Posts for Ilari


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lol_lee_lol wrote:
Well even if we would be able to lunch Flash games, Hourglass doesn't (yet) support mouses and, unless I'm mistaking, you need the mouse to play this game.
Mouse support is being worked on (no ETA tho).
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Fishaman P wrote:
SmashManiac wrote:
First thing I did was to compare this movie to SuperDoodleMan's Adventure video back from 2006, which at the time used Action Replay to have a frame advance ability and make a segmented run of Melee's Adventure mode on Very Hard
Keep in mind that AR gives illegal frame advantages. This is the basis of the Ice Climbers HRC "scandal".
Mere fact that SuperDoodleMan uses Fox whereas numerics uses Samus renders per-level comparisons invalid. But of course, AR might give even more reasons for it to be invalid. Whole-game comparison is valid regardless of character difference (but might be invalid for other reasons), and when it comes to whole game, numerics does beat SuperDoodleMan's time. Genuine sub-optimality would be doing level faster using Samus, or doing the whole game faster using any character.
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Warepire wrote:
I ran into this problem recently, I'm not sure it actually has an answer as I cannot find one, but perhaps my math simply isn't strong enough. Given a sequence of 19 pre-defined numbers, for simplicity sake, lets say 1-19. Is there a sensible way (like an algorithm) to get all possible re-ordered sequences of the given numbers?
In C++, that can be done using std::next_permutation() (which cycles between possible re-orderings). Here is one implementation: http://stackoverflow.com/questions/17212596/stdnext-permutation-implementation-explanation-seeming-little-inefficient Be careful, there are about 10^17 such orderings.
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CoolKirby wrote:
Ilari, is this what you're looking for?
Er, the hell... That commit does not appear to be on any branch. Fortunately, googlecode has snapshot links (at least if one does some URL editing).
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janus wrote:
this is supposed to be the last frame. I guess I should have press one more key... do I need to resubmit it?
Upload fixed version to User movies, put a link here and request replacing the submission file. Edit: Uploaded file link (didn't seem to get posted): http://tasvideos.org/userfiles/info/10907820666936127
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numerics wrote:
Hey guys, I'm new to this so let me know if I missed anything. I'm sure there's something. Also I'm not sure where it got the 08:38.3 number from. The input file is 10:23.48, and the last frame of input necessary to beat the game is 08:42.73.
- I can't find the source code for Dolphin r7719 (obtaining the sources would be needed to dump the video properly). - The movie length counting for .dtm (Dolphin Movies) is busted. Edit: Edited the submission to have proper length.
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Nach wrote:
In the current encoding scripts, I see the following: <snip> In some cases, it seems to be point resizing, in some Lanczos resizing. Why the difference?
Point resize for HD, Lanczos for 512.
Nach wrote:
Also, can someone clarify what sizes are actually needed for various cases? At what point does a video need to be downscaled? What sizes are we looking at for 512kb? What kind of up-scaling is needed for YouTube? When is upscaling not needed?
Primary is never downscaled nor upscaled as whole (but there may be scaling to common resolution). 512kb shouldn't exceed 640x480/768x432, because playing such is too heavy for some players (esp. Flash). 512kb encodes also should be resized to correct for aspect ratio (square pixels). Youtube needs at least 1922 width OR 1082 height (or native 1080p). The upscaling SHOULD be point upscaling (Nearest Neighbor) by even factor.
Nach wrote:
I'm looking to understand what width and height number are important. I want to create an algorithm that solely works with width and heights, not concepts of handhelds and approximations.
For producing 512kb (and to lesser extent primary) correctly, you need to know the PAR too.
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Warp wrote:
1) Since pi is an irrational number, and moreover a transcendental number, then its decimal expansion is pretty much "random", so in principle any finite series of digits ought to appear somewhere in it.
There are transcendental numbers that do not even have some digit appearing at all. There exists decimal (base-10) transcendental number consisting entirely of zeros and ones. There also are transcendental numbers that have all the base-10 digits in decimal, but don't even have all 100 pairs of consecutive digits appear. It is not known if different digits in decimal expansion of pi all have probability of 10%, or not.
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Just as a reminder... One can't use [wiki][/wiki] tags to create a link to section of wiki page, because the autoadded .html goes to wrong place... Specifically, it goes to the end, it should go just before # in order for the link to work properly... E.g. [wiki]foo#bar[/wiki] links to /foo#bar.html, not to /foo.html#bar
Post subject: Re: Recording - video shows my load states
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maul91 wrote:
If I play some part today and want to continue tomorrow, can I fix so it doesn't look like I turned of the video/have to cut it etc.
/EmulatorResources/Using#ResumingRecordingOfAMovie
maul91 wrote:
Is it just me, or does it feel slightly faster in speed when you play the video you recorded in 50% speed, probably just feels like it because I played in slow motion lol.
It is just you. And when doing input, you should be using frame advance, not 50% speed (that's very fast). Back in the old bad days, Famtasia didn't support frame advace, only slowdown to IIRC 3%. The results were pretty bad...
Post subject: Re: Recording - video shows my load states
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maul91 wrote:
Im not sure what you mean, could you specify?
