Posts for MarbleousDave

MarbleousDave
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Joined: 9/12/2009
Posts: 1559
This trick will NOT work on the Japanese N64 and Japanese Virtual Console versions. It hasn't been tested on the Japanese GameCube version, I doubt it'll work on the 3DS version due to better hardware.
MarbleousDave
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Joined: 9/12/2009
Posts: 1559
Puyo Puyo Box won't load even with the default settings. Having trouble with other PSone titles?
Post subject: memory card read/write error
MarbleousDave
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Joined: 9/12/2009
Posts: 1559
I enabled memory cards A and B. I set them to C:\Users\...\Documents\Dolphin Emulator\GC\USA\SLOT A.raw and C:\Users\...\Documents\Dolphin Emulator\GC\USA\SLOT B.raw respectively. I start to play the game, but the memory cards are not being read. It said they need to be set to C:\Users\...\Documents\Dolphin Emulator\GC\USA\SLOT A USA.raw and C:\Users\...\Documents\Dolphin Emulator\GC\USA\SLOT B USA.raw respectively. I set the memory card directories to what it said. I start to play the game and voila! It worked. I created memory card data for the games with no problems. When I go to save my data and the game said that the data is saved. But when I go to end emulation, it said it failed to write the data. When I tried to load the data, it was gone. I was like "What is this? the CD-i?" This was on build 5.0.11077.
Post subject: Encoding using screen filtering method
MarbleousDave
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Joined: 9/12/2009
Posts: 1559
I tried to encode a GBA TAS with the HQ2X filter in 360p (480x320) at 2x window size, but it ended up encoding in 144p (240x160) at 1x. I wonder if it can encode with a screen filter as most encodes made here look more jagged in 360p or higher than in their native resolution. HQ4XS works perfectly for 1080p. BRZ6x works great in 1440p. Native resolutions and filters for upscaling: Atari 2600 - Native 240p (320x192), HQ2X for 360p (640x384), HQ3XS for 576p and 720p (960x576), HQ4XS for 900p (1280x768), BRZ5X for 1080p (1600x960), 7x filter for 1440p (2240x1344), 12x filter for 4K (3600x2160) Atari 5200 - Atari 7800 - Atari Lynx - Atari Jaguar - Native 240p (320x240) - HQ2X for 480p (640x480) HQ3XS for 720p (960x720), HQ4XS for 1080p (1280x960) BRZ6X for 1440p (1920x1440), 9x filter for 4K (2880x2160) NES - Native 240p (256x240) - HQ2X for 480p (512x480), HQ3XS for 720p (768x720), HQ4XS for 1080p (1024x960), BRZ6X for 1440p (1536x1440), 9x filter for 4K (2304x2160) Game Boy - Native 144p (160x144) - HQ2X for 360p (320x288) HQ3XS for 480p (480x432), HQ4XS for 576p (640x576), BRZ5X for 720p (800x720), BRZ6X for 900p (960x864), 7x filter for 1080p (1120x1008), 10x filter for 1440p (1600x1440), 15x filter for 4K (2400x2160) 2 Game Boys - Native 240p (320x144) - HQ2X for 480p (640x288), HQ4XS for 720p (1280x576), BRZ5X for 900p (1600x720), BRZ6X for 1080p (1920x864), 8x filter for 1440p (2560x1152), 12x filter for 4K (3840x1728) 3-4 Game Boys - Native 360p (320x288) - HQ2X for 576p and 720p (640x576), HQ3XS for 900p (960x864), HQ4XS for 1080p (1280x1152), BRZ5X for 1440p (1600x1440), 8x filter for 4K (2400x2160) SNES Pseudo H512 - Native 240p (256x224) - HQ2X for 480p (512x448), HQ3XS for 720p (768x672), HQ4XS for 900p and 1080p (1024x896), BRZ6X for 1440p (1536x1344), 9x filter for 4K (2304x2116) SNES True H512 - Native 480i (512x448) - HQ2X for 900p and 1080p (1024x896), HQ3XS for 1440p (1536x1344), BRZ5X for 4K (2468x2160) Virtual Boy - ? N64 Low Res - Native 240p (320x240) - HQ2X for 480p (640x480) HQ3XS for 720p (960x720), HQ4XS for 1080p (1280x960) BRZ6X for 1440p (1920x1440), 9x filter for 4K (2880x2160) N64 Hi Res - Native 480p (640x480) - HQ2X for 1080p (1280x960), HQ3XS for 1440p (1920x1440), BRZ5X for 4K (2880x2160) N64 Widescreen - Native 480i (720x480) - HQ2X for 1080p (1440x960), HQ3XS for 1440p (2160x1440), BRRZ5X for 4K (3240x2160) N64 True 16:9 - 480p (848x480) - HQ2x for 1080p (1696x960), HQ3XS for 1440p (2544x1440), BRZ5X for 4K (3840x2160) Game Boy Advance - Native 144p (240x160) - HQ2X for 360p (480x320), HQ3XS for 480p (720x480), HQ4XS for 720p (960x640), BRZ6X for 1080p (1440x960), 9x filter for 1440p (2160x1440), 14x filter for 4K (3240x2160) 2 Game Boy Advances - Native 360p (480x160) - HQ2X for 720p (960x320), HQ4XS for 1080p (1920x640), BRZ5X for 1440p (2400x800), 8x filter for 4K (3840x1280) 3-4 Game Boy Advances - Native 360p (480x320) - HQ2X for 720p (960x640), HQ3XS for 1080p (1440x960), HQ4XS for 1440p (1920x1280), 7x filter for (3240x2160) 5 Game Boy Advances - ? GameCube Interlaced 4:3 - Native 480i (720x480) - HQ2X for 1080p (1440x960), HQ3XS for 1440p (2160x1440), BRRZ5X for 4K (3240x2160) GameCube Progressive 4:3 - Native 480p (640x480) - HQ2X for 1080p (1280x960), HQ3XS for 1440p (1920x1440), BRZ5X for 4K (2880x2160) GameCube Widescreen 16:9 - Native 480i (720x480) - HQ2X for 1080p (1440x960), HQ3XS for 1440p (2160x1440), BRRZ5X for 4K (3240x2160) GameCube True 16:9 - 480p (848x480) - HQ2x for 1080p (1696x960), HQ3XS for 1440p (2544x1440), BRZ5X for 4K (3840x2160) Nintendo DS - Upright - Native 360p (256x384) - HQ2X for 720p (512x768), HQ3XS for 1080p (768x1152), HQ4XS for 1440p (1024x1536), BRZ6X for 4K (1440x2160) Nintendo DS - Sideways - Native 240p (384x256) HQ3XS for 720p (1152x768), HQ4XS for 1080p (1536x1024), BRZ5X for 1440p (1920x1280), 9x filter for 4K (3240x2160) 2 Nintendo DSes - Upright - Native 360p (512x384) - HQ2X for 720p (1024x768), HQ3XS for 1080p (1536x1152), HQ4XS for 1440p (2048x1536), BRZ6X for 4K (2880x2160) 2 Nintendo DSes - Sideways - ? Wii Interlaced 4:3 - Native 480i (720x480) - HQ2X for 1080p (1440x960), HQ3XS for 1440p (2160x1440), BRRZ5X for 4K (3240x2160) Wii Progressive 4:3 - Native 480p (640x480) - HQ2X for 1080p (1280x960), HQ3XS for 1440p (1920x1440), BRZ5X for 4K (2880x2160) Wii Widescreen 16:9 - Native 480i (720x480) - HQ2X for 1080p (1440x960), HQ3XS for 1440p (2160x1440), BRRZ5X for 4K (3240x2160) Wii True 16:9 - 480p (848x480) - HQ2x for 1080p (1696x960), HQ3XS for 1440p (2544x1440), BRZ5X for 4K (3840x2160) Nintendo 3DS - Native 480p (400x480), HQ2X for 1080p (800x960), HQ3XS for 1440p (1200x1440), BRZ5X for 4K (1800x2160) Wii U Main Screen 480p - Native 480p (848x480) - HQ2x for 1080p (1696x960), HQ3XS for 1440p (2544x1440), BRZ5X for 4K (3840x2160) Wii U Main Screen 720p - Native 720p (960x720) - HQ2X for 1440p (1920x1440), HQ3XS for 4K (2880x2160) Wii U Main Screen 1080p - Native 1080i/1080p (1920x1080) - HQ2X for 4K (3840x2160) Wii U Gamepad - Native 480p (848x480) - HQ2x for 1080p (1696x960), HQ3XS for 1440p (2544x1440), BRZ5X for 4K (3840x2160) SG-1000 - Native 240p (256x192), HQ2X for 360p (512x384), HQ3XS for 576p (768x576), HQ4XS for 720p (1024x768), BRZ5X for 1080p (1280x960), 7x filter