Posts for DeHackEd


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Joined: 11/6/2004
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In case anyone's interested, the firmware on the hard drive of the server crashed. Not mechanically, but the hard drive's onboard CPU froze. SIGBUS and IO errors abound. Computer over. Hard power cycle required. Don't worry, I have backups.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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What's the status on Microstorage?
It's up
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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The historical argument (even throwing away "It's not official") is that language patches tend to be works in progress. Such works may be hard to find the older, sync-stable version at a later time and the original authors may not approve of us hosting an outdated version of their work $X months after the publication. I'm personally for it, but there's hurdles.
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I accept your challenge. Nintendo 64, you're mine!
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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Some time ago I used a joystick very much like a PS2 controller except it has 2 more buttons along with Sq,X,O,Tr, so I'll call them E1 and E2, and only one set of shoulder buttons. Oh, it also had a branded button and a Digital toggle but the latter is more annoying and glitchy. For snes9x my controls were: Most SNES buttons as is, except the shoulder buttons. L: Right stick leftward R: Right stick rightward L+R: Right stick up or down (thank god the game needs L/R infrequently) Select savestate slot: Left stick horizontal Savestate: E1 Loadstate: E2 Frameadvance: either shoulder button Pause: Branded button I could walk through frameadvance by alternating on the shoulder buttons while retaining a good degree of control.
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Joypad.get reads what the user is pressing (the user's intentions) on some joypad. joypad.set replaces the user's intentions with the script's own when it next calls frameadvance trampling the user's choices. Here's your button mashing script:
-- Script runs forever
while true do

   -- push button
   joypad.set(1, {A = true})
   snes9x.frameadvance()

   -- release button
   joypad.set(1, {A = false})
   snes9x.frameadvance()
end
And here's a more complicated example that involves a user-accessible Stop command using the Start (ha!) button
-- On/off rapid toggling of this variable
local status = true


while true do

   -- Give the user an out by pressing start. This exits out of the loop
   -- and since the script ends at that point, the script exits
   if joypad.get(1)['start'] then
      break
   end

   -- Press (or not) the A button. All other buttons are not pressed
   -- and the user's input be damned.
   joypad.set(1, {A = status})

