Posts for Svimmer


1 2
8 9
Experienced Forum User
Joined: 9/27/2011
Posts: 207
Location: Finland
Thanks!
Post subject: Help with movie dump compiling (JPC-rr 1.12)
Experienced Forum User
Joined: 9/27/2011
Posts: 207
Location: Finland
The dumping guide for this version of JPC-rr says you need a file called dumpconvert.exe, which comes with JPC. Actually, it looks like you only get the uncompiled dumpconvert.cpp file and I don't really understand how to compile it. Is dumpconvert.exe hosted anywhere? My OS is WinXP 32-bit. Thanks!
Experienced Forum User
Joined: 9/27/2011
Posts: 207
Location: Finland
Aha! So basically we're going to demand all the usual precision, optimization and entertainment value from future TAS'es but to be accepted they also have to SOUND good from now on.
Experienced Forum User
Joined: 9/27/2011
Posts: 207
Location: Finland
Brandon wrote:
partyboy1a wrote:
If we say that "minimal presses" is a good goal, then it should be "minimal presses ingame" for this particular game, as I don't see any point in waiting for all those menus.
The problem with exceptions like this is consistency. When you start adding conditions onto what parts count as presses, you get problems, and it'd be impossible to create scripts that score these runs properly with them. However, I wouldn't mind a "Press/Entertainment tradeoff" category just like we have with our speed runs. The submission text could mention where extra presses were taken in order to prevent alienating the audience, and the judge could decide whether this was a good decision or not.
I envision a sort of solution to this: code a sort of extra button into the emulators being used (I know there's a lot of different ones) that sets/unsets a flag for whether or not the button presses at a particular time in the TAS count for the press total i.e. whether they are ingame or not. The flag would be visible on the screen during playback just like the arrow key symbols and A and B button are displayed in the Sonic run posted earlier. If the runner used that flag to show what he thinks is "ingame" in the game he's running and the verifiers agreed, the script-generated count (which would be made to reflect whether the flag is up or not) would be correct again. What do you think of this idea? I can still see the game-specific rules thing is going to be a problem, but at least this would restore scripted counting of button presses if it works.
Experienced Forum User
Joined: 9/27/2011
Posts: 207
Location: Finland
Ok, thanks Ilari. I'll try using that command instead of running setblast and experiment with getting the game to recognize the soundcard.
Post subject: Sound emulation problem, tassing God of Thunder in JPC-rr
Experienced Forum User
Joined: 9/27/2011
Posts: 207
Location: Finland
First a kindly hello to everyone reading this thread! I am planning a TAS on God of Thunder for the DOS and I'm still sort of trying just to see how much work it's going to be and what major problems I'm going to have to solve if this is ever to end up becoming a submission. I managed to tweak the assembly settings for JPC-rr to make the emulation sufficiently fast (mostly by setting CPU freq divider to the maximum value at 256), and dumping also seems to work. So the next issue (out of many) I guess I should try to resolve before starting serious work on the TAS relates to sound emulation. The situation is like this: I have successfully played the game in the emulator without sounds. I only now realised that there was no sound emulation taking place, because I didn't include org.jpc.modules.SoundCard in the assembly and because of that, the game interprets that as there being no sound card at all. When I do include that module in the assembly, the game thinks there’s a SoundBlaster (as it probably should). However, this means that I first have to run the sound setup executive. But here’s the snag. The sound setup requires a restart to be effective! Am I correct in thinking that, in effect, there’s no way to get the SoundBlaster sounds to work in the game without modifying the image file first so that the sounds are already set up? Because I can’t emulate a restart of the OS, or can I? And for the purpose of making TAS-es you’re not supposed to modify the default game files? And what I’m considering “default” in this case is “gotfree.zip” or another version (not decided yet) hosted on RGB Classic Games at http://www.classicdosgames.com/game/God_of_Thunder.html. Or if I do modify those files and provide TASvideos with a copy of the image file I end up using, does my TAS qualify for acceptance in this case? Is there another workaround for this problem? If we want sound and music to be emulated in all TAS-videos, I have to come up with a solution for this, right? I hope I’ve made my problem easy to understand.
Experienced Forum User
Joined: 9/27/2011
Posts: 207
Location: Finland
Foone wrote:
Here's a lua script for inspecting the DOS key buffer
Thanks Foone! Bound to become useful. BTW Would you consider sending that to the TAS tools repository? http://code.google.com/p/tastools/
1 2
8 9