for 1440p (1792x1344), 12x filter for 4K (2880x2160) Master System - Native 240p (256x192), HQ2X for 360p (512x384), HQ3XS for 576p (768x576), HQ4XS for 720p (1024x768), BRZ5X for 1080p (1280x960), 7x filter for 1440p (1792x1344), 12x filter for 4K (2880x2160) Genesis Progressive H256 - Native 240p (256x224) - HQ2X for 480p (512x448), HQ3XS for 720p (768x672), HQ4XS for 900p and 1080p (1024x896), BRZ6X for 1440p (1536x1344), 9x filter for 4K (2304x2116) Genesis Progressive H320 - Native 240p (320x224) - HQ2X for 480p (640x448), HQ3XS for 720p (960x672), HQ4XS for 900p and 1080p (1280x896), BRZ6X for 1440p (1920x1344), 9x filter for 4K (2880x2116) Genesis Interlaced H512 - Native 480i (512x464) - HQ2X for 1080p (1024x928), HQ3XS for 1440p (1536x1392), BRZ5X for 4K (2384x2160) Genesis Interlaced H640 - Native 480i (640x464) - HQ2X for 1080p (1280x928), HQ3XS for 1440p (1920x1392), BRZ5X for 4K (2980x2160) Game Gear - Native 144p (160x144) - HQ3XS for 480p (480x432), HQ4XS for 576p (640x576), BRZ5X for 720p (800x720), BRZ6X for 900p (960x864), 7x filter for 1080p (1120x1008), 10x filter for 1440p (1600x1440), 15x filter for 4K (2400x2160) 2 Game Gears - Native 240p (320x144) - HQ2X for 480p (640x288), HQ4XS for 720p (1280x576), BRZ5X for 900p (1600x720), BRZ6X for 1080p (1920x864), 8x filter for 1440p (2560x1152), 12x filter for 4K (3840x1728) Saturn 4:3 - Native 240p (320x240) - HQ2X for 480p (640x480) HQ3XS for 720p (960x720), BRZ6X for 1440p (1920x1440), 9x filter for 4K (2880x2160) Saturn 16:9 - 424x240 - HQ2X for 480p (848x480) HQ3XS for 720p (1272x720), HQ4XS for 1080p (1696x960), BRZ6X for 1440p (2544x1440), 9x filter for 4K (3816x2160) Dreamcast Interlaced 4:3 - Native 480i (720x480) - HQ2X for 1080p (1440x960), HQ3XS for 1440p (2160x1440), BRRZ5X for 4K (3240x2160) Dreamcast Progressive 4:3 - Native 480p (640x480) - HQ2X for 1080p (1280x960), HQ3XS for 1440p (1920x1440), BRZ5X for 4K (2880x2160) Dreamcast Widescreen 16:9 - Native 480i (720x480) - HQ2X for 1080p (1440x960), HQ3XS for 1440p (2160x1440), BRRZ5X for 4K (3240x2160) Dreamcast True 16:9 - 480p (848x480) - HQ2x for 1080p (1696x960), HQ3XS for 1440p (2544x1440), BRZ5X for 4K (3840x2160) TurboGrafX 16 - Native 240p (256x240) - HQ2X for 480p (512x480), HQ3XS for 720p (768x720), HQ4XS for 1080p (1024x960), BRZ6X for 1440p (1536x1440), 9x filter for 4K (2304x2160) TurboGrafX CD - Native 240p (320x240) - HQ2X for 480p (640x480) HQ3XS for 720p (960x720), HQ4XS for 1080p (1280x960) BRZ6X for 1440p (1920x1440), 9x filter for 4K (2880x2160) Neo Geo - Native 240p (320x240) - HQ2X for 480p (640x480) HQ3XS for 720p (960x720), HQ4XS for 1080p (1280x960) BRZ6X for 1440p (1920x1440), 9x filter for 4K (2880x2160) Neo Geo CD - ? Neo Geo Pocket - Native 144p (160x144) - HQ3XS for 480p (480x432), HQ4XS for 576p (640x576), BRZ5X for 720p (800x720), BRZ6X for 900p (960x864), 7x filter for 1080p (1120x1008), 10x filter for 1440p (1600x1440), 15x filter for 4K (2400x2160) PlayStation H256 - Native 240p (256x240) - HQ2X for 480p (512x480), HQ3XS for 720p (768x720), HQ4XS for 1080p (1024x960), BRZ6X for 1440p (1536x1440), 9x filter for 4K (2304x2160) PlayStation H320 - Native 240p (320x240) - HQ2X for 480p (640x480) HQ3XS for 720p (960x720), HQ4XS for 1080p (1280x960) BRZ6X for 1440p (1920x1440), 9x filter for 4K (2880x2160) PlayStation H512 4:3 - Native 480i (512x480) - HQ2X for 1080p (1024x960), HQ3XS for 1440p (1536x1440), BRZ5X for 4K (2304x2160) PlayStation H512 16:9 - Cropped 240p (424x240) - HQ2X for 480p (848x480), HQ3XS for 720p (1280x720), HQ4XS for 1080p (1920x960), BRZ6X for 1440p (2560x1440), 9x filter for 4K (3840x2160) PlayStation 2 Interlaced 4:3 - Native 480i (720x480) - HQ2X for 1080p (1440x960), HQ3XS for 1440p (2160x1440), BRRZ5X for 4K (3240x2160) PlayStation 2 Progressive 4:3 - Native 480p (640x480) - HQ2X for 1080p (1280x960), HQ3XS for 1440p (1920x1440), BRZ5X for 4K (2880x2160) PlayStation 2 Widescreen 16:9 - Native 480i (720x480) - HQ2X for 1080p (1440x960), HQ3XS for 1440p (2160x1440), BRRZ5X for 4K (3240x2160) PlayStation 2 True 16:9 - 480p (848x480) - HQ2x for 1080p (1696x960), HQ3XS for 1440p (2544x1440), BRZ5X for 4K (3840x2160) PlayStation Portable - Native 360p (480x272) - HQ2X for 720p (960x544), HQ3XS for 900p (1440x816), HQ4XS for 1080p (1920x1080), BRZ6X for 1440p (2560x1440), 9x filter for 4K (3840x2160) PlayStation 3 480i 4:3 - Native 480i (720x480) - HQ2X for 1080p (1440x960), HQ3XS for 1440p (2160x1440), BRRZ5X for 4K (3240x2160) PlayStation 3 480p 4:3 - Native 480p (640x480) - HQ2X for 1080p (1280x960), HQ3XS for 1440p (1920x1440), BRZ5X for 4K (2880x2160) PlayStation 3 480i 16:9 - Native 480i (720x480) - HQ2X for 1080p (1440x960), HQ3XS for 1440p (2160x1440), BRRZ5X for 4K (3240x2160) PlayStation 3 480p True 16:9 - 480p (848x480) - HQ2x for 1080p (1696x960), HQ3XS for 1440p (2544x1440), BRZ5X for 4K (3840x2160) PlayStation 3 720p 4:3 - Native 720p (960x720) - HQ2X for 1440p (1920x1440), HQ3XS for 4K (2880x2160) PlayStation 3 720p 16:9 - Native 720p (1280x720) - HQ2X for 1440p (2560x1440), HQ3XS for 4K (3840x2160) PlayStation 3 1080i/1080p 4:3 - Native 1080i/1080p (1440x1080) - HQ2X for 4K (2880x2160) PlayStation 3 1080i/1080p 16:9 - Native 1080i/1080p (1920x1080) - HQ2X for 4K (3840x2160) PlayStation Vita - Native 960x544 - HQ2X for 1080p (1920x1080), HQ4XS for 4K (3840x2160) WonderSwan - ? WonderSwan Color - ? Xbox Interlaced 4:3 - Native 480i (720x480) - HQ2X for 1080p (1440x960), HQ3XS for 1440p (2160x1440), BRRZ5X for 4K (3240x2160) Xbox Progressive 4:3 - Native 480p (640x480) - HQ2X for 1080p (1280x960), HQ3XS for 1440p (1920x1440), BRZ5X for 4K (2880x2160) Xbpx Widescreen 16:9 - Native 480i (720x480) - HQ2X for 1080p (1440x960), HQ3XS for 1440p (2160x1440), BRRZ5X for 4K (3240x2160) Xbox True 16:9 - 480p (848x480) - HQ2x for 1080p (1696x960), HQ3XS for 1440p (2544x1440), BRZ5X for 4K (3840x2160) Xbox 360 480i 4:3 - Native 480i (720x480) - HQ2X for 1080p (1440x960), HQ3XS for 1440p (2160x1440), BRRZ5X for 4K (3240x2160) Xbox 360 480p 4:3 - Native 480p (640x480) - HQ2X for 1080p (1280x960), HQ3XS for 1440p (1920x1440), BRZ5X for 4K (2880x2160) Xbox 360 480i 16:9 - Native 480i (720x480) - HQ2X for 1080p (1440x960), HQ3XS for 1440p (2160x1440), BRRZ5X for 4K (3240x2160) Xbox 360 480p True 16:9 - 480p (848x480) - HQ2x for 1080p (1696x960), HQ3XS for 1440p (2544x1440), BRZ5X for 4K (3840x2160) Xbox 360 S 720p 4:3 - Native 720p (960x720) - HQ2X for 1440p (1920x1440), HQ3XS for 4K (2880x2160) Xbox 360 S 720p 16:9 - Native 720p (1280x720) - HQ2X for 1440p (2560x1440), HQ3XS for 4K (3840x2160) Xbox 360 S 1080i/1080p 4:3 - Native 1080i/1080p (1440x1080) - HQ2X for 4K (2880x2160) Xbox 360 S 1080i/1080p 16:9 - Native 1080i/1080p (1920x1080) - HQ2X for 4K (3840x2160) If there's something I missed, be sure to tell me by replying to this topic. Any questions? Ask away by replying to this topic.
