Posts for adelikat


adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
You would have to lose more than you would gain.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Handy! Can you mod it to work with Eggerland? :)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
FatRatKnight wrote:
- When selecting "Play Movie...", if it defaults to a movie that begins from a savestate, it claims that it begins from soft-reset. When selecting a movie yourself, it correctly displays savestate, and playing the movie when the information still displays soft-reset will begin the movie as normal. Appears to be a display error.
I can't make this one happen. Perhaps I could have the .fm2 in question?
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
mklip2001 wrote:
1. You sometimes have stray shots with the regular weapon. How does that help?
Ah yes, I neglected that in the submission text. Stray shots are to manipulate the random enemies. If they appear in front of me I have to jump over them. Jumping costs 1 frame, so it is better to shot to change their behavior to appear behind you.l
2. Why is in that in Stage 5, you can get past the first tank dying once, but you need to die twice on the second tank?
The 1st tank stops for a shorter period of time.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Shiny is working on a new MKV for the framerate/aspect ratio part. I don't know who can (and would) translate the cutscenes though.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
DDRKhat wrote:
Any chance of getting a "Begin recording from savestate" ?
Eventually.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I can't speak for the other emulators very well, but I can say in terms of lua implementation FCEUX falls short of GENS in just about everyway. GENS lua implementation is work of art and what all lua should aspire to. I'd love to get FCEUX up to par, but I can't do it alone. Much of this is over my head and beyond my motivation (Lua isn't really my thing generally). If anyone was interested in helping, I'd be grateful.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
FatRatKnight wrote:
- When selecting "Play Movie...", if it defaults to a movie that begins from a savestate, it claims that it begins from soft-reset. When selecting a movie yourself, it correctly displays savestate, and playing the movie when the information still displays soft-reset will begin the movie as normal. Appears to be a display error.
I'm pretty sure this error has been there is the first release of FCEUX. Nice catch. The auto display routine is still from the old FCEU code which had soft reset.
- Any new movies created with 2.1.1 will be displayed as being made from "FCEUX 2.01.00" from the "Play Movie..." window. Forgot to change a digit?
Whoops, yeah. There is 2 places you have to update the version number. I missed the 2nd one. I can't fix this for this release, but it has been fixed for the interim version/next release.
- The same Memory Watch bug I pointed out earlier appears to still be in effect, even though Adelikat thought the problem is gone. At least, the problem still exists on this computer. Unzipped into an entirely new folder, so none of the earlier configurations should interfere. It seems to be caused by the second address box in the second column when you put five characters in it and is recognized as a number. X0062 is five characters, and is recognized as a number, for example.
Aha. Now this is good stuff. I can now easily recreate this bug and it shouldn't be hard to fix. I think my ram change monitor addition introduced this bug. I SWEAR I had fixed it though :/
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
mz wrote:
Eliminated the major cause of desyncs that could occur when rerecording.
This is most excellent news!
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
feitclub wrote:
"Uses a suboptimal character?" The description and the video clearly shows Maria to more "optimal" than the hero. Isn't there another way we can put this?
Maria is the suboptimal character because without her the game can be completed over a minute faster: http://tasvideos.org/2326S.html
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adelikat
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Joined: 11/3/2004
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Location: Tennessee
I'd love to publish this, but me and shinydoofy can not make it sync. Did anyone actually watch this is in the emulator? Or just everyone clicked that youtube link? This submission will be set to delayed until I hear from someone who has made it sync, or help from the author on this matter.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
So portal of rain is the author but used yet another nick for submitting the movie?
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
New AVI uploaded. Please redownload.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Looks like something goofed in the encoding. I'll have to replace the avi. New one should be up in some hours.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Again, I'd rather see just it rounded to 60fps for all movies. These partial framerates seem too pedantic to me.
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adelikat
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Joined: 11/3/2004
Posts: 4739
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Bag of Magic Food wrote:
Whoa, so speedruns could be ever-so-slightly faster if you played them blind?
