Posts for DeHackEd


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Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
There's two kinds of quality: the one where you dump CPU to make better encoding decisions, and the one where you throw bits at the problem. By using fixed_quant encoding, you force quality to be the same. Thus eliminating CPU means adding bits. You'd make bigger files, but you'd get them faster.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
There are settings for encoding. Defaults for XviD would be considered "not bad" quality. If you want real-time, you'll have to reprogram them to "poor". Motion estimation has to go, disable those CPU-intensive operations, etc.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I'm a fan of X-Chat. It's not that hard to use. mIRC has a history of bugs, plus it's technically shareware.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Mega Man X took a few attempts, mostly on the opening level. From slow-mo to frame advance to setting up on my gamepad until I was happy with it. Went to Storm Eagle twice. Went to Sigma 2 before I had to go on a major hexing spree as far back as Armored Armadillo. Redid most of that. Then I muscled my way through 8 boss fights in a night. And that was my first TAS attempt. I did well for my first try. All that hexing kinda hurt though.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I vote for the English version. Even if you can't read the dialogs (and I'm getting pretty good at speed reading in Chrono Trigger) there are in-game battle stuff with dialogs. Nice to know what items, what spells, etc are being used. The little things matter. Edit: speeling
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Those AVIs are old and have been dropped.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
For FCEU: Keys 4 through 0 are savestate slots. Slot 1 is available when the program starts. I think some key bindings screwed up and I can't access slots 1 through 3 anymore. F5=save, F7=load. For snes9x: This is on a game-pad. It's shaped like a PSX2 controller, except with 2 extra buttons on the SquareCircleDiamondX side and no R2/L2 shoulder buttons. L1 or R1: Frame-advance. Digital pad: up,down,left,right A,B,X,Y where you'd expect them Left analog stick: left/right to shift save-states. No limit on capacity. Right analog stick: left/right for L or R, up or down to get both L and R at the same time. Extra buttons near A,B,X,Y: Savestate or loadstate. This is how I made my dual run. Both snes9x instances read from the same joypad and got frame-advance and savestate commands from it. The sheer number of available savestates really affects the way I play though. I can effectively rewind a long way back and I abuse it thoroughly.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I thought that GNU was the GPL-licenced software produced by or for the FSF. A lot of their software goes back a really long time. Not all, but a lot. But whatever. 99% of Linux systems use userland software that may be found on a GNU FTP mirror. The kernel is nothing without software for it to run. Hence the reasoning behind the name "GNU/Linux".
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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I recall renting this game at one point. I brute forced it. You're invincible. You can guess your way to victory. A TAS would be almost indistinguishable from someone who played the game twice through.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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I just call it "user-space", named after the CPU mode all that code is run in. Edit after edit of above post: the C library contains pre-written code used by all applications. uclibc is an alternative C library, optimized mainly for smaller size and supports other kinds of hardware. People making software for embedded devices (like PDAs and stuff) might be interested in it for these benefits.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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Stupid picture aside, GNU is the brand of software that all the user mode stuff runs. Your shell? Part of the gnu software package. All the command-line tools? GNU. The compiler? GNU. The C library? GNU. Now, if you went off and made your own C library (or used something different like uclibc), Intel's C compiler, wrote your own shell and collection of apps, then go ahead and call it whatever you want. I don't care and I call it Linux freely, and anybody who insists on GNU/Linux can see figure one. An OS is nothing without programs for it to run.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
It's already been stated, but I hope the plugins don't have any say in emulation. eg. the sound output driver should merely be an OS interface, and not actually do SPU work. The video CD-ROM plugin shouldn't get to decide (directly or otherwise) how long seeking takes. And will there be Linux support? I might be able to assist with that, if you keep the Windows specific stuff separate from the generic backend. Last person to add rerecording to emulators made it for Windows and f**ked up all the rest of the operating systems.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
