Posts for Ilari


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synnchan wrote:
What I find to be very strange is that for example... Makaimura synced perfectly for me, while Daimakaimura always desyncs on every attempt, but both of them comes from the same driver: cps1.
Presumably Makaimura does not use some feature of cps1 that involves state that isn't saved/restored properly while Daimakaimura does.
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There have been at least one submission that that got exceptional treatment for streaming because of copyright issues. Also, it is possible to publish a run without YT stream (does not even require privileges beyond ordinary publishing privileges) but this is strongly discouraged[*]. [*] The last time I saw that happen, the senior publisher got REALLY pissed off.
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arandomgameTASer wrote:
By the way, if I make a minor improvement before this is accepted should I just cancel the submission? Or can I just replace the current run?
If the improvments are minor, ask for replacement (you can't do it yourself). For quite major improvements, cancel&submit new.
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OmegaWatcher wrote:
So, I should expect someone programming something in SMB3 to next April Fools, AGDQ marathon or pi day?
Using this bug for ACE is prbably quite hard if possible at all. This run needed to program only 3 bytes (a single jump instruction). The ACE input routines are far larger than that. I expect that very few games that aren't: - SNES games (because of controller autopoll registers). - Have serious inventory (one could write code to inventory) have ACE bugs. Credits glitches (like this one) are much less demanding (but still can require nontrivial amounts of code). E.g. PSX Castlevania: Symphony of the Night run had to use inventory as code.
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synnchan wrote:
It looks like this: What does that mean?
Definite CD-DA.
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mklip2001 wrote:
One other question: do you know if this glitch works similarly on the USA version of the game?
It does not work at all (up+down on ladder does nothing interesting).
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Basically, not saving/loading all the game state into savestate. Some games may not use the stuff that doesn't get saved/loaded (and thus seems stable), but some do (and desync, perhaps a lot).
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Dimon12321 wrote:
What are lag frames? I usually see this counting up when the game shows SEGA logo and sth like that!
Frames when the game makes effectively no progress because of having too much to do. Obviously, usually best avoided if one wants fastest times, as each is likely one more frame in total movie length.
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Does the .cue list more than just the data track? If it does, that CD likely had CD-DA for music, and PSXjin just does not support that.
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r11.2 is VERY old. Newest is r11.8-rc1. Also, to get drive C:, you need to add at least one hard disk image (putting it to slot D avoids BIOS timeout). Also, CD-ROM games are nasty to get working. The floppy image does not have CD drivers on it.
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jlun2 wrote:
it seems quoting 2 times makes the message appear blank: http://tasvideos.org/forum/viewtopic.php?p=373698#373698
Not the incorrect use of [video] tag?
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Bad memory card handling? Is it flagged as no memory card or clear memory card? Also, all are using the same DSP firmware, right?
Post subject: Copy of the framerate stuff mentioned above
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Here's copy of the framerate paste mentioned above (for more stable storage): Dolphin framerate: M/((k*N+b)*floor(floor(M/F)/N)). For Gamecube: - M is 486MHz. For Wii: - M is 729MHz. For NTSC: - F is 60Hz. - N is 525. For PAL: - F is 50Hz. - N is 625. For PAL60: - F is 60Hz. - N is 625. For progressive mode: - k is 2 if Dolphin 3.5-1249+, otherwise 1. - b is 0. For interlaced mode: - k is 1. - b is 0 if Dolphin 3.5-1249+, otherwise 1.
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AFAIK, Wii U is rather different from Wii, has multiple CPUs (major ouch for rerecording!) and is quite powerful. So emulating it isn't easy. As for PS2, there are worse supported platforms that have rerecording emus.
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Well, to seriously TAS something, you would need a way to have some sort of movie/demo file that stores keypresses/input. Note that most demo files are no good as those contain substantial amounts of game state (DOOM demos are an exception and are actually submittable).
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Radiant wrote:
I get, "error_handler: errstr=Array to string conversion errfile=/home/tasvideos/public_html/inc/wikiexpr.php errline=174 "
That happens when one tries to view a movie page with no movies in it.
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blahmoomoo wrote:
So perhaps if you remove the 1% height thing, this will be fixed. I don't really have the time to test whether or not this breaks something in another browser though... I have a feeling it might be there for a reason (old version of IE, maybe?).
It is definitely not for any modern Firefox. I can't see difference for it on/off even in blink compare (which shows pretty small differences clearly).
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Encoding with such methods turns quite a bit nastier... Is there a demonstration video about what the result looks like?
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Saturn emulation is pure crap. Much worse than even N64, which is quite badly emulated.
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Such improvements would likely need somebody implementing basic rerecording just to test that stuff.
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Dimon12321 wrote:
Some programmes can be played by Hourglass: I tested PrBoom port for Doom and I worked, but I couldn't TAS even the first stage! Hard without mouse though I got mega slow motion (1% on PrBoom + 12% on Hourglass).
Can PrBoom rerecord LMPs in DOS DOOM compatiblity mode? I think at least some source ports can actually do that. The problem with PC DOOM TASing is HELLISHLY high standards.
Post subject: Re: Memory Watching in Mupen64
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got4n wrote:
Dimon12321 wrote:
I don't know! I had no desyncs while TASing Doom 64!
You just had luck.
It depends on the game. I have seen games on the same emulator core that are very stable sync-wise, games that ocassionally desync and games that are just totally sync-unstable. And also, it isn't matter of luck. Luck here runs out very quick...
Post subject: Re: Teenage Mutant Ninja Turtles (2003) - TASing
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Dimon12321 wrote:
Dual Core and Idle skipping on, DSP HLE emulation (fast)
Using Dual Core or Idle Skipping for TASing is a very bad idea. Also DSP HLE is a bad idea. Yes, the TAS-safe settings of these are quite a bit slower...
Post subject: Re: Teenage Mutant Ninja Turtles (2003) - TASing
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Dimon12321 wrote:
Is it possible to TAS this game without desyncs? I passed the first stage for 3 times and haven't got the good result yet! What did I do wrong?
Is controller type set to gamepad or wiimote? Gamepad should be relatively stable if you set the settings correctly (Especially Dualcore off, Idle skipping off, DSP to either LLE option, EURGB60 off if NTSC game). Wiimote just causes desyncs sometimes.
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yep2yel wrote:
Frame 377 is the first sign of the AI timing being off. It looks as though input exactly the same, though that requires going through the entire moving, so I'm not sure.
Did you verify the movie sync from start to end before submitting?