MarbleousDave
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It's possible to take on Masked Satan twice. The first time is if your exp is <30>180,00 and using no continues.
MarbleousDave
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A 1-player TAS requires you to wait for the on-screen computer racer to finish. We'll probably gonna have to deny the on-screen computer racer from entering the pits so that he'll run out of fuel.
MarbleousDave
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A T-Spin Tetris with the topmost row is impossible. Lilla Oshisaure did a behind-the-scenes demonstration of a T-Spin Triple with the topmost row. I experimented with Game Genie codes and I tweaked the DAS code for the PAL version of Tetris.
MarbleousDave
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I kinda like it, but is it entertaining as much as going fast. I'm gonna give it a yes vote by a very small margin.
MarbleousDave
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Boktai: The Sun is in Your Hand This game is fully playable on NO$GBA. I hope we implement light sensor capabilities in the next release of VBANext or mGBA or if somebody would work on GBAHawk.
MarbleousDave
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Awesome run! Yes vote!
MarbleousDave
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Cheats with very low compare (1 byte, 0-9) aren't affected and work properly. For cheats with compare integers I use FCEUX for NES cheats, SNES9X for SNES cheats, Project64 for N64 cheats, VBA for GB/GBC/GBA Cheats, Fusion for Master System, Game Gear, and Genesis cheats, and EPSXE for PS1 cheats. NES/GG Game Genie codes without compare, NES/SMS/GG Pro Action Replay codes, and N64/GB/GBC GameShark codes (non-conditional) with compare works. Sometimes I remove the compare values, but if removing compare values causes unintended effects, I remove the cheat causing it. This is mainly for Game Genie codes. As the codes where compares load incorrectly I forgo conditional codes used by GameShark and Codebreaker.
MarbleousDave
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The finale was epic. We had...: - An unexpected plot twist ... check. - Three villains working together ... check. - Canterlot takeover ... check. - Getting all pony races and other creatures to fight the evil three ... check, check, and check. - Princess Twilight's coronation as ruler of Equestria ... a very big check. Also: - Pinkie Pie and Cheese Sandwich are married have a foal - Pound Cake and Pumpkin Cake have grown up - Big Mac and Sugar Belle are married have a foal - Rainbow Dash is captain of the Wonderbolts - Gallus is captain of the Royal Guard - Three of the Student 6 and the CMC are teachers of the School of Friendship - And a few others The Comic of Season 10 announced
MarbleousDave
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I input NES Game Genie codes, saved them. When it came to loading it, the compare is different somehow. I entered a code as Hex, saved it, loaded it, the compare changed to an unsigned number without displaying it as such. (i.e. B3 displays as 79, not 179) I then entered a code as an unsigned number, saved it, loaded it, the value changed to hex while displaying it as such, but the compare didn't change to hex before displaying as such. I entered 71 as an unsigned value and 83 as an unsigned compare, saved it, loaded it, Value becomes 47 in hex, but compare became hex 83 instead of hex 53 (a value of 131 instead of 83) This is not normal. It needs to be fixed.
MarbleousDave
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Texture filtering apparently crashes N64 games. Never had this problem in the 32-bit compatible version of BizHawk. This needs to be addressed for the new version.
