Posts for Ilari


Post subject: Re: editor's role
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grassini wrote:
i was supposed to be an editor and,so,edit text files here but i haven't used my privileges yet and don't know where to find the articles which need to be worked,since it's the first time in a long time i have time to do this.
I just checked, no you aren't an editor, just a player (which grants edit privileges to some pages, like List of Ideas and Game Resources). If you want editor privileges, you need to come up with something to do...
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CobraSmurf wrote:
since its on emulator, i thought there is a way around this and videos can be made higher framerate than in original game.
That is only possible in very rare cases where game updates the video data more often than screen updates. This game almost certainly doesn't.
CobraSmurf wrote:
you could upload to some file sharing websites like Sendspace.com or Depositfiles.com.
One problem: Good quality encode is likely to be over 1GB in size (even if this game isn't codec poison), and very few file sharing websites accept such large files.
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SoulCal wrote:
So I found out that hex editing out 1 subframe before every pause will make the pauses 1 frame shorter, and I did this for the whole video here. However, the emulator itself is incapable of produce the necessary button presses for this to happen, so should this even be allowed?
Yes, it is allowed.
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Radiant wrote:
Masterjun wrote:
have fun searching for <+> or ^+v in every movie to add that tag
I thought we already had that? For instance this submission uses it.
Saying that in submission might be from emulators with settings that enable/disable L+R / U+D (either because that emulator has such setting or via copying someone else's submission text layout).
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ALAKTORN wrote:
RachelB wrote:
ALAKTORN wrote:
RachelB wrote:
My guess is that's how the game works.
what do you mean? we already know that the Wii Wheel is capable of full diagonal input in Mario Kart Wii, but the GCN controller can’t
It could restrict the input when using a gc controller, but not with the wheel?
so you think that’s what’s happening? what should a TASer do then?
If full diagonal input from GCN controller is written as {1,255}{1,255} in the movie file[1], then the only way around would be to switch to Wii wheel (which may or may not be possible/feasible). I just read the relevant code for movie playback, and I don't see where that would limit the input. [1] If input side is doing something bizarre, this might not be the case.
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zaphod77 wrote:
just need a bot wired to two multitaps to verify it, i would think. :)
Actually, no. This run apparently never switches controller pairs, so one can just behave like there was 4 independent controllers (and two of those can even give constant button pattern when polled).
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Nach wrote:
I agree with Warp that smashing the console, or anything else modifying the console itself is wrong. But manipulating the input to a black box is fair game.
I also would say that exploits that can't be defended against (like bus-master DMA or address conflicts) are also wrong. Very dubious: - Mapping stuff onto normally open bus that the game nevertheless uses for some reason. - Mapping stuff onto normally open bus and then making game somehow use it (reading / executing). Both of these can be technically defended against (by not using open bus addresses and not having bugs causing memory reads / executes from wrong address).
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HappyLee wrote:
I'm wondering, about when would H.265 (HEVC) be one of our official encoder. There have been HEVC decoders and encoders for a long time, but I haven't tried it because I don't know when it will be developed good enough. I think HEVC would become main codec for videos soon or later, so I'd like to hear what do you think of it.
Disclaimer: Just personal opinions. For any new encoding technology, the following are required: - Good encoder. - Stable container mapping. - At least basic player support. Then HEVC has AFAIK the problem that non-subsampled mode has not been defined yet. :-(
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Svimmer wrote:
By absolute memory space you mean the memory that the game data itself is loaded into as opposed to where JPC-RR keeps its own stuff?
Yes. And also the bus address space of emulated PC. This is the address space memory read/write Lua functions use.
Swimmer wrote:
How did you know/did you just try different options to find out that it was indeed a word and not something else?
On earlier DOS games, memory addresses are usually words, unless game needs to store bigger values there or just boolean flag.
Swimmer wrote:
Why does the game reserve a whole word for representing those things? It seems to me 2 bytes would be enough.
