Posts for adelikat


adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I agree too that 2-player is probably going to be the fastest combination, and I've considered doing a 2-player as well. Good luck with this. I have no idea either what it would obsolete. But if it is the fastest TAS for this game, it kind of is a no brainer publication one way or another. I still think a 4-player run could be significantly faster than the published tas though.
It's hard to look this good. My TAS projects
Post subject: Movie Rules - changes to J vs U rules
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Movie Rules has undergone a number of revisions today. In particular the rules regarding Japan VS USA version rules have been overhauled (J version rules have been "relaxed")
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Well, perhaps people casually play things other than NES games? :P Also for casual gaming, I LOVE BizHawk's full screen. All I have to do is double click, and it doesn't change screen resolutions (which is buggy, and messes up other things happening on my computer, and is slow and annoying). It also is very nice when it comes to joypad hotkeys, they are already configured out of the box.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
To summarize zeromus, he committed a fix that makes BizHawk use less CPU while idle :P Unfortunately this fix did not make it into the release today however.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
What would stop me from making a movie as a .tas, then just renaming the file extension? (The same question for nestopia). I agree with natt, I don't like the idea that we are claiming something that can't be true (that the movie did not use tas tools).
It's hard to look this good. My TAS projects
Post subject: BizHawk 1.0.2 Released
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
BizHawk 1.0.2 Released. See release details
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Bizhawk 1.0.2 Released! Windows binary. Release notes are on the Release History page, but I will paste here for the lazy :P The glaring things here is that the PCE core is not TASable (the savestate bug was severe enough to render it unusable for TASing in prior releases!) and the major bug fixing done in the lua console that was making lua unusuable. Release notes: Multiclient: Lua/Lua Console: Fixed loading of lua script files Fixed various crash bugs related to emu.frameadvance() should be a lot more stable now Saving/Loading of Lua Session files Fix lua script toggle errror Fix exception when selecting Turn off all Lua scripts Fix exception when double-clicking a Lua script to toggle it Implemented Recent menus Added setrenderplanes() - works for NES, SMS and PCE (not SGX) Added gui.alert() - same as gui.text but uses the alert font Clear output window on new session, add Clear function to output window right-click menu A real Lua Function List dialog GUI Cleanup - Hiding/Disabling menu items logic, tracking changes, asking to save changes Implemented writebyte() and fixed readbyte() Implemented new memory access functions, can specify datasize and endianness. TAStudio - Fix frame advance button Frame advance - Skip Lag frames option added (under the Config -> GUI menu) Ram Watch - when drawing watches on screen, use alert font for frozen addresses Movie imports: ImportMCM - added importing of non-PCE platforms Import NMV (Nintendulator) Import VMV (VirtualNES) Import FCM - Fixed handling of Fourscore and soft-reset Import FM2 - Fix handling of soft-reset Import FMV - Fixed handling of movie title Made filename behavior append .tas instead of replacing the extension (easier to tell the origin of the file) Fixed the file types list in the Import Movies dialog Fix display of Loadstate hotkeys in loadstate menu Context menu - add Screenshot -> clipboard NESHawk: Revamped 6502 core (passes more accuracy tests) Added some catch-all mappers Fix an error in chr rom size for a CNROM game Implement board AVE-74*161 NES Graphics Settings bugfix Debugger - implement disassembler Fix a recently created ppu bug affecting some vertical scrolling Straighten out mappers 232 and 71 Fixed inability to load some accuracy test roms Fixed bug in mmc5 (fixes mmc5exram test) and add support for ex1 mode (fixes gemfire) PCEHawk: Fixes to savestates, rerecording is now sync stable! Fix SystemBus memory domain size (fixes display and possible crashes in tool dialogs with a memory domain option) Added Graphics Settings dialog PCE: added settings to show/hide BG/OBJ for TurboGrafx (not for SuperGrafx) Portability: Many fixes to conditionally compile Windows code, portable path references, case sensitivity fixes, enough to start the emulator on Linux/Mono, load a ROM and watch the demo (input and audio don't work yet).
