Posts for Maximus


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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
w00t again. This year's ending nicely (leafs got a point, even though that was the shittiest overtime goal i've ever seen)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Angelfire won't give up the file. Post the FCM to microstorage and I'll splice em together for you (or Randil will if he beats me to it :P)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Ugh. It looks like this run can be sub 10 minutes if I can just figure 1 little thing out. I found a way to glitch to Matic (basically skip the entire Red Dragon base), but then you get stuck :( The last boss is immediately to my left, but I can't get there. http://dehacked.2y.net/microstorage.php/info/3308/maximus-strider-glitch4.fcm If anyone can figure this bad boy out, have at it, cause I'm lost. Going to investigate alternatives, but this would be, by far, the fastest way to finish the game, if only it worked.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Guybrush wrote:
Looking forward to it. Remember to post WIPs so I can take a look at them ;)
No WIPs ... this one's gonna be a surprise :) (assuming I can finish it)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
I think I'm gonna take a stab at a run. I'm already at the Red Dragon and it's only taken 4:41 :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Not sure if anyone's watching, but i found another interesting glitch. This is a possible warp in Egypt, but the screen goes all wonky and I don't know where I am. http://dehacked.2y.net/microstorage.php/info/3263/maximus-strider-glitch2.fcm EDIT: Here's another one! Man, this game is busted :P I figured the ultimate run of this game would be to get key no. 4 on the first trip to Kazakh (it would save a trip, and if wall-glitching was possible in the Red Dragon, allow you to skip China completely. That would save a disk analysis). Sadly, instead of glitching to where I want, I'm stuck again in the ether :P http://dehacked.2y.net/microstorage.php/info/3301/maximus-strider-glitch3.fcm
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
You weren't kidding though. That was no cakewalk (to continue the cake analogies :P)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Not sure if anyone's still working on improving this, but I found a nice glitch that may prove useful. http://dehacked.2y.net/microstorage.php/info/3256/maximus-strider-v0-0-1.fcm This is level 1 completed to basically show how this can save time. This was originally conceived a few years back (see thread at http://tasvideos.org/forum/viewtopic.php?p=12669) but I found that you don't need to be able to slide to pull this off. I may attempt a run later on, but just in case someone else wants to ... hope this helps :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Yeah, I guess it's back to talking about TAS' *sigh* :P
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Leafs are only on a 1 game win streak, but I'll take it :P
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Vatchern wrote:
BTW............... about the leafs beating the rangers... that hurt
Then we got thumped by Florida though, which hurt x 9000
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
So Vatchern, wadda ya think for tomorrow? 9-0 against Germany? :P
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Guybrush wrote:
Maximus wrote:
Yeah, that was balls. I'm suprised we're not getting more responses here ... lots of Fins and Swedes ... guess they're not all hockey fans.
Who cares about junior hockey? :P
Canadians? :P Hell, I watch OHL games sunday morning since there's no other hockey on (unless ProStars is playing on Teletoon or the Disney channel is showing The Mighty Ducks)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Yeah, that was balls. I'm suprised we're not getting more responses here ... lots of Fins and Swedes ... guess they're not all hockey fans.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
P.JBoy wrote:
When I go into Slowdown, zsnes skips a few frames
I think (not 100% sure) that this has to do with the frame skip value set under Options -> Speed.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Big news today. I pretty much rewrote a good chunk of the core logic to eliminate my reliance on .NET's ArrayLists. Sure dynamic arrays are convenient, but I was having some serious memory management issues. As a result, the application is now a lot more stable, and can perform frame manipulations a hell of a lot faster. I even managed to squeeze in a couple new features :) (as an added bonus, splicing and pasting won't crash anymore ... fingers crossed) The issues and workarounds that have been in place for the last couple versions are no more. You can now safely save/load buffered data, paste as many times as you like without having to re-copy/re-load a block and even edit individual player tracks of a movie (there are checkboxes next to each input field for that). Grab the new version at http://sourceforge.net/projects/tas-editor/ Merry Christmas and Happy New Year to all :)
v0-9

-  UI::Removed WorkingFrame (Frame number above edit button). This was a throwback to the days
       when the app still used paging.
