Posts for TheCoreyBurton


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Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Lode Runner 3D would be interesting. The forced paths would probably make it a bit easier to plan than a fully 3D game and I'd be curious as to what exploits could be found to save time.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Thank you, I thought as much! It's a video editing program. The same function in avisynth should probably look like: Levels(0, 1, 100, 0, 255) I don't have time to personally test it and make sure the colors look right but in theory it's the exact same method of restoration.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
There is a game blue Blueskied (http://www.blueskied.com/) called Bound Around. I'd love to see that TAS'd, I'd even considered doing it myself until I got to the third level and realized that with optimizations and retracking I don't have the patience for something like this. The same developer also was responsible for Frozen Fruits, which could be a good freeware alternative or even starting point as they use the same engine from what I can tell.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Is the darkness of this game (when played back on the emulator) the same as on the console? A quick levels adjustment in virtualdub (input 0, 1, 100, full output, unticked operate in luma) corrects it to what I believe are the natural colors and can easily be moved into an AVS script. I'm interested to see if it's actually supposed to be like this or not.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Seeing a lot of category debate, maybe the "small only" run could be complimented by also being a pacifist run? Not collecting power-ups but not killing enemies either.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
The bounty idea is a good one, especially if there can be a good system to keep track of it. I'm hanging out for any 100% runs of more rare games, although I know this isn't possible in some cases (yet).
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
What about video renderers like madvr? Is it better to adjust the encode ever so slightly when monitors themselves vary or is it better to leave it true to whatever the console's refresh rate is and rely on the user's system to make the adjustments? I'm out of my knowledge zone here, but I do know that madvr makes 40fps footage seem smooth on a ~60fps AOC monitor.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Texture filtering is something I'm not too familiar with implementing, but I agree. I added that bit to my post because I even found it hard to tell the differences. It's more noticeable in-game, with scenes that have a lot of smaller models as opposed to one larger one. It's also slower than I'm comfortable with (somewhere below 0.1fps). When I posted the question in regards to the build I had hoped to achieve higher levels of aa in more efficient ways, but seeing as it's not accepted (at least for the time being), I don't see the point. It might be something I'll consider working on at a later date though.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
That's fair enough. It's a shame - I was excited about the concept when I heard about it. http://oi57.tinypic.com/o0t6og.jpg http://oi62.tinypic.com/11j3x1v.jpg The second image has 2x aa, particularly noticeable near her ear and crown if you flick between both images. I used this particular shot because if I recall opengl distorts her face, so this is something I could only accomplish with software rendering. I probably won't put much more effort in to this then, I was hoping to do a whole run or two but if it's not an acceptable concept then there isn't much point at this moment. Thank you for the build, feos!
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Are the hi-res builds of desmume that allow dumping at those resolutions still available? I can't find the original post and want to try out an idea I had in relation to anti-aliasing with software rendering.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Always check the wiki to be safe: https://wiki.dolphin-emu.org/index.php?title=Super_Mario_Sunshine#Goo.2FOil_Behaves_Oddly I know the goo has always been troublesome and I'm not sure if this particular bug has been fixed. The best suggestion I have is to update to the latest revision, use OpenGL for rendering, leave anistropic filtering on 1x and turn force texture filtering off if it's on. Additionally, scaled EFB should be left on and EFB copies should be set to RAM as you've already selected.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
That's fair enough. Better to not rush something like this.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
I really hope Fog's FFMPEG dumping feature makes it into the 5.0 release. Then there'd be no issue with the AVSync on windows (thanks to vfw) any more and we could put the whole thing behind us.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
It would eliminate a lot of the difficulties with both older and newer runs, hmm. I wonder if it's possible to get in contact with ryg. I sent him a message, not expecting it to actually get a response but I thought it'd be worth a shot! Edit: The message didn't send. His account no longer exists.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
I've been thinking, is there a way to get dolphin working with kkapture? With windows dumping broken even on the fixed version (thanks vfw), it could serve as a viable alternative. It's probably already been tried, but I thought there'd be no harm in asking!
I'm not as active as I once was, but I can be reached here if I should be needed.
Post subject: AV Sync Fixed (But Not Really?)
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
This is in regards to Dolphin's dumping feature and may have been answered previously, but I couldn't find any information regarding it. Prior to 4.0-3595, the dumping feature was broken. The avsync builds fixed this by outputting a timecodes file in addition to the dumped video so that when it and the video were merged with the audio it created a flawlessly synced video. I've dumped videos this way before and I've had great success (minus a few special cases). However recent builds have seen the issue fixed and now Dolphin dumps correctly. Sort of. The problem I'm having is that whenever I dump with these later versions of Dolphin the audio seems in sync at first. After a short while it goes horribly out of sync but not at any steady rate. A good example is of the NSMB Wii run currently published, if I were to dump it on a recent version of Dolphin that syncs (as listed on the bottom of the submission page) the audio would be in during the first world but horribly out by the end of the fifth world. As I said though, it's not a steady desync, it'll be in one moment and then horribly out the next. Is it something I'm doing wrong? or perhaps a bug? and if so, what are my options? I'm running Windows 7 Professional, with an i7-3770k @ 3.4ghz. I have 8gb of DDR3 memory, a 2gb R9-285 vga card on a B75M-A board. I doubt any of that is relevant but it's better to be thorough I guess.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
The good news is that the bug page is still being actively responded to and at the very least, the source has been released. Generally if a bug is present in GLideN64 and not in Glide64 he's fixing it up (or trying to), and since release the improvements are beyond what I expected. But you're right. There are still a lot and I doubt it'll be a replacement plugin for all the current ones, but it's still a viable alternative in most cases (and a lot of the major bugs are present in other plugins too from what I can tell, but that's just at a glance). You never know - this might open some sort of gateway to more accurate N64 emulation (hopefully in our lifetimes).
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
There are a few versions floating around out there, what's the checksum of the one you're using Fog?
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Thanks Atkan!
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
As someone with little-to-no experience with Doom replays, what would be the best way to go about extending them in order to show the end scenes?
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
You're all probably aware of this already, but just in case: http://www.emutalk.net/threads/55485-Mupen64Plus-v2-5-Mupen-s-Last-Stand-%28on-Google-Code%29
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
I knew it was only a matter of time before I saw you here feos! :D Crashes on what emulator, and what are your system specs?
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Public release has officially occurred and is available for download. There are a few issues I can see so far but most seem to be centered around Mupen and the way it renders VIs. In most cases it works fine though and these problems aren't apparent in Project 64 or Mupenplus (so Bizhawk too, if it happens). Not only that, there may be future public releases too from what I can tell. This is all good news.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
With the new glide plugin coming out in exactly two weeks, are there any plans to include it in the next version of Bizhawk (or is this something I should have asked in two weeks time)?
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Another update is here! Looks like it's two weeks until it's released!
I'm not as active as I once was, but I can be reached here if I should be needed.
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