Posts for DeHackEd


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Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Deny raw input mode, and make sure that the readController function does nothing so that it causes errors from the game. If it's for TASing, make sure it minimizes the chances of a desync.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Might you have used some kind of anonymizing proxy that lied about its referer? Check your proxy settings.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Nope, it works on the real console. If you have an N64, try it. Catch MIPS, but ignore his star. Carry him to the door, and stand directly in the middle of the door's hinge, facing it straight on. Get as close as you can. Now press Z. If done correctly, Mario will be inside the door. It takes a bit of practice to get into the door consistently, and even more practice to be able to pull MIPS through it, but it's doable. I've done the 16 stars run on my own N64, though nowhere near as fast as this. For videos of actual humans doing the same stunt, visit Speed Demos Archive.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Generally, no. Some emulators have shared memory support which is being boo'd down by some people (including me). Bisqwit took the source modification route. I think that's the way it's going to need to be. Unless you want to ptrace the emulator.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Bisqwit needs to save every single metal blade he can for the future. Now, those entities die in 2.5 (3.5? don't remember exactly) hits. The .5 hit doesn't eat the metal blade so it can stay around. Bisqwit/Shinryuu deploys them like mines so that they do their 0.5 damage, hang around, and then do the 1.0 damage to the next one to hit them. It's like 1.5 times normal damage from a metal blade. Maybe even more hits are possible and one blade can do 0.5 damage multiple times if you set it up really well. The bug is up+down based. When you press in directions, the sum of the directions determines the velocity of the metal blade. Up + down = zero velocity. :) I think that's basically how it works.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
You spelled 'beginner' correctly. The games in the Pokemon series are difficult games. They're long (around 2 hours) and require a lot of luck manipulation and route planning. Have you read the submission information for the Pokemon Red run? The description should tell you just how much time and effort goes into making such an extensive game. I'm suggesting that starting there is going to be a huge shock to your system. Very difficult. A lot of planning. That and we already have 2 pkmn runs from different generations, including red/blue to compete against. You have your work cut out for you.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
The site requires or highly suggests:
  • A game that people will recognize.
  • A game which people will be willing to watch for however long the resulting AVI will be.
I would recommend:
  • A game you like. You'll be spending a lot of time playing it.
  • A game you know a lot about. Any weird tricks? Bugs? Do you have a well written and extensive walkthrough handy?
And remember to use the forum as a resource. There are people here with the unique ability to spot errors that most people would never interpret as a mistake. We can give you suggestions and tips beyond what you can find in the FAQ.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
<Spoon feeding mode on> That's because you're breaking the rules. We CAN'T tell you what you wanted to know. <Spoon feeding mode off> I also find your text to be hard on my eyes and Bisqwit (that's how it's spelt) has good reasons for doing what he did. As a result I would never normally reply to a topic like, and neither would a lot of people.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I also collected all of Zero's parts. It's not really a fair comparison. On the topic of endings, I suggest ignoring trying to sync them all up. You'll just give yourself an ulcer. Any hope of doing it would require massive planning of the games that just doesn't happen without a testrun, and even then stuff will happen. If anyone's wondering about AVI encoding, I already have a quad encoder, and it's demonstrated in the bigame thread. Angerfist: I wish you well on this suicidal run. You have more guts than me.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
On the topic of MIPS in the basement the first time, he was there when FODA went down for the first time with ~49 stars and not touched and of those levels, so something's up. It could be the raw star count. On the topic of alternate 16 star routes, not fighting the boss in Whomp's fortress does bad stuff for the whole level. To The Top Of The Fortress won't show up at all. It's believed that skipping Cool Cool Mountain in favour of all 7 stars from Whomp's Fortress would be a time saver. If the Whomp fight is skipped, you must skip at least 2 stars on that level. Can you make them both up?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
