Posts for DeHackEd


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Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I saw it and I still don't believe it. That's a comment I don't give very often. Nice.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
That's a site bug. It's not like Warp constructed the text by hand, it's just a call to the site code to generate a top 100 list.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
That would appear to be correct. But one item of note is that it's the Japanese version. Changes in the cutscenes, faster dialog, and any other changes I might not be aware of, might not make it a fair comparison. I don't know enough to say more. Still, an improvement is feasible. I know of a few minor flaws in hero's run.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
SDA mostly times "useful" times. Waiting for the game to boot up and opening credits are not counted. In games with built-in tracking, they go by that. We measure from the time the SNES receives power, to the point where the player opts to drop the controller on the floor and never touch it again. Games with in-game timing are noted as comments. The TAS's in-game time is about 4h 1m to defeat Lavos (by SDA timing).
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Gentoo says there's no upgrades available for faac. Targetting 64 kbit, Sonic & Knuckles 3 sounded terrible, not to mention it hung entirely. So what did you use?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Obviously you've never actually tried it. In order to get comparable quality to MP3, you need a lot higher bitrate. AAC sounds like s**t at 64 kbit. And that's stereo, how's surround sound going to survive? AAC's probably tuned to be better at higher bitrates and suffers at the low end.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
New question: how many of you have a surround-sound system (ie. with 4 speakers or more) hooked up to your computer? And of those of you who do not, how many can deal with 4 channels creatively? Can you select and move channels around so you can hear them individually? Or will the result just end up being like what my mix-and-mulch AVI sounds like? And I am NOT looking forward to making 5 different audio streams (each game individually, and one mixed) in one video, so let's not even bring that up.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
MP4 and MKV have some encoding issues, plus there's the whole codec pack thing. MKV or OGM have been used on occasion (check the Rad Racer publication) but it's never really stuck. There's also a whole thread somewhere on the forum which basically amounts to someone saying "If you're using H.264, you're supposed to use .mp4" and the final response basically being "No." Or rather I assume it was because the thread's really old and I'm still making AVIs.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Slight problem: MP3 doesn't do surround sound. It has mono and a few different stereo encoding schemes. And I don't know if AAC will go into an AVI voluntarily. My current strategy is: MM3 and MM5 on the left side, half volume on right. MM4 & MM6 on the right side, half volume on the left. It's a mix-and-mulch of my dual run's stereo audio mixer and a straight-up sound mixer with the NES mono output being converted to stereo. With clipping protection. Alternatives are welcomed. MP4 format (new quicktime) is one possible option, but I'm not looking forward to it.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
If you go back a few pages (probably starting on page 5 or later) you can see the AVIs released earlier. The final AVI will probably look similar, except a total of 4 fortresses will be blown up. :)
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
The latter, though I have plans. Along with half a dozen other things. You know how it goes.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Actually it doesn't (unless it changed last time I checked). I had to explicitly have it check the save-as directory for matching files before trying anything. The rationale for having it download files you don't have is that it will facilitate your downloading the file yourself when it's released. 1 seed and X downloaders makes for a pretty bad score and you'll join it unless you're pressed with several zero-seeds files. Well, it sounds good anyways. <New stuff after this line> I suggested BitTorrent/btfriend as an alternative because it's much easier to run them in the background. As for unused bandwidth, that's just the nature of bittorrent. Too many people with firewalls don't connect to you for an extended period resulting in the lack of uploading. It's a nuissance I hit myself and I have no suggestion for dealing with it until I finish my own bittorrent client. :)
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Don't force seeding. Worst case you'll spread your bandwidth too thin. The tunable settings should be in Azureus' configuration (somewhere). Seed ~3 at a time and let azureus make the decisions about what to do. It should automatically pick the ones in need of assistance. Alternatively, use bittorrent/bittornado (also in portage) and the btfriend script on the site. You'll need to tweak it for bittornado but it's ont that hard. This script uses the same formula as the Helping page does for emergency seed requests. The nice thing about this is you can run it in the background much more easily.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
What do you mean fceu .16 input? Is it a picture of a controller, or is it nitsuja style? (^v<>SsAB) (yuck)
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
SDL is aimed at games. It doesn't really do GUI stuff unless you want to write your own UI engine. That's where wxWidgets, GTK+ or things like them come into play. But honestly, very few people do stuff like that. It's just too easy to write for a single OS and leave others hanging. Which sucks...
