Posts for Nisto


Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
Posts: 77
I tried a fresh "unpack" of BizHawk on another computer (fresh XP SP3 x86 installation by the way), same ROM, no default settings of BizHawk changed. I get the exact same error... And I don't have anything other than BizHawk and its dependencies installed apart from the aforementioned (very) newly installed system itself, so there's no "junk". I have to ask, did you even try to reproduce it yourself? Because I have no problems recording NES, SNES, Genesis or other older game systems with AVI Writer. Well anyway, I don't mind using ffmpeg.. in fact, it probably is a better encoder anyway. But I feel that you, as a developer, should want to fix bugs, or at least not even offer any buggy, or even worse, "unfinished" functionalities. It's great if you're willing to fix the ffmpeg black screen issue, but it feels like you're trying to find a "valid" reason not to do anything about the AVI Writer. You know.. this it typical of software developers, too; always blaming the users of being too "n00b" to do some standard troubleshooting, or a little research when they submit bug reports. I have tried older drivers, too, and I don't notice any difference (i.e. it doesn't fix the AVI Writer issue). Out of curiosity, what would you want me to uninstall in that case.. ? I don't mind uninstalling things - I'm quite capable of restoring my software configurations if I have to re-install it. So just tell me, and I'll try it, but I doubt it'll help since it doesn't even work on a fresh installation of the system... Maybe you guys just don't intend for support on XP?
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Joined: 11/25/2009
Posts: 77
My video card drivers are up-to-date. I use K-Lite Codec Pack for codecs, if that helps narrowing it down? My installation of K-Lite may be a few months old now though (but not older than a year at least). I can record AVIs via "regular" Mupen 64 perfectly fine, and have never had problems before either. By the way, when I try recording with ffmpeg instead and I have a Lua script with some gui.text() lines, to print some "OSD" text, I just get a black screen in the final video file... If I remove the gui.text() lines from the script the video comes out properly, and for a second I thought it even solved the AVI Writer issue, but the error message came back after I retried it yet again a few minutes later (and this time I didn't even have the interface for Lua open).
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
Posts: 77
Tried to record an AVI of Zelda no Densetsu: Mujura no Kamen (J 1.00) via AVI Writer. http://pastie.org/pastes/8345136/text?key=aqqdqrrxkb5cyzxt6xria Additionally, if I choose to continue, the BizHawk window will be completely unresponsive, except to "joystick" input. I cannot even right-click BizHawk's button in the taskbar to close it down. System: Windows XP SP3 (x86).
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
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Lua's memory.readfloat() etc. is completely unrelated to ramwatch/ramsearch.
Well, would you consider implementing the functions while you're at it (float values in general) anyway? I'm no C/C++/C# expert, but I wouldn't imagine it being too hard for you guys to implement it (I say that especially since you already have a bunch of memory.* code snippets you can probably reuse for such functions).
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
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Yes! I was hoping for this as well, especially since it hopefully means you'd implement memory.readfloat() and memory.writefloat() to the Lua frontend too (it's a bitch to implement it on your own, it seems...)
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
Posts: 77
I made a Lua script for pause buffering in Majora's Mask. I'm not completely confident about the accuracy of it though. It might be possible to pause later than when this script does (meaning, maybe more movement could be squeezed in between the pauses when skipping, for example, the first mask salesman cutscene). It simply uses a RAM value to tell when the game is no longer paused. So maybe it shouldn't be used for serious projects, but I think it could be useful when playing in real-time at least. Note that the script assumes that you have paused the game before executing it, so if you run it when the game is not paused, it'll simply stop executing at the pause menu (all you need to do is execute it again once you're in the menu though). Also note that the RAM address used is for the Japanese (V1.0) version of the game. Let me know if you want the RAM address for a different version (I don't have them all at hand). Put this inside the main() function suggested in the EmuLua documentation. I made the code pause buffer via the L button since it has no real function in the game, change it if you want...
local LHist = {} -- Input history for L button. We will use this to make sure the button has been let go before any code executes (since a normal button tap will most definitely span more than 1 frame in real-time)

while true do
  table.insert(LHist,joypad.get(1)["L"])
  LLastKey = table.maxn(LHist)

  if LHist[LLastKey-1] == true and LHist[LLastKey] == false then
    c = 0

    while true do
      GameActive = memory.readbyte(0x001F6C65)

      if c == 0 and GameActive == 0 then
        joypad.set(1,{["start"]=true})
      elseif GameActive == 1 then
        joypad.set(1,{["start"]=true})
        break
      end

