Posts for Ilari


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cWaLkz wrote:
ive a problem. the games i want to TAS all run fine on PCSX2-r4600 0.9.8 but not on PCSX2-rr. is it possible to add the re recording tools to the newest pcsx version?
PCSX2 (PS2 emulator) isn't the same as PCSX (PSX emulator). PCSX2-rr is old and never actually worked properly. And due to changes in PCSX2, making a rerecording version based on modern PCSX2 version would be very difficult. :-/
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chiptune95 wrote:
and then when I record in avi with FCEUX the quality is bad...
Disable hardware acceleration and set video codec to Camstudio Codec. My guess is that either hardware acceleration is screwing with the capture or you have some lossy codec with bad settings in use (most probably the latter). In contrast, Camstudio codec is lossless. It does not degrade the video quality at all.
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chiptune95 wrote:
I recorded my screen area where there was the FCEUX video (.fm2) with camstudio... but about the sound I save it in .wav file (with FCEUX app)... but suddenly my .avi (recorded with camstudio) and .wav files are separate.
FCEUX has built-in video/audio (a.k.a. AVI) capture. Use that, no need to use camstudio (the screen capture). Additionally, the quality will be better as FCEUX will slow down to capture every frame instead of dropping frames if your computer can't keep up.
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chiptune95 wrote:
I recorded my run (not a TAS) with camstudio
You mean camstudio the screen capture software or FCEUX using the camstudio codec? Those two are not the same (even if camstudio codec is part of camstudio the screen capture software).
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chiptune95 wrote:
So there is no way to get sound???
Here are the official dumping instructions (also having steps relating to sound): http://tasvideos.org/EncodingGuide/VideoDumping.html#TargetSettings
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chiptune95 wrote:
why when I record a video with camstudio and then I reread it, there is no sound???
Unsupported sound codec or dumping sound to AVI is disabled (I have never seen the dialog, so I can't say)? The usual sound codec to use is 'uncompressed' or 'PCM'.
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chiptune95 wrote:
Yes but how to keep a record from a portion of a finished video??? thank :)
Load a savestate that is at the end of the video and switch to read-write mode (you could also play back the movie until you reach desired point, savestate, loadstate and switch to read-write mode). That's how it works in every rerecording emulator.
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chiptune95 wrote:
Hello everyone... I would like to create a youtube channel for post my tool assisted speedrun of super mario bros 3... but the problem is that I don't know how to turn an FM2 file to an AVI file (because youtube does not read FM2 files)... and I would like to know how to merge the different parts of my video (because I have not done all at once)...
As for turning FM2 into AVI, use the emulator video dumping (if you use video codec like Camstudio, you might be able to directly upload the video into youtube). Also, TAS shouldn't be in multiple parts. One can easily continue recording (resulting one movie) where one left off if one knows how.
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tflynn wrote:
hen I finish my TAS, how do I convert the .smv file to an .avi/.mp4 file? I have tried looking and I haven't found anything.
Wiki: EncodingGuide The idea is to use the emulator video dumping to dump the video / audio of the run at the best possible quality and then compress that using lossy codecs. Some useful codecs for dumping: * Camstudio (Video) * Lagarith (Video) * Camtasia (Video) * FFV1 (Video) * ZMBV (Video) * Uncompressed (a.k.a. PCM) (Audio) Some useful encoders for encoding: * x264 (h.264) (Video) * Aotuv (Vorbis) (Audio) * NeroAACEnc (AAC) (Audio) Of course, for submitted TASes, encoders are there for doing just that (but it saves effort if the author can do it). But the game you mentioned (SNES Mega Man X) has AFAIK quite high-quality runs, so it doesn't sound like good choice for first run for submission (of course, using it to learn TASing is fine). Edit: Apparently most those runs are quite out of date (missing latest tricks). So if you think you can beat those, go for it.
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ALAKTORN wrote:
the Malleo ones aren’t dead, it’s just that this forum links to itself unless you put www. inside URL tags apparently…
Nope, use complete URLs (that http:// is there for a reason!) Some links cleaned up: Grumble Volcano SC 3lap 1′30″897 by Malleo Mario Circuit 1 3lap TAS 1′18″692 by Guillaume Mario Circuit 1 Flap TAS 24″336 by Guillaume Mushroom Peaks 3lap TAS 3′37″177 by Tim007 Thwomp Cave 3lap TAS 1′55″781 by Guillaume MC glitch 3lap 49″929 by Malleo CM glitch 3lap 37″957 by Malleo MT 3lap 2′11″386 by Malleo
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WST wrote:
It at least does not look nice (and possibly may lead into an attack, I did not check it deeper).
I checked, it doesn't look like it does anything except cause the site to compose invalid SQL syntax (with couple extra warnings from trying to pass an array as a string).
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AberrantWolf wrote:
I did install zlib. It got installed as part of something else, but I installed it by hand just in case after I saw the error. Here is my console output so you can see what's going on (including me checking that zlib is installed):
I don't remember if the shell likes specifying two temporary environment variables at once... And also scons... I think it ignores any paths you specify (unless the script specifies that those should be respected)...
Post subject: Re: Compiling FCEU on Mac OS X
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AberrantWolf wrote:
I have followed the directions on he website and installed all of the indicated macports libraries (scons, libsdl, zenity, lua, gtk2). I get an error that it could not find zlib.
I notice the list list of libraries doesn't include zlib. Maybe macports doesn't install the dev version unless you actually install it? Also, was it compiler error (not finding some include) or linker error (not finding the library)?
Post subject: Re: Screenshots problems?
