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
Doing a video is definitely a good idea. However, voiceover would likely only benefit the English-speaking community here (which is the vast majority I know). It might be more useful to have subtitles for additional instructions, as this would allow for easier multilingual support. Though the concepts are universal (as far as TASing best-practices ... so to speak), it might also be useful to have videos for each emulator, as the toolsets differ.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Ok, I see what's wrong with VBM writing now. For some reason, the 2-byte input values aren't being parsed correctly (they're actually accumulating, so if the bytes were meant to contain 130 and 1, they're writing out as 131 and 0 .. weird), so VBM DOES NOT WORK at the moment. I'll get a fix out in a few days, but in the meantime, if v0-10-1 was working for you, drop back to that.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
BoltR wrote:
Latest version total breaks my vbm. I open it up, save it without changing anything, and it causes the run to desync. Lucky I made backups. It seems to be missing a keypress now or something.
Boltr, I tested this pretty extensively, but if there's a problem, could you send me a copy of the VBM in question? I'll run the same test and see if I can figure out what's wrong.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
ok, this is probably the longest I've gone without a release since I started this project. I think it's mainly due to life getting in the way, as well as far too many work related projects, but I still haven't forgotten about the TASVideos community :)
v0-11

- ETC::Implemented an AVI subtitle export (only supports SubRip SRTs at the moment)
- ETC::Fixed the misspelling of my own name in the about screen (heh, thanks moozooh)
- ETC::Recent files tracked in an external ini file now (and are available via the File menu)
- ETC::Help menu item now links to the brand-spankin' new CHM file that comes with the release
- FCM::Fixed reading of start/timing flags (not sure how long this hasn't worked, but it does now ... yay)
- SMV::Extraneous input reading/writing implemented (the extra values 0, 1 & 2 used for input animation)
This is not a huge release, but it does contain some new toys for once. Movies can be exported as subtitle files now (so you can view input when rocking out to an AVI), and there's also a help file for once (albeit a preliminary version ... still a WIP). I've also added the extended input values for SMVs, so input animation is possible, if that's what you're into :P Props for this release go to: JXQ - Tossing me the byte values for the SMV update jaysmad - for wanting the above Randil - for waiting patiently for the recent files addition moozooh - for pointing out that I can't spell :P If you want the update, you know where to find it :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
If done properly, Max Payne would make for a really good film adaptation; especially if they go with a film-noire look (and maybe only use the bullet-time gimmick once ... briefly). There's a good chance though, that they'll all be terrible :(
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
comicalflop wrote:
I think at this point it'd be best to not include my name in the movie file title. and I'll ask Maximus if the author info in the movie file itself can be changed.
Author/Description info is editable now in the editor (assuming this is what you were talking about). Just SaveAs and away you go :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Vatchern wrote:
Maximus looks like a guy who goes for the Montreal Canadians. :)
Har har har. Who's in 8th and who's in 11th :P (that was mean, but i couldn't think of anything funny)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Well, here's me, looking dumb, wearing the nerdiest shirt I own, so I figure it's PERFECT :P http://www.flickr.com/photos/alexbevi/198318835/in/set-72157594211891125
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
oops :P That's prolly been wrong since v0.0.1. Btw, development is on hold at the moment. Started a new relationship not too long ago and that seems to be taking up most of my free time at the moment. This app is pretty close to being finished though, and i'd hate for it to fall by the wayside for too long, so hopefully in the next couple of weeks I can revisit the project. Btw, according to SourceForge, I'm slowly approaching the 500 download mark. Though the metrics only capture v0-7-1 and up, it's good to see that more than just a handful of people have found this useful. Thanks everyone, your feedback is what has kept this project alive :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Good job jaysmad. I still couldn't find anything to speed the cyclops levels along, so those might be tedious to do :(
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
whooops ...and I thought i was being clever ... sorry moozooh
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
moozooh wrote:
That's because time wasn't the primary goal in any of those two runs. Moreover, if you improve a run like that of Mortal Kombat II by 50% of its time (which is very possible), it'll be rejected instantly.
From the above statement, it almost sounds like runs are judged differently based on what the community perceives to be the ultimate objective of a run. If the objective is style, then even if this run was 2 minutes using mad glitches, everyone would vote no since it's not as "entertaining" as its predecessor. As a result, does this mean that some runs will never be obsoleted? Or could they be obsoleted by longer runs that are even more "entertaining". I'm not trying to be facetious, but pose a simple question of "can a game have two runs, one for speed, one for fun?" Is this where concept demos come into play? Vatchern did a good job of beating the existing run based purely on speed. This, IMO, merits a yes vote. However, if we were only comparing stylistic decisions, I'd vote no. My Strider run beats the current wip by 20 minutes, but it may not be all that exciting. Should both exist? (weak point I know, and shameless plug I know as well :P) Games that progress very linearly, but have a plethora of different "moves" can be made any number of ways (Street Fighter for example). Some may be more fun to watch than others, but may not appeal to those who would only vote on a pure "speed"-run (Zangief doing that spinning pile-driver thing on everybody). Just my two cents (1.7027 cents USD)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Solid improvement speedwise, though I can see where these comments are coming from. Double teaming bosses, though probably the fastest possible way to beat them, loses its charm after a while. Still voting yes though, cause I thought this was awesome :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Bisqwit wrote:
Ohh..my. That's SO wrong.
THAT'S RIGHT KIDS .. SMOKERS ARE JOKERS!!!!! (To quote Rod Flanders) Shouldn't NesVideoAgent be TASVideoAgent though?
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
With absolutely no photoshop skills whatsoever, we can make that moogle into a badass ... which would be awesome-er :P
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Very well done. The first person view, constantly spinning at some points is a bit nauseating, but I guess that's to be expected. This game seems quite a bit more toned down than the original DOS version. The ending seems different too ... though it's been a while since I played this last ;) Regardless, Yes vote here ... Now I'm off to kick ass and chew bubble gum ... but i'm all outta gum...
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Gunty wrote:
Maximus: you should try turning off the 'Automatic Frame Skip' option, that removes the cap from frame rate.
Still maxes out at 50 or 60 ... i think i'm doing something wrong ... though all of a sudden these games go retardedly fast :P EDIT: Screen overlay still says 50/50 or 60/60, though in turbo mode, only shows 03-05/50 (or 60)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Not really sure if this is accurate, but SNES9x seems to indicate that I get about 59 FPS for NTSC games and around 49 for PAL. (Running a P4@3GHz w/2GB RAM & Radeon 9200SE@128MB)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Camera angles were nice. Run was nice. Nothing really useful to say other than "voting yes" :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
I really have no idea what went on there ... but i liked it. I think a camhack would be cool, but its absence doesn't detract from the run's coolness :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
This looks like a pretty boring game ... except when you play through it ;) Thoroughly enjoyed the use of glitches. Yes vote here.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
xipo, you're on a roll these days ;) I'll vote on this after I get a chance to watch it, but wanted to say good job. It seems you're getting the hang of these runs (and cranking them out pretty quickly to boot) ;) Edit: Voted yes. The fights with Chin really aren't that exciting or interesting, but this does improve on an existing run. Good job :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
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Location: Toronto, Ontario
I like Saturn's screenshot, but figured I'd throw my 2 cents in too :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Good job man. Congrats on getting published :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
That was quite possibly the coolest thing I've ever seen :) Interesting route choices, not a dull moment, definite yes.
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