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
So thanks to some generous help from the community we have managed to build a NES Accuracy test chart. I figure this page is quite relevant to this topic.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
feos wrote:
I think putting "NES" in the paragraph
"Discussions about Bizhawk, the preferred NES, SMS/GG/SG-100, PCE/PCE-CD/SGX, TI-83 Emulator"
is untimely.
I don't think this is a bug report about the emulator itself, but fair enough. Fixed.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Its a freakin modern console emulator, it is only going to run fast on top tier computers.
It's hard to look this good. My TAS projects
Post subject: Re: Suggestion
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
DarkKobold wrote:
I'd like to add that pretty much anyone can get editor rights just by asking.
It is also worth noting that any published author automatically gets the right to edit and add game resources pages. My hope was that published authors could utilize the game resources pages to 'document' what they learned.
Also, for the really long threads, there are often other sites that have a better wealth of information available. Such as SM64.org, or Zelda Speed Runs.
I'd like to see our site have this kind of information as well. I'm certainly open to it.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Much of the code is reusable for another port. The rerecording for instance is a movie class that has no windows-specific or winform code, there's a number of classes such as this that are easily re-usueable. And from what I understand the basic winform dialogs are fine except for lua, and the ones that use the virtuallistview. Most dialogs do not use this so they are easily copied as well. I think about 80% of the codebase could be ported without issue.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Which emulator? You posted in a forum called: "SNES emulators (bSNES, Snes9x, ZSNES)"
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
feos wrote:
It'd be nice to have a link to the named version in OP each time it's released. Just because it's a primary thread.
Oops, good call. Fixed.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Yes, I deleted them, and will continue to do so, you aren't welcome here. I'll be locking this thread and banning at some point tonight.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Yes, I have decided. I have decided not to change the extension or the name of the emulator.
It's hard to look this good. My TAS projects
Post subject: Re: BizHawk Emulator Development
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Rena wrote:
adelikat wrote:
-Hex Editor - [...] New hotkeys: A for Add to Ram Watch
Who else sees a problem here? (Aside from the missing indentation)
Yes, and I quickly fixed that oversight <_<
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
We are interested in the idea of making some practical cross-platform changes. Maybe a fork is best but like you said it is developing rapidly. Discussion would be preferred, I don't suppose you IRC? We would prefer to discuss this way (#bizhawk on freenode)
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
If it does work, please share your gamedb.txt entries!
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Yes, you are the only one using Bizhawk who is reporting this issue. Can you make a video demonstrating this bug?
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Jungon wrote:
I've already marked 'Pause when menu activated' and 'Start paused' ... and unmarked 'Run in Background' and 'Accept Background Input' .. ... what do I have to do to make it keep paused when I put it on Frame Advance Mode, and not go back to 100% speed when I reactivate the window??? @________@ I just can't TAS with something that unpauses by itself all the time, where is the 'Absolute Pause' option??? x__x
This doesn't happen for me. And I've tested on no less than 4 computers running XP or Windows 7.
It's hard to look this good. My TAS projects
Post subject: BizHawk 1.0.1 Released!
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
BizHawk 1.0.1 Released. See release details
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
BizHawk is a multi-platform emulator with rerecording tools written in C# * Github Project * Downloads, Release notes, and old versions
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
moozooh wrote:
Well, hardware manipulation glitches are a grey area where it becomes progressively harder to draw a line between "superhuman" gameplay and quite ordinary hardware tampering, which many gaming communities recognize as a common form of cheating. If it were up to me, I would draw it at cutting off power supply/connection/physical access to game medium. All of this implies physical interaction rather than soft input, and consequently can't be console-verified. I'm more interested in gameplay.
That would invalidate the Final Fantasy TAS we have currently published.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I dont' see it as reasoning that B be allowed because of A. It is more like that situation B is similar to situation A which is allowed for reasons X. It is a new situation, but it is helpful to try to compare it to some similar precedent. And I see this situation less as cartridge removal, and maybe closer to the act of resetting during saving for ram corruption perhaps. Also cartridge removal isn't something that "isn't allowed", it is something that isn't emulated that we could record.
It's hard to look this good. My TAS projects