Posts for SaxxonPike


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Joined: 6/8/2005
Posts: 236
Location: Madison, Wisconsin
I like this. It shows a lot more of the game. There are a lot of protesters against calling it 100%. So what DO we call it?
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https://soundcloud.com/saxxonpike/scum-of-the-earth-devil-made A remix done for the AcidPlanet remix contest. Ends in a few days. In retrospect, I think I put too many genres into a 3 minute clip.. EDIT: A little better version. https://soundcloud.com/saxxonpike/scum-of-the-earth-devil-made-1
Post subject: Re: So I assume Windows 7 users are out of luck?
Experienced Forum User
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Location: Madison, Wisconsin
Cavistus wrote:
Truer words have never been spoken.
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Joined: 6/8/2005
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Location: Madison, Wisconsin
(2013-08-14 videos removed, they are old.) I'm awful at this. There's still a long road ahead, but at least some things are playable. More videos to come once more is implemented.
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Based on the interest expressed, mapper 0005 (Ocean) has been added to the interim. This includes games like Robocop 3 and Terminator 2. Sprites aren't coded yet so it's not really playable, but it loads and executes fine. When sprites are added, it should be ready to play.
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feos wrote:
Robocop 3 required some firmware. What file do I need?
FW is required for all games. The ones I am testing with are from the VICE 2.4 emulator (which can be found online) however any firmware for the C64 should work. The four that are required are: basic, kernal, chargen, and dos1541. They should be placed in C64\Firmwares. Robocop 3 won't work just yet anyway- that cartridge mapper isn't implemented (it's unique). I don't envy the NES team- there are only 28 known mapper configurations for C64.
Heisanevilgenius wrote:
Yesssssssssssssss You've got some baller Moon Patrol skills, son. I did notice with that game the explosion sounds seemed rather quiet. I don't remember it being like that on C64 hardware or other emulators. Maybe it's related to the sound issues you're having?
Thanks :) The sound has been completely rewritten since these videos, and sounds a lot more like the real thing.
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Location: Madison, Wisconsin
countstep wrote:
Musical skills to be judged. Link to video
A funky chip. I like it :) Patashu: Your Famitracker stuff is impressive, that's good for 1 hour :x My OHCs in tracker don't compare. Here's a little something from my newest release. Link to video
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Location: Madison, Wisconsin
Accuracy tests: (more to be added later) Sound (2013-08-14 link removed.) Status: Really needs work. You can load the PRG files directly into the interim build to test them (they are direct conversions from the SID files) Envelope test: Commando Filter test: Progressiva Waveform abuse test: Opium 2 Waveform sync test: R1D1 Graphics coming soon..
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Aim for fastest time
I hope you enjoy watching and I know it could be faster, but entertainment is the key.
My concern is the intent of the author, really. Is it supposed to be a speedrun or is it supposed to be for entertainment?
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Here's what I've been busy doing the last couple weeks... NOTE: The sound will be a little rough on some of these videos! Please watch your volume. (2013-08-14 videos removed, they are old.)
EDIT by feos 2019-06-22 Introductory Guide to Commodore C64 TASing in BizHawk
EDIT by feos 2018-08-29 Things to remember:
  • The C64 has two joystick ports. Some games require port 1. Some games require port 2. If your input doesn't seem to be working, switch ports.
  • Games that are published on magnetic media have very slow access times. Be patient with them.
  • Cartridges require no intervention; they will load immediately.
Experienced Forum User
Joined: 6/8/2005
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Location: Madison, Wisconsin
Sappharad's from Wisconsin too? *highfive*
Experienced Forum User
Joined: 6/8/2005
Posts: 236
Location: Madison, Wisconsin
feos wrote:
Yeah, I followed the changes! Will .tap extension be supported?
Tape would probably be easier than disk to do but wasn't really high priority. I'll definitely consider it.
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Heisanevilgenius wrote:
feos wrote:
Looking forward to C64 emulation.
Hell yes!
Working on it.
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Location: Madison, Wisconsin
I've already got some changes I would like to commit. What's the process to have my submission evaluated?
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adelikat wrote:
Sound core emulation tends to be the most needed. The APU in NESHawk for instance is its weakest link. Atari sat for quite some time with no sound core. We have a few cores in the work that I'm worried about ever having sound.
I can't say I am terribly familiar with all the sound cores needed, but I'll definitely look it over and do some testing. It'll take a bit to get off the ground with anything other than C64 SID since that is really the only sound chip I know from top to bottom. But there's a ton of documentation for the NES APU, so it shouldn't really be that hard if the docs are good.
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You can just use Terminal can't you? That is the typeface I use in my hex editor. Terminal comes with every version of Windows, IIRC.
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adelikat wrote:
In what way would you be able to contribute?
I have coded projects in C#. In my sig there's actually a link to an emulation project I have created myself. I am familiar with 6502-based ASM and have contributed to both the demoscene and the VICE Commodore 64 emulator. It may not be relevant but I have also have contributions lined up for MAME. (specifically, 4-bit DPCM accuracy in the 054539 chip) My expertise is in sound processing, but emulation is fascinating and I would like to contribute to this rapidly growing project.
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feos wrote:
Looking forward to C64 emulation.
That's quite a large can of worms right there. But this would be pretty cool, and something I could actually contribute to.
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I'm really curious, what is it about the emulation that actually makes it slow? I know it's due to accuracy, but what specifically takes so much processing time?
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I think it's fantastic you were able to abuse this bug. The whole idea of skipping directly to the end is exciting. But my vote means "would I watch this again?" No, probably not.
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Do you think someone who's never owned this game or an A2600 can really appreciate this? I don't think this deserves a moon.
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Joined: 6/8/2005
Posts: 236
Location: Madison, Wisconsin
Edit: nevermind this post. I need to finish my findings and confirm :] By the way, you can open doors in the move box on the lower-left. Would this save any time in the very first screen where you escape the car? In fact, you can open doors and travel when you have no action selected (0012=00). This does not work on openable objects- it simply examines them in this case.
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Do you have any documentation on the interpreter? I want to develop something that picks apart the scripts for all 3 of the NES Macventure ports so that we can more easily find exploits. So far, I've been able to get object name text and I've also isolated the 6-bit text decoder. Unrelated but interesting: object 59(hex) wins the game when you Examine it. It first says you can't open it, it's locked! Then the screen fades out :P
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Location: Madison, Wisconsin
Whaaaaa. That is an impressive way to break the game! But I do agree, the run's real value is in the shock value, and after watching it once loses it. Still definitely worth publishing if only to have people see it once and get the same surprise!
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Location: Madison, Wisconsin
.dat (don't hurt me) But seriously, BKM sounds good.
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