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klmz wrote:
Something's wrong with the screenshots on this page: http://tasvideos.org/Movies-SNES.html
Can you be more specific? I looked at the page and didn't see anything wrong with the screenshots.
Post subject: Re: New to speedrunning?
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SUPERFOX5 wrote:
but I very rarely ever use anything like RAM addresses
As to why RAM addresses are important: The game may not show something accurately enough: Example 1: the gauge on screen might have 10 steps, even if game internally keeps track of 30,000. Good luck finishing with 1 unit remaining (which might very well be the fastest way) if you don't have the more accurate view. Example 2: Less than one pixel position differences can affect things greatly (e.g. can make or break some almost impossible jump). But such differences won't show up on screen by definition, since 1 pixel is the smallest displayable amount. Even if things are shown, numbers might be easier to read/understand: Example 1: Character normally runs 6 pixels per frame, but slows to 5 pixels per frame on slopes upward. This is somewhat difficult to notice, but blatantly obvious if one is watching how character position is changing. Something important is not shown at all: Example 1: You are shooting at a boss. Is it really taking damage or not (the boss might be shown taking damage even if it isn't). Example 2: Does the randomness in the next segment differ from what I have already seen, or is it the same? Good "randomness" may very well be much faster than bad one. Example 3: Car speed oscillates between some values, but there is a trick that allows freezing that oscillation to the fastest value. This might very well save lots of time. In summary, watching the values of RAM addresses can make it much easier to compare your current performance to past ones (is it better or worse?) and make it much easier to make a good run as you don't have to guess as much.
Post subject: Re: lsnes WIP Sharing
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TheHepper wrote:
Sorry to ask so many questions about lsnes, but I wanted to share a WIP I put together, and I can't upload it into the microstorage site.
Microstorage doesn't support .lsmv (yet). You could use generic file sharing sites (even if there is no good one).
Post subject: Re: Moving to additional trackers (Software to test within!)
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Nach wrote:
This application now also deletes private markers.
Deleting private marker needs torrent replace, it is not doable as torrent edit, like adding additional trackers or webseeds. The reason is that the private marker is authenticated with torrent hash, which can't be modified without completely replacing the torrent. In contrast, trackers or webseeds are not authenticated, so those can be freely rewritten. The old and new torrent will not be compatible with each other (but if one has file from old torrent, the new torrent process will immediately jump to 100%, because only target file contents matter there).
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TheHepper wrote:
What happens is the first address shows up with a "square" character that must be deleted to display correctly. The last line shows up fine since there are no lines below it.
Sounds like the watch file loading CRLF bug I fixed in Δ10.
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TheHepper wrote:
Thanks! So just to clarify, all addresses should start with "C0x" and end with "z", then the last letter designates how it is displayed. What if I want to put a description in, such as designating that address as "HP", is that possible?
The 0x after 'C' means hexadecimal constant. But if it is an address, hexadecimal is often the easiest. When you add a memory watch, it prompts for a name. You can name it as 'HP', then it gets shown as 'M[HP] <value>'. And actually, memory watch expressions can be much more complicated, like: C0x007e0876zwC0x007e002azw- Which is the difference between signed word values at 0x7e002a and C0x7e0876.
Post subject: Re: lsnes Memory Watch & Lua
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TheHepper wrote:
Could someone please help me with memory watch expressions in lsnes? I have a listing of addresses I want to load from a snes9x memory watch, but I don't know what syntax to use. For example, I want to see address 7E33DE and I want it to be called "HP".
C0x7E33DEzB C...z: Push constant B: Pop address, push contents of unsigned byte. b: Pop address, push contents of signed byte. W: Pop address, push contents of unsigned word. w: Pop address, push contents of signed word.
TheHepper wrote:
Also, I had a Lua script that would display various memory addresses on screen for snes9x, but now I load it in lsnes and nothing happens?
Something like this should work:
on_paint = function()
gui.right_gap(160);
hp = memory.readbyte(0x7E33DE)
gui.text(512, 0, "HP: "..hp)
end
(I placed the text outside the game area...)
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LYF wrote:
...In China, we can NOT visit Youtube without a proxy. And the BBSCode [video]do not support any videos except Youtube
According to Wiki: ForumMarkup, it supports: Direct HTTP file links to:
  • MP4
  • FLV
Video from the following sites:
  • DailyMotion
  • GameTrailers
  • Google Video
  • Guba
  • MetaCafe
  • MySpace
  • Nico Video
  • TwitVid
  • UStream Recordings
  • UStream Channels
  • Veoh
  • Viddler
  • Vimeo
  • Yahoo Video
  • YouTube
  • YouTube Playlist
... So considerably more than just Youtube...
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YoungJ1997lol wrote:
Would it work on lsnes?
I tested, it seems to work (I especially checked that music works, as most well-known incompatibilities are associated with that). Oh, the patch is headered, so setting apply offset to -512 (yes, negative) might be in order (if one uses lsnes internal ROM patcher)...
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Mothrayas wrote:
Apparently, 0 stars is impossible with just HSWK.
AFAIK, 0 stars is possible with just HSWK, but skipping DDD takes more time than completing it, so with just HWSKs, 1 star is the fastest.
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marioman102594 wrote:
i would like to make a TAS for my homemade game because I want to see how It turned out... I wanted to see if it was beatable... i cant beat it... it is a PC game... is there a way to TAS my game?
Hourglass? But if the game does anything more exotic stuff, it is probably not going to work. More exotic stuff refers to what APIs it calls. If it is some simple SDL game, it is very likely to work. But if ti calls all sorts of obscure APIs, not so much.