snes9x, VBA, possibly FCEU (need to look into the details of its power-cycle feature) and maybe others support SRAM in their movie file. We just don't allow it because it makes comparing movies harder. Blank SRAM is just such an easy common starting point. Final Fantasy games start faster from blank SRAM since you don't have to look at the list of saved games and choose New game, to name one example.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Doing it that way is considered bad form. sizeof(long)==4 on 32 bit systems, sizeof(long)==8 on 64 bit systems. If you want to call fread() to bulk read the structure, here's what you should do. First, use sizeof(MovieHeader) rather than assuming the size of the structure. Second, if you're using GCC to compile this, make sure you use __attribute__ ((packed)) to prevent dead space from being added. Finally, use the various uint32_t style fields to ensure fields remain the same size. Or even better, read fields individually and use ntohs and ntohl class functions to regulate byte ordering. Not all hardware orders bytes the same way. This is the little/big endian system problem. Pentium and compatible hardware are little endian, and that's the major platform, but that might not be true for everybody.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I chose it because I liked it better. It shows you who's in what place and relative positions. You can see when the game recognizes you as being in a place you shouldn't be normally. To get the normal display, I would simply delete the push into spedometer mode, rather than hitting the button twice to get it to relative display mode. But that's not hard, and I'm not going to make a third AVI, I've burned enough bandwidth as it is.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Spider-Waffle wrote:
Great run so far, that was wario's first lap right? I was thinking if you don't need the speedometer all the time it'd be nice to switch to the map where you can see where the other carts are. This lets people see where you are on the race track and gives them an idea as to what the shortcuts did, aslo can see where the other karts are so you know what your waiting on to boost into or when your going to lap them. It just really helps to understand what's going on.
Ask, and ye shall receive. In related news, my modem is in danger of melting from overuse.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Valarnin wrote:
struct MovieHeader {
	char Sig[4];
	char Ver[4];
	long InputCount[4];
	long FrameCount[4];
	char DiskID[14];
	long Controllers[1];
	long Disks[1];
	char RunName[16];
	char RunnerName[16];
	char GfxPlugin[32];
	char SndPlugin[32];
	char CDPlugin[32];
	char BIOS[32];
	char Pad1Plugin[32];
	char Pad2Plugin[32];
	char RunComments[256];
	char ReservedSpace[512];
};
You know "long" is 4 bytes (8 on x86_64). Why are you using an array of size 4 for these? Do you need the frame counter to have a range from 0 to 340282366920938463463374607431768211456?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
If the author uses the "GoodNES" style filenames, it can be a benefit in locating the right ROM. Failing that, it's not much use, I agree.. As for its application to PSX, I leave that to someone who knows what they're talking about.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I must agree. I should be able to write a short script that spews out information about the run (rerecord information and all that) or state that the file is not a valid movie for this emulator. The format you've described does not meet that requirement. Site rules state that parsing the full file must not be required to determine the length of the movie. It is acceptable to have the file's size as part of the calculation (FMV movies are filesize - 144 bytes, for example). This post may be relevant, though it is slightly N64 centric. It still shows what the guidelines are. Edit: and if the avatar isn't a dead giveaway, Linux support with all these movie and savestate features would be nice. It only has to be enough to boot up and play/record movies correctly, doesn't need an overly fancy GUI. AVI support I will be adding/modding myself.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
That's a lovely trip down memory lane. I await 4 fortresses being blown up.
Post subject: Combined SMV?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
So far, so good. Did you manage to get them hexed into a single SMV?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Bisqwit wrote:
Yeah, libevent is nice. I'm surprised you know about it.
Of course I do. It's needed for memcached, and microstorage uses it as of a few months ago to cache compressed data (the poor P166 couldn't keep up). You suggested I do this, didn't you? One big thing about trackers is they tend to get a lot of hung connections, given that clients with dumb upload rate settings will make communication really slow. The default tracker uses poll()/select() which is O(connections). libevent uses Linux's epoll(), which is O(interesting events). That should help a little bit.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
As root,
ulimit -n 2048
You're using libevent, nice.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
JXQ wrote:
Description wrote:
Due to an emulation bug, some portions of the game run too fast relative to the audio. Fortunately this does not have an impact on the actual gameplay.
This isn't entirely accurate. The game basically runs without lag on an emulator, where as on the console there is persistent lag throughout. It doesn't affect the physics of the game or anything, but I would say the line about gamplay not being affected is incorrect.
Acknowledged, I've changed that paragrpah to better reflect your statement.
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