Posts for Stovent


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Stovent
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Joined: 8/23/2016
Posts: 165
Location: France
Since last time a lot of improvements have been made to CeDImu. The first one is an entire GUI rewrite. This was necessary to fix the design flaws for the first implementation and that means the emulator is perfectly stable, without any crash occurring randomly. This also adds new feature like the ability to save screenshots of the entire screen and the individual video components of the GPU, but also exception and system calls tracing. I've also added a bit of documentation in the form of a user manual to help new users to set up the emulator. The README now has a compatibility section indicating which BIOS files can be used, along with their settings. I've also fixed the external interrupts of the CPU, which now allows the "Options" menu to be opened, but also the GPU to show its visual animations. The next objectives are to continue to improve the GPU emulation, and to continue the list from the last post.
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
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Experienced Forum User, Publisher
Joined: 8/23/2016
Posts: 165
Location: France
Time for an update : I've finished the interpreter rewrite and improved emulation, which finally allowed me to boot to the main menu (namely the player shell). I've also added controller support and the cursor is able to move. And finally I've fixed various bugs. The next goals are : - being able to open the "Options" menu. Currently if you click on it, nothing happens. - improve the controller public interface to take into account the various types of controllers. - Start emulating the processor responsible of audio decoding and CD control, to finally try to boot discs.
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
He/Him
Experienced Forum User, Publisher
Joined: 8/23/2016
Posts: 165
Location: France
phoenix1291 wrote:
Has there been any progress with this emulator?
Yup, development is still active. I've made various improvements to the code quality, added additional features, and I'm currently in a rewrite of the interpreter that allows the BIOS to go further when booting, but unfortunately the main menu still can't be reached. I'm still working on it, and I'm in touch with the CD-I community so I should be able to get some help and information from them if required.
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
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Joined: 8/23/2016
Posts: 165
Location: France
I'm currently making changes in the code's architecture to be closer to the CDI so there are no new things for now. As for the missing cores, they will take a bunch of time to implement considering the lack of documentation. I think I will ask for help from the author of cdiemu or look at MAME, since they can run games.
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Post subject: CeDImu: Philips CD-i emulator
Stovent
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Joined: 8/23/2016
Posts: 165
Location: France
Introducing CeDImu, an experimental Philips CD-i emulator. I've been working on this emulator for 2 years now, and I think the project have enough content to be shown. A bunch of work have been done but a lot is to be done. If you want to try it, grab a release build here. You can find the repository here. What is usable now - Load a BIOS (not the 205 model because it uses anther GPU that is not emulated yet), and let it run. - Load a ROM (.iso, not .cue), and use the CDI helper functions (see below). What is working - SCC68070 CPU emulation (instruction set with timing, UART) - MCD212 GPU basic emulation (no visual effects) - CDI helper functions: - Export Files from the disc - Export Audio from the disc - Export Video from the disc (proof of concept only) - Various Tools: - Disassembler - RAM Search (only to see, search isn't ready) - VDSC (GPU) Viewer - when compiled with DEBUG macro, dumps a bunch of logs in files What is missing: - MC68HC05 (slave) - CDIC These two processors are responsible for CD reading and peripherals management (front screen, controllers), but they are not documented so this is where I'm struggling. Try it yourself if you want, but don't expect more than having a blue screen showed by the 220 model BIOS. (you can still have fun with the Export Audio function, notably on The Faces of Evil and The Wand of Gamelon :) ) And yes, it can be a Bizhawk core when it will be able to play a game :)
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Post subject: Running libTAS inside Microsoft WSL2
Stovent
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Joined: 8/23/2016
Posts: 165
Location: France
What is WSL2: https://docs.microsoft.com/en-gb/windows/wsl/wsl2-about How to install WSL2: https://docs.microsoft.com/en-gb/windows/wsl/wsl2-install How to install a GUI inside WSL2: https://www.makeuseof.com/tag/linux-desktop-windows-subsystem/ The goal would be to play Windows-only games using libTAS. WSL automatically mounts the disks in /mnt, where each folder's name is a Windows drive letter (C:\ will be mounted on /mnt/c/, D:\ on /mnt/d/, etc.). You can run Windows apps inside WSL the same way you would run a Linux program, the GUI will run on your Windows, but console output goes inside WSL. --- So I downloaded the lastest libTAS 32 bit and tried to run the Windows version of the Undertale demo with libTAS, but (of course) it didn't worked. When trying to run the game, this is the error I get: (Game path is D:\Jeux\UndertaleDemo\UndertaleDemo.exe) So I'm wondering 2 things: - What would happen if we remove the 'file' command check when running the game (we need an option to manually select the game version, 32 or 64 bits) - Would it be possible to make libTAS work here, and if yes, what are the requirements to have libTAS working here?
