Posts for MikeRS


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Have you tried using 7-Zip or Info-Zip to see if you can reduce the size of your file further?
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Using the latest No$gba, I was able to get the first star of BoB in Super Mario 64 DS. The top screen was rendered upside down for 3D graphics, the sky didn't display, and some polygons weren't rendered. But even if it became a good NDS emulator, it won't ever be considered for this site unless the author stops being a greedy ass and releases the emulator and source code under a sane license.
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Well I imaged it would be slower, but it does have speed-up buttons for L and R. What would be the likelihood of getting support for mouse recording, and even a decent way to manipulate it frame-by-frame? (Edit: It'd probably be best to have some sort of dialog or similar to manipulate the mouse input, but this requires quite a bit of work on the GUI as well) and thanks for informing me about the two frame delay, I hadn't messed with SNES much at all in this regard.
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There's some hacks of this game to emulate the mouse with the gamepad, I tried a few at random, and "Mario Paint (JU) [h6] (Joystick).smc" seems to work fine. So for as long as Snes9x doesn't record the mouse, I wonder if it's acceptable to use this hack? It'd actually be pretty cool to see the Mona Lisa or something painted very quickly. I'm not sure, but that hack seems to have a delay of about two frames for input; I don't know if this is true of the normal game, or it's a delay in the mouse-emulation.
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Sorry for not explaining, but I was actually asking FODA with his run. Yours should be awesome too.
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Could you just provide the M64 file please? I can't install Flash
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I use an ad blocker, but I haven't added these ads to it. They seem non-intrusive enough to not merit my bother of adding them to the list.
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You say disk space issues, did you have AVIs or something? LMPs tend to be just as small as the emulation movie files, I don't see you having too much trouble hosting those. Anger: I don't think you fully understand, I meant to include Doom TASes like the console TASes. Were there too many issues when Nintendo 64 runs were getting started? Actually I'd say there's more issues with N64, the state of its emulation and almost every game hadn't its engine source code released like Doom was (yes, tracking back a few source ports, PrBoom is based off of the original... DOS DOOM!). Besides needing a mechanism to record AVIs, I don't think there'd be much trouble at all with this.
Post subject: Possibility of including Doom TASes?
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The latest most-officialist site for Doom TASes is now down. Being that TASVideos holds many enthusiasts of this type of speedrunning, I wonder if this site may create and host Doom speedruns? Not only are there the official four IWADs (Ultimate Doom, Doom 2, Final Doom (TNT and Plutonia); still available for like $10 retail or online), there's also other commercial games derived from Doom (often little or no support in source ports, however), and full total-conversion PWADs available (eg, Batman Doom or Alien). Source ports already exist with extensive tool-assistance capability, PrBoom and PrBoom+ are the ones most commonly used. Not to mention they're very portable, you can make (and replay) TASes no matter what operating system you're using (unlike the many emulators restricted to only Windows or Windows+Linux) There's only one thing that might have to be done -- Doom TASes have traditionally always been distributed as LMPs, which are very small files with record the movements of the player, instead of distributing pre-rendered video files like this site often does. You've got some talented programers, however, I don't doubt AVI recording would take long to implement.
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Well if he doesn't save that time, somebody else will :P
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Eh maybe, but the files here are the only ones i have trouble with, so I never thought about it. I'll be back after about the hour it'll take to compile MPlayer. edit: yay, it worked
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I'm having a codec problem on the AVI. I have the same problem with the Mario 64 WIP, but I never brought it up because I assumed DeHacked just used some experimental encoding settings. I'm using OpenBSD, mplayer installed from packages. When playing this file, no video output is displayed, instead the console has endless lines of
[h264 @ 0x3c14d8f8]picture size invalid (4294966864x1664) 0.7% 0 0
Error while decoding frame!
I already read the FAQ, and it said that I probably have an old version of mplayer, however I have the same version of mplayer as recommended:
$ mplayer -version
MPlayer 1.0pre7-3.3.5 (C) 2000-2005 MPlayer Team
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Check your ROM with GoodN64, it's detects good and bad ROMs almost flawlessly. And N64 emulation itself is still a shacky topic, many games don't run properly or at all.
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If you know the difficulty of some of the World-8 levels (especially W8-8), you'll see why that run was amazing. I tried to do the same thing (but with saves, hehe), couldn't get close.
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Depends on the game. Thing about SSBM, is that a lot of the debug code was still left in the final versions but hidden, and that's why Action Replay is able to access it.
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I've a question. When playing back a video, there are two fractions on the status bar. I assume one of them is the number of frames, but what is the other one?
