Posts for Zucca


Zucca
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Really nice improvements. King Turtle battle was fast.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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This was entertaining. Not too glitchy. It's a solid yes.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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Whoa. I've only played the 16-bit version of this. Looks like 8-bit has lots of things dropped out because of memory constraints... or did you just skipped the the most of the game? :P At least the icy place was entered before it was meant to be accessible. Also it seems that the mushroom (mycoid) battle was avoided in the last stage. I give this a yes vote. But I'm biased. I have lived part of my childhood with the 16-bit version. ;)
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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I hated this game as a kid. I loved it being destroyed.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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I didn't read any text before watching this TAS. After the end scene started rolling I literally said "WOW!" and clapped. This is an obvious "Yes" from me.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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Location: KUUSANKOSKI, Finland
One of my favourite games totally broken! You get my vote for sure!
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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Location: KUUSANKOSKI, Finland
Spacecow wrote:
what a shame about the speed shoes music trumping the level music.
Indeed. :( I wanted to hear upbeat Smooth Criminal. :'(
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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Location: KUUSANKOSKI, Finland
creaothceann wrote:
Warp wrote:
clever trolling
This or they just blindly believe all the marketing crap the console manufacturer tells them... which is essentially indirect "clever trolling". In this case they are not even aware that they are being "trolled" to speak "clever trolling". I think I didn't make much sense here... Oh well...
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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SBZ3 and LZ3 alone resulted in "Yes". Awesome! EDIT: One disapointment was that GHZ3 still remained over 00:29 long. Some day someone breaks it. :P
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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I watched OpenTechLabs FPGA videos some time ago. And yes. It actually makes sense (now) - it's impossible to simulate some chip using FPGA with transistor-level accuracy.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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Whoa. Casino Night 2 came as a big win. Definitive "yes".
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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Warp wrote:
Btw, it's unclear to me whether that FPGA is actually replicating the original NES transistor-by-transistor, or whether it's just essentially an NES emulator coded into an FPGA.
Interesting thought. I guess simulating nes chips transistor-by-transistor, with delays, would simulate (most of) the bugs also. If anyone knows, how the FPGA is actually programmed... post here?
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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Thanks p4wn3r for your expert comment. One thing that may have advantage on FPGA ans especially on "discrete" original hardware is the input lag. But even with emulators from 2000-2002 the lag hasn't been a problem.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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Challenger wrote:
Nice to finally see a warpless TAS of this game. Great work and yes vote.
My words exactly.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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Well. AVGN is a satirical show. I don't mind "errors" there. But emulators playing mp3 instead of creating the audio in realtime? What? Ok. Some CD based games can have seperate audio tracks when played on an emulator because the OST was originally as an CD audio. Then the topic goes to electrons... Their machine can repduce how eletrons behave? Oh is it a quantum machine? :o Maybe I'm just an angry old fart, who doesn't like misinformation to be spread.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Post subject: Mike & Ryan of Cinemassacre sure know how bad emulators are
Zucca
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Location: KUUSANKOSKI, Finland
The main event (Mods: If this is a duplicate, please lock and put a link to the other/original topic.) I don't even know where to begin. Although I have started with massive amounts of facepalming... Can someone list all the things they got wrong? Comment section is also pretty full of criticism.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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Ok. Thanks. I'll download the fork too.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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feos wrote:
This is what you need to be trying https://github.com/FelipeLopes/BizHawk/commits/master
Is it even worth it?
README.md wrote:
Currently, only the C# frontend builds, so you can load ROMs, but there are no cores to run them.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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Well. I started putting an ebuild of version 2.2 together. I have libgdiplus 5.4 installed (used the ebuild from this thread). After looking around I figured out that .NET projects are built using xbuild. So running xbuild BizHawk.sln seemed like an obvious choice. Note that this is the actual first time I'm trying to compile any .NET project. Next thing I saw was the missing ./Version/svnrev.cs, which I created from the template. After that I managed to get the build process bit further. But it seems that there are several *.cs -files missing. Here's an example:
Language: snippet of the output

CSC: error CS2001: Source file `Consoles/Nintendo/N64/NativeApi/mupen64plusAudioApi.cs' could not be found CSC: error CS2001: Source file `Consoles/Nintendo/N64/NativeApi/mupen64plusCoreApi.cs' could not be found CSC: error CS2001: Source file `Consoles/Nintendo/N64/NativeApi/mupen64plusInputApi.cs' could not be found CSC: error CS2001: Source file `Consoles/Nintendo/N64/NativeApi/mupen64plusVideoApi.cs' could not be found
Is there an easy way to create all of these? Also if I'm doing this completely wrong, now is the time to tell me so. :D
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Post subject: Gentoo, ebuilds, overlay
Zucca
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I've been searching here and there for any information of how to compile BizHawk on (Gentoo) Linux AMD64 (x86_64). I do not have any 32-bit abi libs, so the installation is pure 64-bit. The absence of makefiles (or similar) for Linux compiling just makes the situation a little bit more hopeless. I already have my own overlay, where I could "adopt" ebuilds if someone has them. If I can be of any help with my limited skills, I'll do it gladly. Where do we start?
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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Nice tricks done. The decision to drop into 2nd place was a little letdown, but this is still entertaining, despite the ear piercing acceleration sfx.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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Location: KUUSANKOSKI, Finland
p4wn3r wrote:
After this is done, my idea is to set up an overlay with all the BizHawk code, patched cores, etc.
You cannot comprehend just how many times I said "YES!" in my mind. I so welcome this.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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I've always assumed those platform just start moving at their initial location and don't "pull" anything from RNG. Thanks for the explanation marzojr ja WST!
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Post subject: One question
Zucca
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Nice run and improvements. However I've always wondered why not to position the character, Knuckles in this case, at the (or as close as possible to) pyramid gate after drowning the stone golem miniboss? This is not the first run that _seem_ not to save frames there... I believe there a reason not to. Somebody tell me why?
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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PCachu wrote:
Physics, go home, you're drunk.
Exactly. This TAS broke the game "nicely" without any(?) graphical glitches. Gets my vote.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.