I guess andrewg was on the right track all along.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
The site reports .fm2 as ~60.1 but not FCEU. Why is it this way? Because bisqwit decided it so. I think I would happier with it being calculated based on 60fps and not worring about the .1 BS. Otherwise we have to deal with other issues, like SNES should be ~60.1 too. But snes9x runs at 60fps. FBA is ~59.9 but reported 60, etc. 60 fps is a good solid time keeper and allows it to be consistent among all emulators. I think frames is the more important goal anyways. Also the replay dialog of win32 FCEUX shows it based on 60fps (as does FCEU). It is arbituary though, meaning it isn't based on how the emulator runs. It is just a formula put in, much the same way the site does it.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
There isn't likely to be sync changes to mednafen-rr or pcejin. The core is pretty solid in both (and nobody is working on it). But they can easily be ported to both to make sure they are compatible with each other. I'll make sure that happens.
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Post subject: Castlevania: Rondo of Blood 100%
adelikat
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Joined: 11/3/2004
Posts: 4739
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For those who don't know we intend to do a 100% version of this game. However, there are some choices. The choices are laid out clearly on the project page under the title "100%" Choice 1 is: 1 -> 2, save Maria, beat boss, reset, take Maria -> 3 -> 4 -> 5 -> 6 -> 7, save the girl -> 8, beat Dracula and reset, 1 -> 2' -> 3', save the girl -> 4', save the girl -> 5' SirVG's speed run demonstrates this: http://www.youtube.com/watch?v=Yg_HGn-wLo4 The problem is that the input ends at maria arriving at stage 6, no ending credits. Choice 2 fixes that problem by: Do choice one but add a reset, select stage 8, use richtor, and beat dracula a 2nd time. Ricthor must be chosen to get the "good ending" since Maria always has the same ending no matter what. (However, using maria would be faster, if the ending is not a concern. It will would technically be a 100% run. I guess this is choice 2b). While this fixes the problem of no ending credits it creates the problem of redundancy. We have already beat dracula once, so it would just repeat the same content again. Choice 3 is demonstrated by 100%-testrouteC-norafting.mc2 in this repository. It would be this: 1 -> 2, save Maria, beat boss, reset, take Maria -> 3 -> 4 -> 5 , beat boss, reset -> 1 -> 2' -> 3', save the girl -> 4', save the girl, beat boss, reset, use stage select code -> 5' -> 6 -> 7, save the girl, beat boss, reset, take Richter -> 8, beat Dracula This fixes the problems of ending credits and redundancy. However, it makes use of a stage select code which is usually frowned upon. Choice 3 would be faster than choice 2, but not as fast as choice 1. If you made it this far, you are probably realizing that this is a bit of a conundrum with no ideal solution. So I am hoping for feedback from the audience. Please, post your opinion on which route we should take!
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
The funny thing is, the 8-2 in this movie was faster than the published warps, he noticed and fixed it. That also means this whole time, Happy Lee had improved 8-2 compared to the warps, and didn't know it (nor did anyone else notice).
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Post subject: Gimmie ur lua & ramwatch filez!!!
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I've decided this repository would be a great place to add TAS accessory files such as lua scripts, memory watch files, ram dumps, etc. I've uploaded some memory watch files from me and Randil (between the two of us, there were a lot of them) and some lua scrpts by DarkKobold used for his RPG TASes. If anyone has any files they would like to contribute, get them in my hands.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Cpadolf wrote:
Why does that bullet bill glitch speed things up so much? It doesn't really look faster but you have to wait maybe 2-3 seconds to do it in some places.
Because the timer immediately starts counting down, rather than waiting for mario to enter the castle.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Yeah, DW4 isn't a conversion problem to FCEUX actually. It won't sync in any FCEU version after .12
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Sorry for the late response but I just wanted to say the new movie is much better, and I think this is worth finishing and submitting.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Wow a huge improvement to a short movie that was a huge improvement to the previous movie. The first submission of this game was over 13 minutes. Lol.
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