Posts for ShinyDoofy


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Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Just watched it - looks fairly entertaining to me (considering how slow paced and repetitive this game is).
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I had such a server running once and installed Gentoo Linux on it. Clearly I can't recommend it for something that should be set up in a matter of hours (not days (it was a 1.2GHz Celeron)). Maybe Debian Linux or openSuSE might be something for you. I did not install anything graphical. The only way to work with on machine was to connect to it via SSH (PuTTy is an excellent client for Windows, in case you're looking for one).
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
LagDotCom wrote:
I had a desync while watching this normally, sometime in the second trip into Rainbow Land. What I saw before then was pretty crazy, and had me laughing quite a lot. I'll hold off on voting for now.
Here you go Feel free to ignore the logo, I had a brain fart of some kind. Anyway, any encoder may use this for publication. The logo's been approved by Bisqwit, if that's the concern.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Apo123 wrote:
stickyman05 wrote:
I voted no.
BLASPHEMY!
MADNESS?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Try "x264 - H264/AVC encoder" as the compressor instead of ffdshow. That fixed everything for me using VBA 19.3 (haven't tried FCEUX under Windows so far). Remember to set the quantizer to 0 for a lossless video.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
mz wrote:
The movie file uses the numbers defined by the "PSEmu Plugin Developer Kit Header definition". :P It already uses 6 bytes for the analog pad/joystick, and 4 bytes for the mouse.
I did not know either of this. Consider my post vanished and thanks for making this clear. :)
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
That scrolling glitch looked really great and I quite liked what I saw in general. Keep it up!
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Just a little generic note: you can upload your WIPs to DeHackEd's Microstorage. Although there is only limited support for .fm2 right now, it should go well. /url fix...
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Offtopic: Just got Frogger WIP 5. How is 4 a controller type? Have you considered using the original identidication bytes such as 0x41 for (LSB first) for a regular controller or 0x73 for a DualShock with red LED? I'll take a wild guess about the buttons: Select - 1 - 1 - Start - up - right - down - left - L2 - R2 - L1 - R1 - triangle - circle - cross - square... or just the other way round. About the controller type vs controller length: would it be possible to implement 6 byte responses if the controller type was 0x53 or 0x73 (each LSB first)?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Somehow, mplayer does not quite work as I expected it to. I created an mkv file with several chapters and tried skipping through them with ! and @. The first chapter started out fine, the second and third chapter somehow start a little late. With later chapters, it's all gone down hill. I tried to call mplayer with the exact time given in the mkv and clearly the video just didn't start where I wanted it to. Afterwards I used the same parameter (-ss 00:56.53.547) and opened the source file (lossless x264) et voilà, the video started perfectly at exactly the frame I wanted it to. The only difference between the source file and the mkv is that the mkv was created by mencoder using -vf decimate to lower the bitrate. Is it possible that mplayer can't handle dropped frames and simply skips to the next key frame it can find instead of going back to the last one and building up the requested frame? Can anybody share this experience or might even have an idea on how to fix this?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
For the record: this can be "fixed" by not allowing more than 8 sprites per scanline ("--nospritelim 0" for the SDL build of FCEUX or to be found via Config -> Video for the Windows build).
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I can't give you a timestamp on that, but still:
<NesVideoClone> Page ConvertFCMtoFM2 edited by LagDotCom (): http://tasvideos.org/ConvertFCMtoFM2.html <LagDotCom> stupid dragon warrior <adelikat> if the game has resets, that is the problem <adelikat> fm2 doesn't support reset, atm <LagDotCom> uh <LagDotCom> the movie isn't MEANT to have resets in it <LagDotCom> i had to edit them out to get it to work <adelikat> wait <adelikat> so it injected resets into the fm2 when it converted? <LagDotCom> yes <adelikat> that is not good <LagDotCom> quite, but it works fine if I replace them with |0|s <LagDotCom> until that weird problem with the start button anyway
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
That sure didn't take long to get accepted :o
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Warp wrote:
I wouldn't be surprised if the actual number was slightly lower than this, though (eg. because of physical issues, calibration issues, chipset issues, driver issues...).
According to my PSX/2->USB adapter, an original DualShock actually can send 256 distinct values per axis.
Warp wrote:
Btw, doesn't the dualshock gamepad have two distinct modes (switchable with a mode button on the gamepad)? In one mode it emulates the old gamepad, while in the other mode it works as a dualshock gamepad, and in this latter mode it requires that the game specifically supports it?
Yes, it does. When the analog LED is off, it identifies itself as 0x41 (LSB) just like a regular d-pad-only controller and has 2 button bytes (10 buttons, 4 bits for each direction and two empty bits). If in analog mode (=LED on), these two formerly empty bits are responsible for L3 and R3 (pressing the analog sticks). 4 more bytes are added to the response (one for each axis) and the byte the controller identifies itself with becomes 0x73 (DualShock 2) or 0x53 (analog controller with green LED turned on). It doesn't matter for old games, though, because the controller is "told to shut up" when the extra axes byte were to be sent by pulling high the SEL/ATT line again. This way even old BIOSes can handle newer controllers. My theory is that a game can interfere with that process of querying a controller and write and read the raw data on its own. This way the analog sticks can be used by a new game even if the PSX's BIOS is the very first one. [/spam]
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
From what I've seen of this run (I think it was the 24/41 .vbm) this looks promising. Keep up the good work :)
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
franpa wrote:
Any mirrors for this? the site is down. :( I'm after v2.02
http://sourceforge.net/project/showfiles.php?group_id=13536
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Lossless x264 encode with subtitles Again: if any publisher wants to save time, drop me a note for the unsubbed one.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Then check the link over at bluetoaster.net/emu.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Is it the .torrent files you can't download or the files that are shared with these?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Aren't almost all important emulators available at bluetoaster.net/emu?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
It's saved in the config file:
$ ./VisualBoyAdvance 
VisualBoyAdvance version 1.7.2 [SDL]
Searching for file VisualBoyAdvance.cfg
Searching current directory: ***
Searching home directory: /home/***
Searching system config directory: /usr/local/etc
Searching executable directory
Configuration file NOT FOUND (using defaults)
Maybe you can grab a vba.ini from some Windows version and rename it. I don't know if it'll work, though. /edit: They do seem to match. Although I don't know how you got your VBA, you'll find a VisualBoyAdvance.cfg in the v19 source code "pack".
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
When you've got FCEUX, you don't need to convert the .fm2 file. Just play it like you are used to doing so with the "old" FCEU. Alternatively, you could download this lossless x264 encode. In case any publisher might want to save some time on encoding when this run is accepted, feel free to ask me about a subtitle-free lossless x264 encode.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Marcokarty wrote:
Entertaining movie, even my family enjoys it! (2) Super very smooth and clean. Loved so much the glitches, especially Kong Fused Cliffs and Kaos Karnage \o/. Obvious yes vote (but I can't vote yet :P). 105% run coming?
You have enough posts by now and can vote.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Not exactly the FPS slows down, but the game itself. It mainly happens when there's just too much on the screen or things have to be calculated that the game's engine can't handle at regular speed. So avoiding lag saves frames and also is mostly more entertaining to watch.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
MKV goes up right now, 260 MB. The chapters are... strangely put, to say the least. Somehow neither avidemux, nor mencoder nor ffmpeg share the same way of actually relating a frame to a specific time. And don't get me started on VLC. I honestly don't have the nerve to go through 48 chapters all over again just to see them desync again. :| Should be available in some 30ish minutes, though. Here you go.
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