Posts for InfamousKnight


1 2
7 8 9
21 22
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Burnout legends also doesn't work without bios. Brothers in arms DS works without bios. Should we move this to a separate wiki page?
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Im making a list of games that work without bios: "*OpenRom*C:\\Users\\Sean\\Downloads\\need_for_speed_carbon_-_own_the_city.zip|Need for Speed Carbon - Own the City.nds", "*OpenRom*C:\\Users\\Sean\\Downloads\\final_fantasy_iv.zip|Final Fantasy IV.nds", "*OpenRom*C:\\Users\\Sean\\Downloads\\spider-man_3.zip|Spider-Man 3.nds", "*OpenRom*C:\\Users\\Sean\\Downloads\\disgaea_ds.zip|Disgaea DS.nds", "*OpenRom*C:\\Users\\Sean\\Downloads\\lego_star_wars_iii_-_the_clone_wars.zip|LEGO Star Wars III - The Clone Wars.nds", "*OpenRom*C:\\Users\\Sean\\Downloads\\zumas_revenge.zip|Zumas Revenge.nds", "*OpenRom*C:\\Users\\Sean\\Downloads\\radiant_historia.zip|Radiant Historia.nds", "*OpenRom*C:\\Users\\Sean\\Downloads\\world_ends_with_you,_the.zip|World Ends With You, The.nds", "*OpenRom*C:\\Users\\Sean\\Downloads\\final_fantasy_iii.zip|Final Fantasy III.nds", "*OpenRom*C:\\Users\\Sean\\Downloads\\call_of_duty_-_modern_warfare_3_-_defiance.zip|Call of Duty - Modern Warfare 3 And the games that dont work without bios: Top gun Star wars revenge of the sith. Plus what spikestuff fell into under "dont work". Now this matters, as the bios are giving people some trouble.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Yes vote, because I like bootlegs too. Doesnt look like a joke in terms of optimization.
Post subject: Call of Duty: Modern Warfare 3 - Defiance
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
This game still doesn't have a tas nor any rta on youtube. Im gonna be using control pad instead of the stylus, mostly because its easier to use. With that said, it wont be submitted unless someone wants to add an exception. I don't have all the time in the world, so I'm not going to go through the tedious task of stylus controls. I think we can safely it is a pain and a motivation killer. I am also testing this game with bizhawk melonds core, and so far no desync issues, although I didn't get very far yet.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Why are you using vba?
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
From the video above, the game looks playable. There exist an rta attempt of this game, with someone who played the game several times trying to beat it under 2 hours. Which he failed to do despite a lot of practice. This game makes you want to pull your hair out. Im actually surprised I managed to get to the final level when I was a little kid. Never managed to beat, as the final level is a nightmare.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
A tas of this is in the works: Link to video Its one of those games you dont want to speedrun in real time. It actually looks pretty optimized.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Do you have the lua scripts used for the tas? I highly doubt you made it without scripts.
Post subject: Lego star wars
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
As in, the first one. I see this as a good tas candidate for both 100% and any% due to the item drops. Currently Im working on 100%(so far Im at the beginning of the first level trying to get as many studs as possible), and then I will do freeplay. Probably not gonna get all death star plans(equivalent to mini kits in this game), but I will buy all characters(if death star plans are required for certain features, I might change my mind). In any%, you can manipulate boosters from the enemies. Which increases speed, and wel, thats what you want in a tas. You cant predict that in rta, and its also hard to navigate in real time too. Ill post a WIP once Im done with 1st level.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Looks like we are getting close to citra having save states https://github.com/citra-emu/citra/pull/4908 Also this pull request looks interesting https://github.com/citra-emu/citra/pull/4913 Maybe once both of those are merged, we can look into citra for tas publications on here?
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Turns out the game isnt even complete https://archive.org/details/newsupermarioland Updates are still being made. Ill look into tasing this tomorrow.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
I havent managed to run anything in mamehawk. I even tried btoads.zip and it didnt run. Just crashes. I did use open advancsd, didnt extract the archive like it said as well. Speaking of mame, the newest release has some cool computer emulation updates. Like running symbian os and windows nt.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
If its the only way to make it easier to use, then Im all for it. With hacky support in mind, we can probably start treating emulator save states like its libtas making save states. Good example being ppsspp.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Dobbie station(ps2 emulator) might be viable at this point. Lately it has been in active development, and save states and frame advance and video dumping is already included. Recently dirge of cerberus and midnight club 3 were fixed. And that team is looking into tasing as well.
Post subject: Red dead revolver
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
A tas of this is currently in the works: Link to video It doesnt look that bad compared to others. I didnt watch much of it, but the shooting part looked like frame advance was used. That channel is also going pretty crazy with ps2 tases these days. Does anyone know if theyre using upstream psxs2?
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
No vote, because of the disappointing autoscrollers. Also, there does exist a projectile in this game for mario which should have sped up some parts. I have heard of collision problems with this game, but you don't seem to even try to kill all ememies on the run like in Happylees smb runs. I'm pretty sure this could have been more entertaining if more work was done. You even have missed shots in the autoscroller sections.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
I can give it a try, but why 100%? I recall tasing this game and the first race looked pretty cool with tas precision. And I didnt even put much effort into it.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
From the looks of it yes. But nothing on there says "almost complete".
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Did you see the DSHawk thread on bizhawk page?
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
It was almost complete, and it just would have been nice. Thats just my opinion.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Eh, I think they should have waited until melonds was integrated before releasing.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
The idea is that, because we can convert C code to brainfuck, that C code could be an emulator and would probably be easier to make new cores for. As all we would have to do is convert the c code to brainfuck and that should be it. On the other hand, this would be very hard to do as we still wouldnt know what counts as a frame and what not. Discard the idea. It would just make things harder.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Maybe we should have a vote on desired core? Like poll results? I would really love to see PCem ported to bizhawk. With waterbox there shouldnt be any desync issues. If PPSSPP is easier to integrate, I would vote on that instead.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Do you meaning making a PSP core from scratch or using ppsspp? It would make a lot more sense to implement ppsspp into bizhawk rather than from scratch. It has save states, video dumping, and frame advance already included.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
I would suggest posting this to the bizhawk github page instead of here under the assumption you tested this using bizhawk.
1 2
7 8 9
21 22