Posts for Ilari


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synnchan wrote:
Ilari wrote:
Recommended environment is 32-bit WinXP VM (host OS doesn't really matter) on computer having Nvidia GPU.
VM, really? Why can't I just use a laptop instead?
Savestates (many VMs have those, very useful given limitations of hourglass).
synnchan wrote:
Trying to use Fraps or something else to record my videos on a virtual machine would probably make stuff lag LIKE HELL.
AFAIK, Hourglass has AVI dumper (except it fails recording music from some games).
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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:
RachelB wrote:
If they take 5 extra frames, it'd probably be ignored.
We don't need to beat all known records anymore? 0_o
The unlocking is not part of the real run.
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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
The whole input file does not count.
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synnchan wrote:
Then would it be possible adding the FBA or MAME core?
Neither FBA nor MAME are Open source (yes, the source code is available, but neither is open source).
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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).
Post subject: Re: is Gens good for SMS and Game Gear?
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synnchan wrote:
I want to know if Gens can record Sega Master System and Game Gear perfectly, without desync.
I don't think Gens supports those at all...
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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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boct1584 wrote:
(I think so far it's only been done for Super Mario World's glitched run.)
Also, Two Super Mario Lost Levels runs are verified.
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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?
Delinked. TODO: Find a new link.
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jlun2 wrote:
Where is the disk swap information stored?
Wiki: DTM says that at offset 0xA9 there is 40 byte string <Name of second disc iso>. As for RE4, no idea. It isn't standard.
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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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mklip2001 wrote:
Great screenshot choice!
Author's pick, actually.
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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
Post subject: Re: is there any PCSX2-rr input file editor?
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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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TASEditor is limited to 10 branches (one for each save slot)? Or is there a way around this? (Reported by TASEditor on IRC)
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Where's encode (and don't tell me to run in emu, because the emu won't run, period)?
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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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Nach wrote:
Ilari wrote:
Factor of 8x usually gives smaller files (albeit with longer encode time) than 6x.
Is there a known reason for this? Perhaps solid color 8x8 macro blocks? Does it depend on the resolution of the input to be true?
I think the macroblocks are usually 16x16, and 8x8 divides that but 6x6 doesn't. I don't think there have been tests with all sorts of resolutions...
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Nach wrote:
Are there cases where a larger even factor is preferable to a smaller even factor, even though they both exceed the needed resolution?
Factor of 8x usually gives smaller files (albeit with longer encode time) than 6x.
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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.