http://dehacked.2y.net/BT/torrents/supermario64-tas_wipv115-star120-foda.avi.torrent H264 video with bframes, MP3 audio. If you crash out, it means you havn't updated your ffdshow in a long time and now would be a good time to do it. I'll upload it to some OTHER large file sending site when I get the chance. Which will probably be 8 or 9 hours from now.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I have the answers to V3, Cube and RPG. A bunch of people (including myself) had some fun trying to figure it out. There is a pattern to the events. Some are just natural time progressions, some depend on the availability of other events to proceed. And yes, V3 was a tough one to figure out. Trying out a combination takes time as it plays out.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
#nesvideos on irc.freenode.net See also the very top of this page, right underneath that big blue line.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Edit the makefile. Find "-DUSE_DGA_EXTENSION" and delete it. Rerun make. You could also install the DGA development libraries, but I don't see that as being worth the effort.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I've already done all that dirty work (insert microfont here) so you can use my version if you want. You can use any of Backslash, OpenBracket or CloseBracket (that's \ [ ] ) for frame advance. Shift+Backslash in the game window to get a high speed fastforward function on your terminal, Alt+Backslash for a poor man's cheat search on the console, etc. See also the extra command-line options made available.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
It's a known fact that keybaords have limits as to which keys you can press at once. Any two is fine, most of any three are fine (with CTRL+ALT+DELETE being mandatory or microsoft won't put their logo on the keyboard (humour)) but once you go above two, it varies which combinations will work. Your options are to put up with it, rebind keys, or replace your keyboard. Or use a joystick.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
SGB runs at ~60.262 (inconsistently), GBA runs at ~59.67, etc. But for calculation purposes, the site seems to use 60.000 for most systems. Snes9x uses exactly 60 or 50. Which isn't technically correct, but that's not the issue.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
If you gave me a set of events to sync up to as frame sets (ie catastrophe's frame 12345 == erim's frame 11234 for the same event, all the way through) then I could do it. But I've already made a dual encoding of this movie, and it's a very long movie. I'm not sure if people would want to download it again, what with the last one being verbose enough as it was.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
In the hope that Angerfist reads this very soon,would he please report to the IRC channel at once.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
How log ago did you installed VLC? Might be worth trying an upgrade.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
You can, but you need to have the emulator do it. The GMV file simply says Up, Up+Right, Right, Right+A, B, etc.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
*thunk* I will NOT turn this into another discussion of bugs in bittorrent clients. But if you must know, azureus has a tracker hammering bug. I had reported months ago (maybe even years) and the devs sat on their thumbs about it. No further on this please.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
This post serves two purposes. First, I am enquiring into the status of either run. It has been several weeks since I've seen any update (in SMV form) on either run. Second, I've updated the dual encoding I made earlier. It includes an analysis of the game as it runs; specifically it shows enemy HP during battle (Catastophe's perfect kills?) and number of steps to enter a battle. The code uses some assumptions which don't work all the time, but is nevertheless very informative. You might learn something about how the game works. Torrent link. And sorry for the rediculess filename.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Some answers. I hope they make sense. * In general we are using stable emulators. If multiple versions exist, the author must identify the exact version used for recording. This is most prominent with snes9x. Noting the correct version needed to playback a movie file is probably okay, and refusing to start if there is known incompatibility is also acceptable. * When someone save-states, the savestate must include (at a minimum) the current frame counter in the movie file. Ideally, it should also include a complete copy of the movie file's input from start to the current position. * When someone load-states, the movie file should seek to the location saved. If a copy of the input is available, the movie file should have the keypress log replaced with the contents of the savestate's before seeking to the current location. * If frame-advance is not available, that would be requested. Pause, and execute 1 frame of emulation when the frame-advance key is pressed. * Unless someone has a good argument against it, making the hardware fixed at startup is probably fine. If you can record changes to the hardware, that's also okay. FCEU records inserts/removals of the disk on FDS systems. .. How does one change between NTSC/PAL while the system is already running?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Wait'll you see what FODA is doing in the 120star run. (See the Mario64 thread in the N64 games section).
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