Posts for TNSe


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Emulator Coder, Experienced Forum User
Joined: 10/9/2004
Posts: 453
Location: Norway
I don't think this would work very well due to several factors, including timing sensitive issues.
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Joined: 10/9/2004
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Location: Norway
Yes, I think Warp here more or less wrote everything I was wishing for a lossless codec for NES/SNES to have. There are some additional enhancements you could add, like a table for pixel data, which could further enhance compression, as scanlines of pixels would often be same. (But maybe zlib would manage this?)
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Location: Norway
MORE UPDATES MROE UPDATES ME SO EXPECTING
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Location: Norway
Yaying.
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Joined: 10/9/2004
Posts: 453
Location: Norway
When recording tool assisted runs to video, you can cheat like hell, so pc hardware is irrelevant. (ie, you can produce 1 frame a day, and still get a video playing smooth at 60 fps :P)
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Its all possible on a console with unmodified game and without cheats. However, it would require more than godlike reflexes, like being able to change the state (press and release) of a button 30 times pr second. This is why we use emulators, as they allow you to change the input every frame, to get 'perfect' control beyond human ability.
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There is no need for this if an appropriate MOVIE STATE is used to base movie on.
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The first frame after the soft reset. Anyway, I am talking about *MOVIE STATES*, not save states, not SRAM. You would continue from *MOVIE STATES* that start from a hard reset with everything cleared, like now.
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The movie can end whereever. The actual run would start from the 'soft reset' button in the movie file. End would be done as normal, when input ends. So length would be from 'soft reset' to end of input.
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I LIEK COWS.
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That is why you supply a savestate they can load, to skip the first part. The first part is there only for validation... To make sure run is untampered with.
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I dont think SRAM is the way to go. Continuing on existing movies via/Reset is the way to go...
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That was the main point of my idea, others can use it as base as well.
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IRRELEVANT BUT POINT TAKEN.
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Joined: 10/9/2004
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And Walker Boh should know. He has had 4 runs obsoleted just recently!
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People should try all pipes for this, with different combinations, maybe we might get lucky :P
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call it Sleepz improved smb2 run by Phil.
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if you want to discuss this with someone who might be genuinely interested you should come to IRC. That person would be TNSe normally.
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Joined: 10/9/2004
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That was nice fast smooth and good :P
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Joined: 10/9/2004
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Location: Norway
heh, enthusiasm seems to be back. However, there is some slowdown just as the boss explodes, I wonder if placing megaman someplace else before final shot, and avoiding having too many explosion dots on the same 'scanline' as megaman is could help reduce that lag. Just something additional to test out :P
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We would start counting frames from the soft reset. So it would be equal for all. Atleast in my theory.
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Joined: 10/9/2004
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Location: Norway
THATS THE SPIRIT!!! :D Yeah, I was saying the same, up to boss battle, you were gaining frames by better timing and accuracy on jumps and movement. By the time boss battle began you were ahead, but then something happened during boss battle, and you were losing mad frames there. I think you need to try firing earlier to see if your shots can hit and do damage before the actual blinking ends. I think this was the case in mmx for some bosses. Maybe its true for mm4 too. In addition dead boss in middle trick etc :)
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My suggestion is: First make a movie that completes the game normally. (No need to be super accurate in this part, just complete the game). Then softreset the emulator, and from thereon continue your actual run. That way we can prove that your run is not tampered with, and other people can continue on your movie later if they wish to improve it.
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Can confirm, I actually did this on the console myself, kill bosses at center to avoid waiting at end :P (mm2/mm4)
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hehe, where is the 100% run :D
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