Posts for Ilari


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Radiant wrote:
The Tier Maintenance Log doesn't appear to be working; it shows no changes since december last year.
There are changes timestamped 2013 there (latest being like 2 days ago). The sorting is weird.
Post subject: Probing NES WRAM initial state
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There was discussion on IRC about probing the initial state of NES WRAM. The general idea was as follows: - Take a very cheap NES NROM (because those are the simplest) cart and replace the ROM chip with 32kB (E)EPROM chip. - Burn image that exports the contents of NES WRAM in image[*] - Run that cart. Oh, there is complication that NES has both PRG ROM and CHR ROM/RAM. Presumably the CHR ROM chip would have to be replaced too. As for SNES, similar things would work there, albeit with much larger (E)EPROM chips (e.g. 1024kB chip). [*] Other things like exporting the state through NES controller port (kinda like how ST-0018 firmware in SNES Shogi2 was dumped) could also be possible...
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Nach wrote:
Another difference, which in fact makes games like this easier in the consideration department is that each level doesn't affect any other (and same with Lemmings and so on). With the other games, many earlier changes will drastically effect the game later.
Well, levels mostly don't affect each other, but luck differences do carry over levels. Of course, most of that is moot, given the extent of luck manipulation possible (one can optionally burn one extra RNG per frame).
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Apparently he got really annoyed... Also, based on some /query discussions on IRC, he had 8Mbit SNES EPROM cart (and used that to try to verify some Speedy Gonzales run, which of course didn't work[*]). [*] No surprise. I knew about instability of that game and that it wouldn't be verifiable.
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Radiant wrote:
dying just before the exit because this still counts as a win
I think it isn't just for showing, IIRC doing that saves a few frames.
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Patashu wrote:
What about slowing it down to 60/70 = 85.714% speed?
That would likely be too fast. There's no real technical reason 50% would be even easier to do than the rest, so if you think you have better speed, speak up.
Post subject: Re: Rooms A and B
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Zeyn0 wrote:
Next step : Rooms C, D and F before the Blue Boss (Way one of the four ways)
As far as I can see, unless there are some very strange mechanics involved, the order you do bosses (Blue/Yellow or Pink/Green) on 15-room routes doesn't matter, since you are going to do the same rooms anyway. And even if there is strange mechanics that would make the routes non-equivalent, presumably one can pick the faster run at start of room P or Q after both bosses are destroyed.
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Warepire wrote:
I am not so sure this one is open-source
It doesn't seem to be...
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Often even if there is both savestates and input recording, those don't work together (to produce rerecording). Haven't really looked at it yet, but that's point worth keeping in mind with new emulators.
Post subject: Opus codec for new movies
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Opus codec has been in use for audio in "modern HQ" encodes since 2460M. Forum thread with more information, including media players supporting the codec.
Post subject: Re: USB support populated on PCB board from true, working!
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dwangoAC wrote:
Next up, I need to figure out what the SNES controller pinout is and give that a shot, but that might have to wait until true can get an SNES of his own.
The pinout is (From straight side to curved side): 1) +5V 2) Clock 3) Latch 4) Data1 (the small separator plate is here) 5) Data2 (often marked as NC) 6) Select (often marked as NC) 7) Ground
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STBM wrote:
Quick question (that doesn't deserve a thread) : Is it safe to run Dolphin 4.0 AND Dolphin 3.5 at the same time ? (to compare stuff)
I don't see why it would not be safe (I assume you meant 4.0-<something> or 4.0.1, since 4.0 release isn't TAS-safe). (I have had system go nuts when running lots of emulators, but the system load was probably loads more than what two Dolphins could do).
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jlun2 wrote:
Uh...I'm not sure why, but I can't seem to be able to add any RAM addresses to: http://tasvideos.org/AddressesUp.html nor can I edit any articles in Game Resources.
Uh yeah, looks broken. /me tries to debug... Edit: Should be fixed now.
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Warp wrote:
For what it's worth, I still cannot comprehend what's so horribly wrong with adding one additional option to the voting, to indicate a problem in the submission that disqualifies it from being published.
Technically that's fairly nasty to do, as some site code assumes what the choices are. Even altering the order to be more "logical" is hard. E.g. This is why some submissions that had vote choices altered as a joke still had the equivalent choices in the same order.
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THC98 wrote:
I see... does these gaps issue happen with all the audio plugins (audio backend), or the other plugins just don't work at all?
The audio is dumped straight from the DSP level. So the only setting that would matter would be DSP LLE vs. HLE, and I don't think this run is going to sync with DSP HLE.
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Patashu wrote:
How did THC's encode not suffer from the same problem? Can you do what THC did?
If one just omits the missing parts (like THC did), that leads to A/V desync. THC did a lot of editing to make the audio and video approximately sync up.
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SmashManiac wrote:
I just checked the official encode on YouTube, and the audio pitch drops whenever there's a lot of action on the screen.
Damn, basically the due to emulation errors, parts of sound are missing, leading to really annoying crackling. Apparently there is so much missing that algorithm trying to cover that up winds up affecting the pitch by a fair amount...