Post subject: Problem linking to TASVideos
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It seems that when I make a hyperlink to this site from Wikipedia, I get a 403 page that claims I have an incorrect referrer: http://img92.imageshack.us/img92/8299/referhu8.png Two things seem wrong here. For starters, you repeat the exact URL I'm coming from just fine. Also I've tested and I am seem to be sending them fine too:
24.17.47.123 - - [20/Aug/2006:14:29:25 -0700] "GET /loltest HTTP/1.1" 404 284 "http://en.wikipedia.org/w/index.php?title=Image:M64spdrun.png&action=submit" "Mozilla/5.0 (compatible; Konqueror/3.5; OpenBSD) KHTML/3.5.1 (like Gecko)"
This behavior is the same in Firefox and Konqueror on OpenBSD, also on Firefox on MS Windows.
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Or Zophar (hey, even a dead site can have good stuff): http://www.zophar.net/pj64/
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Actually, your top running speed is faster than the shell-spin ;)
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I've recently had some though about the subject of simply recording a movie file for a PC emulator. Bochs might be a worthy choice, as it's a true PC emulator; slow as it might be to run, it doesn't take any hacks that might jeopardize accuracy and the correct playback of movies. Qemu might also be considered, but it is a dynamic translator (uses a hack that translates emulated binary into native binary; often at the cost of accuracy), so it might not truly be the ideal choice. Now unless you're TASing software you are allowed to distribute legally, transfering disk-images will be illegal. This isn't entirely a show-stopper; you can attempt to make a movie file of the system installation process. For example, provide movie files that cover the installation of Windows 95 and Starcraft (if that's what you were doing). If the movie record/playback were carefully designed, it should work flawless if the same installation media are used. In terms of proprietary software, "same installation media" could very well be the worst step; there's hidden revisions everywhere, it could throw someone off unknowingly. Not to mention the fact that many people might have lost the original medium of a piece of software, and the backup they have is of only the files; for example, if you have a remastered Windows 95 disc, it should be identical enough that the movie file does not break (the possibility of this is uncertain; all sorts of things happen in PCs not normally known; next paragraph). In order to make the movie files play back flawlessly, much more care will have to be taken than console emulators are. For starters, a PC has dozens of different points input can be taken (versus consoles usually having a few buttons). Input can happen from the keyboard, mouse, serial, parallel, modem, ethernet, APIC, APM, USB, Firewire, and much more I did not mention. Normally this would make a very large movie file if recording everything; however the movie format should be made flexible where hardware components can be left out if not enabled in the environment. Still a large file is to be expected for a minimalist PC configuration; using gzip compression could potentially reduce the size drastically for transfering images. Not to mention all the various components might have to be manipulated to the fullest if a program relies on input to generate random data (for example, the Linux and *BSD /dev/random node); if you think manipulating Pokémon Red is difficult with eight buttons, try manipulating a PC step-by-step (equivalent to "frame advance" on the console emulators, but not the same since PC internals are not in sync with video output) with all the various components of varying bandwidths (keyboards come anywhere from 90 to 120+ keys; PS/2 mice have two 7-bit axis; I don't know how much goes through the serial and parallel ports and other such stuff, but it's going to be a lot). While this sounds daunting and everything, I'm sure there are going to be some people willing to make a PC-based TAS if it were possible. (O yeah, last thought: You'll also have to store some CMOS and BIOS settings (eg, date/time) in the movie file. Not sure where this goes in the paragraphs, but it's important nonetheless.) Naw, it's not impossible by a long shot. Actually implementing movie support (and even re-record) should be the easiest part, using the feature will be the most time-consuming part.
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Talking about the reset button on the consoles? Since the NES, they've all had a soft-reset the game can detect and even save values between (eg, Top Score in Super Mario Bros.)
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No, they modified the Doom engine to include slowdown and savestates (these came latter, though). id Software releases a lot of old engines under the GNU GPL: Wolfenstein 3D, Doom, Quake, Quake 2, Quake 3
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Chef Stef wrote:
I noticed a few places where your route could be changed to save time or add points (not to be critical of your run already, of course:) ). I played this game quite a bit when it first came out... I'll have to check my scores sometime. Maybe when I have the time, I'll make a quick video of the route changes (or ideas) I'm talking about, maybe tomorrow. Great job so far, though!
Yeah, it'd be helpful if you tell what you're thinking, I love criticism (when it's positive, of course)!
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Haha, I loved this game. My N64 has been broken for a while, and I haven't played it in a longer amount of time (though I think I'd get Diddy Kong Racing DS if it has added content). I can't remember exactly, does the adventure/story mode have co-op? I'm pretty sure it did, though it might have required a cheat-code to enable (how would this site tolerate such codes). I can probably get my brother to help do a co-op adventure together, that'd be fun :) Edit: Actually yeah, it required a cheat-code built into the game ("JOINTVENTURE"). But from what I've seen, it's okay as long as people agree it would make a good movie. I'll just play the game a while and get the general feel of it again. Edit2: No wait, co-op isn't exciting for a video. nevermind
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Thanks for the input, and I'm still working on it. Though I think I'll want to restart the movie so I can optimize the earlier areas anyway.