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synnchan wrote:
I'm considering buying a Laptop just for hourglass, because I can't get anything to work here on my Win 7 64 bits.
Does hourglass work on a Laptop with Win XP 32 bits as well or must it be a Desktop Computer?
Recommended environment is 32-bit WinXP VM (host OS doesn't really matter) on computer having Nvidia GPU.
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jlun2 wrote:
Still, the whole input file must count or someone could deliberately do the tails unlocking part slower/suboptimally but the rest even faster and try to obsolete this run. :P
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Patashu wrote:
Nach wrote:
Stealth mode on Google ensures less spam.
Recaptchas don't work anymore? :(
And it is not just spam but all kinds of other undesirable stuff...
Also, yuck at Recaptcha. The one currently on the site seems quite effective (the spam we occasionally get doesn't seem to be automated) and is pretty readable (the colors could use some adjusting for colorblindness).
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Lord Zelkova wrote:
Quite enjoyable and the only dull moment was with the 2nd boss but I'm guessing you have your reasons for what you did and why you choose to not goof around there.
The 2nd boss has annoying tendency to lag.
It gets worse than just visible lag. The boss has loading times. Lag there can cause time loss.
There is actually one place in cycle where just one or two lag frames (that won't even show up on lag counter, because the game still reads the controllers) produces over half seconds(!) of time loss.
Lord Zelkova wrote:
It is a shame it isn't verifiable.
It is also not because of ROM version. While all submitted runs are v1.0 (which is unobtabnium on real cart), Sonny Jim tried it by burning the ROM into EPROM cart.
Also, the situation on SNES should be contrasted to NES. The lag differences in most NES games can be compensated, because the polling is in game control, lack of polls can be used to detect lag frames.
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Lord Zelkova wrote:
I guess it would be hard to make a perfect emulator and still have added features to it.
There is still loads of work on rerecording emulators besides emulation cores.
Oh, and pretty much the only good thing I can say about bsnes core is that it is accurate.
Lord Zelkova wrote:
I guess even the most minor differences between the emulator and the real hardware can potentially screw with a movie by the RNG alone.
And on SNES, there's also lag differences that are not compensatable. So if initial state affects lag, it can't be verified.
That's the reason why my Speedy Gonzales runs are not verifiable.
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Lord Zelkova wrote:
Looking at this page: http://tasvideos.org/DesyncHelp.html
The GoodTools link take you to a blog page with "Sorry, the page you were looking for in this blog does not exist."
Who should I report this problem to?
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Lord Zelkova wrote:
While this thread is up is there any other special "beneath the hood" features that I should be aware of when it come to these emulators that isn't pointed out on the tutorial videos or on the guides?
Well, there is memory watch and Lua scripting (the first might be pointed out by tutorials, the latter can be used to do the former). Those are very helpful (especially memory watching).
Making a good TAS without memory watch is very difficult. What is shown on the screen just isn't accurate enough.
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MrTickles wrote:
Why no palletized version? It looks roughly 2000% better.
Yeah, but what palette(s) to use? The "per-game" one has things like green fire...
There is SGB palette for the game, but I haven't dumped it (and thus not checked how it looks).
Edit: The SGB default palette for the game seems to be:
action bgpalette ffefce de944a ad2921 311952
action sp1palette ffefce de944a ad2921 311952
action sp2palette ffefce de944a ad2921 311952
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aluoaniki wrote:
Can anyone tell me if there exist any softwares which enable me to read and edit p2m files?
For a ds input file, I can simply drag it into textpad and i can edit it.
And obviously this doesn't work on p2m.
Hex editor should work. I think p2m files have a fixed stride.
I don't know the input stride nor header length, but probably those shouldn't be too difficult to figure out. Also don't know how each frame is laid out.
Edit: I can't easily find the movie code browsing revisions because SVN is crap and as consequence the repositories are just plain messed up.
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I'm debugging some sound issues, looks like problems in Gambatte core (I already fixed one, but there might be others / I might have introduced a new problem).
Specifically, the problem is rather sizable DC components when sound channels are enabled.
Constant or slowly varying DC component wouldn't be a problem (just highpass it away), but the fast transitions in DC component creates glitches that aren't easy to edit away.
Also, yes, the palettes are changeable. Specifically, background palette, sprite 1 palette and sprite 2 palette can be set individually (to arbitrary RGB colors).
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Why the darn this comes nearly a second shorter after conversion to .lsmv: http://tasvideos.org/userfiles/info/11042360351558760 ?
It is not the ending point: Both movies cut out immediately after the final B-button press...
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Nach wrote:
I think we should test then if x4 is better than by x2, and if x16 is better than x10, x12, x14.
x2 obviously is faster/smaller than x4 (but may not have enough resolution).
Also, the only systems that need more than 8x are Lynx (which needs at least 12x) and TI83 (which needs at least 18x). I should have one Lynx dump (Gordo106 by adelikat)...
12x:
encoded 17935 frames, 84.56 fps, 697.67 kb/s
1120.01user 23.70system 3:32.17elapsed 539%CPU (0avgtext+0avgdata 685692maxresident)k
16inputs+102088outputs (0major+158802minor)pagefaults 0swaps
16x:
encoded 17935 frames, 54.62 fps, 419.27 kb/s
1719.42user 37.76system 5:28.46elapsed 534%CPU (0avgtext+0avgdata 1194412maxresident)k
8inputs+61464outputs (0major+286683minor)pagefaults 0swaps
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numerics wrote:
Unrelated: I noticed the time was changed to 10:23.48. I really don't think the post-Giga Bowser content should count towards the official time. None of it is necessary to beat the game (the game finishes by itself after you press Start after beating him), and since I didn't skip anything there would be a solid 2 minutes of wasted time at the end.
For purposes of judging improvements, the time spent in ending doesn't count.
So it is not really wasted time.
And on topic of notes, sometimes publication encodes contain extra hard subtitles for some important notes.