Posts for DeHackEd


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Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
(In response to the hypothetical problem of determining button presses from a lossless AVI) There's subtle stuff you can't tell. Luck manipulation becomes an issue when buttons are pressed outside of the visible range, like up/down in SMB when there's no pipe or vine. These accidents are not determined until the effect of luck becomes visible at which point it becomes necessary to rewind and try again. If a game has a pitch-black screen and the player must do something blind (??) then the program's hosed. Sounds like an NP-complete problem -- you could verify if a SMV/FCM/whatever matches an AVI very quickly, but determining what that buttonpress file looks like is virtually impossible.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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I think your english is confusing me. Let's try this in a different way. You want to start with an AVI of a game. Or an MPEG. It is a movie file that can be viewed with a movie player, such as Windows Media Player or videolan. It will be turned into an SMV -- a video that can be played using snes9x and a copy of the game. This is impossible. It cannot be done by a computer.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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What you seek is impossible.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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At first I thought this was going to be another one of those dumb concept videos. But dude, you broke my head.
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The goal is perfection. There should not be any errors in your run. If you are trying to get the fastest time possible, you've been beaten by a huge amount of time. If you try to collect 100% of items or have another goal, please say so in your submission. We are confused and assume your run is poorly played.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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The 100% DKC2 run should not run the credits. After Cranky whines at you when you "win", the game is reset and a new route is taken to get the last few DK coins. You should see Diddy on the top of the podium in 1st place for DK coin collection. The final boss is ultimately fought twice. Check the AVI. As for finding the reset recording emulator, that's all I can offer ya.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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Source code would be required. ePSXe does not offer it. So that rules out input based recording in epsxe. As you said, this feature is not an input recorder. Nearest I can tell it's an output recorder. It wouldn't be accepted for the site as it sounds like it's easily tampered with. Sorry. Not happening for submissions, but if you want to play around yourself then by all means.
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Check the submission info for Diddy's Kong Quest. That game used it, so it should be linked there. Also the Super Mario Kart run uses it.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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It also includes all the memory for other hardware, like the sound, graphics, etc. Also, the CPU's registers, mode, etc. Also, in movies there's movie information stored for rerecording. Basically any piece of hardware that needs to do work over an extended period needs its state saved. SRAM is often tossed in as well. Etc. Etc.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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Then consider yourself lucky you didn't get auto-banned. The rules say not to do that, and it will do it.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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There's been something close to a quad run, but nothing really "authentic". Nothing with this level of committment and effort.
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I don't think sound card quality makes a difference. The sound is captured between the audio "hardware" of the N64 and the audio plugin. That said, I have nothing to offer for explanation or fixing the problem.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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How hard would it be to... put a useful description into the topic, rather than having some vague incomplete concept in the subject field. Now when I look at this thread tomorrow, I'll have no idea what it's about and need to click it just to be reminded.
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mushroom wrote:
I meant disabling the music channels in each instance of fceu, then encoding.
Channels are not really designated as music. Games can share music and SFX channels. Sometimes a game's music will degrade when sound effects are being played. Ever noticed that? This is what I'm worried about.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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I got a bit mixed up and thought this was another "I want to hear each game individually". Plus I have no idea how to get what I want from the sound code right now. I'll take a look after supper maybe. Is the SFX channel always the one I want? Also the music code sometimes borrows the SFX channel if the game isn't using it.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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Nope, AVI only does one stream. Sorry. Even if I move away from AVI, it makes the file a lot bigger to have >=4 different audio streams.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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Pre-release AVI for viewing pleasure: http://dehacked.2y.net/quadrun-prerelease.torrent
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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Use WIP timing (or use the 1.43 prerelease labeled "wip" or "dev", same thing) as the full version of 1.43 or running without WIP timing results in some desync due to changes in how the sound is emulated and not properly saved. If you are using 1.51, I cannot comment.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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Actually I was a bit slow getting the seed on. And it is a super seed, so your statement still applies. But if you're looking at the publication page's seeder count, the 1/2 means no seeds joined yet, and that number sees through superseeding.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
You can make it an animated GIF. Unfortunately N64 games tend not to compress well with GIF, so the result would be huge. See also, this.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
The manta ray only shows up if you select its star. The star can only be selected after boarding bowser's sub. /me heads to the produce isle.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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I'd be willing to try it, but first I need a linux version of the Rice plugin. :( Or to completely overhaul the texture code of Glide64. I'll see how the discussion goes before trying anything.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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http://dehacked.2y.net/fceu-dehacked-sept29_2k6.tar.bz2 is the .12 version http://dehacked.2y.net/fceu-0.98.16.luke-src-by_DeHackEd.tar.bz2 v.15 not available right now It's not exactly a clean distribution. It's already had configure run, it's full of editted file cruft, etc. If 'make fceu' doesn't work, rerun configure and try again. Version .16 requires -k to make. The app is sourcedir/src/fceu Typical playing instructions: AUTODEMO=filename.fcm ./fceu <cmdline options> romname.nes
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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I have Linux versions of .12 and .16 (Quad run compatible edition) with movie playback. Recording works on .12 and will probably work in .16 as well.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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The AVI encoder has been ready for the better part of a year now. Go back a few pages to see the early WIPs. As for submission, I imagine four sets of rematches are really gonna slow stuff down. This is where I estimate the movies are at.
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