Posts for ShinyDoofy


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Joined: 12/5/2007
Posts: 716
The x and y axes are each 8 bit long on the console, so there are 255 possible values on one axis. The reason why some "turns" (turning around?) are so quick mainly should be because I'd find it extremely difficult to pull the stick to the other direction in under 16ms. (1000ms/60fps). So I think it should be allowed.
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Joined: 12/5/2007
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I always thought that H264 is just a codec and MKV a container format? So why not combine the two? :o
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
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Just got myself the Linux port and sneaked through the readme:
If you want a GTK based gens, just type 'make'.
Way to fool the user. While the emulator itself runs fine and skillfully exceeds not to even think of trying to pretend to care about of the first three parameters, so far I couldn't get anything GTK-style to pop up... However, I could possibly act as a compilability tester, since I've seemingly been the first one quite some times now to come up with emulators that I couldn't even get to compile at all.
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Admit it! You're working for the booze industry, right?
Post subject: Re: Mupen64Plus 1.4 Released - #mupen64plus
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Joined: 12/5/2007
Posts: 716
Although some of surely have already checked their inbox and thus heard the news: soft reset is now supported and seemingly working as of revision 793.
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Joined: 12/5/2007
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Adding "-llua" (small second L) fixed the compiling error - thanks! Still, it won't start with OpenGL. I get the same error I already got with Bisqwit's version:
X Error of failed request:  BadMatch (invalid parameter attributes)
  Major opcode of failed request:  1 (X_CreateWindow)
  Serial number of failed request:  22
  Current serial number in output stream:  23
See this page for a 1.51-specific patch. Although nitsujrehtona gave up, maybe gocha still has an idea?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Unfortunately I can't get to compile (o)snes9x from imp13:
$ make
[...]
g++  -fno-rtti  -I/home/doofy/Desktop/emu/compile/snes9x-1.43-improvement-src -I/home/doofy/Desktop/emu/compile/snes9x-1.43-improvement-src/unzip -Ii386 -o osnes9x i386/cpuops.o i386/cpuexec.o i386/sa1ops.o spc700.o soundux.o apu.o i386/SPC.O apudebug.o i386/fxemu2b.o i386/fxemu2.o i386/fxemu2c.o i386/fxtable.o i386/sfxproc.o i386/ZSNES.O i386/C4.O i386/zsnesc4.o c4.o cpu.o sa1.o debug.o sdd1.o tile.o srtc.o gfx.o memmap.o clip.o dsp1.o ppu.o dma.o snes9x.o data.o globals.o reader.o conffile.o logger.o lua-engine.o spc7110.o obc1.o seta.o seta010.o seta011.o seta018.o i386/2XSAIMMX.O i386/bilinear.o 2xsai.o sdd1emu.o cheats.o cheats2.o unix/unix.o unix/config.o snaporig.o snapshot.o screenshot.o movie.o netplay.o server.o loadzip.o unzip/unzip.o unzip/explode.o unzip/unreduce.o unzip/unshrink.o jma/s9x-jma.o jma/7zlzma.o jma/crc32.o jma/iiostrm.o jma/inbyte.o jma/jma.o jma/lzma.o jma/lzmadec.o jma/winout.o unix/x11.o unix/opengl.o  -lGL -lGLU -ldl  -lz -L -lX11 -lXext -lXxf86dga -lXxf86vm -lnsl  -lX11 -lXext -lXext -lX11 -lpthread -lm
lua-engine.o: In function `savestate_create(lua_State*)':
lua-engine.cpp:(.text+0x17f7): warning: the use of `tempnam' is dangerous, better use `mkstemp'
lua-engine.o: In function `S9xLuaGui(unsigned short*, int, int, int)':
lua-engine.cpp:(.text+0x170): undefined reference to `lua_getfield'
lua-engine.cpp:(.text+0x186): undefined reference to `lua_type'
lua-engine.cpp:(.text+0x1a2): undefined reference to `lua_settop'
lua-engine.cpp:(.text+0x265): undefined reference to `lua_pcall'
lua-engine.cpp:(.text+0x289): undefined reference to `lua_tolstring'
lua-engine.cpp:(.text+0x2b0): undefined reference to `lua_pushnil'
lua-engine.cpp:(.text+0x2ca): undefined reference to `lua_setfield'
lua-engine.o: In function `S9xLuaStop()':
lua-engine.cpp:(.text+0x400): undefined reference to `lua_close'
lua-engine.o: In function `S9xLoadLuaCode(char const*)':
[more messages like this]
collect2: ld returned 1 exit status
make: *** [(o)snes9x] Error 1
$
I gave configure "--with-zlib --with-x". If I also supply "--with-opengl", the error occurs for osnes9x instead of snes9x. Ironically, I do have Lua 5.1.3 installed and there's no comlaining previous to this point that the files in /usr/include were missing. Any idea on what's going wrong? Some specs: x86, 2.6.25.4 gcc 4.1.2 glibc 2.6.1
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
It would also enjoy seeing such a run, preferably BLJ-free.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Nice improvements! Clear yes vote.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
About the second one: maybe one from the Alex Kidd series? Although I've never played any of these games, MobyGames has some screenshots of water levels and one game even has the word "stars" in its title.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
moozooh wrote:
"Et viola". :D
*sigh* What did she do now?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I noticed something strange: it seems like you don't push your controller to its limits. Mupen tells me that your maximum is something like 60 to 65%. This may be input plugin related, dunno exactly. If my assumption is true, you sure could have gone/jumped/whatever further in shorter time, thus saving the latter. I also noticed this in your SM64 16 star run submission.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
