Posts for InfamousKnight


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Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Downloaded latest build and still the same deadlocks on linux :( Really no difference..
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Other strange things I found: some games don't render anything on screen like need for speed carbon. In those games, the rewind feature works just fine. So its something to do with the renderer I guess. Games that I found to "render" anything was lego star wars the video game and games like star wars bounty hunter. So that's cool I guess. I'll look for more and see if I can come up with a "new" capability list. Games that don't work and games that do. I'm happy to see that you even attempted this. i just use bizhawk for its rewind feature and gamepad mapping.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
I tried clicking the record button and it still just hangs. I also tried opening tasstudio and it never shows up. And rewind freezes bizhawk now. That didn't happen before.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
It is fixed. Now I'm having trouble recording a movie file. It will just not close the record movie dialog after i press enter or attempt to click the record button. I can't close out of it either.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
And the other issue I'm having is random freezes.. It will just play and freeze at inconsistent times. Meaning it freezes at a different frame each time. Game I'm testing is lego star wars the video game
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Gtk-Message: 19:29:44.957: Failed to load module "canberra-gtk-module" Aborted (core dumped) Using OpenTK 3 for host input (keyboard + gamepads) Connected new gamepad J1: 03000000-c624-0000-3a54-000001010000 Unmapped Controller DB: hash D41D8CD98F00B204E9800998ECF8427E not in game database. * Assertion at mono-threads.c:1576, condition `(current > *staddr) && (current < *staddr + *stsize)' not met ================================================================= Native Crash Reporting ================================================================= Got a SIGABRT while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. ================================================================= ================================================================= Native stacktrace: ================================================================= 0x561b3a2f248e - mono : (null) 0x561b39fe3c0e - mono : (null) 0x561b3a017b1e - mono : (null) 0x7f387f1f6520 - /usr/lib/x86_64-linux-gnu/libc.so.6 : (null) 0x7f387f24aa7c - /usr/lib/x86_64-linux-gnu/libc.so.6 : pthread_kill 0x7f387f1f6476 - /usr/lib/x86_64-linux-gnu/libc.so.6 : raise 0x7f387f1dc7f3 - /usr/lib/x86_64-linux-gnu/libc.so.6 : abort 0x561b39f9b591 - mono : (null) 0x561b3a2d50f7 - mono : monoeg_assertion_message 0x561b3a2ce601 - mono : (null) 0x561b3a2c9d98 - mono : mono_thread_info_attach 0x561b3a1f977d - mono : mono_thread_attach 0x561b3a2eab7b - mono : (null) 0x561b3a1fb08e - mono : mono_threads_attach_coop 0x7f38640038db - Unknown ================================================================= Telemetry Dumper: ================================================================= Pkilling 0x7f385453e640 from 0x7f373ddff640 Pkilling 0x7f38447f8640 from 0x7f373ddff640 Pkilling 0x7f37935fd640 from 0x7f373ddff640 Pkilling 0x7f37932f7640 from 0x7f373ddff640 Pkilling 0x7f385473f640 from 0x7f373ddff640 Pkilling 0x7f385433d640 from 0x7f373ddff640 Pkilling 0x7f387eb13640 from 0x7f373ddff640 Pkilling 0x7f387f1b1780 from 0x7f373ddff640 Pkilling 0x7f38445f7640 from 0x7f373ddff640 Pkilling 0x7f37937fe640 from 0x7f373ddff640 Pkilling 0x7f375b1ff640 from 0x7f373ddff640 To get around the crash I turn off fastmem
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
*bump* the crash the beginning when opening bizhawk has been fixed. Opening up any gamecube isos lead to crash that just says segmentation fault(core dump) and thats it.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Exception on start up: System.NullReferenceException: Object reference not set to an instance of an object at BizHawk.Client.EmuHawk.MainForm.get_AvailableAccelerators () [0x0005f] in <13de15dd742f4e6f8bacf7ff05853947>:0 at BizHawk.Client.EmuHawk.MainForm.HandlePlatformMenus () [0x00024] in <13de15dd742f4e6f8bacf7ff05853947>:0 at BizHawk.Client.EmuHawk.MainForm.MainForm_Shown (System.Object sender, System.EventArgs e) [0x0005f] in <13de15dd742f4e6f8bacf7ff05853947>:0 at System.Windows.Forms.Form.OnShown (System.EventArgs e) [0x0001c] in <a3daa9b84fd241a497578a25f68bc3c7>:0 at System.Windows.Forms.Form.SetVisibleCore (System.Boolean value) [0x00183] in <a3daa9b84fd241a497578a25f68bc3c7>:0 at System.Windows.Forms.Control.set_Visible (System.Boolean value) [0x0000c] in <a3daa9b84fd241a497578a25f68bc3c7>:0 at System.Windows.Forms.Control.Show () [0x00000] in <a3daa9b84fd241a497578a25f68bc3c7>:0 at (wrapper remoting-invoke-with-check) System.Windows.Forms.Control.Show() at BizHawk.Client.EmuHawk.Program.SubMain (System.String[] args) [0x002c4] in <13de15dd742f4e6f8bacf7ff05853947>:0 after I close the window, it crashes. Using ubuntu 22.04. Does not occur on earlier builds of bizhawk. Latest build known working was BizHawk_devbuild_253f1397. I didn't think dolphin would ever be ported to bizhawk
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
The password system here looks like regular gameplay. I wouldn't even tell the difference. Although using the demons to 1HKO everything looks boring in combat.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
This is as close we are getting to having dos on bizhawk. Link to video Video showing windows 3.0 installed on it. The only issue to resolve is running homebrew on dshawk. Melonds can run it using some SD image but I don't know where to find that..