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ProcyonSJJ wrote:
feos wrote:
Please unembed that wide picture.
OK, I've done so, but... why?
Not everyone has wide display (and browser set to wide enough), the effect if it isn't is very annoying.
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kuja killer wrote:
I decided to do a whole entire TAS myself of this rom hack. It took me about 1 month since i last posted. I really put alot of effort into this and tried my best. http://www.mediafire.com/?tbg97td173wujy6
Maybe use http://tasvideos.org/userfiles/ instead of mediafire. A lot less annoying...
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ars4326 wrote:
This was like the 'Dance, Dance, Revolution!' of Earthbound TASing! Definitely keep the extra input feature intact with the encode (if possible) if published. Otherwise, staring at just the start-up screen diminishes the entertainment value.
Well, the encoder would likely need whatever script used to generate that input display. I can't even view nicovideo, so I don't know what it is like...
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ProcyonSJJ wrote:
@Ilari: Thanks for the explanation about the preprocessor, I appreciate it. However, are you aware of how I can instruct scons to include -lGLU in the list of libraries to link against? I had assumed that the OPENGL section of scons was also responsible for including -lGL, but I could not see how that was being enforced.
You mean the scons script doesn't include -lGLU in OpenGL case and you need something from that library?
Post subject: Re: Adding a voxel engine to FCEUX
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ProcyonSJJ wrote:
1) I'm developing within the SDL version (linux), but I'm not very familiar with scons. I see the whole bit about checking for OPENGL support and adding -DOPENGL to the CCFLAGS. Is there anyway to enforce the addition of -lGLU to the LIBS?
-DOPENGL means to define preprocssor symbol OPENGL. So in the code, one can use:
#ifdef OPENGL
<code for opengl>
#endif
Or
#ifdef OPENGL
<code for opengl>
#else
<code for non-opengl>
#endif
Post subject: Re: Compiling lsnes on GNU/Linux...
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Amaraticando wrote:
Has someone achieved that?
Sure, I do it a lot.
Amaraticando wrote:
Now, it seems I can't install wxWidgets-2.8.12 correctly.
Got error messages related to that? And from what I have, direct dependency shared libraries:
$ readelf -d lsnes | grep "NEEDED" 
 0x0000000000000001 (NEEDED)             Shared library: [libboost_iostreams.so.1.54.0]
 0x0000000000000001 (NEEDED)             Shared library: [libboost_filesystem.so.1.54.0]
 0x0000000000000001 (NEEDED)             Shared library: [libboost_system.so.1.54.0]
 0x0000000000000001 (NEEDED)             Shared library: [libboost_regex.so.1.54.0]
 0x0000000000000001 (NEEDED)             Shared library: [libz.so.1]
 0x0000000000000001 (NEEDED)             Shared library: [libdl.so.2]
 0x0000000000000001 (NEEDED)             Shared library: [libopus.so.0]
 0x0000000000000001 (NEEDED)             Shared library: [libsamplerate.so.0]
 0x0000000000000001 (NEEDED)             Shared library: [libportaudio.so.2]
 0x0000000000000001 (NEEDED)             Shared library: [libasound.so.2]
 0x0000000000000001 (NEEDED)             Shared library: [libpthread.so.0]
 0x0000000000000001 (NEEDED)             Shared library: [libwx_gtk2u_xrc-2.9.so.3]
 0x0000000000000001 (NEEDED)             Shared library: [libwx_gtk2u_html-2.9.so.3]
 0x0000000000000001 (NEEDED)             Shared library: [libwx_gtk2u_qa-2.9.so.3]
 0x0000000000000001 (NEEDED)             Shared library: [libwx_gtk2u_adv-2.9.so.3]
 0x0000000000000001 (NEEDED)             Shared library: [libwx_gtk2u_core-2.9.so.3]
 0x0000000000000001 (NEEDED)             Shared library: [libwx_baseu_xml-2.9.so.3]
 0x0000000000000001 (NEEDED)             Shared library: [libwx_baseu_net-2.9.so.3]
 0x0000000000000001 (NEEDED)             Shared library: [libwx_baseu-2.9.so.3]
 0x0000000000000001 (NEEDED)             Shared library: [libswscale.so.2]
 0x0000000000000001 (NEEDED)             Shared library: [libstdc++.so.6]
 0x0000000000000001 (NEEDED)             Shared library: [libm.so.6]
 0x0000000000000001 (NEEDED)             Shared library: [libgcc_s.so.1]
 0x0000000000000001 (NEEDED)             Shared library: [libc.so.6]
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Warepire wrote:
I must have missed that, and that is one hell of a sucky problem, did you ever find out which hardware that was causing the problem?
In the one really nasty case (RKS "Spiritia"), it was thought to be the graphics card (oddly enough, RKS "Grolla" synced regardless of graphics card).
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Warepire wrote:
For replaying the TAS, make sure that the settings are exactly as in the submission, even OS version can cause problems sadly.
It can get even worse than that. With some games, even hardware on host matters (which has caused loads of fun with at least one run).