It seems like using OpenGL still would be a lot better. ;\ I watched submission 1981 lately and the game starts stuttering at seemingly random points (especially in full screen). As soon as I change something in another window on the second screen (like the tab of an IM window), it runs fine again - for a few moments. So I tried "1.51 imp.2 beta3" with "./configure --with-opengl --with-zlib --with-x" and it looks great with OpenGL. The only problem: -autodemo is supposed to be supported, yet it seems to be completely ignored. "SNES9x 1.51 fix-3" didn't want to start at first, but finally did when I applied the color map patch (yay!) - yet -autodemo still doesn't do a thing :( What really confused me is that although I supplied -ns to deactivate the sound, it still tried to open /dev/dsp. //Ugh! A quote from movie.cpp:
// For illustration:
        struct MovieFileHeader
        {
                uint32  magic; // SMV0x1a
                uint32  version; // for Snes9x 1.51 this must be 4. In Snes9x 1.43 it was 1.
Hexedited it - desyncs right from the very beginning :D
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
First I tried watching it with the Linux version of v1.43, same strange screens and desyncs as the bot posted occurred. Using the win32 build via wine, it ran fine and didn't desync at all.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Blast away the wall was one hell of a surprise. Great work!
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I once saw a page explaining how the walk on water gameshark code was "developed". Iirc the page also said that Mario's swimming state is determined on his height on the map. Unfortunately I can't seem to find the page anymore :(
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According to Toad's Tool, it is just the same map.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
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Hm. Well, it runs fine for now; so no need for OpenGL, apparently. Thanks anyway!
Experienced Forum User, Published Author, Former player
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I applied that patch to my 1.43 avi-patched version and, quite frankly, it won't work. I still get the same error message when starting osnes9x. The only thing I wasn't sure about when patching (manually) was the part with GFX.Pitch (though I tried the three combinations). Is osnes9x supposed to come up with some kind of "menu" like the windows build?
Experienced Forum User, Published Author, Former player
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Yeah, I know, it's not a console game... But why not give it a try? I'm looking for a fairly old game (about end of the 80 or early 90s, I guess) which was installed on my elementary school's computer. I also don't quite remember wheter it was on DOS or even C64. Anyhow, you start the game and control a guy in a blue(?) sweater and do morning stuff like brushing your teeth and so on. Afterwards you ride your bike to school (on the way you watch the city from above while you steer your bike) and get some questions to answer, but this is the point where I couldn't get on as I was in second grade. I was once told that there were other methods or routes of going to school etc (don't know) and that there was to supposed to be a score to get (like the IQ in Indy games?), altough I'm not sure if that's true. The name I remember was like Commando or something.
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Posts: 716
Another improvement coming?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Any progress on Warp's request for natively watching .smv files on Linux? I got a really similar problem over here. I either download the compiled binary of imp11-beta20 or compile my own version using the link Phil supplied. The binary of imp11-beta20 doesn't start when given the -autodemo switch and the self-compiled version doesn't want to start either:
X Error of failed request:  BadMatch (invalid parameter attributes)
  Major opcode of failed request:  1 (X_CreateWindow)
  Serial number of failed request:  22
  Current serial number in output stream:  23
/edit: God damn it! What's osnes9x there for when snes9x runs perfectly? :|
Experienced Forum User, Published Author, Former player
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Hm. BLJ into it then? But I guessed that has already been tried.
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nitsujrehtona wrote:
If you worry about annoying me, Shiny, you needn't. I hope you'll also be reporting issues with FCEUX/Linux; it'll need testers. If you worry about annoying anyone else, feel free to PM me or submit bug reports to the sourceforge tracker.
Will do so, as soon as I run into one. About the sourceforge page: fceultra.sourceforge.net seems to be the page of the original FCEU, not the one discussed here. Do they use the same bug tracker?
nitsujrehtona wrote:
Anyway, the usual way to get out of frame-advance is to hit the pause button (probably the backslash key for you). Eventually I will want to make those keys configurable and make the frame-advance key autorepeat!
Here's the problem: I've got a german keyboard layout. I noticed that pressing my "-" key slows gameplay down (should be the slash key on a US keyboard), but I can't seem to speed it up again. Currently the hardcoded keybindings are my biggest problem. If these key bindings are gone, it would be just great.
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Nice run, yes vote.