Posts for Phil


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It's not a patch, but a filter. Evidently, you were needed to install XviD and this filter to work it fully. FFDShow is good if it is installed. I hope it doesn't need something. Maybe I should remove all my codecs and filters to be sure. Anyway, it is working pretty nice for me ;P.
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Valagard wrote:
Actually I think it has to do with something OTHER then the XVID codec. Exhusted from options I downloaded a Kazaa lite codec pack (newest) and over-writen all my codecs and played the movie. It looks like some players like winamp etc are over-writeing the MP4 codec with its own version and why it wasen't working. So while it said it was having XVID problems it was this instead. Got all movies working again, downloading kirby again to see if this is indeed whats going on. Edit: List of Kazaa lite codec packs that fixed the problem with updated MP4 drivers. Kazaa Lite Mega all codec pack http://www.free-codecs.com/download/K_Lite_Mega_Codec_Pack.htm Kazaa lite smaller packs http://www.free-codecs.com/download/K_Lite_Codec_Pack.htm
When I said:
Plz read this: http://tasvideos.org/CodecProblems.html Now it should works under Windows Mplayer.
What was needed is to read. The solution is there.
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I'm pretty sure Genocide was aiming for game timeunits, not real time. It's evident that it is longer to fell knockdown than losing 0:11 timeunits.
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Plz read this: http://tasvideos.org/CodecProblems.html Now it should works under Windows Mplayer.
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WR are based on game timeunits so ...
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Highness wrote:
I remember pulling off a glitch that brought general Leo back from the dead. How ever he disappeared in the next battle. I think it was Strago that got changed to Leo. And Leo was pretty powerful at that point. This was in the cave you can enter when travelingwith Figaro. Then, after a while the game crashed. But it was pretty kewl. Is this a known glitch that can be re-done easily? Would very much like to see it again.
I remember that bug. It was kool but effectively makes the game to crash.
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There's CV3 US not Jap, there's CV:Bloodlines on Genesis.
Post subject: Re: Punch Out Run
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-ziplock- wrote:
1) When fighting Sandman, I have two options and I was looking for opinions. I can take him out flawlessly by 2:46 in round 1 OR I can get knocked down once, forcing him into a second sleeper pattern and get him by 2:35ish. Faster or flawless - which makes a prettier video?
Personally, the 2:35 one is better since it uses a strategy to have a good timeunit. And the point in this game, is to get the faster in timeunits not real time.
-ziplock- wrote:
2) I'm currently using blip's FCEU emu for the run - is this permitted yet for runs? (Fairly new, no?)
FCEU is permitted. Especially for a Punch out run.
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grease
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julianch wrote:
the bahamut sidequest is long and hardif your level is low. but the pink tuff drops a mega strong armor (1/64 chances)
The pinkpuff is giving a pink tail which can be exchanged for an Adamante armor at the same place where you can exchange the rat tail for Excalibur sword. In other words, it's a lost of time. Btw using the duplication glitch can be very useful with the Excalibur sword. The problem, you must do a detour to the village of monsters but maybe it's good to obtain Leviathan and Asura.
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I prefer the glitch run. If done correctly, the game is not supposed to crash. Well if you do the right moves, the game is supposed to be stable. Anyway, I think Jyzero can do that without any problem with the help of that algorithms FAQ. Since I am an "old FF6(3 US) player" (I've played that game the last time about 5-6 years ago), I thought evade was good but this game is so glitchy that evade stats are integrated in MBlock stats. I am deceived by such bad programming. Now I understand why Beads aren't effective like it is supposed to be. To see those stupid glitches is the main reason why I want to see a timeattack of this game. Otherwise, it sucks.
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Do you have a static or dynamic IP? Because you can try connecting using a different IP.
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Highness wrote:
Ok.. But can Gogo mimic the 8-hit or will he just make one? Oh.. And sorry if I offend people by saying that Gogo is a he. We really don't know anyways, do we? =)
I think yes but I'm not sure myself. Maybe we should call Gogo "IT" ;).
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I don't think it's worth taking the detour to have GoGo in the party since he is not enough powerful. I wonder where that time attack is. It took me a couple of hours for LoZ so there's a high possibility he is in the world of balance.
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Truncated wrote:
>It is not a bad random since it's predeterminated. Again you can check it by yourself. Didn't you affect randomization before? Like enemy placement and bomb refills? I think your submission said something like that. Why is it impossible in this particular screen?
