Posts for ShinyDoofy


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Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I have never seem anything like this. Have you tried encoding something from another emulator, say FCEU(X) or Snes9x? If the problem occurs on those as well, then there seems to be a whole different problem.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
The ROM should be be (JU) and [!], I guess.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
z0MG wrote:
mmbossman wrote:
I got the same input termination bug (resulting in a paused game) at the end, and that is currently the only thing that is keeping this from being accepted.
I avoided the pause caused by the input termination bug by replacing the ZA with an A, making Mario hit the star earlier. http://www.box.net/shared/mpyrglgdsg
If this still doesn't fix it, check your PM box.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Well, I downloaded the fixed .m64 some days ago and it ran and encoded perfectly fine for me. I don't know what causes this utter strangeness, but in my eyes some people just seem to have this problem, some (like me, obviously as of the encoding) don't. Maybe I didn't run into this because I watched/encoded the run under Linux and that the Windows build has some changed code to trigger this?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
mmbossman wrote:
I got the same input termination bug (resulting in a paused game) at the end, and that is currently the only thing that is keeping this from being accepted.
Is watching an encode "not allowed" to judge it?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I haven't had the time (nor will) to watch through the run, but it looked fairly decent from a technical point of view (at 166% speed while doing an encode for myself). What struck me though (at regular speed) was that I don't find the game that nice to look at on an 17" screen because of the strange framerate. Just like klmz I'm not voting because I couldn't watch the whole run.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
5/6 from me. 5: Unfortunately, entertainment was held at a meh level because of those overly long password showing parts. 6: While watching the run, it seemed to me that several pieces may have been picked in a different order to complete some levels faster. I can't name any specific levels or blocks, just a feeling. Besides, I saw some piece of conversation on IRC about somebody being ~64 faster after level 3 already (probably using the optimizations nineko couldn't hex in w/o the whole run desyncing). Overall, meg with a very slight tendency to no.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
That depends, I guess. It seems to me that the player is supposed to collect 1UPs, which is done with this YT version. Strangely, though, it says 0% for me at the end (watched the .fcm, not the YT after the first part). So it could be "improved" by not collecting any 1UP since they only seem to matter for the ending, I guess.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Just... wow! Watching the TAS on YT right now and have to admit, this hack is quite awesome. Please alden, give it a try :P /gocha beat me to it...
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
...What? It ran just fine for me.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I has been discussed several times. It's not possible because the rooms behind the doors are only loaded when opening them properly (with a key).
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I don't know if PSX games really used it, but the DualShock controller was capable of L3 and R3 (pressing the control sticks down that is). L3 and R3 would be the formerly unused bits in the first button byte. How about the buttons being sent active low? Also, what would a controller that is not connected look like in the .pxm file? I assume it should be 0xFF since the DATA line is usually high. /edit: According to protocol (which you're seeming to follow) the right control stick is sent before the left one. Also, the mouse information seems really weird. http://www.gamesx.com/controldata/psxcont/psxcont.htm will provide you with more details. I'm sorry to rant so much, but I've been fighting to get several controllers to communicate with a microcontroller and so I think the protocols should be followed in order to help others who might stumble across your documentation for reference.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Highness: http://files.filefront.com/supermario64+0stars+silensavi/;11945223;/fileinfo.html /edit: again, FileFront limits the maximum filename length...
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Very impressive it was indeed. The improvements were really nice. Camera angles were a charm to look at, this run almost felt like a breath of fresh air in comparison to the ones before. Not that I didn't like them, it's just that this one showed off improvements and changes that were clearly spottable and just... different - in a good way. I also really liked how Mario played along the jumping sound of the keys in the first two Bowser battles. Definite yes vote from me.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Bisqwit wrote:
ShinyDoofy wrote:
You're welcome.
Doesn't match any of the IPs you use on the forums, though… (I read the IP before op deleted it.)
I let my server seed to use at least some of what I pay for, but use my private ADSL line to surf and so on.
evilchen wrote:
doofy joined 2007-12 :p
Guess I have lurked before I finally registered.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I will be happy to watch it later today.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I am honestly quite impressed seeing such a sophisticated run from somebody with just 1 post. Keep it up, maybe you can find another game to successfully TAS.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
/ You're welcome.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Well then, here you go. /Btw: I used the original time and rerecord count from the submission instead of the credits one.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
First of all, good work on improving the current movie. Generally, I welcome different camera angles because it makes each movie look independent and not just copy&paste. Yet as I've seen everything up to the end of BitFS in nearly frame-advance (~5 fps), I can't come up with a clear vote. Those parts in BitFS where Mario could not be seen at all definitely were not my taste. If those camera changes were required to save frames or reduce lag, I'd vote meh; if they were not (and thus only made the run less entertaining), I'd give it a no.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
In an effort to encode avis for your AVGN TAS collection, I just uploaded an encode for your first draft. http://files.filefront.com/wallybear+alden+tas+draftavi/;11914939;/fileinfo.html I could also youtube (is that really a verb by now?) Top Gun 2 and Who framed Roger Rabbit, if you like.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I wanted to use chapters because with ChapterFlagEnabled 0 I planned on skipping the fast-forward parts without having to actually re-encode everything. But since neither VLC nor mplayer nor xine seem to support it (VLC freezes and mplayer and xine just ignore), I figured that other players weren't supporting it either. I guess I'd have to cut everything in pieces to get it working. Unfortunately, making a whole new encode is pointless as well because only the video parts are fast-forwarded when encoding, but the audio is not. If any coder wants to fix this bug, feel free to drop me a patched win32 build (haven't found a avi-creating lua-version of snes9x yet). /edit: Screw it, I'll re-encode everything and see if it helps. //DeHackEd beat me to it...
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
AngerFist: I will try to look into it (still need to figure some stuff out). In case somebody's already at it, don't stop because of me; I will most likely fail anyway. /edit: didn't work out as expected. It seems mplayer ignores ChapterFlagEnabled in an mkv file...
Post subject: Re: Not from me, I'm afraid
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
arflech wrote:
AVI or MKV and thereby attract more interest.
Eh, why not? DKL2 TAS WIP
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Those two thing you just mentioned are my main points to meh the run: it takes quite some time to upgrade the gun (I assume it speeds up the rest of the game), and the dark sewers parts. The latter concerns me the most because those parts are already lengthy enough, but not even clearly seeing what you're up to makes it even worse.
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