Posts for Ilari


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Joined: 5/1/2010
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magus wrote:
ok i'm looking for a free host. i've copy/cut some stages too :)
If it is .smv, use this one: http://dehacked.2y.net/microstorage.php
Post subject: Allowing coauthors to edit submissions
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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 ';').
Post subject: Re: Avatars
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gamble5688 wrote:
Don't know if this is the right place to post, anyways I'm trying to add an avatar to my account. Is it possible to add one from my computer or does it have to be linked off-site as ther doesn't appear to be any buttons giving me the option to lift it from my hard drive.
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
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Emulator Coder, Experienced Forum User, Published Author, Skilled player (1142)
Joined: 5/1/2010
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The site has moved to a new server. The site should now be much faster with much less HTTP 500 errors.
Post subject: Re: Memory Watching in Mupen64
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Dooty wrote:
I'm trying to improve one run of the Nintendo 64, but without knowing how to watch the speed of the game it'll take a long time. Is there any way to observe the memory addresses in Mupen64?
There is a version of Mupen64-rr with Lua support. I presume that could be used to watch memory addresses.
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jlun2 wrote:
Hi! I want to create a section for GCN/Wii games, but I'm unsure if they should be grouped together or not.
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).
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ShinyDoofy wrote:
Seeing as you merged rr1-maint into master, I did some git pull'ing and ran into lua issues on the master branch, namely lua_callback_do_unsafe_rewind being undefined when linking. It seems you have neglected to update the signature in lua's dummy.cpp. This simple patch fixes it:
Should be fixed now, thanks.
ShinyDoofy wrote:
About the GB namespace before: Somehow the forums don't like stuff in angle brackets. It was supposed to #include [gameboy/gameboy.hpp].
IIRC, selecting "Disable HTML in this post" should help with that.
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ShinyDoofy wrote:
I in some way had to patch the master branch in order to compile it with gcc 4.6.3 on Gentoo Linux.
The master branch is quite broken. The branch that should be used is rr1-maint.
ShinyDoofy wrote:
bsnes/target-libsnes/libsnes.cpp was complaining about GameBoy not being declared (as a namespace, I presume); however, including <gameboy> fixed this.
target-libsnes means bsnes v087 (earlier ones have ui-libsnes). I should look into this.
ShinyDoofy wrote:
What baffles me is how lsnes manages to generate slightly more than 100% CPU load on a core i7 980X and is thus not always running smoothly.
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.
ShinyDoofy wrote:
On a side note: How about support for newer versions of libsnes like 0.88 or even 0.89? I couldn't say if those version were any better than 0.87, but I'm sure there's at least some reason they've been released.
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.
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kamengtaiv wrote:
sorry guys, but i m new here and i din`t know this is posted to workbench (i have no idea what is this). The admin to correct me ( move the speedrun outside of the workbench)
All submitted runs are automatically posted to the workbench. If you think this run is not up to par, cancel it.
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YaLTeR wrote:
I'm using Windows 7 and wxwidget version if it is necessary
Ah, I found the issue: wxwidgets needs some obscure flag in order to generate some key events. Pushed a fix, will be in the next release.
Post subject: Re: Please help me with lsnes
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YaLTeR wrote:
Hello! I have a problem with lsnes. When I setup key bindings lsnes does not recognise Return, Left, Right, Up, Down and probably more keys.
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.
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boct1584 wrote:
Desynced at the bridge, and I can't figure out how to set it to the accuracy core. The lsnes topic doesn't say either, nor does the manual. Was using the wxwidgets executable if that matters.
It also syncs on compat core (at least it did for me). I got it to play back with the latest Win32 build (lsnes rr1-Δ8ε1).
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henke37 wrote:
I beg to differ. As long one has a clear definition of what code counts as the game it is easy to check in theory.
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!)
Post subject: Re: Rule about game start vs console power on
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henke37 wrote:
Our current rules say that we time from console power on. This has worked well in the past, but only because that is the same as the alternative. The alternative would be to start timing when the first instruction of the game executes. This difference would mean that we could ignore the DOS boot time and actually time the game.
If emulator uses LLE on the BIOS (or OS, if any), there is no way to tell when the first instruction of the game executes.
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TheReflexWonder wrote:
Is it conducive to better gameplay at all, or was the change made just for the natural frame rate's sake? I assume the character moves at the same real-time speed either way, which is why so many frames were cut since the last submission of Spyman.
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.
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goofydylan8 wrote:
Should I post my information I have about the games I have done on there even if for most it will just be the RAM addresses and one or so tricks?
Yes, create pages for those (you should be able to edit GameResources). See: Wiki: EditorGuidelines Wiki: TextFormattingRules
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In case you run into problem where all input except directional seems to be ignored, here is a hacked movie file (done by turska) with modified keymap info: https://files.tasvideos.org/common/SubmissionFiles/3510S/megamari-tas-cstrakm-modified.wtf
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feos wrote:
Would it look okay if I don't stretch NES encode to 4:3 with avs, but do it with youtube tag instead?
Yes. If you do that, use 8x point scaling (2048x1792 or 2048x1920) as this interacts with h.264 encoding in nice ways.
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Nach wrote:
Loaded for me within 3 seconds.
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.
Post subject: Re: Youtube 3D WTH
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feos wrote:
What's with this 2D => 3D feature at all? I suggest to bring up a list of videos that were set to 3D by youtube and call for uploaders to disable this option in the video settings.
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...
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Warp wrote:
In other words, rather than have eg. red and green text (which is by far the worst possible choice because AFAIK red-green-blindness is the most common one)
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.
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ChristosOwen wrote:
Oh if I overlooked a secondary method to register then I apologise.
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.
Post subject: Re: Sonic Adventure Adventure DX Partially Works with Hourglass
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Cooljay wrote:
However it can't load Save states..yet Game freezes and everything turns to an untextured white mess
Related to Hourglass not restoring video RAM (which also contains textures)?
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Dada wrote:
If there's some other way, like via an attribute given to the <video> element, then they could fix it, but I'm pretty sure that doesn't exist.
Width and Height attributes of <video> element? But I don't know if that works. VideoWidth/VideoHeight is read-only.