Posts for Ilari


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Joined: 5/1/2010
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THC98 wrote:
I think that the problem was that I used a inconsistent Dolphin rev or I used a bad savestate when I got the Acient Light. Or both of them. I'll start using a better rev and be careful of using the savestates correctly ;P
You mean you upgraded Dolphin version partway through and didn't regenerate saves? Or that you did, but accidentally used a save from old version? (Both of these should get fairly quickly caught in sync checking). Any modern emulator should prevent loading savestate in a way that would leave the movie in inconsistent state. Of course, there might be bugs in this code...
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THC98 wrote:
But Sky Chase 2 and the Adventure Field of those parts are lost :/
Did you figure out what the heck happened? - You didn't check sync (very few emulators are even close to perfectly sync-stable), leading to movie desyncing without you noticing? - The emulator settings changed midway through, leading to inconsistent movie? - Something else?
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hegyak wrote:
I seem to have lost turnbyturn.txt
Here you go: https://gitorious.org/nethack-tas-tools/mainline/blobs/master/turnbyturn.txt
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Odongdong wrote:
So.... still no further progress in here yet?
Nope. Nastier to handle runs tend to take time... The problem here is getting some judge to verify sync (because of Dolphin), not so much encoding.
Post subject: Re: I want avatar!
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Marx wrote:
Why doesn't this URL work. http://www.majhost.com/gallery/metal-man-x/mega-man/new_bass_sprite-ii.png
That link gives 404 error (which means it doesn't exist). If that link is copied from some page where it works, maybe that's because it has been protected against hotlinking?
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partyboy1a wrote:
Feature request: Lua function to parse those lsnes memory watch expressions This should basically be a one-liner to implement, because lsnes can already parse these statements.
Well, not quite a oneliner (mainly due to having read/write values from/to Lua and Lua function boilerplate[1]), but still very simple to do.
Language: C++

function_ptr_luafun memory_watchexpr("memory.read_expr", [](lua_State* LS, const std::string& fname) -> int { std::string val = evaluate_watch(get_string_argument(LS, 1, fname.c_str())); lua_pushstring(LS, val.c_str()); return 1; });
(lambda functions for the win). Also revealed a crash with certain kinds of memory watch expressions and a bug in my IRC announce script. :-) [1] Granted, the boilerplate is only 1 line of code in itself.
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HappyLee wrote:
Sorry to bring this old topic up, but I'm planning to make a TAS of Tetris "Mode B".
HappyLee wrote:
1. How do we get to levels 20-29?
In mode B, there is no way to get to those (without hacking or corruption).
HappyLee wrote:
2. Do I have to start the run on the PAL version?
Well, Baxter used NTSC, so I think it should be used.
HappyLee wrote:
3. I didn't know that level 19 is random at first, and now I'm confused about what to choose. If I manipulate luck and get a combination that's fastest to be solved, would it destroy the meaning of this TAS? Or should I enter level 19 as soon as possible without manipulating luck?
Ah, these endpoint discussions... I say that if you decide to go through luck manipulation route, ensure that the manipulation you do saves more time in the actual level than what the luck manipulation itself loses.
Post subject: Re: 64-bit support?
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scoobydude51 wrote:
does this emulator work for 64-bit computers? if not, please make it happen!
64-bit computers should be able to run 32-bit binaries. This doesn't work? Or are you meaning that it doesn't compile on 64-bit? Or that it compiles but crashes/misbehaves when running?
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natt wrote:
With a bsnes-derived core, you can easily dump tracelogs of 4016\4017 activity and then use it to tell you what results your snesbot should return.