Those helicopter enemy cannot be controlled.
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?[?q?u?o?t?e?:?c?6?8?5?c?b?e?4?5?d?=?"?B?l?e?c?h?y?"?]?(?B?e?c?a?u?s?e? ?c?o?n?t?i?n?u?i?n?g? ?i?s? ?b?a?s?e?d? ?o?n? ?t?h?e? ?t?h?e?m?e? ?e?n?d?i?n?g? ?r?a?t?h?e?r? ?t?h?a?n? ?t?h?e? ?h?e?a?r?t?s? ?f?i?l?l?i?n?g?)?[?/?q?u?o?t?e?:?c?6?8?5?c?b?e?4?5?d?]? ? ? ? ?T?o?t?a?l?l?y? ?f?a?l?s?e?.? ?I?t?'?s? ?b?a?s?e?d? ?o?n? ?h?e?a?r?t?s? ?f?i?l?l?i?n?g?.?I?t? ?t?a?k?e?s? ?4?3? ?f?r?a?m?e?s? ?t?o? ?r?e?p?l?e?n?i?s?h? ?a?n? ?h?e?a?r?t? ?a?n?d? ?2?1? ?f?r?a?m?e?s? ?a?n? ?? ?o?f? ?h?e?a?r?t? ?e?v?e?n? ?i?f? ?y?o?u? ?g?o?t? ?l?e?s?s? ?t?h?a?n? ?8? ?h?e?a?r?t? ?K?y?r?s?i?m?y?s?.? ?Y?o?u? ?c?a?n? ?t?e?s?t? ?i?t? ?b?y? ?y?o?u?r?s?e?l?f?.? ? ? ? ?[?q?u?o?t?e?:?c?6?8?5?c?b?e?4?5?d?=?"?T?r?u?n?c?a?t?e?d?"?]?T?h?e?r?e?'?s? ?s?o?m?e? ?b?a?d? ?r?a?n?d?o?m? ?t?o?o? ?w?h?e?r?e? ?y?o?u? ?h?a?v?e? ?t?o? ?w?a?i?t? ?a? ?l?o?t?,? ?f?o?r? ?e?x?a?m?p?l?e? ?a?t? ?1?5?:?5?7?.? ?[?/?q?u?o?t?e?:?c?6?8?5?c?b?e?4?5?d?]? ? ? ? ?I?t? ?i?s? ?n?o?t? ?a? ?b?a?d? ?r?a?n?d?o?m? ?s?i?n?c?e? ?i?t?'?s? ?p?r?e?d?e?t?e?r?m?i?n?a?t?e?d?.? ?A?g?a?i?n? ?y?o?u? ?c?a?n? ?c?h?e?c?k? ?i?t? ?b?y? ?y?o?u?r?s?e?l?f?.?
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I've got some problem to compile it directly under Linux, so I have decide to use MSYS and MinGW32 like they suggest on FCEU forum but I encounter some problem when it's time to "make".
drivers/win/input.o(.text+0x43): In function `InitDInput':
c:/source/fceu-0.98.12-blip.src/src/drivers/win/input.c:52: undefined reference to `IID_IDirectInput7A'
drivers/win/joystick.o(.text+0xc48): In function `JoystickFound':
c:/source/fceu-0.98.12-blip.src/src/drivers/win/joystick.c:368: undefined reference to `IID_IDirectInputDevice7A'
drivers/win/keyboard.o(.text+0x1c9): In function `KeyboardInitialize':
c:/source/fceu-0.98.12-blip.src/src/drivers/win/keyboard.c:64: undefined reference to `IID_IDirectInputDevice7A'
drivers/win/main.o(.text+0x219e): In function `InitializeDDraw':
c:/source/fceu-0.98.12-blip.src/src/drivers/win/video.c:134: undefined reference to `IID_IDirectDraw7'
make[1]: *** [fceu.exe] Error 1
make[1]: Leaving directory `/c/source/fceu-0.98.12-blip.src/src'
make: *** [all-recursive] Error 1
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Megaman951 wrote:
I can't view the movie - it desyncs are the very beginning right after link grabs the wooden sword...
Are you using the official FCEU version or blip's version? If it's blip's version, is it 0.98.10 or 0.98.12? Is the rom checksum fitting with what is written in the file info?
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blip wrote:
#! /bin/sh^M
I think CVS did that. When I export the code from CVS, it seems to automatically convert all files into DOS format (CR-LF). If you want to build this under linux, you should probably just run dos2unix on every file in the source tree.
