Posts for FractalFusion


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I'd generally use a debugger if possible (actual breakpoints and step-by-step advancing through each instruction). For GBA, I used VBA-SDL-H. The only other ones I used are Geiger's Snes9x for SNES and BGB for Game Boy and Game Boy Color. BizHawk has a "Debugger" in its menu, but it appears to be mostly non-functional right now.
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Your script interface looks nice. I was just exploring using the forms functions to make a better Mega Man X script; your layout gives me a good idea of what to expect.
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Hm, is this the first submission to use PSXHawk? Spikestuff, what display settings did you use to dump AVI (PSX -> Options)? I don't know which setting is supposed to be standard. Also, I figured out that some of the display settings may affect sync in some games (it doesn't in Tekken 3, at least for your movie). Also, I never knew that this game actually used interlaced video. Maybe make a deinterlaced version of the encode?
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Actually encoding 8x versions through x264 takes an awful long time though. My guess is the time to encode goes up as the square of the scale factor. When I added a temp Youtube encode for [2888] SNES Mega Man X2 by Hetfield90 in 31:15.15, I uploaded a 3x version (combined with the black space I added at the bottom puts it over 720 pixels in height, thus invoking Youtube's 720p60 mode). I skipped using x264 entirely and just uploaded Camstudio lossless-encoded video to Youtube, which I think is far faster even though the file size is much bigger. I don't think there is an easy usability solution though (those that just want an encode out there are going to select inferior AVI writer options or FFmpeg writer options which give lower size outputs but bad quality video, and just upload that straight to Youtube. And it won't be 60fps either). Although, I'd mention that if you do care about quality, you should at least use a lossless codec like Camstudio or Lagarith, even if the output file is much larger (it's worth the quality), and upload that directly. It will still be 30fps at most however. Personally I don't worry too much about scaling up the video; the only reason I scaled it up 3x for Youtube was to get the 60fps mode. Then again, I'm more used to making downloadable versions and uploading for other sites, for which there are strict limits on final filesize and there really isn't any reason to scale up the video unless it is really small or something.
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What Masterjun wrote, with BBCode disabled ---- So... http://tasvideos.org/forum/ ^ This is the bug In case this gets fixed this post was completely blank. ---- By the way, URL opening and closing tags should not have a line break between them (although I'm not sure about the format); if it wasn't clear already, various problems occur when a line break is placed between them. For example, if the post isn't blank, then the link has an extra <br> in it.
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I like this TAS. It starts out a bit slow, but the last few levels make up for it. Also, for this game I no longer care about whatever drama caused the deaths version in Metal Slug games to be vilified. The deaths in here aren't even that intrusive (compared to other Metal Slug games) and actually enable features (like character switching) that the deathless one can't do. I don't mind the deathless one though.
mtvf1 wrote:
Download movie http://pan.baidu.com/s/1sjOesVV Sorry, It's too big for me to upload to mediafire. I'm not sure anyone can download it succeed. click 下载(288.3)
I don't think it can be downloaded without a hassle. After clicking 下载 (download), it takes me to a screen with 加速下载(推荐) (fast download, recommended) and 普通下载 (normal download). I click 普通下载 and it wants me to log in. I click 加速下载(推荐) and I do not get an immediate download to mp4; I get download to some .exe instead.
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Also, 32 is the most you can possibly place on a chessboard and how Flip described it is the only way to place them. A closed knight's tour exists for the 8x8 board; knights cannot be placed on adjacent nodes (squares) of the tour so at most 32 of them can be placed on every second node, i.e. all of one color.
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NitroGenesis wrote:
Well now his forum profile says he has no submissions or published movies?
Mothrayas fixed the forum profile problem (I don't know if there are any other problems).
Post subject: Re: TASing anime
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ALAKTORN wrote:
Chef Stef wrote:
sack_bot wrote:
Wait, I thought that this was about making some sort of tool assited speedrun of existing anime. And no, I don't know how that would work either
How about this? http://www.nicovideo.jp/watch/sm18387188
What the fuck is this.
This video is basically Sword Art Online (an anime about being in an MMORPG), cut in such a way that it makes references to elements typically found in RPG TASes (such as "going abnormally fast", event flags, cutscene skipping, and low-level runs).
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Someone from some time ago changed your player name to EgixBacon. Then I assume it is acceptable to change your forum username from EgxHB to EgixBacon, which I have done. Please note that your TASVideos wiki login may still be "EgxHB". I do not know whether that is fixed, waiting to be fixed, unfixable, etc. (you'd have to ask Mothrayas for that).