I don't think monitoring writes to controller stuff is the correct way... With lsnes, there's easier (and correct) way: on_snoop Lua callback. The parameters are: 1st: Port number (always 0 if there is just a single controller). 2nd: Controller number in port (always 0 unless there is multitap or paired justifiers on that port) 3rd: Control index within controller (always counting from 0 for each poll) 4th: The value to be returned. Simple script (only supports one gamepad): Download polldump.lua
Language: lua

dumpfile = nil; start_dump = function(filename) file, err = io.open(filename, "wb"); if not file then error("Can't open output file: " .. err); end dumpfile = file; dumped = false; current = false; iframes = 0; end end_dump = function() dumpfile:close(); dumpfile = nil; end current = false; iframes = 0; on_snoop = function(x, y, z, w) if z == 0 then if current and dumpfile then byte1 = math.floor(current / 256); byte2 = current % 256; dumpfile:write(string.char(byte1, byte2)); iframes = iframes + 1; end current = (w ~= 0) and 1 or 0; dumped = true; else if w ~= 0 then current = bit.any(current, bit.value(z)); end end end on_paint = function() if dumpfile then gui.text(0, 0, iframes, 0x00FF00, 0); end end
The button order is 0000 RLXA rldu SsYB
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THC98 wrote:
I hope to finish this TAS in this week (I'm not making it fast, I just want it finished) and submit it in the next week, so I can encode the run and write the submission.
What kind of encode? Just quick'n'dirty (just try not to end up looking crappy) Youtube job to speed up getting feedback or some sort of encodes trying to be official?
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CoolKirby wrote:
(the first 2 or 3 BizHawk runs used the .tas extension).
Actually, there are 4 .tas runs.
CoolKirby wrote:
Are you planning to create a new type code for the new extension, then?
Yes, but the amount of testing needed is by no means trivial (so it is going to take some time at least).
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CoolKirby wrote:
Is this ever going to be fixed? It makes sense for the early BizHawk movies, but not for the runs published after the file extension change. This should be an easy fix, too.
Basically, there are two things that could be done: 1) Change the extension stored in the database for type code 7. - This would cause all Bizhawk movies to change the reported extension. 2) Create a new type code for .bkm and then edit the relevant movies to use this code (as well as editing the movie parser, so future publications will have it correctly). - Unfortunately, free type code entries aren't exactly plentiful.[1][2] [1] I haven't looked at what it would take to expand the type code space... [2] Best guess would be that expanding the type code space would be relatively easy...
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jlun2 wrote:
Does the N64 movies in TASVideos measure their length based on "VI" like dolphin, or frames? Maybe that's why the time seems different, yet the movie still syncs.
Yeah, the site measures length in terms of fixed-length units (VIs), but the bot works in terms of input frames. So lag emulation not being correct does not matter (unless lag itself affects randomness). Edit: ... or if the game polls even when it doesn't need the results.
Post subject: Re: snes9x-rr 1.51 v7 released
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jlun2 wrote:
I suggest the Snes9x threads be locked then, since the emulator's not only deprecated, but the development seems to have paused.
I would just desticky those threads, not lock them.
Post subject: Re: snes9x-rr 1.51 v7 released
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the_randomizer wrote:
Bollocks, figured as much. It's a real shame, though. Why does development still continue with the horribly inaccurate 1.43 and 1.51 versions?
Well, no real development, just mostly minor (and occasionally some bigger) fixes.
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sonicpacker wrote:
Couldn't you theoretically use this and a high definition capture card (or something else to record) to get really accurate N64 encodes with working games?
Unfortunately, the N64 video output is pretty crappy, so you wouldn't get good-quality encodes. Allegedly TASVideos N64 videos are way better in video quality than SDA ones, and most of the difference is due to what N64 outputs.
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partyboy1a wrote:
There should also be input.joyget(player) returning such a table.
Well, that's implemented now. I saw the code you wrote. Looked like some simplifications could be possible by using new Lua functions on the newest version. Also, looked like implementing some new lua functions / callbacks would be in order... Ideas? Also, the controller number table is: 1st controller is physical 0 (0,0) 2nd controller is physical 4 (1,0) 3rd controller is physical 5 (1,1) 4th controller is physical 6 (1,2) 5th controller is physical 7 (1,3) 6th controller is physical 1 (1,1) 7th controller is physical 2 (1,2) 8th controller is physical 3 (1,3)
Post subject: Re: snes9x-rr 1.43 v18 released
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the_randomizer wrote:
lsnes and BizHawk might be too much for the Core i7 2670QM to handle.
