only get an encoding speed of 20-30 fps. But you get what you pay for. If you're willing to spend 12 hours to encode Chrono Trigger for each pass, you can get a very small AVI out of it when you're done. If you just want to just play with making something usable, using a "quantizer parameter" of 28 usually provides a good target for a single pass if you want.
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Disapproval. The rules state that the game must be played in NTSC for U and J games, PAL for E games. This violates it.
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Joined: 11/6/2004
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Item #1: Since that video doesn't begin from the game's power-on, you can't claim 5 minutes. They don't start at the same time. That number is complete bulls**t. Item #2
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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I still have the lossless AVI from 007. If you wanted to select a better screen shot, just give me a time from the published AVI and I'll slice it out. From your edit comment, it sounds like this wasn't your first choice.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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Well why not?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
  • Famtasia (FMV) uses 1 byte per controller.
  • snes9x (SMV) uses 2 bytes per controller. 4 bits per controller per frame are wasted to make it nice to process.
  • VBA is also 2 bytes per controller
  • Gens uses 3 bytes per frame, and doesn't really make any distinction between 1p and 2p modes.
  • Mupen64 uses 4 bytes per controller -- 1 byte per analog axis, and 2 bytes for the buttons.
Here's the kicker: FCEU uses a run-length encoding scheme. This means it records CHANGES to the buttons being pressed. If you hold the controller is a certain way, you can record (almost) any length of time and the file size won't change. Almost. It also makes hex editting a real pain, which is why everyone just converts to FMV, edits that, and then converts back.
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Joined: 11/6/2004
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Other than the cylinder mode, it's just a clone of Tetris Attack (or Panel De Pon), which you can find in the SNES section. I don't think it would be well received, other than for cylinder mode's opportunity for MASSIVE combos.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
White space matters. For paragraphs, insert a blank line. For bulletted lists, put a space after the *. %%%% turns into a single pressing of Enter. It's not recommended for most formatting, unless you need to do something tricky. Use the preview.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Close, but no banana. M64 doesn't have embedded savestates. It has EXTERNAL savestates. 2 files hanging around. Microstorage won't take the external savestates -- you'll have to find separate hosting for that file. Which defeats the whole purpose of microstorage doing it all for you. So I don't bother with them. Edit: Someone want to test out the MMV thing? I have nothing to test it with handy. It should almost work. Come to IRC if you do though.
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I said it to AngerFist and I'll say it to you: File Format Specs required! (Angerfist provided me with source code to the emulator, so just sit tight)
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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Something's not right here. It looks like Movie End kicked in too early. Game doesn't end properly.
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You may have to mix and match. Load the plugins from an "official" mupen distribution (or go hunting for individual plugins) and use the mupen by nitsuja to play with it.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
UT2004 and sometimes Quake3. I used to play UT99, but it's broke lately and I don't know why. So...
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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It means if you were given a lump of 15360000 bits, you couldn't tell what resolution or bit depth it was. You need a few extra bytes at the start to read "800x600 RGB32" or some such. That's the "header", like a header on a page in a document. Possible values means that for 8 bits, you can have as "possible values" the following: 0000 0000 = 0 0000 0001 = 1 0000 0010 = 2 ..... 0000 1111 = 15 ...... 1111 1111 = 255 = 256 "possible values" The 24 bit version is 16,777,216 possible values. 16 bit is 65,536.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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No. Take bits straight up. 8 bit = 8 bits. 800x600x8 = 3,840,000 bits = 480,000 bytes. Alternatively, divide the number of bits by 8. 8 bit means 8/8=1 byte per pixel. People use bits pretty rarely for such measurements. If the number is a fraction, round up. 15 bit -- 15/8 = 1.875 -> 2 bytes per pixel. 800x600x1 = 480,000 bytes. Compression is a strange beast. It depends on the material and format. PNG will work best with cartoon-like images with few colours in it. JPEG works best with photographic material. Both will easily cut a file size down by a factor of 10 if used in the correct place. An 800x600 JPEG can be under 150 kilobytes with reasonable quality. A PNG can do the same if selected properly and optimized. I cannot give you a hard and fast rule. PNG has its limits. JPEG trades quality for size. You can make a 2000x2000 image 50 KB if you're willing to accept it being turned into one giant smudge of colour. You'll find good JPEG saving applications give you a quality selector. You're trading file size for accuracy. Low quality gives artifacts and smudging. High quality makes dial-up users cry.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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For 8 bit and below, a palette is traditionally constructed and each colour refers to an entry in the palette. For 15 bit mode, 5 bits for red, green and blue. For 16 bit mode, 1 extra bit for green. For 24 bit mode, 8 bits per colour. 32 bit mode is as above. Some high end software and scanners will do work in better than 8 bits per colour. 48 bit colour would be 16 bits per red,green,blue for example. Quite heavy, but if you're doing major image editting, 256 shades of red might not be enough to preserve the image quality.
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