MarbleousDave
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Most optimal route: Level 1 - Go for a triple. Level 2 - Double and Tetris. Level 3 - Back-to-Back Tetris. Level 4 - Back-to-Back Tetris. Level 5 - Triple and Back-to-Back Tetris. Level 6 - 3 Tetrises in a row. Level 7 - Double and 3 Tetrises in a row. Level 8 - 4 Tetrises in a row. Level 9 - Single or T-Spin, then 4 Tetrises in a row. Level 10 - 5 Tetrises in a row. Level 11 - 5 Tetrises in a row. Level 12 - Triple and 5 Tetrises in a row. Level 13 - 6 Tetrises in a row. Level 14 - Double and 6 Tetrises in a row. Level 15 - 7 Tetrises in a row. The European version adds the windows for the next and hold pieces, also it shows a point value for each clear and tells you how much time left in Ultra mode. The in-game font for the HUD is different in the European version. Even St. Basil's Cathedral can be seen in the background in Classic mode and Link mode in that version. Speaking of Link mode, it can only be played with 2 players in the North American version but can be played with up to 4 players in the European version. Apparently Europe has the better version of GBA Tetris Worlds. Version differences and Link mode have nothing to do with speedrunning and the European version adds a few extra frames of input (i.e. the language select as the game starts up)
MarbleousDave
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The 3-part finale is today. Even if it's the end of the show doesn't necessarily mean the fandom would end. The fandom will still keep on going even after the show ended.
MarbleousDave
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You ca'n get any better than this. It's humanely possible for anyone to do it under 16 seconds. Meh.
MarbleousDave
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The Game Boy Color can't accept the first player cable of the 4-player adapter unless you mod it or have a special cable 'cause the first player cable in the 4-player adapter is hardwired into it. Playing 4-player Game Boy games on the Game Boy Advance is simple by using Game Boy Advance link cables. Anyways, emulating 4 GBC systems at once, you always connect in groups of 2 for Pokemon games. Also, don't forget the IR component for things like the Mystery Gift in Pokemon GSC. 4-way connection is for 4-player Game Boy games. The 4-player adapter has been around for nearly 30 years. Having 3 running at the same time with only one link cable is a start, and soon we'll be able to connect all 4 at once.
MarbleousDave
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This is the first step in having more than 2 GB systems running at once. For 3 GB systems, there are 3 link controls: L, C, and R. L links systems 1 and 2, C links systems 2 and 3, and R links systems 1 and 3 For 4 GB systems, there would be four link controls: H, V, D, and A. H links systems horizontally (TL<=>TR | BL<=>BR) V links systems vertically (TL<=>BL | TR<=>BR) D links systems diagonally (TL<=>BR | TR<=>BR ) A links all systems together (4 players) Having 4 GB systems for Pokemon Red, Green, Blue, and Yellow, we can connect systems in groups of 2 at a time, but not all at once. We can connect all 4 systems at once for games like F-1 Race, Super R.C. Pro-Am, and Yoshi's Cookie. 4 player SGB games uses SNES hardware and the SGB for games like Bomberman GB. 2 player SGB games can be played on SGB or linking 2 GB systems together including Puyo Puyo and Killer Instinct. 2 player GB games with link support and SGB enhancements like Mole Mania and Kirby's Star Stacker requires linking systems for 2 players. This will take time for 4 player connectivity on emulators, and we may be on the way to making it happen.
MarbleousDave
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We could make an "All Possible Items in the First 3-day Cycle" TAS Demo. The possible items include the Lens of Truth, Song of Soaring, and Sonata of Awakening. Can we do the "Ocarina Items" as Deku Link? Obviously we can't play the Song of Soaring without activating an owl statue. We have to explore to open up areas for index warping as usual.
MarbleousDave
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I would like to see a 100% TAS of Nimpize Adventure since there's an any% TAS of it.
MarbleousDave
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The 3-part finale will be this October on Discovery Family. Let's keep that hype train going!
MarbleousDave
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Control stick values are hexadecimal 00 for -128, hexadecimal FF for 127, and hexadecimal 80 for center. The control stick values would probably have to be hexadecimal 1F or -97 for both axes. Link to video
MarbleousDave
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It's impossible to do this on GameCube and Wii Virtual Console 'cause the L Button is mapped to the +Control Pad. Getting to console verify on an actual N64 is a joke. You have to do a frame perfect A press while holding the Control Stick in a precise position. Link to video
MarbleousDave
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There is consideration that we could accept the PAL version as a separate category. An example would be Rygar and Blaster Master in which both have published runs of NTSC and PAL versions. Shadow of the Ninja (or Blue Shadow in Europe) used the PAL version on Famtasia (an NTSC only emulator) until the NTSC version is used on FCEU-RR.