I think CPU like that ought to get at least 1.5x of real time on most games with compatibility core (enhancement chips slow things down, and SGB is really terrible speed-wise). Of course, this is much slower than snes9x (even the later versions, which are much slower than the earlier ones).
Post subject: Re: snes9x-rr 1.43 v18 released
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the_randomizer wrote:
What happened? I always wonder why any rr version past 1.52 has been killed off? The SPC700 emulation improvements are what make these tolerable to use; anything prior makes the games sound like crap.
Not really "killed off". 1.52 and 1.53 are definitely accepted for submissions and even saw occasional submissions. But I think the lack of tools made them quite unpopular.
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AngerFist wrote:
How many stages do you have left to complete?
I looked at that yesterday (wondered about the same thing), seems like there is only The Lost World, Final Egg and the final showdown with Dr. Eggman.
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GipFace wrote:
Playdump can't playback in realtime, so I need to convert to a WIP encode. For some reason, dumpconvert (r11.2) is crashing whenever I try to use it. I'm using the settings in the info page and it's not working.
I just built a new version: http://www.elisanet.fi/ilari_l/streamtools-r11.7a.7z (complete with fixes to some known bugs). As to quick and dirty encoding, something like the following might work: > dumpconvert --video-width=720 --video-height=480 --video-framerate=60 --output-wav=audio.wav --output-x264=video.mkv,crf=15 dump.jmd > mkvmerge --aspect-ratio=1:4/3 -o wipencode.mkv video.mkv audio.wav (The framerate is not quite 60fps, but very close).
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A version that has the extra frame at the end and syncs on 2.1.4a: http://dehacked.2y.net/microstorage.php/info/1389530568/3710S-compat.fm2
Post subject: Re: Ken's Labyrinth
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Ken's Labyrinth... Ah, I once tried this game... Got so far as to find the position addresses, angle address and coin address. Of course, DOS memory addresses tend to differ between runs based on very subtle differences in setup... So I would have to see the movie file if I was even to try to to find memory addresses... Some bootup hints: - Put the game onto hard disk and put the hard disk to slot D. This avoids a timeout from BIOS. - Hit enter after seeing the prompt about boot menu. This cuts about 2.5 seconds wait time. - Skip autoexec.bat... There is nothing needed there, only some stuff that will mess up things. - The keyboard is buffered, so before entering the actual game, you can hit keys before the computer is ready (up to certain limits).
GipFace wrote:
- The game runs OK in 320x200 mode. However, there is a 360x240 mode that I would like to use, but it has minor graphic glitching at the top of the screen. If I can't fix that, should I just do the run in 320x200?
The glitching is also present in DOSBox, so I guess it is not an emulation error. As for music, use Adlib, NOT MPU-401 (even if the latter works) or some encoder is going to have a quite bad day...
GipFace wrote:
- Early in level 1, there is a slot machine. It is possible to manipulate this and win the jackpot (1 coin -> 200 coins), though it is very difficult (1 in 4096, so I'll give up if it can't be forced).
At odds like that, would be useful to find the RNG address and find out what numbers give the jackpot. Much too slow to just try blindly.
GipFace wrote:
Lastly, this link states that the latest version is r11.2. However, the repository has an r11.7. I tried compiling this on my own and got errors. Could someone create a Windows binary for me and update that resource page? Thanks!
http://www.elisanet.fi/ilari_l/jpcrr-r11.7-precompiled.zip
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CoolKirby wrote:
Is the problem that the run doesn't sync on an A/V sync revision? Or is it that our N64/GC/Wii superjudge is working on a run himself at the moment?
If the run is accepted, somebody that can build dolphin will produce A/V sync revision that it will sync with. The problem is seemingly that all the judges that handle Dolphin are apparently busy doing other things.
Post subject: Re: I voted Yes - why isn't this published yet? :)
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gamerfreak5665 wrote:
Yeah, is there a reason why its taking a while? No rush or anything, just curious.
The reason is called "Dolphin" :-)