Posts for DeHackEd


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Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Most of us grew up with these games. I spent a long time fighting against Battletoads at a friend's house and don't distinctly remember beating it without cheating. These games beat players, not the other way around. Seeing them walked all over at their hardest difficulty is jaw dropping. That is why you should play at hardest difficulty.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
People in north america will honk at you if you take more than 1.5 seconds to move once the traffic light turns green. It really is horrible at times. Not so bad on this side of the border usually. Bag checking gets stupid at times. When I last visited Best Buy they made us wait while someone checked our bags - who was at the time already busy. The item we had was relatively high value: a laptop. In case we had stolen it. Which is a bit tricky because all the laptops are stored in the back and only an employee can get it and you'll be paying for it on the spot. I do hope you're enjoying yourself overall though.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
That's why I went with MAME. Not because it has TAS tools -- it doesn't -- but because it has source code and I'm a evil bastard.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Umm... there's no way for me to not come off as rude... but we had (past tense) a 16 star run and you fail miserably to even come close to the time. Why should I vote yes?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
You need to use a copy of snes9x that supports resetting the emulator. Check the Super Mario Kart publication for further information.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Yes, it would be longer. A LOT longer. The conditions for a 100% run would be pretty vague. There's a huge amount of stuff to do, like slay the dragons and collect a pile of magicite that would make Kefka proud. All characters seems like a good goal, but it also seems kinda arbitrary. I'm not sure I think it's a good idea.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Umm, there's nothing wrong with the AVI. My emulator actually does that...
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Might want to check http://www.lua.org/ Read the documenation. Ignore all the parts about writing in C and embedding -- those are for me to worry about. Now add the snes9x API on top of what's provided. Now, what can you do with it? The idea is that the sky would be the limit. :) Someone on IRC remind me on Sunday to prepare and release 0.07.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Risk of API breaking. That's what happens when you check code out of a code versioning repository. I just "rm mencoder" and re-run make to get an up-to-date build when x264.h doesn't change. Doesn't take that much time, and static linking runs a bit faster. Compile x264 to produce libx264.a. This goes into /usr/local/lib and x264.h (provided directly) goes into /usr/local/include (or /usr/include if you want). Now go configure mplayer/mencoder and it should detect x264 and use it automatically. The final mencoder will show x264 when you run as "mencoder -ovc help". These steps are loosely true even under windows. Just compile with mingw and /usr becomes /mingw
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Are you sure this script is correct? I can't find an -x264encopts parameter. You do need one, if nothing else to specify a bitrate, qp or crf setting.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
It's too late though. I can force the game to boot in widescreen mode, but then the player's aiming width is increased. Desync the first time manual targetting is invoked. The original plan will have to suffice.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Yes, everything except the cinematics.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I didn't mean to imply I was actually going to do that with JFG. Widescreen yes, 1920x1080 and surround sound no. 448x336 and a bitrate that my modem can actually tolerate. The 6 GB figure was meant to be sarcasm (albeit probably accurate)
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Well, Jet Force Gemini is a wide-screen game. All the cinematics are in wide-screen regardless of the game's configuration. I was planning on making those portions wide-screen should it ever be encoded. And get this: the video plugin does up-scaling, texture filtering and the game does in fact support surround sound! I think we have a winner here! Someone TAS this game! (Like, now.) Sure it'll be a 6 gig .mp4 video which demands at least 1.8 GHz of CPU power to decode and I'll need a small supercomputer to generate the video in the first place, but I think it'll be well worth it.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Find a copy of FCEU with background input support. Start up all 4 (or however many) games in recording mode, starting at reset, paused at frame 0. All games must have the same input configuration. Play exclusively using frame-advance and all games will follow along together.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
In that case you probably want a genetic algorithm: start with a few runs of the track that succeed, and let the algorithm attempt to use them to refine a better run through variations and gene-splicing. Implementation is left as an exercise to you. As for brute forcing it, like ZeXr0 said.... ha, that's not happening. Not unless you can describe a way for me to solve any one problem on this list in a manner better than "try every combination until something works".
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
While it might be fun for uploading to youtube and the like, this site demands input files so as to prevent any chance of video editting. Someone might knock the occasional duplicate frame off the video and make it look a bit shorter by a few seconds, and the effort to detect it would be relatively great. Some people have done this, and variations on TASing the un-TASable. I've written a library plugin that cuts the flow of time under Linux to a fraction of my choosing. I used it against Sprint's Flash Tetris game. Not an AVI recording, but I did manage to TAS a Windows app. :) The game has built-in input recording.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
There's a cross-compiler to windows using mingw for Linux. Frankly I'm surprised you didn't ask how I made my snes9x+lua for windows, given that's actually a GUI application. (The answer is "by giving the GUI resources a beating")
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
This is a reply to a message I deleted from a lurker who's post spamming. Don't even think that making lots of posts will get you voting privileges. Also your referrer spam will not win you anything because the site isn't indexed by search engines.
Post subject: Re: Memory Hacking Software as an ad-hoc PC emulator?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Dromiceius wrote:
Pinky, are you pondering what I'm pondering?
I think so Brain, but where are we going to find a willing blood donor at this hour of the evening? Sorry, couldn't resist. As for the whole emulation thing, I don't think it's all that feasible to script a bot using it. It just isn't happening.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Yeah, VBA won't compile over here. Mupen64 and I have a hate-hate relationship. Nobody seems to care about FCEU. Gens is Upthron's project by his own choice -- he has the source code, and knows where he can ask any questions.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Grab the gd for lua package at luaforge. Unzip the contents into your snes9x directory. The DLL and any .lua scripts should all be dumped there. In your smes9x script, put
require "gd"
on your top line. Assuming it doesn't error out, you should have full gd functions available now.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
The gdstring thing was intended for use with the gd library. It would probably have a crop or rectangle copy feature. Failing that, no, there's nothing better available.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Please read the savestate.registersave() and savestate.registerload() sections of the API docs. I think you'll be happy.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Here's half your solution. I recommend using "r" mode. Bidirectional mode is not supported. Maybe you can use use command-line parameters for the other half? Or you'll be stuck with files.
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