Posts for ShinyDoofy


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Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I think you should know better than to ask for ROMs...
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
nitsuja wrote:
Also, I believe shinydoofy has made a Unix patch for the newest 1.51 version (although I only noticed it just now and so haven't even looked at yet).
Except for sound sync, it works like a charm: From what I can tell, it also supports lua scripts. The Linux version still needs three new files, though. I can either upload them some place or you can let gocha commit them, as I had him sent them to me some time ago.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
zefiris, I somewhat understand what you mean, but I think that those screens should simply be vertically "stacked" to make it look like the original. If you only want to see the upper screen (like in the case of NSMB where there's actually nothing interesting on the lower one), you're always free to use mplayer's crop video filter. But oh well...
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Kyrsimys's edit may have put it a little drastically, but basically, that's how I see it. Why would you pay for a server every month when you don't have any use for what's running on there? Thus, I don't see it as revenge, but rather that my "services" (meh, that sounds like I'm a professional) as a whole won't be available to this site anymore. As stated before, though, there will be some exceptions whenever I feel like it.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Turns out PCE tends to drop frames when the vertical resolution is changed, mednafen doesn't seem to care about keeping audio and video in sync. If anyone manages to get this to sync and drop me an encode, be my guest.
Post subject: Recent development and resignation
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I honestly don't understand how there can even be thread about DeSmuME development when there's absolutely no sourcecode or documentation about the .dsm format whatsoever. Nobody knows whether or not either of those sufficiently match the standards we have on this site or if they have major flaws. The emulator is win32 only, which already really pissed me off when PCSX was accepted. Does anybody still give a shit about the requirements that we once used to have? Where's Linux support, let alone being able to run it on Mac OSX? Where did you enable the public to make AVIs off emulator input for this? Was there any serious discussion about this emulator and its rerecording features prior to submitting NSMB? Mednafen isn't much better either. Sure it's open source, but I am only able to produce (desyncing) encodes because I had the devs hack up some code and get extra software that's highly meh and unsatisfying to work with. Don't get me wrong, I'm grateful they did this and I do appreciate them for that and their constant support, but does one really have to nag all day to get information and possibility to achieve something that (for me) is a must for accepting an emulator in the first place? Bottom line, I'm calling it quits. I just published my last encode and won't bother doing any more unless there's a game I really like or it's by somebody I appreciate and would want to support. I'm truly sorry it had to end this way, but the politics played on this site lately really had me rage some time. Thus, I will also have to think about hosting the media/image files like I had originally planned to help out. To Bisqwit, I can only apologize for the extra work and time spent I put you through in an attempt to establish an API to outsource said image server. Hopefully, you will find somebody else to take over that part.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Captain Forehead wrote:
I think it will be pretty easy actually, you know, on the next frame, take a short break, then continue on, it's that simple
So you not only want to click your mouse, but also press a direction key and and at least one button button AND hit frame advance? Good luck with that! See you when your fingers are crippled and/or when you're pressing a button with your nose or tongue (both even?). This is, of course, assuming you're not using Autohold.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Finally got around to watching it on YT. It looks ok to me, but there seem to be some parts where I wasn't sure it that's the right way to go. Despite those concerns, it was a weak yes vote from me.
Post subject: Re: #2241: adelikat's DS New Super Mario Bros. in 26:27.5
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
NesVideoAgent wrote:
The emulator used is DeSmuME 9.2rr which can be found here
$ unzip -l desmume_0.9.2-rr.zip 
Archive:  desmume_0.9.2-rr.zip
  Length     Date   Time    Name
 --------    ----   ----    ----
  2020864  04-30-09 04:00   desmume_0.9.2-rr.exe
 --------                   -------
  2020864                   1 file
<adelikat> the latest svn won't get you the rerecording version <adelikat> the src for that is not yet available <adelikat> it is a separate branch on a private svn <adelikat> but within a few days it should be in the main branch
So I guess there's still hope other than YouTube :)
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
honorableJay, it seems you are quite correct. I will correct this matter with a proper re-encode with bframes and vorbis audio in an mkv container. Blame adelikat for requesting an avi (and/or mencoder for ruining it) :x Sorry for the wasted traffic!
