Posts for ShinyDoofy


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Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
He did if memory serves me well.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Just downloaded the avi and it sounds off almost right from the start. Around 2:10 min in, there are a few dupe frames that made the video look laggy. I don't know if that's the game naturally lagging or the emulator screwing up.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
While I appreciate your efforts, I have very different results about the header indicating a SMSor GG game: except for Public Domain ROMs and hacks, there was a total of 2 false positives for the whole GoodGG set and 0 for the GoodSMS set. Any explanation for this?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
There's a binary called degavi for Linux that lets you capture the game. Maybe it's even compilable for MinGW, but I have no idea about that. nfq, Vista always made problems for me when I had Aero activated (i.e. transparent title bars). As soon as I deactivated it, it worked fine.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
schneelocke wrote:
Broken encoding?
Care to explain? Looks good to me. Try and update your ffdshow and/or VLC if you're on Windows or mplayer/x264 on *NIX.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Enhasa wrote:
Bisqwit wrote:
Bag of Magic Food wrote:
Who approved this format, anyway?
I did, in absense of the knowledge that this emulator also emulates Game Genie Gear.
Great, since pcc doesn't seem to be active anymore, and I don't think anyone else cares, I guess we'll never not for a long time see Game Gear TAS's now.
I can't speak for the Windows version, but on Linux it should only be a few extra lines to have the format include SMS/GG info. After all, there are 4 bytes for flags, currently only 2 bits are used (for PAL/Japan settings).
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
My mplayer is svn r29040 and x264 from May 2nd 2009. Some day I think in August 2008 they changed something about the codec that makes it scramble on older decoders. You might want to update either of them, probably both. For Windows, a newer build of VLC should do as well.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Sadly, I'll have to agree with Cardboard. While I can't comment on those 40 frames being saved at the beginning (neat filename :P), it's a rather dull movie. What struck me most was the lack of music and the relatively slow pace throughout. I blame the game for it.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I luv hwo they talk lol!!1 So epic n shit y no?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Wait... what? Very nice, yes vote
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I'm sorry... what?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Once again: mplayer and all your problems are gone. If you prefer a clicky and windows-y GUI, use smplayer.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Originally, I had planned for this to be my SNES logo screen, but ultimately decided against it because it distracts from the text.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I don't have VLC handy atm (didn't want to compile against a recent version of x264, so I removed it), but just right-click the video when playing it, there should be a point to disable them easily.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
For mplayer it's -subpos <0>. No idea for VLC.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
The microphone was also used in first-party games: http://en.wikipedia.org/wiki/The_Legend_of_Zelda#Technology http://www.youtube.com/watch?v=A2UtC_SwAfY Although I doubt there's any technical documentation on how this works exactly (other than redirecting the input sound to the speakers...), this really would be a neat feature.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
This seems to be a win32-only bug as it doesn't happen on SDL. Every time a movie is loaded, the variable holding all the information (ASCII header, subtitles, input and so on) is freshly created in movie.cpp (currMovieData = MovieData();). Maybe the win32 build is using a static variable instead?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
LagDotCom wrote:
Also someone publish the goddamn Chrono Trigger submission.
Don't tell me how to do my work and how long it should take me.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Any particular reason to use 1.0 other than "that's the one to go for"? What was changed in 1.1 that makes it inferior to 1.0 for TASing?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Although the submitted .fm2 file is somewhat odd (fourscore, yet there's only input on the first player port), I discovered a bug in FCEUX: the SDL build doesn't support fourscore playback :/ So... thanks for that cranky file :D
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
And hat would that bug be? :o
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Vykan12 wrote:
I also find it curious that the video gets published right after a youtube encode is made.
12 days of delay classify as "right after"? Interesting, to say the least.
Post subject: Re: Recent development and resignation
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
zeromus wrote:
For the record, shinydoofy has made no effort to acquire knowlege of the current state of affairs in desmume and nothing he has said about it should be assumed to be true. Maybe there are issues with it, and maybe it was rushed, but this post is simply not reliable.
Thursday morning adelikat's submission hits the workbench and I leave for work. Coming back that evening, I post my strong discomfort about his submission text only linking a zipped exe file on the forums. A few minutes later I ask him about an IRC channel for desmume and read that the rerecording sourcecode is on a private svn only and that it will be merged with the official svn "soon". Think what you what, but my point stands: There was plenty of time to tar/zip/7z/whatever an svn snapshot and copy/paste the FM2 specs instead of creating a thread about the emulator's development. When I first came to this site and cared about the emulators involved, I found that everything was open source and that I'm free to look at the code and study/change as I prefer. Everything was well documented and free, it was a good example of the GPL's freedoms. Now this just feels like Microsoft: they release something and it takes quite some time before there are any specs, documentation or the like. They only do so because the EU forces them to in an effort to have them pay big bucks otherwise. But about your main claim: I openly admit that I didn't explicitly ask for any information. But seriously, I strongly doubt that detailed information could have been offered when it already took ~68 hours to get them online.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I don't know about the tracker software used, but I'd support Warp's idea. As for the work needed, a checkbox saying "keep old torrent" or the like would shift that work load to the publishers.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
MUGG wrote:
As for the run itself, I lost count of how many resets were used. :P
$ hexdump chronotrigger_any%_inichi.smv | grep -c "ff ff"
17
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