-  UI::Selected block remains visible when the listview loses focus (when the editing 
       controls are clicked)
-  UI::Selection no longer clears following an update (so you can re-edit the same block without 
       re-selecting it)
-  UI::Added checkboxes next to controller edit field so individual controller tracks
       can be updated during a group edit (as opposed to everything for all tracks being replicated)      
-  UI::Replacing the System.Collections.ArrayList dependance has solved a bug that forced
       me to clear the copy buffer after each paste (if I didn't, the app would crash). This means
       that you can paste the same buffer block as many times as you'd like.
       This also addresses the memory deallocation issue that was occuring randomly when accessing
       data in the FrameData list (I may never know wtf was up with that)      
-  UI::Completely rewrote add / remove frame(s) routines
-  UI::Fixed a bug that caused the application to crash if a large block of frames was removed
       (basically, the virtual list was still trying to access elements that were out of range)
-  UI::Autofire update option enabled (Options -> Auto-Fire Updated). Checking this only updates
       alternating frames. (May prove useful to some).   
-  UI::Find Input enabled (This allows you to search for the first instance of an input pattern
       in the current movie. Searching begins from either the currently selected frame, or from zero.
       Note that this is beta, so search patterns must conform to the order input is displayed)           
- SMV::Completely rewrote format handler code
- FCM::Completely rewrote format handler code
- FMV::Completely rewrote format handler code
- GMV::Completely rewrote format handler code
- GMV::XYZ-Mode input on 6 button controllers now writes to file
- VBM::Completely rewrote format handler code
- M64::Completely rewrote format handler code (still only header though, no input)
- ETC::Completely rewrote splicing logic 
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
6-3 Canada. W00T!! If only our Leafs were this good (Vatchern, sorry we beat the Rangers 9-2 :P)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Kal-El wrote:
This is an excellent tool, I just wanted to say I would like to see support for ZSNES and Nestopia formats as they (imo) are the best emulators for their platforms.
Thanks :) I'm still hoping to support all input-recording formats (eventually). I haven't had a chance to look too deeply into the ZMV format, but i'll likely start once I've got M64 up and running (initial support already implemented). There hasn't been a lot of demand for other formats (Nestopia, VirtuaNES, FinalBurnAlpha), but they'll make it in eventually (for consistency sake).
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
ventuz wrote:
It crash, I wanted to splice these 2 movie together to be completed movie.
There appears to be a serious bug in the editor when dealing with large numbers of buffered frames (or a large movie for that matter). If you do something as mundane as open a large movie and scroll to the bottom too quickly, it'll crash :P I'm currently rewriting all core functionality, since I didn't really plan this as well as I thought. I've currently removed my dependence on the System.Collections.ArrayList (shows how lazy I was at the beginning) and am replacing with a more strongly typed array (tested on erokky's FFIV run, I can copy the whole thing to memory instantly, and paste as many times as I like, and the refresh is instantaneous). SMV/VBM/FCM/FMV/GMV have all also been rewritten with a better planned base class and the copy-pasting algorithm has been completely overhauled. I'm hoping to have a release out before the new year (got some time off work and I'm sick right now, so what else am I gonna do :P). If you could however send me the "buggy movie" VBM, the VBM containing the updated information, as well as instructions on exactly what it is you need to do, I can use it as the test case for VisualBoyAdvance :) EDIT: Also, could you send me a screenshot of the crash?
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
parrot14gree wrote:
http://dehacked.2y.net/microstorage.php/info/3224/MegaManVII%28U%29-SkipMiniboss.smv The trick can skip the mini-boss,it seems had a wall on the ceiling. I hope someone who will find a way improved the movie.
http://dehacked.2y.net/microstorage.php/info/3228/%21RM7.smv I managed to splice in the miniboss skip, but I get stuck in the ceiling. If you can figure out how to get out, I'll try to copy-paste the rest of your movie (this is only from the beginning up to that point)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Merry Christmas everyone :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
That kid would be better off if he'd invest in a faster computer and some Ritalin :P
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
You've been busy lately Randil :P. Another quality run, and a good improvement to boot. Voted yes.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Very nice :) I'm sure I'll have a lot of questions once I get started (have promised to get mupen support up and running first) so brace yourself for a barrage of mostly stupid questions that I could probably answer myself through code analysis (but I'm lazy). Until then though, merry christmas :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Nach, way to comment your code :) zmovie.c is easier to read than the DaVinci Code :)
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