Posts for adelikat


adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Thanks to hegyak, we have some results. For SNES TASes, 1.7.1 has some kind of bug and is desyncs horribly. DO NOT USE! Whatever bug it is, has alreayd been fixed since, and the upcoming 1.7.2 release will be fine. I tried the .bkm posted in the current build and it synced. (Note: in the next release your movie will be converted to .bk2 automatically by bizhawk). Expect 1.7.2 released by the end of the week, so just hold off until then. Thanks to hegyak, he did some investigation work!
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Ok. Additionally you can use the autohold hotkey (config -> hotkey) and press a mapped autofire key (config -> controller). The other way has a bit of a bug I guess, noted.
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adelikat
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Joined: 11/3/2004
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Not true. Autofire patterns are for each individual key starting on the frame you press them!
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adelikat
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Joined: 11/3/2004
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The situation here is that we have a published movie that aims for time and a submission that does not improve it in terms of time. Imagine a Super Mario Bros warps movie that is the exact number of frames as the published movie but does more entertaining antics and tricks along the way. The movie needs to be judged similarly to a "playaround" obsoleting another playaround. It can be done, but it is hard. The same thinking needs to be here. Is this movie a clear entertainment improvement over the published movie?
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Like any emulator, it is normal to be "stuck" with the version you started with. As emulation and features improve, sync changes occur. Currently there is no accuracy core option in bizhawk (nor would this be useful for you , in this case)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
You should be either 1) Using mainmemory.writebyte() 2) Setting the domain with memory.usememorydomain() first, before attempting to read and write Try one or both of those options and see if that fixes your problem.
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adelikat
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Joined: 11/3/2004
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£e Nécroyeur wrote:
Indeed. Let the debate begin! :) I would point out that all but 1 of my submissions have ended input early, but nobody really noticed (or cared) that the Final Boss suicides itself against Iron Tank at the end... Saved me like, 5 Frames!
Generally no one cares unless the difference is large. If you delay the completion by a few frames to save a few frames, it has minimal impact on the entertainment value either way. People get more concerned when it has a significant impact on entertainment value. Ending input VERY early can sometimes be clever, or just annoying. It has a good deal of subjectivity though. Depends on the game and situation. In this situation, I think aiming for fastest game completion time has the higher entertainment value, and better audience response.
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adelikat
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Joined: 11/3/2004
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Dyshonest wrote:
Will my movie files/current savestates be compatible?
Your movie will be "compatible" but will most certainly not sync. Your savestates are absolutely not compatible and could do bad things to your movie.
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adelikat
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Joined: 11/3/2004
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Did you run the prereq installer?
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adelikat
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Joined: 11/3/2004
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Tangent wrote:
As for the actual argument, the site already doesn't have a universal acceptance policy, even for licensed games. There's poor game choice for autoscrollers or rhythm games, and generally allowing the use of only the modes that are considered most entertaining. I believe games on different platforms (SNES vs Genesis for example) have also been rejected in the past for a superior version existing. Sometimes that's in terms of difficulty, sometimes it's in terms of character choice, sometimes it's in terms of game mode. Nobody wants to see or encourage 1,296 different runs of Final Fantasy using every possible party combination, even though the gameplay and strategies will be very different for four fighters vs four white mages. Same with easy vs hard mode, 1 player vs 2, etc. The general guidelines in place are just that, general, and if multiple runs can sufficiently differentiate themselves from each other, often through tricks/glitches used, they're accepted. Hacks are subjected to stronger scrutiny in this regard precisely because they already are descended from the original game's engine so must bring something else the community here considers notable. The reason HRM obsoleted Air 2 is that the two are not sufficiently differentiated from each other. Identical glitches were used in both, but more frequently and to overcome more difficult scenarios in one than the other. Length and perceived difficulty probably also figured into it. As for who determines what is sufficiently differentiated? The forum users and judges. People asked for this obsoletion because they beleived the two showed the same concept, but one showed it better.