It works fine with flip.
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With nano, it is like this
#! /bin/sh
# Guess values for system-dependent variables and create Makefiles.
# Generated by GNU Autoconf 2.57.
#
# Copyright 1992, 1993, 1994, 1995, 1996, 1998, 1999, 2000, 2001, 2002
# Free Software Foundation, Inc.
# This configure script is free software; the Free Software Foundation
# gives unlimited permission to copy, distribute and modify it.
## --------------------- ##
## M4sh Initialization.  ##
## --------------------- ##
With vi , it is like this,
#! /bin/sh^M
# Guess values for system-dependent variables and create Makefiles.^M
# Generated by GNU Autoconf 2.57.^M
#^M
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Highness wrote:
Yeah. But if I remember correctly there can be a one hit kill on the last boss. Or atleast to get to his last shape directly.
The final boss has 40,000 HP and the max damage I have seen is ~30 000 with Life or Cure spell, I don't remember exactly. So it's a 2 hit kill. Well 3 since the 2nd time you do this it heals the boss for ~10 000 if I remember correctly. I don't think in a speedrun it will be possible to do 30 000 damage since you'll need to be at top level (46 I think).
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Can someone explain why I can't ./configure blip's FCEU in Linux. It is written bash: ./configure: Permission denied I have tried with chmod +x ./configure and sh ./configure and both failed. I know I could simply use the binary but I want to compile it.
./configure
bash: ./configure: Permission denied
chmod +x configure       
./configure       
: bad interpreter: No such file or directory
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Bob Whoops wrote:
So, are there any plans for rerecording right now?
I remember there was a guy on some other topic that said he would implement that feature. A couple of month later, no news of that.
Post subject: Visual Boy Advance (things to be improved or corrected)
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Port all these features to Linux. When the emu is paused and the windows is reduced and decided to expand that window, it just unpause automatically. Frame advance and slow down seems unstable.
Post subject: Re: Gens with Jyzero patch ( things to be improved or correc
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Jyzero wrote:
I have decided to do the same as I have done with blip FCEU. So here they are: There should be a skip 1 frame function.
Do you mean when the emulator is paused ? (Like when you click Apply in the Color Adjust menu option) It can try.
Yeah when the emu is paused.
Jyzero wrote:
When your emu is paused and decide to open a movie file, it just unpause automatically. It must not do that.
It can be fixed but why would you want to load a movie when the emu is paused anyway ? If it is for AVI dumping, the Sync AVI with Movie option prevents to dump frame unless a movie is playing or has finished to play.
Well at first it was for AVI dumping but anyway I think it's better to be manually controllable.
Jyzero wrote:
Hotkeys remapping.
Hotkeys are hardcoded. I can't change them without recompiling. For quickpause, quicksave, quickload, and toggle slowdown, I had to code an additionnal layer of hot keys management. What other hot key do you want to remap ?
Evidently, there will be that skip 1 frame feature.
Jyzero wrote:
When recording AVI and trying to overwrite an existing file that is open by another software, the emu crashes. There should be an alert that indicates that the existing file is already open. I think it exists a Win32 function for that. When you choose name file and AVI codec before recording to AVI, there's an annoying sound. Very abnormal.
AVI dumping will be more user-friendly later (with a nice dialog box).
At least, it is better than the last version of AVI recording you have sended to me ;)
Jyzero wrote:
*MAJOR BUG to be corrected urgently* It seems it takes some delay, like ~0.10 seconds for pausing after pressing the pause button. For unpausing, it unpauses instantly or near but the blue screen still remain there for a moment. I have an AVI that show the proof of it. When recording AVI, it's not supposed to record some blue frames when the emu is paused. It should be instant and without that blue screen. The image is paused but the sound continue as a proof that the game is running while those ~0.25 seconds of blue screen. Very hard to do a perfect timeattack under theses conditions. Also it seems unstable, sometimes it pauses faster than another time. *MAJOR BUG to be corrected urgently
EDIT: I tested what you said. The unstability is caused by Auto frameskip. When the emulator skip a frame, the previous one will be dumped twice. I recommend using 0 frameskip. For the ESC pause key, I can't do much without rewritting the entire hotkey system. For the quickpause key, I'll see what I can do.
Even at frameskip 0, it's doing the same thing. I must admit it's not that worse but still doing this. Btw slow mode only works at auto frameskip.