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Baxter: If you're trying to get my attention by using my name multiple times, you've succeeded. I'm not sure which option I like myself. I like option 1 because it says "backstage pass", and I've really been itching to see a WIP, but that's hardly fair. Comparing to Bisqwit's SC2 or my MMX1/2 runs are not entirely fair, because we are our own encoders and can do that kind of thing immediately without tipping anyone off. Not so for this game. Now, about that WIP... :)
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Just a quick update, and not the good kind. It seems PCSX has a savestate bug that causes the control pads to lock up sometimes. It seems to be actually part of the emulator core as the game actually stops sending the hardware signals to read the gamepads. I'm going to see if I can figure it out, but in the meantime development will be seriously slowed... :(
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
No, you can be provided with a list of other users, but that's the only way to find anybody. If everybody fails a nat check, you're genuinely stuck. If only 1 or 2 users pass a nat check, they're the only people who can be connected to and performance stinks because they're responsible for all the bandwidth. You'd be amazed at what the NAT ratio is on some torrents.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
It means that the tracker will not send your IP address to other users as a potential client to connect to. It has nothing to do with prejudice or anything like that. If you're NAT'd, you can't be connected to and any attempt would waste other users' resources, so you're taken off the list.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I do. (When it's a game I've played.) Bisqwit: An FF7 run is high on my list. Too bad I have the Windows version of the game. I wonder if they still sell them at Walmart.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
The HTTP protocol supports encodings, specifically compression. gzip compression should be enabled so the pages are compressed during transfer. A 25K page can probably be crushed down to 8 KB pretty easily.. ... but I just did a benchmark and it doesn't seem to be working?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
For the LoD movie, use the Internal HLE BIOS and boot the system with File->Run CD Through BIOS. This is a slightly modified verison of the above application with popup messages indicating when recording and playback start and stop. If it says "Movie Replay", loading the movie was successful and it should be in replay mode. Edit: Hopefully useful stats: the movie header is 744 bytes and there's 2 bytes per frame (subject to change in future versions or different controller settings) Edit 2: The movie was recorded with the interpreter CPU and it desyncs when run with the recompiler CPU (interpreter off). Another issue to look into.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Here, boot this with disc 1. It's an embarassing run with me fumbling with the controls and failing to do additions, but it defeats the Commander before finishing.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
It's supposed to block the controllers, and it passed a simple test with Legend of Dragoon on a real CD. The movie code takes complete control of the gamepads at all times. I used the software rendering engine rather than hardware acceleration. I don't know if this makes a difference... This WILL be a long and annoying project. And my game library is actually quite small...
Post subject: PCSX Rerecording WIP
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Valarnin and I are working on a PCSX rerecording emulator. It's long way from being finished yet, but there's some interest, so consider this my Alpha release. My main concern is showstopping bugs and desyncs. If someone could also try checking if there's a risk of desync between using an actual CD-ROM vs an ISO image of a game, that would be nice to know. Features working:
  • Movie recording and playback.
Features untested:
  • Savestate-loadstate functionality with movies.
Features not working or missing:
  • Speed controls and frame advance
  • Selection of gamepad types. Currently you're stuck with a simple controller without analog sticks plugged into P1 only, regardless of what you configure for your input plugins.
  • Read/write <=> Read-only mode isn't very clear and needs to be corrected.
Windows Executable: 7zip'd link For plugins, go to http://www.ngemu.com/psx/pcsx.php?action=plugins To start recording or playback, choose the appropriate menu option before you load your CD/ISO. I'll continue to work and will edit this post periodically with information on the current release. And yes, a Linux version and source code will be forthcoming. I do all my debugging and testing of the backend on it anyways.
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