      c = c+1
      emu.frameadvance()
    end
  end
  emu.frameadvance()
end
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
Posts: 77
I found out that Project64 (1.7) finally has memory search built in. That means we can now find dedicated RAM addresses for games (the old Nemu64 emulator apparently could, too, but its memory search is really bad). However, I only have one idea on how to actually watch the addresses via Mupen64: the Lua extension. I've pretty much made a Lua script that does that already, and I guess this method isn't really worse than watching addresses with MHS.
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
Posts: 77
Yes. I need some help, too. I read the Japanese documentation here. It suggests a function for frame advancing since it's not yet implemented, but when I try it, I get this error message: "attempt to yield across metamethod/C-call boundary". Would really appreciate some help on this one... EDIT: I'm dumb. I didn't realize the functions for each frame advance had to be executed inside the main() function. The emu.framadvance() only works when executed inside the main() function. Problem solved.
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
Posts: 77
Ilari wrote:
I talked with FatRatKnight (he also has WinXP SP3 32-bit): The following will set up a crash for him when configuration dialog is closed:
  • Selecting anything in hotkeys tab (even tabbing around)
But the following will not:
  • Just selecting the hotkeys tab
  • Using the bindings tab.
Ah. Yep! It's the exact same for me as well. As you can see, I'm not good at properly troubleshooting :p
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
Posts: 77
Oh. It's actually when I press the "Close" button on the configuration window. And yes, setting a key in the "bindings" tab crashes lsnes, too. I made a video: http://dl.dropbox.com/u/48454461/lsnescrash.avi
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
Posts: 77
Is anyone else having problems setting hotkeys (primary hotkeys for the first controller to be specfific (I have tried others, too, of course))? It always closes down without an error message. Although, at one point I got a message, but I was stupid enough to not take a screenshot, and I can't seem to reproduce the error message, but I believe it was a runtime error. I'm not using a gamepad - just a mouse and a keyboard. Re-extracting the archive doesn't help either. I'm not good at troubleshooting, but I think I read somewhere that runtime errors could namely be caused due to some other process(es) in the background. But I really only have 15 processes in the background - and none of these comes from 3rd party software providers (i.e. they're only "default Windows services"). I'm on Windows XP SP3 x86.
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
Posts: 77
I'm glad I'm not the only one. If you're planning on doing a run that's very cool, and I'm looking forward to seeing it one day, but I don't think I'd be of much help, as I have bad luck with TASing 3D games :/ Originally I only downloaded the emulator to record the credits, but I guess I'll find some other way to do it.
Post subject: Tekken 3 on PSXjin
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
Posts: 77
Has anyone ever managed to play Tekken 3 on PSXjin? This (information only) is the image file I'm using. When I open the bin OR cue sheet with "Open CD", the window just resizes and the emulator shuts down without any error messages or anything. I've tried using every single BIOS in this .dat file, but still no luck. I've probably used just about every possible combination of settings now, too... Any pointers on what else I should try, or is it just impossible to get it to work on PSXjin?
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
Posts: 77
Was it known that you can do a gainer (forward backflip) when hovering? To be precise, what I did was: - Put the analog X angle to 82, and the Y angle to -127 for 6 frames (10 frames if you're back-walking before) - Let go of the analog for 6 frames - Hold back the analog for 2 frames - Press A while still holding back the analog (1 frame) - Hold forward... Sorry about all the dumb posts. I'll just stop posting if this was already found as well...
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
Posts: 77
That's odd, in that case. Because for me, the address you posted for y-position doesn't represent that at all in MHS. Don't know why it differs, but for me the address is actually 00CECD4E Maybe we have different emulator versions or whatever... (MD5 of mine is 6EB39A7175EC2E31287571D69F21D102) Also, thanks for the heads-up on the data type. I guess I was lead to believe it was byte type because no matter how long I tried searching under short values I just couldn't find it >.< EDIT: Since all the addresses seems to differ for me, I could use some pointers on how to find the X Velocity address. First of all, I want to add that I've been searching for almost, if not, 2 hours, for this address. So this one is really tricky for me. Secondly, is the data type supposed to be double? The values of the address I found so far really only makes any sense when set to this data type.
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
Posts: 77
Huh, is there a built-in RAM watcher in Mupen64? Or did you mean that these are still for MHS, but specifically for the Mupen64 v2 process? Also, here's a RAM address which counts down to 0 when you're unable to use the Blast Mask: 00CED3A2 (another address I needed for my project) It starts counting from 54 (this is probably a counter for when the bomb particles disappears), goes down to 0, bumps to 255, and then down to 0 again, where it stops.
Experienced Forum User, Published Author, Former player
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Correct me if I'm wrong, but this should be the RAM address for the y-position at least (for MHS): 00CECD4E
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
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Anyone seen this video before? http://www.youtube.com/watch?v=vmEuFesD8Lw
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
Posts: 77
Argh, what a waste of time (TASing 3D games is really hard for me). But you weren't on #zelda at the time, so I couldn't ask you :( Anyway, I found two more... things, but they're even more likely to have already been found, and are probably even more useless than the fence clip. Gainer (Zora) from stairs to top of the Clock Town Inn Jump atop the laboratory glassware in the Marine Research Lab - I was hoping for a quicker way to get on top of the fish tank, but you basically can't do anything while standing on the glassware... (note that I'm holding down B, which is why he slides forward to the large container and then down it)
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
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I found a way to clip through the fence outside the observatory. I asked about it in #zelda, but no one seemed to know about it. Don't know if it could be helpful... http://dl.dropbox.com/u/48454461/ofc.avi If you want to speculate the input or whatever, here's an archive with the m64 file along with the required savestate: http://dl.dropbox.com/u/48454461/ofc.zip
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
Posts: 77
Old or not, I found a glitch on Angel Island Zone Act 2 in Sonic 3: http://dehacked.2y.net/microstorage.php/info/329870262/Sonic%20the%20Hedgehog%203%20%28USA%29.gmv
Experienced Forum User, Published Author, Former player
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I took a snap. Probably won't become the screenshot for the submission, if it gets accepted. But cool anyway! http://anony.ws/di-70HZ.jpg
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
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Anyone found the RAM address for the RNG yet? Would love to play around with some luck manipulation.
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
Posts: 77
We need an HD encode of dat, ASAP. The YouTube video, and mkv file are both way out of sync, too. And ofcourse, yes vote!
Experienced Forum User, Published Author, Former player
Joined: 11/25/2009
Posts: 77
I was shocked to see that you bypassed the Sega logo in the beginning, although spamming the start button wasn't a pretty way to do it in my opinion, so I actually tried all frames, and found out that the exact frame to bypass it at is at frame 245. Hope that helps those who like clean inputs (like me). Either way, I wanted it to be "documented" somewhere, lol.