I just wanted to emphasize this post, since it is very well constructed, very rational and objective, and spot on accurate as to what the situation was regarding Hard Relay Mario obsoleting Air 2.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Dyshonest wrote:
Again. People here find them entertaining. If they had their own page
They do :) All games do
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adelikat
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Joined: 11/3/2004
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Aqfaq wrote:
Minor bug: When a savestate is made at the zeroth frame (frame 0), the screen size is messed up after loading the state. Using BizHawk 1.6.1.
This bug was fixed some time ago, please test bugs in the latest release before reporting them.
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adelikat
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Joined: 11/3/2004
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Works for me. Perhaps a specific core has this problem?
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adelikat
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Joined: 11/3/2004
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yar/indy are easter eggs, so yeah, those don't typically have anything to do with 100% The flower is essentially just a one-time 1up you can collect. 1ups don't typically have anything to do with 100% either. That's a good point.
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adelikat
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Joined: 11/3/2004
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The real debate with all these E.T. movies is if it is possible to have 100% for this game. If yes, then one of these runs is publishable If no, they all must be rejected My personal opinion (and vote) is that the "3 required items plus flower" is the most appropriate definition of 100%, and in my mind is publishable. The fact that the "flower" run adds basically no value is valid but not a rejectable offense in context of the Vault. Because it is more important for the vault to stay minimally subjective. But vault rules being minimally subjective means this must be a clear cut definition. Is my opinion the consensus? I expect people to be divided on this issue. Note: I also added some clarification to the Vault rules. Easter eggs aren't intended to be a requirement for full completion, as they typically aren't in 100% movies on this site.
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adelikat
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Joined: 11/3/2004
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I enjoyed this hack and resulting TAS more than Air 2 In comparison, the hack is more professionally done, shows a deeper understanding of SMB physics, and is more extreme. And the TAS hows a lot more effort, it has 100k rerecords and LOOKS like it has 100k rerecords.
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adelikat
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Can you confirm that 1.7.0 is not choppy with a fresh config file, and 1.7.1 is choppy with a fresh config file? If you look at the release notes, there isn't any suspicious commits that affect rewind. I suspect more that it is a configuration issue.
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Post subject: BizHawk 1.7.1 Released!
adelikat
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Joined: 11/3/2004
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BizHawk 1.7.1 has been released!
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Post subject: BizHawk 1.7.1 Released!
adelikat
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Joined: 11/3/2004
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BizHawk 1.7.1 is now released A significant feature is that Paper Mario (and some other N64 games) flickering is now fixed, and should be TASable! For full release notes see here
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adelikat
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Joined: 11/3/2004
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The flower isn't an easter egg, it is an item that can be "collected" and can only be collected once. To my understanding, any other item collected is more of the easter egg variety, but this one is not.
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Post subject: Change in Dolphin movie files, new version required
adelikat
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Joined: 11/3/2004
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The .dtm format of Dolphin and the site submisison parser have changed, to accurately time movies. This new version should be used. If you submit an older file it must be converted. Discussion here .
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adelikat
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Atari 2600 games are very inconsistent with the amount of scanlines and widths of scanlines due to the increased inconsistnency of actual display area on tvs back then. Part of encoding Atari 2600 games is the need to find the right amount of cropping. In this case the left side of the screen needs some cropping and probably the top and bottoms. On average I would say most games would need to be 160x192. The default settings in bizhawk are much more liberal. And while you can adjust the scanlines in bizhawk, unfortuantely widths is not a feature (yet). That will have to be done post capture.
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adelikat
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Joined: 11/3/2004
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feos wrote:
The avi file is 192x224 for me. Isn't it wrong?
That is a standard and expected resolution for Atari 2600
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adelikat
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Joined: 11/3/2004
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BizHawk 1.7.0
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adelikat
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Joined: 11/3/2004
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Currently FCEUX supports the arkanoid paddle and movie rerecording with it. Bizhawk supports the arkanoid paddle but not currently rerecording (but I"m currently working on support for these kinds of things)
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