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Post subject: Extra encodes
Stovent
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Joined: 8/23/2016
Posts: 165
Location: France
In addition to the encodes available on the publication page, here are some extra downloadable encodes for this run: Additional resolutions: 2x native (480p): Direct Link | Torrent 4x native (960p): Direct Link | Torrent
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
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Experienced Forum User, Publisher
Joined: 8/23/2016
Posts: 165
Location: France
mcill wrote:
Mostly though I'm posting to ask about the status of the publication. Other submissions that are 5+ months old all seem to have technical issues that need to be resolved. Is there something like that for this submission as well? If not and the publisher is simply busy with other things, that's fine. I just want to know if there's something specific holding this up that maybe I can help with.
Sorry for keeping you waiting so long. Actually I both had technical issues and a huge lack of time at some points. Fortunately now I have everything ready for publication, I just need to check if there are no errors in the encodes. You can expect a publication in the next days. Also, if you have suggestions for the screenshot, let me know. I have one but if you have good ones, I'll use them.
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
He/Him
Experienced Forum User, Publisher
Joined: 8/23/2016
Posts: 165
Location: France
For Zelda: Spirit Tracks, after defeating the last boss, there is a bunch of minutes of cutscene that are skippable. However I feel bad about the author having to skip the last cutscene. Can the author submit an input file that have the last input on defeating the final boss (like RTA), and provide another input file for publication which reach the end of credits without skipping the cutscene (so have the whole cutscene with textboxes and so) ?
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
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Experienced Forum User, Publisher
Joined: 8/23/2016
Posts: 165
Location: France
xRavenXP wrote:
I'm trying to encode in HD from Nintendo DS games with the 64-bit TasEncodingPackage, and I choose the global.bat, but what options do I choose for the HD encode of DS games to stay like the ones on here with a big screen and the small ones on the right side?
In the script "encode.avs" there is a variable called "stackNDS" around line 17, change 'false' to 'true'.
Language: avisynth

stackNDS = true # stack one of NDS screens near both of them for HD
Then to select the screen, go around line 154 and set the variable "halfScreen" to 'upperScreen' to have the upper screen bigger, and set it to 'lowerScreen' to have the lower screen bigger. In globat.bat, select 1 (no changes) then select 3 (HD stream)
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
He/Him
Experienced Forum User, Publisher
Joined: 8/23/2016
Posts: 165
Location: France
Make a savestate on the last frame of your movie, open your movie in read+write mode (untick read-only) and load that savestate.
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
He/Him
Experienced Forum User, Publisher
Joined: 8/23/2016
Posts: 165
Location: France
Wouldn't ABI be more appropriate here ? I see libTAS as an 'ABI translator'
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
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Experienced Forum User, Publisher
Joined: 8/23/2016
Posts: 165
Location: France
Kurabupengin wrote:
Hey. Isn't the "castle" part in the game name supposed to have an uppercase C?
I personally consider that "castle" have to have a lower case 'c' because it's not a proper noun, so no real reason to capitalize it there.
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
He/Him
Experienced Forum User, Publisher
Joined: 8/23/2016
Posts: 165
Location: France
Bizhawk n'est que recommandé, pas obligatoire donc si tu es sur Linux, Gens fais l'affaire. Le problème c'est que Bizhawk n'est pas portable sur Linux à cause de toute les dépendances qu'il a : .NET, DirectX, Visual C++, et même le langage C# ne tournent QUE sous Windows il me semble. C# ne tourne que grâce à .NET Si j'ai tord sur un point merci de me le dire. Je suis d'accord que Linux et Mac devraient être plus pris en considération dans les logiciels, mais malheureusement ils sont très minoritaires donc parfois ils sont oubliés. EDIT : en fait Bizhawk existe sur Linux : http://tasvideos.org/forum/viewtopic.php?t=12659. Il n'est pas complet mais peut peut-être t'etre utile. Et oui, la vitesse est réglable sur Gens et Bizhawk, donc tu as raté l'option Config > speed/Skip > 100% de Bizhawk.
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
He/Him
Experienced Forum User, Publisher
Joined: 8/23/2016
Posts: 165
Location: France
Salut, Le compteur de lag est la pour t'indiquer lorsque que je jeu rame. Donc oui c'est négative car si il rame, tu perds du temps. Concrètement, quand le jeu rame, l'écran n'est pas actualiser et donc tu n'avance pas dans le jeu pendant les lags. Il vaut mieux ne pas l'ignorer pour optimiser parfaitement, mais en gérénal c'est pas extrêmement grave. Si tu débutes, je penses que tu peux l'ignorer pour l'instant, mais il devient important de le prendre en compte si tu veux optimiser à fond Selon les jeux, il peut être évité plus ou moins facilement, il faut trouver qu'est-ce qui génère ce lag et éviter que celui-ci arrive. Aussi je recommande d'utiliser Bizhawk plutôt que Gens car l'émulation Mega Drive sur Bizhawk est plus fidèle que sur Gens.
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Post subject: Site's banner for promotion
Stovent
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Experienced Forum User, Publisher
Joined: 8/23/2016
Posts: 165
Location: France
Is there any official banner of the site that can be freely used to promote the site on other sites ? Speedrun.com have one, and it would a great idea to have one for TASVideos too. Maybe you can post here your suggestions and the best one(s?) will be picked up to represent the site.