The width of screen is 320 pixels... 1 byte would not be enough, and radix-320 representation would be complicated.
Swimmer wrote:
Depending on the loading, you might need to add or subtract some constant multiple of 16 from those addresses.
How big of a gap can it be? Is it always in the same "neighbourhood" so you could just browse the memory and be able to spot it if you knew whereabouts to look?
config.sys / autoexec.bat can make a big difference. One method is to memory search for the easiest one and then use constant differences to recover the rest.
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Svimmer wrote:
I was trying to use JPC-RR in conjunction with Cheat Engine to find some memory locations and store them. However, it seems that the program assigns the game's data to a different place in memory each time so it's not enough to find the correct addresses once.
JPC-RR doesn't have memory watch, but it has Lua (unfortunately it tends to freeze the emulator now and then, but one should be able to stop and restart the lua script). And Lua can be used to peek at various values. Unfortunately, depending on how the game is loaded, the memory addresses can vary (by multiples of 16), but once loaded (which only happens once) the addresses should stay stable (and differences between addresses should always stay stable). I once searched some of the memory addresses in absolute memory space: 25C83: X position (Word) 25C81: Y position (Word) 27020: Fuel left (Word) Depending on the loading, you might need to add or subtract some constant multiple of 16 from those addresses. Also as speed hint, set the CPUdiv as high as possible without game starting to lag (which should be pretty high with this game). The highest it will go is 256.
Post subject: Re: Debate: allowed or not?
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jlun2 wrote:
Ilari wrote:
After all, witness the amount of security holes in various server software... And that was written by ones knowing about that hostile input is expected. Most games are probably not written with that mindset and as such, one would have field day with all sorts of glitching caused by arbitrary datastreams.
http://runescape.wikia.com/wiki/Duplication_glitch
That type of thing, or straight out arbitrary code execution.
Post subject: Re: Debate: allowed or not?
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jlun2 wrote:
SmashManiac wrote:
- Pressing buttons that don't exist on normal controllers but that are still read through the controller port - Streaming arbitrary data through an external port
My thoughts: 2. I have no clue what you're talking about. Can you link a run that's published and does this? 3. Are you talking about packet spoofing? Won't that usually just get you kicked out of the game? Or banned form there?
2. The new SMW glitched run (3957S). 3. I presume that refers to using port that isn't controller port (expansion port, network port, link port, etc...) to input data. Expansion ports sometimes/often(?) allow bus-master DMA or similar tricks that the game just can't defend against. And even if expansion port doesn't allow bus-master DMA, it might still allow creating memory conflicts that could alter what game loads from ROM (or some other read-only media). With network port / link port, bus-master DMA and similar is never(?) found, but it is fairly likely that the game could be made to react very badly to suitably crafted input... After all, witness the amount of security holes in various server software... And that was written by ones knowing about that hostile input is expected. Most games are probably not written with that mindset and as such, one would have field day with all sorts of glitching caused by arbitrary datastreams.
Post subject: Re: Debate: allowed or not?
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SmashManiac wrote:
Streaming arbitrary data through an external port
Depends on the nature of the port. If it allows bus-master DMA or something else game can't defend against that allows trivial exploitation, definitely not.
SmashManiac wrote:
Starting a run with dirty memory (excluding save data)
The way volatile RAM often works, the bits initialize randomly (with probabilities depending on temperature and manufacturing) on power-on. Gets considerably iffier with dirty non-volatile RAM...
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DarkMoon wrote:
They're all encoded. I'm not going to lie: I've just been super lazy about this. They're uploading now.
http://archive.org/download/DoremiFantasyTasKaizoman66610bit444/doremifantasy-tas-kaizoman666.mkv ... This looks to be screwed up or something (shutters, claims to be ~64min but only is ~59min). Looks like the video is wrong somehow (wrong timecodes?)
