Posts for Koh1fds


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Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Scumtron wrote:
Do you have any input file showing that graphical glitch when attacking a boss though?
http://tasvideos.org/userfiles/info/37785485731968683 Sorry, it starts from save state. Graphics crash happens on frame 700. Also Ninja Gaiden (U) [!] was used
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
feos wrote:
it can get back to the boss room
Also if game do that then you proceed to the next level (3-1). Then if you die at 3-1 you will respawn at the boss room of act 2. Also like if you die at 4-2 then you respawn at 4-1 - i think that can't be done normally. edit: so one of ideas was to get this on stage 1-1 -> die -> get stages wraps around. But if you do that on the first boss than game just resets on title screen.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Oh! That's a good news! I got own by fake twitter :C
Post subject: [fake news] RomHacking.net is down forever. RIP
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
"Nintendo has threatened us with legal action and we can no longer host anything related to their IPs." https://twitter.com/romhacking_net ---- Mod edit (Invariel): Changed the title to indicate that the news is fake. Mod edit (Mothrayas): The above twitter account is fake - the official one is at https://twitter.com/romhackingnet
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Wanna post this https://www.twitch.tv/videos/60452856 Seems like a power pack save / load issue, but when it glitches for the first time it blinks every frame with the same graphics as that "graphical glitch frame" I was thinking that something like this can be done by killing boss at the same frame as "graphical glitch frame" happens, but seems like it can't be done. Seems like graphical glitch frame can happen only if you hit the boss at certain frame and boss have more than 1 hp. But it was looking so real for me http://i.imgur.com/rGkvsz3.png
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
How to do subframe inputs with NesHawk? Is it possible?
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
I know, but that storage speed was useless for me actually. It doesn't give me what i want in that tasks where it should. It only fails really fast. That what i get. edit: https://www.youtube.com/watch?v=Rhf8LDbRI8o For example, there is a lot of tests showing how windows loads from ssd millions times faster, but this video shows real situation with it in 8.1. That how it goes for me. It not that much faster to load windows 8.1 from hhd then from ssd.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
My Plextor internal SSD dies like 2 months ago. Stupid thing work for me less than 1 year. There wasn't even like 5 terabytes of rewriting on it :D Just want to say this. I didn't got any benefit of buying ssd
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Do you want to remove Cheats that you add? If so - you can just delete file that looks something like this http://i.imgur.com/ajmTA8e.png
Post subject: NesHawk Sound Volume
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Can you make sound in NesHawk a little bit more louder? Even on maximum volume everywhere it's pretty quiet. Can you make so at maximum it have same volume as fceux at max?
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Sorry for double post. Is it known how game choose pattern of Ridley's fireballs? Same thing with those seahorses and jumping things from lava. How to made so those seahorses don't shoots at all? Can't find the answer. edit: i also put numbers on the map. Don't know if someone needs it: https://www.dropbox.com/s/z2eccmhbwlfv6dc/MetroidCompleateMap.png edit2: i kind of look at the debugger and etc and i understand that Ridley's fire ball pattern, seahorse pattern and etc choose depending on the "random" value 002E. Because that value not that random game for really long time get's the same result in calculation of those patterns that depends on 002E value. Only 100% known way to change result of those calculations is dying. If i made a save state -> die -> copy 002E value -> load state -> past value to 002E -> i get different pattern. Don't know what i saying actually edit3: i think i know how it actually works. That's crazy! Every time when frame counter 002D freezes for like 5-10 frames, than you have a chance to change enemies pattern rng. I think that how it works
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Sorry. I'm to stupid. Still can't understand how to do it. Look what i make. It really close to work properly:
while (true) do

	x1 = memory.readbyte(0x0401) - memory.readbyte(0x00FD);
	if x1 > 0
		then x1 = memory.readbyte(0x0401) - memory.readbyte(0x00FD);
		else x1 = memory.readbyte(0x0401) + 255 - memory.readbyte(0x00FD);
	end;

	y1 = memory.readbyte(0x0400) - memory.readbyte(0x00FC);
	if y1 > 0
		then y1 = memory.readbyte(0x0400) - memory.readbyte(0x00FC);
		else y1 = memory.readbyte(0x0400) + 239 - memory.readbyte(0x00FC);
	end;

	gui.text(x1,y1, 0);

emu.frameadvance();
end;
But when enemies go off screen: Don't know how to make it better edit: oh. Actually... That's ok for me. But if someone one wanna help to make it perfect - feel free to do that. But don't worry to much.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Can somebody help me with lua script for metroid. I'm trying to show enemy information on top of the enemies. Something like this: I found that enemies coordinates are in addresses 0400 / 0401; 0410 / 0411.. etc But those coordinates not on screen coordinates. It's like "room coordinates". So then i try to fix them. I start with x position. I found that 0050 it's like "in what room you now X coordinate". And 00FD it's like how camera shifted in that room. Ok. But i can't find how game know in what room enemies are. Can somebody help me with this? Like how to find enemy coordinates on screen. I'm pretty stupid
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Here is the fastest known route. Last level not even close to optimize. I'm really tired of this game actually. Link to video
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Here is the patch: http://s000.tinyupload.com/index.php?file_id=21340286801092063351 As said before - Fceux emulated fds saving by creating new fds rom. So i beat the game 8 times, and then i just compare original rom vs rom after beating game 8 times. So it's legit as possible. edit: you can do this by yourself. New rom saves in: fceux folder -> sav You can just replay tas 8 times. So you open original rom, replay tas on it. Close the emulator to save fds savestate in a rom. Go to "sav" folder. Open new fds rom. Play tas on it. Do this 8 times.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Alyosha wrote:
This was an interesting bug. Should be fixed now. Please try Dev Build.
Seems like it works now. Thank you so much!
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Running unofficial fds conversion doesn't feel legit. Also those mappers for unnoficial fds conversions usually poorly emulated.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
I try everything (reloading the core, rebooting emulator). It doesn't work. I try old version (first one after you fix sound of fds). It doesn't work too. Link to video
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
"Allow more than 8 sprites per scanline" doesn't work in NesHawk
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Master of Puppets wrote:
That shadow you are talking about is only rendered while using the accuracy core in BSNES/Higan/Bizhawk. But for some reason I don't know, that core is disabled in Bizhawk.
As said before there is also annoying flickering black lines I'm not like into snes emulation... So i think i see some other games that have a little bit glitched pixel lines in BizHawk. I can't remember. So in conclusion bizhawk snes cores not the most accurate at the moment. And they definitely not 100% accurate.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Amaraticando wrote:
Where's this advertising? I know there might be minor differences vs lsnes, the latter with many console verified movies, but nothing far from accurate.
http://arstechnica.com/gaming/2011/08/accuracy-takes-power-one-mans-3ghz-quest-to-build-a-perfect-snes-emulator/ Here. I'm stupid man. It says that there is a game Air Strike Patrol that uses mid-scanline stuff, so only really accurate emulators can render it properly. So i trust it and test emulators with that game. Bizhawk can't render a shadow and there is blinking black lines. So it's defiantly not 100% accurate. I know nothing how well input logs made with bizhawk syncs with real console. I don't really care about it until emulator at least render all games properly so human can't see a difference. Sorry. For me that human can't notice a difference is the first. Everything including movie sync and accuracy tests comes after this
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Master of Puppets wrote:
SNES emulation use a 100% (ish) accurate core knows as BSNES
I don't know, but as far as Higan's advertising tell us - bizhawk snes core stays far from accuracy.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
First of all... What fps with snes do you have? View -> Display FPS edit: so when you slowdown emulator - you actually decrease fps, so numbers should change.
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