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
He/Him
Experienced Forum User, Publisher
Joined: 8/23/2016
Posts: 165
Location: France
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
He/Him
Experienced Forum User, Publisher
Joined: 8/23/2016
Posts: 165
Location: France
I totally agree with your second issue, however I have problems with the first one :
TASeditor wrote:
Of course it is needed to adjust the value according to tools used (a bot makes much more rerecords than a user with TAS Editor/TAStudio and users without these tools often make less, but not always) and probably account for rerecording behaviour of author as well.
I don't agree with the fact that a user without tools will do less rerecords, and I'd say it's the opposite : you cannot simply edit inputs without tools like you would do with TAStudio, because it shows your inputs and a simple click change the input, when you have to load a savestate and change all the inputs you have to manually. About taking the rerecords count in consideration, it's a good idea, but with several issues : As you said, faked rerecord counts shouldn't be taken in consideration (obviously). I think the bonus factor should apply for Vault too, because a TAS, even in Vault, still costs time and implies a few reserches. And vault TASes doesn't often have a high RR counts value, so their bonus will be small, reflecting their tier. Another problem is TASes like Zook man ZX4 would be impacted, since it's hard to keep a track on such TASes. Also, could you give the details on what are the values for tool_usage and rerecording_behaviour, like could you give us the whole detail on how you would calculate your Kirby TAS ? About my opinion, I think we should take the movie length in consideration, with a small ratio but still be present, it is also time spent working on the TAS and doing reserches. Also, we should take an external thing to calculate, like the YouTube likes and/or views. However it also have its own problems and have to be discussed.
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
He/Him
Experienced Forum User, Publisher
Joined: 8/23/2016
Posts: 165
Location: France
Kurabupengin wrote:
Hey, why is there an empty named NES game in the game list?
Looks like this game is Bonk’s Adventure, but need verification. The strange part is that its game information are odd : http://tasvideos.org/Game/nes-.html The obsolete publications are Sonic and knuckles games, while the WIPs and rejected submissions are Bonk’s Adventure.
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
He/Him
Experienced Forum User, Publisher
Joined: 8/23/2016
Posts: 165
Location: France
xnamkcor wrote:
What hack does this run obsolete?
This TAS does not obsolete any run. Or maybe I don't understand your question
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
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Joined: 8/23/2016
Posts: 165
Location: France
It depends of the game. You have to try every cases and take the one that works the best.
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
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Joined: 8/23/2016
Posts: 165
Location: France
feos wrote:
Still unsure. He collects them, therefore he is then allowed to enter the castle, but he just never enters it? As in, medallions are effectively useless in this run?
Yes, it’s just an arbitrary goal here IMO, and this is why I found this too close from the old Any%, because it was not arbitrary to collect the 2 last medallions with RBA back then
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
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Joined: 8/23/2016
Posts: 165
Location: France
I like this goal, but not the way you achieved it : Using RBA to get the medallions isn't what I wanted to see, I expected every dungeons to be beaten to obtain the medallions. I think it would have been better to do an 'All Dungeons' TAS, not all medallions. The rules of all dungeons makes you go through every dungeons because you need to trigger the blue warps to collect the medallions, and is more entertaining that just watching Link going to the same places again. This run also uses the Big Gorron sword quest to achieve RBA on the medallions, and the route is too close from the old Any% RBA, which I've watched so many times that I've already watched 2/3 of this new TAS before it was even submitted. I see this TAS as the Any% RBA, + loosing a few minutes to get the other medallions, which are not revelant obtainning apart from the goal. Again, I would have loved watched a All dungeons TAS (hence collecting all medallions AND all stones) which goes through every dungeons and makes it entertaining. So meh vote because it still have it's bunch of new things, but not new enough for yes.
feos wrote:
I mean, you just go out of your glitched route, collect them in a glitched way simply because you can, and then never actually use them?
Normally, the medallions are required to create a gate that allows you to enter Ganon's castle. But in fact the game only check if you have obtain the 2 last medallions and not all of them (the old Any% I linked uses this, Sheik"s cutscene at 31:00 in the encode only appear when you are able to enter Ganon's castle). Here, he collected all the medallions, so the games allows him to enter Ganon's castle in the regular way, but uses a credit warp glitch to skip iit and finishes the game faaster. Hope I answered you
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
He/Him
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Joined: 8/23/2016
Posts: 165
Location: France
Because there is no way to remove the hitbox display, I used feos' builds, but I have issues with all 3 : ! note : on all tries I had mun lock, scroll lock and caps lock DISABLED. - On S3 and S2, the cam hack does not work at all. - On S1, cam hack work but there is the little '=' symbol that appear in the avi dump at the bottom left How do I remove this symbol and / or how do I enable cam hack on S2/S3 ?
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
He/Him
Experienced Forum User, Publisher
Joined: 8/23/2016
Posts: 165
Location: France
The package is updated so much that a video tutorial would be obsoleted quickly. There is a complete written guide here : http://tasvideos.org/EncodingGuide/PublicationManual.html. You don't have to care about the "prepare all files" and "Publish the movie" tabs, they are reserved for Encoders and Publishers.
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
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