Emulator Coder, Experienced Forum User, Published Author, Skilled player
(1142)
Joined: 5/1/2010
Posts: 1217
One can now allow other users to edit one's submissions even if those users wouldn't normally be allowed to (handy for having your co-authors be able to edit).
The field containing these users is "Extra edit privileges:" in submission (edit) form (if you have multiple, separate by ';').
Emulator Coder, Experienced Forum User, Published Author, Skilled player
(1142)
Joined: 5/1/2010
Posts: 1217
Yes, the avatars have to be off-site.
As for the error, are you sure the URL is complete, including the http:// or https:// parts? What is the URL you are trying to link the avatar from?
Emulator Coder, Experienced Forum User, Published Author, Skilled player
(1142)
Joined: 5/1/2010
Posts: 1217
As a note, the categorization used on the page itself (except for the per system page stuff) is coded in the site code. Right now there is no explicit category given for "GC", so it gets grouped in "Other".
This should presumably be fixed, but should the category be "GC" or "GC/Wii"? Or even be grouped with N64 (but that would be somewhat silly).
Emulator Coder, Experienced Forum User, Published Author, Skilled player
(1142)
Joined: 5/1/2010
Posts: 1217
The master branch is quite broken. The branch that should be used is rr1-maint.
target-libsnes means bsnes v087 (earlier ones have ui-libsnes).
I should look into this.
Bsnes accuracy core is very heavy. And the >100% CPU load is because lsnes multithreads (I have seen average CPU usage of ~200% when dumping).
Compat core does not seem to be any less accurate, except for some graphical glitches in few games, but is 2x faster.
Oh, and I got Turska's Chrono Trigger TAS to sync on compat, despite the extreme timing requirements.
libsnes v088 and v089 don't exist.
In addition to seemingly not being buildable as a library (which would mean some patching work), bsnes v088 and v089 alter the internal interfaces quite a bit. So getting those to work would pretty much need the work to split the interface to emulation core out of emulator core.
That is one of the major goals for rr2 version, unfortunately it is quite a bit of work.
Emulator Coder, Experienced Forum User, Published Author, Skilled player
(1142)
Joined: 5/1/2010
Posts: 1217
I have seen that too, when running lsnes on some versions of Wine (just for testing, I normally use native builds). There just aren't key events generated for those keys from the underlying GUI library.
Emulator Coder, Experienced Forum User, Published Author, Skilled player
(1142)
Joined: 5/1/2010
Posts: 1217
Well, if you can observe BIOS jumping to ROM space in the cartridge, that would work, except that PC loads (assuming BIOS hasn't been hacked!) the boot block at 0000:7C00 (RAM space!) and then jumps there, which is likely not the start of game (but it might!)
Emulator Coder, Experienced Forum User, Published Author, Skilled player
(1142)
Joined: 5/1/2010
Posts: 1217
The movement speed (by time) is not affected.
But smoothness of motion should have improved slightly as number of lag frames has been cut from about one in six to about zero.
The extra framerate above 50fps will show up in this game as lag.
Emulator Coder, Experienced Forum User, Published Author, Skilled player
(1142)
Joined: 5/1/2010
Posts: 1217
Maybe there is some caching involved?
- I loaded the page in Konqi (very slow). Presumably this might have left something cached?
- Loading it again just moments ago was quite fast.
Emulator Coder, Experienced Forum User, Published Author, Skilled player
(1142)
Joined: 5/1/2010
Posts: 1217
Is there some video tag that disables it? If not, how can it be disabled?
I tried to google some documentation, apparently not figuring the right keywords...
Emulator Coder, Experienced Forum User, Published Author, Skilled player
(1142)
Joined: 5/1/2010
Posts: 1217
Actually, that's not the problem.
The problem is that red on black is very bad choice because for someone with protanopia, it has extremely bad contrast. Especially if not at full brightness (like in this case). Even with red-green colorblindness, red and green aren't that bad to tell apart if one has samples to compare with.
Emulator Coder, Experienced Forum User, Published Author, Skilled player
(1142)
Joined: 5/1/2010
Posts: 1217
AFAIK, there isn't one (as of now).
As for colorblind users... The widget shows the colors. Unfortunately, that doesn't actually work:
The color choices are such that red ones are almost completely invisible for someone with protanopia and has very bad contrast for someone with deuteranopia (the two most common forms of colorblindness).
I suppose easiest way to make it more friendly to colorblind users would be to tweak the colors so that most color-blind users can tell the colors apart.
And yeah, agree that there should be alternative method for those with bad vision.