   -- Toggle toggle
   status = not status

   -- Next frame
   snes9x.frameadvance()
end
amaurea: rather than saying the emulator "calls [the] main lua function", you should say it "resumes" the main function. The function is a coroutine and hence has the appearance of running as its own thread non-stop. In fact if the main function ever exits the script is unloaded. It can only be stopped/frozen at the frameadvance() function which may be executed in many different locations. I realize I'm being a bit asinine on a technicality but I want to make it clear how it works since it seems people are still confused.
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Internally emu.frameadvance() is almost literally coroutine.yield() - almost, because there is some extra book-keeping. I expected to need more yielding functions in the future so emu.frameadvance is maybe closer to coroutine.yield("SECRET-SIGNAL-NEXTFRAME") and then the emulator just keeps on running as though there was no script loaded. It simplifies both the emulator and the script. You can call frameadvance anywhere you want any time you want and modifying the emulator is so much easier. So think of frameadvance as "Ok, I'm done for now - keep going as usual"
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You've earned yourself an "I saw it and I still don't believe it."
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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I don't mean to badmouth the GNU folks, but you can have a fully functional Linux system without any GNU. Busybox for the userspace (which is very adequate considering its target audience) with uclibc and whatever services you want to run. Apache foundation httpd? ISC's Bind? That game server I wrote a year back? Not saying it'd be a fun OS, but it's Linux and it works.
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Nach wrote:
I've been running an x86-64 distro since 2004. I installed a 32 bit Firefox an a 32 bit MPlayer just to deal with the problems you described (and for developing ZSNES, I have 32 bit compilers), everything else is 64 bit, and I couldn't be happier.
64 bit is great, but I find it's less of a hassle to run a 32 bit browser as well. A few plugins I'm forced to use are only 32 bits so I'm stuck with it.
Nach wrote:
OmnipotentEntity wrote:
Warp wrote:
When playing with ALSA, the volume control works, but sometimes the sound is noisy.
Turn your PCM down from max.
This is a deficiency in ALSA. I don't know what's wrong with them, but the volume controls in it don't go high enough, and the highest settings distort. Installing OSSv4 on the same machine gives volume controls which go even higher which never distort. I recently upgraded my brothers computer. He had a 4 year old Linux install. The upgrade switched from OSS 3 in the Kernel to ALSA, and he complained about the sound being too quiet, he couldn't hear people whispering in any of his movies even if he had his speakers and software sound controls on max. I installed OSS v4, and problem solved.
I also run into this, but it only applies to the PCM gain. Set that to 80% or so, but set the master volume to 100..... or maybe it's the other way around. I've got my settings set perfectly so I don't mess with them. But yes, ALSA is not the glorious thing some make it out to be. And the API sucks.
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Yes you can. It's linked from the top right next to the search bar.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I'm attached to and seeding everything I have, which turns out to be ~80% of everything. The rest I'm trying to download right now. I'm going to see if I can manage to keep it running depending on my ISP's policies. Does anybody have a complete archive of everything?
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For anything that isn't 1080p, my 3 year old CPU laughs off any video I throw at it. Well, the final boss death of Earthbound was pretty harsh, but in the codec's defense it really looked like the game had gone haywire.
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Umm... yeah it's fast and all, but I wasn't especially entertained past the first 10 seconds of the crazy speed. Somehow it needs more Cool.
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That's one possibility. For a TAS this might be good for experimentation, but your final video can't have any of that. I have a selection of small programs which demo what Lua can do. There's a Super Metroid script that draws a grey box around Samus' bounding box, blue on her projectiles, and red on everything else with HP displays and other useful data. There's one for Earthbound used to monitor the free sprite bank to prevent game crashes. Etc. What interests you?
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Not true. It does handle other formats, though of the useful ones MP4 is about it.
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Mencoder does all. It lacks a GUI, but that's fine for when I'm on the road.
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No pretty picture Ping: 38ms (damn you interleaved DSL) Down: 8.33 megabits/second Up: 0.79 My modem is currently synced at 10mbit down, 1mbit up. Angerfist: Gigabit if I need it. :)
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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If Mario is in a space too small for him to fit, he'll be ejected slowly to the right. When I saw morimoto's first SMB3 run and he did that to cut through Bowser's Castle at the hidden 1up, I burst out laughing. Mainly because I know about that already, yet somehow it caught me off guard when it shouldn't have.
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This has come up before. My recommendation would be qemu. It can be made cycle-deterministic, is cross-platform (at a speed expense), etc. But what games? If you want to do DOS games, I'd direct you to Bisqwit's efforts with Dosbox. If it's windows... holy crap that's a can of worms from Microsoft.
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If you were playing SMAS+SMW, then that might be possible. But if you played SMW straight up...
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I'm the security-minded kind. If I'm on a hotspot, I treat it as though someone's running a packet sniffer and will tunnel everything. SSH or OpenVPN for me. It doesn't solve the power problem, but have you considered cellular internet if you regularly roam? I do that with my cell phone and tethering. As for power, I have a power inverter in my car. :)
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I assume it would be across the board. And personally, I say keep what we have.
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Who cares? I literally burst out laughing a few times when I saw morimoto's video. What really stands out is calling up the 1-up in Bowser's Fortress and then going through the wall with it - a bug completely well known yet somehow unexpected in the face of the general awesomeness of the whole video. How can you not love that?
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Lambda wrote:
Well.. the torrent seems to exist or the message would've said that it's not registered at the tracker; that's why I'm asking.
The torrent doesn't exist on the tracker. You may be assuming the error messages of a certain, uh, "brand" of tracker while we use another.