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Potato Stomper wrote:
Yeah, but modding the controller is hardware modification (as the name implies).
Left+Right is not possible on pristine controller either (or at least shouldn't be). Note that unmodified console when asked to do hardware polling does read 16 buttons per line (for grand total of 64), not 12 per line. And controllers can't do DMA or anything blatantly unsafe, so modified controller can't be used to trivially hijack execution.
Potato Stomper wrote:
How much of a difference do these 0-3 buttons make anyway? Is the run fundamentally different without them or would it be just a bit slower setup?
It doesn't matter in setup time, but it would render the exploit much much harder (if possible at all).
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natt wrote:
IIRC, Jetpack has one of those "speed sliders" common on older games, and no consensus was reached as to how it should be set?
8. That's the highest locked speed (there's unlocked, but it is by far too fast[1]). And besides, there's an emulation error in JPC-RR: All the locked speeds are the same (whereas in DOSBox there's a difference). [1] It is so fast that it is almost impossible to control even tool-assisted (I guess subframe input would work, but would be nightmare to make run using one). Doesn't look fun to watch either.
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jlun2 wrote:
I never even knew SMW was compatible with such an extension. Does SMW even have a mode where more than 2 players can play?
No. It just ignores multitap, except that polling mode it uses inherently reads second controllers on both ports (and these values then end up being executed).
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jlun2 wrote:
I thought the SNES only had like 2 control ports. 0_o
It does, but multitap exists (allowing to plug 4 controllers to one port).
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SmashManiac wrote:
I realized after posting that the current method requires 5 controllers (according to bahamete, can't confirm),
Actually, 4 (1-1, 1-2, 2-1 and 2-2). But getting 1-2 actually requires 8 controllers to be present.
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ALAKTORN wrote:
how does that even work? Dolphin doesn’t allow for sub-frame inputs, does it?
Dolphin movie format is by-input-frame, so it does allow subframes.
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CoolKirby wrote:
jlun2 wrote:
Is the N64 just inherently hard to emulate or is it lack of developers interested compared to other consoles?
I'm pretty sure it's because the N64 is a very complicated console and hard to emulate (since I've read that before on this site).
AFAIK, the reason is not that N64 is highly complicated, but having to accurately emulate two programmable cores that are both quite powerful and can share state. Whereas later consoles are even more powerful processing-wise, the accuracy required for things to work well is much less, making things much easier. The reason two tightly coupled cores is problematic is that standard tricks for fast emulation won't work very well if one also needs accuracy.
Post subject: Re: Safe states on PC
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Lighnat0r wrote:
I have recently picked up the idea to create a TAS of the PC version of Grand Theft Auto: Vice City. Because of the apparent lack of an emulator to do so, I figured that I'd have to find a way to do at least frame advance and safe states. So far I have managed to implement a rudimentary form of frame advance. Safe states are a lot more difficult of course, that is why I'm here asking for advice.
You would also need some way to capture input and replay it later...
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Patashu wrote:
If you had a 'list of demands' that all had to be fulfilled before you'd think about working on it, what would it be?
At least using standard C++ types instead of BYTE/WORD/Whatever and not mixing UI code with whatever code. Oh, and source code for some useful plugins. And that's just based on quick look, there could be more.
Post subject: Re: Metroid Super ZeroMission v2.3 all items
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Hoandjzj wrote:
Hi, I've completed a TAS of version 2.3 of this hack, and I'm uploading it here, but the page rejected it and said: No acceptable movie file found in the ZIP I used Snes9X to record it and the zip content *.smv file, what was wrong :( I know it an outdated version of Snes9X, but is it acceptable?!
http://tasvideos.org/forum/viewtopic.php?p=344693#344693
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jlun2 wrote:
But anyway, now that's fixed, I wonder if Tehh_083 had the same problem.
Fixed that too: http://tasvideos.org/forum/profile.php?mode=viewprofile&u=TEHH_083