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Warp wrote:
Bisqwit wrote:
Well, if anyone comes to meet me personally, don't expect anything spectacular -- just some chat and possibly coffee and cake if I get sufficient warning in advance :)
"Cake and grief counseling will be available at the conclusion of the test" ?-)
At least it's not a lie then... /new pages are evil!
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Highness wrote:
What would a TAS meet involve anyways? Would there be any events, or just hanging out, drinking beer?
The latter, I'd say.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Yes, it is Rockman 2. Still, you used the American ROM, which is not how it's supposed to be ;) Other than that, have you actually watched the published encode of said submission? I for one don't see any real difference (yeah, the subtitles create some artifacts, whatever) between those two. I guess the sound might be a different issue: again, I don't hear any difference at all. Maybe somebody with better trained ears can comment on that. And just another overall notice: Those encodes sure might be great for quality junkies, but they might get themselves the emulator and ROM themselves if they strive for superb visual and acoustic perfection. For actual publication, those encodes clearly violate the premise of small filesize. I don't mean to crush your work by that, I'm just saying. If you want to help out by encoding unpublished runs for the masses, then be my guest (adelikat might have a different opinion on that...).
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
2009-04-25 16:49:35 (61.6 KB/s) - Connection closed at byte 44316000. Retrying.

--2009-04-25 16:49:36--  (try: 2)  http://ww2.megashare.com/dl/04/25/89/YleefP/Rockman%202.mkv
Connecting to ww2.megashare.com|38.119.54.94|:80... failed: Connection refused.
Yeah... no, thanks. Besides: Rockman 2 != Mega Man 2
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Dammit: My C++ really sucks, but it seems to work somehow: <CIA> fceultra: shinydoofy * r1283 /fceu/ (5 files in 3 dirs): SDL: added --ripsubs So grab the latest SVN if you're an SDL user.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I like your idea, maybe I can look into this at the weekend.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
The encode errror1 provided didn't have sound effects. The finyl encode, however, will have both music and sound effects.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Highness wrote:
Voting no since this is slower than the published one.
I don't see a run of this game published. Am I missing something?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
And once again, I will have to stay with .7. .8 always crashes when I hit Esc to access the menu; thus I have to stop kkapture by pressing Ctrl-Brk. .9 desyncs on both Megaman X5 and X6 from the very beginning. It crashes about every other time I try to watch the regular run of Castlevania SOTN and every time I try to watch pirate_sephiroth's run with memory card data. Those crashes occur immediately after I selected the .bin file. All three version, though, always eat exactly 50% of my whole CPU (or 100% of one core after I set its affinity via taskmgr). It doesn't bother me much, but it still seems a odd. I'm on Vista (sadly), ATi gfx chip, plenty of RAM and an Intel C2D, if that's of any relevance.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
If you have a better one (png, not jpg) or a framenumber, I can replace it with mine :)
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Some users of the SDL build (namely those compiling it without Lua support) were unable to use any input all. This is now finally fixed in the latest SVN revision.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I can provide you with an SVN version of snes9x and a shell script for x86, if you like. It also supports adding a logo screen at the beginning.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Just this past night, I've been talking to the developers and as it turns out, I am now somewhat able to encode (and possibly publish) PCE runs, maybe even runs of other supported consoles. For now, it's all very hack-ish and SDL only, as far as I can tell. They were almost able to implement Bisqwit's nesvideospiece algorithm, but unfortunately, it's throwing Segfaults when converting a frame from 32 to 24 bpp. :(
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
It seems to me that the fcm file ends too early as there seems to be a dialog at the end that's not covered. Given that I don't speak any Japanese, here are some screenshots and the end(?) of the game: /edit: I will delay further processing until this issue is solved.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
The difference in sound may be due to the different versions of Gens. I'm using 2.12a with Bisqwit's patches to capture avis. Maybe something has changed in the sound emulation that causes this. These are my regular sound settings: I also always activate perfect synchro.
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