Posts for Phil


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That game has just beeen released some days ago. I am 100% sure it's an imperfect run. P.S. Some days ago = 2-3 days ago
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I would like to use Ctrl for frame advance but I can't. Is it possible to add support for it?
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In fact, Flashback is a boring game.
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FCEU sometimes changed a valid savestate to another savestate that reset the game. THAT SUCKS. But we haven't managed to find what was the real reason of this bug. We= Me and Genisto because this bug occurs more often on Genisto's machine than mine. My level was almost done and now, I must redo a whole part. I do have proof that this bug exist since it happens once when doing my Battletoads run and I have done backup of those files. This is a MAJOR bug. Too many bugs in this emu, all my projects are paused. It's not easy doing a 2 player run and even harder when the emu is unstable.
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And we don't have any proof that a no kill run isn't possible at Hard.
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Bisqwit wrote:
Bag of Magic Food wrote:
Not killing anything that doesn't need to be killed! Didn't you read?
Wouldn't that make it slower, not faster?
Well, it's played in Normal mode and all the bosses are easier to kill. And the last boss is shorten since it is missing the last part. In other words, it doesn't have the best ending :P
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When recording AVI, I noticed that when frameskip was set to 2, it records the AVI at 60 FPS with duplicated frames. Normally, at frameskip 2, it should record at 20 FPS without duplicated frames. Edit: I have just noticed there was a 9b release. What's the diff between 9 and 9b?
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yes, it's ffds as fourcc but should be h264 but FFDShow always put ffds.
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I'd suggest downloading this. http://www.free-codecs.com/download_soft.php?d=786&s=50 Copy paste the link instead of clicking here. But I'd recommend unstalling the current FFDShow you are using right now. Btw, I have used H264 as fourcc. I wanted to test it and it seems to give good result. Note that it is possible that you must configure FFDShow to decode h.264 as libavcodec otherwise, it won't read the video.
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Warp wrote:
Could we finally please stop using the term "timeattack"? I don't know where this term comes from (did Morimoto use it for the first time in this context?) but it's just not accurate enough. I know that "tool-assisted speedrun" is longer, but it is more accurate and, most importantly, a standard term.
I will not stop using that term since it's easy to say.
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The correct ROM size is 512k.
Post subject: Sword of Vermilion
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Anyone thinking doing that game? No, not me because I didn't play that game very much but I think it's a cool Genesis game.
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I would personally love to see one timeattack from this game.
Experienced Forum User, Published Author, Active player (410)
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Then, I prefer being poor than being rich :P
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Personally, I don't care, I will not lose my free time to explain to such idiot guys what is the difference. Idiot people, are idiots and will still remain because 1 year later, there's always people that still don't understand. Edit: Btw, I didn't mean you , but some other guys on other forums.
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I am voting NO for some reasons. 1. Do you know that you can charge with the speeder bike? So you can kill some enemies faster using this technique. 2. I don't like your fight against Blag. I am sure that it can be improved. 3. In fact, I don't like the strategy you used to beat all bosses. 4. I'd suggest you to see the Battletoads warpless movie and try to reproduce some of those tricks because the game engine is similar. 5. Imo, I am pretty sure I can do 2-3 minutes faster than this.
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Why do you host those files there?
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PPPPPPPPPPPPPPPPPPPPPPPPPPPPPOCKMAAAAAAANNNNNNNNNNNNNNNNNNNNNN :P
Experienced Forum User, Published Author, Active player (410)
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Ah, sorry, it has been so long time that I haven't played that game that I forgot it was required to save that smithy's partner to obtain that super bomb.
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Someone have tried the FDS version?
Experienced Forum User, Published Author, Active player (410)
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OmnipotentEntity wrote:
Voted yes, but I did see some parts where it could be improved a little. But I doubt even 30 seconds can be made from micropath optimizations.
Well, who knows ... Personally, I don't know if it is the fastest route. Something that annoys me like Michael Fried wrote, is it necessary that 3rd sword?
TNSe wrote:
AFter you voted no it wont be created as avi Until Bisqwit or Dehacked encodes it that is ;)
How do you know that I will not encode this movie?? Because of that 2 GB limitation?
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It does that right after I choose the codec (Any codec failed). Actually, I have just resetted all Snes9x settings in Windows registry that I hate to do( I mean playing in that stupid WIn reg) and it seems to works well now. I don't know what setting cause this trouble but better find it.
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Saturn: Don't be upset because someone had voted NO. There's always a sucker that always vote NO without telling his reason. Probably some anti-bisqwit's site guy that we don't care. Ex. Someone had voted NO for the Battletoads movie.
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yes, it can be added though, it's Bisqwit who told me what code to change.
lfe wrote:
Cheers, im trying to compile this mother on OS X 10.3.7.. To be short i followed Bisqwit's instruction on compiling it for linux/unix, that is dl:ing the blip source, dos2unix it, apply bisqwits patch, running configure and automake then make:ing it. All goes well until i bump into sdl-sound.c, here's the dump:
drivers/pc/sdl-sound.c:342: error: conflicting types for `KillSound'
drivers/pc/dface.h:20: error: previous declaration of `KillSound'
drivers/pc/sdl-sound.c: In function `KillSound':
drivers/pc/sdl-sound.c:348: warning: passing arg 1 of `free' discards qualifiers from pointer target type
make[1]: *** [drivers/pc/sdl-sound.o] Error 1
make: *** [all-recursive] Error 1
I have SDL 1.2.8 installed, running on GCC 3.3 in a bash 2.05b environment.. any help on this would be appreciated
* Fixed a bug in sdl-sound.c that would prevent FCE Ultra from being compiled on certain platforms (Mac OS X) So, you'll be able to compile it under MAC OS X.
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Since it has been long time FCEU wasn't updated and contains several bugs/misfeatures, it would be nice if someone could update it and also using the latest source, 0.98.13, that some bugs are now fixed or may use that version, http://cah4e3.deruspsx.com/fceultra.html . Changes from 0.98.12 to 0.98.13 : * Fixed button configuration when using joystick hats * Readded checks in ines.c for some common bad dumps and non-working hacked games * Sprite hit emulation is more precise * Fixed mapper 185 emulation to work properly with the Japanese version of "Spy vs Spy", and hopefully with the GOOD dump of Banana * Added per-game hacks for Shougi Meikan '92 and Shougi Meikan '93 * Fixed a bug in SetupCartMirroring() that could cause some games to have corrupted mirroring if loaded in a certain order * Added many iNES header corrections * Fixed emulation of the "ISB" and "DCP" invalid opcodes * Optimized the PPU background drawing code with inline assembly * Optimized some of the low-quality sound emulation code * Added a command-line option to the configure script to enable the FCE Ultra debugger(disabled by default) * In unix-netplay.c, replaced the ioctl() on a socket to read the number of bytes available to read with a select() * Replaced archaic include of "malloc.h" in unix-netplay.c with "stdlib.h" * Fixed a bug in sdl-sound.c that would prevent FCE Ultra from being compiled on certain platforms (Mac OS X) * Fixed variable declarations in some files to be compatible with C compilers that don't adhere to C99