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leopo89 wrote:
MrWint and you say this : IIRC, it's weirdly a few frames faster to go to the options after the game starts. That is, after you name yourself and your rival. So i have try this in my new run , In the new run after IIRC i open my menu swap the option and do my first moove : 3628 frames In the run ive submit i do the options setup before IIRC , I do my first moove : 2582 frames So i do this bad or what , cause when i go to the options after the games start i lose 1100 frames lol
When you start game without going to options, text is mid speed so you need to hold B to make the text scroll fast. When you do that, then it is faster. See http://tasvideos.org/2680M.html if you need to know what the inputs are.
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It might be a case of your system not supporting OpenGL, in which case you can switch to GDI+ as explained in these few posts.
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Hi Ferret Warlord, If there is anything that is not easy to understand, please tell me right away, since I am not certain of the appropriate level of explanation in all cases. In fact, Niven's Theorem states that the only rational θ in degrees (0°<=θ<=90°) for which sin(θ) is rational is sin(0°)=0, sin(30°)=1/2, and sin(90°)=1. Likewise this implies that the only rational θ in degrees (0°<=θ<=90°) for which cos(θ) is rational is cos(0°)=1, cos(60°)=1/2, and cos(90°)=0. Note that rational degrees is the same as rational multiple of pi in radians. Note also that this theorem says nothing about tangent. However, a post on xkcd.com indicated a rather simple way to prove that, say, acos(1/5) is not a rational multiple of pi, better than what I posted, although it assumes something from field theory. (In my previous post, I used the Binomial Theorem on (1/5+i√24/5)m and then used some number theory to prove it). First of all, θ is a rational multiple of pi if and only if cos(θ) + i*sin(θ) is a root of unity. So, let's say that we want to prove that acos(1/5) is not a rational multiple of pi. So we want to prove that 1/5+i*√24/5 is not a root of unity. Now 1/5+i*√24/5 is an algebraic number of degree 2, since if z=1/5+i*√24/5, then 5z-1=i*√24 and 25z2-10z+1=-24 and so 1/5+i*√24/5 is a root of 25z2-10z+25. However, the algebraic degree of a primitive nth root of unity is φ(n), where φ is the Euler phi function (in other words, the number of positive integers between 1 and n inclusive that are relatively prime to n). If n has prime factorization p1a1p2a2...pkak, then φ(n)=(p1-1)p1a1-1 (p2-1)p2a2-1 ... (pk-1)pkak-1. Using this, we can determine that the only values n for which φ(n)=2 are n=3,4,6. This gives the only possible nth roots of unity with n being one of these values are ±1, ±i, ±1/2±i*√3/2, none of which are equal to 1/5+i*√24/5. So 1/5+i*√24/5 is not a root of unity, and so acos(1/5) is not a rational multiple of pi. In fact, we can prove a general case. To prove that asin(p/q) or acos(p/q) or atan(p/q) is not a rational multiple of pi except for a handful of exceptions for p,q, we just have to show that √(q2-p2)/q+i*p/q or p/q+i*√(q2-p2)/q or q/√(p2+q2)+i*p/√(p2+q2), respectively, is not a root of unity. The above quantities each have algebraic degree at most 4. The only values n for which φ(n) is at most 4 are n=1,2,3,4,5,6,8,10,12. This gives as the only possibilities for nth root of unity ±1, ±i, ±√2/2±i*√2/2, ±1/2±i*√3/2, ±√3/2±i*1/2, ±(√5+1)/4±i*√(2√5-10)/4, ±(√5-1)/4±i*√(2√5+10)/4. I leave the rest for you to work out. The asin case results in Niven's Theorem. Edit: Corrected a mistake for the atan case.
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Kurabupengin, Please realize that the BizHawk team (and probably other coding groups as well) reserves the right to be rude to anyone, for any reason. Accepting this, and also assuming that the reverse situation is not a right (being rude to the BizHawk team, for whatever reason), is probably for the better. Anyway, it's been stated previously in broad terms that implementing a core is basically taking another emulator's core (just the essential part of it) and linking it to BizHawk's interface. I don't know of anything else so I can't specify. However, acceptance to BizHawk is more than just "implementing" it; there has to be some quality checks (since BizHawk is focused on emulation quality) and that can only be done by programmers who are very much experienced in regards to the console which the core is concerned with. Also, I advise not to inquire any further about the issue, considering how this thread has gone.
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I cannot give too many examples since I am not well-informed; however I can point out some claims made by others. - According to Hetfield90, there is a glitch in Mega Man X2 (bypassing one of the sliding crystals). It can be done in a particular way that works on any version of Snes9x but not on BizHawk or console, because of inaccurate emulation of the physics of the crystal (I don't think this was the glitch that jlun2 was alluding to; that was another glitch in the same stage that was also emulator-dependent). Fortunately, I managed to find another way to pass through the crystal that does work on BizHawk (and later verified on console); the "fortunately" is because I did not realize for many years that the easier forms of passing through the crystal were based off emulation inaccuracy. - From the same game, the final boss fight has less lag than it is supposed to have. To be fair, Hetfield90 claims that BizHawk has this problem too, just not as much. Might be because Mega Man X2 is a Cx4 game and Cx4 is hard to emulate properly. - This page lists accuracy tests for SNES emulators. - This page gives a list of bugs caused by inaccurate emulation. The page also says that "roughly 2/3rds of them also exist in Snes9X v1.52 and earlier". (EDIT: byuu archive link updated to one without broken images. --Mothrayas)
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Spikestuff wrote:
Shoutouts to Nintendo of Japan for being such asshats.