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Not sure if this the appropriate place to ask this, but could some make an encode of this movie? https://tasvideos.org/UserFiles/Info/637774632211671774 It just takes forever on my laptop to encode in HD. When I publish it on YouTube, I promise I will credit anyone who encodes it
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
This game is a lot of fun to tas. Its all button controlled, so no need to worry about fighting with the touch screen. Its very smooth, and rewind is very handy here. It is pretty slow when you don't have any boost available. You can kill enemies and hope they drop one. I don't know if this is random or not.. Because they have groups of 3 that go after you, and in my testing, it doesn't seem to matter who you kill in that group. It always seems to drop the same item. Some times 3 in a row of different items. I know killing as many enemies as possible is a waste of time, but I find it more entertaining that way. The last mission I did so far was pretty intense.. Here's an HD encode: Link to video Its just a test run, so I'm not submitting it.
Post subject: Need for speed carbon own the city
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Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
This is the most visually appealing version of the them all. For a speedrun of this, the drafter wingman is insane in a tas setting. Theres a drawback to using it as intended though. It slows down the game to help with precision, and takes a while to fill up the boost meter. It would probably be faster to call the drafter and try to get in front of it to get a "damage boost" from it. That way you don't slow the pace down. I know nothing about optimal upgrade route yet. Because there's no full playthrough on YouTube anywhere, I might just do a tool assisted playthrough first just to get an idea of what I'm dealing with. These types of games are very hard to truly optimize and with that wingman in the mix don't make it any easier. So this won't be a serious tas
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Another game I would like to see: final fantasy fables chocobo tales 100%. While this game is fully controlled by the stylus, it's still pretty good. Lots of variety and the 100% just simply shows more of the cute mini games. A tas has an advantage too, because you can get a first turn each pop-up duel because it's determined by how fast you make a decision. Making haste pretty much useless. Theres no way to get critical hits, so all you would have to manipulate are misses. And making sure your attacks connect. The rta world record is 12 hours long played on a real ds.
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Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
brunovalads wrote:
InfamousKnight wrote:
What it's supposed to do is, when pressing the X button, y would be set to 116, touch at that location, increase by 1. If it reaches 200, it resets back to 116. This is used for aiming in the y axis.
If i understood correctly, let's say on frame 1 you press X, y will be set to 116, touch, then increse 1 (117 now), then the frame advance, what should happen? if you press X again it should touch at 117 then increase to 118? .
Yes, the idea is to use controls instead of the touch screen for aiming. 007 bloodstone ds uses the touch screen for aiming. The X,Y,A,B controls also move the player so they would have to be erased from the input log to prevent them from moving the player.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
I tried declaring it globally so it would make sense but couldn't figure that out either even with Google. I guess I used Global instead of global. What it's supposed to do is, when pressing the X button, y would be set to 116, touch at that location, increase by 1. If it reaches 200, it resets back to 116. This is used for aiming in the y axis. Next obstacle is the emu.frameadvance(). Since it's automatic, I can't freeze the emulator manually. If I omit emu.frameadvance(), it would crash the emulator. I guess that's because Lua is on the same thread as the emu is.
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Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Im trying to do it myself but I'm having trouble:
while true do
	local x = 106
	local y = 116
	local btns = joypad.get()
	if btns["X"] == true then
		btns["Touch Y"] = y
		joypad.set(btns["Touch"])
		y = y+1
	end
	if y > 200 then
		y = 106
	end
	emu.frameadvance()
end
The log in the console doesn't really help.. can anyone spot what I'm doing wrong?
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Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Any update on this? Mgba has been updated a few times since the last wip of this and maybe it was fixed. Is the ds version the same?
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Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
I've learned recently this game can be played without the touch screen. It's slower to use the buttons for the force ability, but I just hate using the touch screen for anything.
Post subject: Bizhawk lua question
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
With ds games, theres a lot of good games on there with 1 simple problem: a lot of games require the touchscreen to aim and such. I wanted to tas 007 bloodstone on ds but I don't like the aiming using the touch screen. The D pad and the A,B,X,Y keys do the same thing to benefit left and right hand users. So if I were to map A,B,X,Y to aiming controls, it would also move the character as well. So I guess somehow remove the A,B.X.Y key from the movie replacing with some touch control. I don't know how to do any of that.. So could someone provide some type of assistance here?
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
No I didnt have that enabled.. Thank you! Works now
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Booting into firmware during gameplay would be useful for Sims 2 speedruns. How do you boot into firmware? I've found a good firmware dump marked with a green checkmark and went under sync settings to manual boot but no luck.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Tested that build out earlier today, and performance wise it's not bad even with rewind enabled. At like 35fps where it used to be 60fps and I could fast forward to male it faster. Didn't realize it still isn't 100% done so I'll just redo the tas I'm working on once it is merged. Finally this is sync stable(even better than desmume is)
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Oh sorry lol
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Voting no because it doesn't stand out much from what an rta run would look like. 300k re-records for a visual novel game? Why?
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