Basically, record to .vbm (movie recording) first, then play the .vbm back with avi capture to get an .avi
Post subject: Re: Recording - video shows my load states
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maul91 wrote:
But my problem is, when I watch the video afterwards(.avi) it shows everytime I've loaded a save state(if I did a mistake etc) and I dont want that. Is there a setting to fix this?
Record a movie (using save/loadstate while recording), then play the movie back from beginning in one go, dumping video. This way there are no loadstates during playback that is captured to video.
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Khaz wrote:
Heh, can I just ask what a "Priority Date" is specifically? ie/ are runs on 1.43 that have already been accepted ever going to "expire"? I just want to be certain about that.
The date before one needed to start a project using that emu. And those runs are not going to "expire". Those can be obsoleted, but that can happen to any run, irrespective of the emulator. Also, as hint: Putting out WIPs is very useful for getting feedback and establishing when the run was started (in case that is wanted for some reason).
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Patashu wrote:
On top of that, the developer of bsnes does not have much interest in improving the performance (and especially it will never be made more performant at the cost of accuracy).
It can't be improved much without sacrificing either: - Accuracy - Making the code unholy mess (doing it even with tools exceeds Byuu's capabilties[1]). [1] Mentioned in a post by Byuu himself on his forums.
Khaz wrote:
I really really don't want to risk being disqualified sometime later in such a manner.
Priority date for snes9x 1.43 was months and months ago. All the runs still aren't in, so there will still be a few snes9x 1.43 runs not even submitted yet.
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adelikat wrote:
No, I'm not going to bother writing this in a language that serves no purpose to any other project. The whole point of this was to write an engine that would be relatively easy to port to other emulators.
The main point in writing it in Lua is precisely portability to other emulators. If you had made a lua script, it would immediately be usable in about 15 other emulators that implement the same Lua standard.
Write stuff like this in Lua? Major issues I see: - Performance (this thing pushes nearly 3.5Mpx/s). Yes, Lua is fast, but... - Getting OpenGL 3D display out of Lua.
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Khaz wrote:
I guess I will try again someday, when I've calmed down sufficiently, with snes9x... But can you explain why it is listed as "Deprecated / Obsoleted / Not Reccommended"?
Greatly surpassed by bsnes-based emulators in accuracy. The priority date for snes9x 1.51-1.53 is not even decided yet, seems to be quite far off. And yes, bsnes-based emulators are fairly slow. One needs quite powerful CPU to reach 200fps for instance (even without chips).
Post subject: Re: Framerate differences
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Tee-N-Tee wrote:
The displayed playing time in Gens deduces from an exact 60 fps, but the Genesis movies on this site seem to have a framerate of approximately 59.922 fps.
The site tries to use as exact framerates as it is known, those being independent of the emulator. The real site Genesis framerate is 59.9227510135505fps (59736 cycles of NTSC colorburst frequency).
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I don't think one needs to manipulate starting conditions further than initial inventory / initial level layout (including level count if that is randomized at start).
Post subject: Re: [PSX/PS2] Monster Rancher Questions
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hegyak wrote:
Monster Rancher uses discs to create monsters. A few questions I wanted to ask: Can that data be forged (fake ISO)?
If the game doesn't just hash the discs and compare to pre-stored hashes or something like that, it should be forgeable.
hegyak wrote:
Is that forged file (ISO) copyrighted?
Yes, however, if you make one from scratch, it is copyright by you. Edit: Based on quick reading, it seems like there might be some pre-stored hashes (generating unique monsters), but mostly the game accepts any CD image. Edit2: I consider it unlikely that one would have to have anything that would work on the CD. Maybe the structures needed to transfer control to entrypoint, but everything after can presumably be garbage (which would cause instant crash on real system). Edit3: Since any game works and most PSX discs don't use CD-DA, the disc reading should at least partially work in PSXjin.
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jlun2 wrote:
BB Code glitch:
Did you disable HTML? That thing being enabled causes no end of problems if posting code containing < or >.
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Spikestuff wrote:
yep: <image showing workbench last post in 1970...>
Looks like submission delete code is slightly buggy...
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franpa wrote:
It bothers me every single time. You guys might be all fine cherry picking specific versions that feature bugs that open up incredible time saving strategies, but I much prefer watching TAS's of the version that best demonstrates what the developer originally expected of players (ie: the latest bug fixed version).
Masterjun did pick the latest final release when doing this TAS. v2.1 didn't exist back then.
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karl90 wrote:
Well "Tool Assisted" at the bare minimum actually (because it's savestate and not re-recording) but you know, better than nothing! Soon I'm going to upload something else too.
Adding rerecording shouldn't be that difficult. Basically, truncating the movie on loadstate (unless in readonly mode, where future input is kept). For getting new rerecording movie file format submittable on the site, I guess I'll be the person to contact.
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Amaraticando wrote:
In the forum, when I try to change my login, the site says: Your password must be no more than 32 characters. However, even passwords with 32 chars will result this message. BTW, why only 32 chars?
The check is for greater than 32 characters. However, some characters count as multiple. That'll be bumped to 128 characters in next site update.
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Weatherton wrote:
On a somewhat selfish note, I'd like to know if my Mushroom cup run of Kart 64 syncs on console, seems that could be a fun complement to his run.
Depends in pretty major way on if the game polls controllers "manually" or uses the "automatic" polling. If latter, no way it will sync (N64 emulators aren't that accurate). If the first, it might sync (or it might not).