Posts for DeHackEd


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Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
See? This is why having a job sucks. You miss stuff like this because you can't be in IRC as much. That said, our current estimate of how far ahead we are is something like 20 seconds from our previous run... Now, AngerFist: what is this bug of which you speak?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Well, here's mine... Link MKV format, H.264 video, Vorbis audio. About 320 MB large. Visually the quality is higher. Is it possible to have the sketch bug modify Kutan to make her more useful? I seem to recall you said you could glitch some Sprint Shoes onto her... any chance of giving her some useful battle commands? (Or a weapon?)
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
The latter
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Mine's 255 MB, H264 video, no audio. No download link right now though. Yours isn't working for me. For the record, at the moment of Number 128's death, Erim is ahead by about 3m15s, of which Catastrophe knowingly threw away ~38 seconds to change Locke's clothes. Results of using the sketch bug (?) and Kutan in the World of Ruin remain to be seen.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I have the AVI version of the Michael Fried video. I'm on IRC pretty frequently and am willing to send it if you want it.
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I have made 1+(1*2)+0.5 TASes under Linux.. That's 1 SNES, 1 double-SNES, 1 FCEU. For the record, snes9x save-states are already gzip'd, so their size is already a measure of their approximate compressability. 7zip is good, but it has its work cut out for it.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
You can make save-state anchored movies using Savestateify -- just feed it your full SMV and a savestate file from that movie. It'll spit out a movie file that starts at the savestate. If you're good with hexediting, use the resulting movie as your new starting point. This might make snes9x more responsive if you notice it getting slower as your movie gets longer (not having made a movie of this length, I can't comment).
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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As cool as an exact kill is and all, unless you SCAN the enemy just prior to doing the killing blow to reveal its HP (immunity allowing), I think the effect would be wasted on most people. Even if you knew the boss' exact amount of HP, I doubt viewers are going to keep track of remaining HP. I vote for smashing him.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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I've bastardized a version 1.43+v7 snes9x. It compiles runs anything on the site, and can be used for AVI making, etc. But since I'm often fiddling with it, and it's kinda messy and full of personal mods, I don't really have it up for permenant download. I'll tarball it on request though.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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The spec says there are some unused bits, but right now there is no reset command.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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Yes, and he's stated that in his document (with a frame estimate). But it's funny. Locke is going to look like that for the rest of the game. When walking around Zozo, is it a merchant or is it Locke? Who knows. The Mario64 *120 run knowingly sacrifiices a few frames in the menus to change the camera mode. I won't consider that bad when it's submitted. If it's in good taste and the author recognizes what s/he's done, I say it's okay. An estimate of the time lost is good in case someone tries to improve on it and skips the trick.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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AVI of the WIP uploaded to rapidshare. Quality is about the same as what I used to publish spezzafrr's *16 run. Size is roughly 85 MB, ~36 minutes long. Download Link
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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It's mostly the same as snes9x. Read the VBM spec to get the offsets you need.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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Why not just process them yourself from the emulator? They'd be of higher quality that way anyways.
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What provisions, if any, are in place to prevent two copies of FCEU (running at the same) from destroying each other as they run? (Siamese twins joined at the RAM)
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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Can't find or use software to produce it.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
A number of things on this topic I want to say. First, I have had ZERO success producing an MP4 file, give or take 5 percent. Second, AVI was a hack to begin with. I don't recall hearing a single good word about the spec. We have better containers. Yet AVI is surviving the test of time, even if it doesn't deserve to. People have been making hacks to AVI for a long time, what's one more? Finally, your comment about features AVI doesn't support basically boils down to b-frames. I have never published a single video on this site using B-frames. In conclusion, I can't and I don't have a pressing need to, so I won't.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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The thing about FCM (NES) and SMV (SNES) is that desired quality settings are very different between the two apps. NES has such cheaper sound hardware and is only mono (one channel), whereas the SNES is stereo and produces much better sound. For VBA, you'd be best to use the SNES example, though non-GameBoyAdvance games would probably be fine if you turned down the bitrate. GB Classic is still stereo though. Experiment. Use good headphones and listen for a difference. How low can you go before quality degrades too badly?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Load up your Mega Man X (U) v1.1 ROM and play the movie. Observe that it runs to completion. Load up Mega Man X 2 (U) and play the same movie. Observe that it runs to completion. I think you'd be better off seeing them side-by-side in the AVI to maximize the effect. Syncing snes9x is almost impossible on windows, especially if one runs in the background.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Well, here's a fresh restatement of it. If you pull back on Mario as he does his long jump, you can have him long jump backwards. Repeatedly. Here's the trick: it seems that Mario receives a burst of speed when he does this, and the game just lets air friction (or some essentially identical force) slow him back to normal speed. But if you can just backwards long jump fast enough, you can pick up so much speed that the assumptions of the collision detection break down entirely. Games usually do motion in large steps. If mario is moving at 60 m/sec and there are (roughly) 30 proceesed frames in a second, then mario will move 2m per frame, and then the game asks itself "did mario enter a wall"? If so, it compensates. If not, he can keep going. 60 m/s is much faster than ever intended possible, allowing mario to simply pass through a wall that's less than 2m thick if you line it up right. I'm pulling these quantities out of the air. The concept is what's important.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
We have. Read the backlog of this thread.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Wanted: Emulator with source code, OpenGL support, and save-state funcionality. Linux is a bonus, but probably not mandatory. The source code is the most important part really. It gives us the power to modify it. We can add rerecording ourselves (we've done it before), and maybe even movie support if we need to. (OpenGL is necessary for us non-windows users.)
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
AngerFist wrote:
Im not sure what you are trying to prove other than to show the differences. But there are no differences, just as there was no difference between Phil and Sleepz movie. Phil's run was accepted which should be without a doubt be in this case too.
Maybe, and the submission describes the differences fairly well. But people in IRC were asking, and I had nothing better to do.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Twitching aside, http://dehacked.2y.net/SMB2-diffs-again.zip No download accelerators. (Or turn off acceleration mode first)
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
(U)nited States (NTSC, English) (E)urope (PAL) (J)apan (Japanese, NTSC) This information is available online in various places. Googling would probably have found it.
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