The video was deleted by the uploader, not by any rights holder.
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Also discussed at smwcentral.net. Edit: Also at reddit.
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adelikat wrote:
FractalFusion wrote:
The menu option for Multi-disk Bundler was giving me problems so it's nice that there is a way to do it directly.
What problems is it giving you?
I went through the hassle of testing the form just now. If the fields are not filled out in the correct order, the "Save and Run" button does not activate. For example, if you fill out the System field last, it will not activate unless you modify other fields. If the filename field is not a valid absolute path, then the "Save and Run" button does not activate. Relative paths (i.e. "test.xml") do not work, with no indication as to why. Finally, clicking the "Save and Run" button appears to do nothing; all it does is close the ROM. Trying to open the XML file which was just saved also does nothing. (Actually, it's because a tag attribute in the XML file is erroneously stored as System="Apple II" instead of System="AppleII".)
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If n is an odd integer greater than 1, then asin(1/n) is not a rational multiple of π. I will give a proof using your specific example of asin(1/5) (n=5). First of all, for a given -1≤t≤1, asin(t) is a rational multiple of π if and only if acos(t) is a rational multiple of π, since asin(t)+acos(t)=π/2. So we just need to prove that acos(1/5) is not a rational multiple of π. Let θ be an angle with 0<θ<π/2 such that cos(θ)=1/5. Then sin(θ)=(√24)/5. Use α to denote √24, so that sin(θ)=α/5. Now suppose that θ=pπ/q for integers p and q with q>0. Then: 1 = cos(2pπ)+sin(2pπ)i = cos(2qθ)+sin(2qθ)i = (cos(θ)+sin(θ)i)2q = (1/5+iα/5)2q. Let m be the smallest positive integer such that (1/5+iα/5)m is a fourth root of unity ({±1,±i}), which exists because of the above observation. Now the imaginary part of (1/5+iα/5)m is: sum{j odd, 1≤j≤m} (C(m,j)(1/5)m-j (α/5)j) = α(1/5)m sum{j odd, 1≤j≤m} (C(m,j) αj-1) = α(1/5)m (m + sum{j odd, 3≤j≤m} (C(m,j) 24(j-1)/2)) = α(1/5)m (m+24s), where s is an integer. So α(1/5)m (m+24s) equals the imaginary part of a fourth root of unity, which is 0 or ±1. There are three cases: Case 1: α(1/5)m (m+24s)=±1. This implies that 1/α, and therefore α (which is √24), is a rational number, contradiction. Case 2: α(1/5)m (m+24s)=0, m is odd. Then m+24s=0. But LHS is an odd integer, contradiction. Case 3: α(1/5)m (m+24s)=0, m=2r is even. This means that (1/5+iα/5)2r=±1, and so (1/5+iα/5)r is a fourth root of unity with 0<r<m, contradicting the choice of m.
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Spikestuff wrote:
http://pastebin.com/A3HWg3r3 (magic.xml) Obviously change the output and location to what yours is.
Thanks, it worked. The menu option for Multi-disk Bundler was giving me problems so it's nice that there is a way to do it directly.
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Are there any directions on how to play this back in BizHawk 1.10.0? I noticed that there are two disks for this game, neither of which work by themselves. Am I supposed to use the Multi-disk Bundler? If so, how?
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jlun2 wrote:
But even after changing the code to this: http://pastebin.com/0eEhyNqW No input is ever set even if the statement was reached: http://i.imgur.com/SZ192E3.png
The line that says
joypad.set({left = 1}) 
should be
joypad.set({Left = true}) 
instead.
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Some systems like GBA and GB do not use numbered controllers. It must be specified as
joypad.set({button = true})
without any controller number. To check, go to Config -> Controllers ... . If it does not specifically say Player 1, etc., then it does not use numbered controllers.
Post subject: BizHawk 1.10.0 Released!
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BizHawk 1.10.0 has been released! Now with official Apple II support as well as a new GBA core (mGBA) available as a choice. For more details, see http://tasvideos.org/BizHawk.html.
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As far as I know, using the emulator's frameskip/speed/turbo options is the only way to do this. I think Tab is default for fastforward; you can configure hotkeys from the Config menu. You can play around with the Speed/Skip part of the menu if you want. Some emulated systems (like SNES emulation in BizHawk) are naturally slow and there is nothing that can be done about it.