Posts for adelikat


adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Actually that has nothing to do with converting. Those battletoads movies were made in fceu.12 and only sync in .12, nothing later than that.
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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
Define incorrectly. What .fcm? what is the "incorrect" behavior?
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Wow, that's a lot more entertaining than I expected. I expected another RPG that I never played or seen before. But it had a good bit of action along with the usual massive darkkobold luck manipulation. Easy yes vote.
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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:
It's not just the Rewinder.lua that's failing to update the input display, but Multitrack2.lua and this silly test script, too:
local stuff= savestate.create()
savestate.save(stuff)

gui.register(function ()
    if input.get().space then savestate.load(stuff) end
end)
I have no idea what the problem is. I tested with a DW4 lua script that DarkKobold wrote and it was updating input display after loadstate. And more importantly, the code to do that is explicitly there, so I don't know why it doesn't always work.
EDIT: Also, the brand-new checkbox in Movie Options doesn't remain checked after I close and re-open the Movie Options window. Whether it has any effect, I did not check.
One day I am going to figure out how to avoid annoying things like that pre-release. I don't know how that one slipped by me. It is simply not updating the dialog, the option is getting saved into the .cfg file and being used. I fixed it and updated the interim build if it annoys you enough. (People not using that option should not bother since the interim build isn't optimized like releases are)
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Post subject: 2.1.4a Release
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Ok, we fixed up a few things and made 2.1.4a, all TASers should download this and not use 2.1.4 Fixes: Fixed an erroneous loadstate error during read-only that made many savestates say that the savestate is past the end of the movie. Fixed crash on .fcm convert I looked into savestate.save() input display. It works just fine but fails on the rewind script. I suspect it has something to do with how savestate.save() is used. It maybe that it is saving to memory and that input display is not saved in that instance? I honestly have no idea.
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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
--Dead Link removed-- So I decided to tinker with this game because I thought it has mega TAS potential. Here is a WIP/Test run of level 1. What do you guys think? Should I continue? Any tricks/glitches for this game that I don't know about?
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Were you the one that notified that on sourceforge? I tried savestate.load and input display works just fine. Maybe it is the rewind script in particular? I can't fix it if I can't recreate it...
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Post subject: FCEUX 2.1.4 released.
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
FCEUX 2.1.4 has been released with many important changes for TASers. More details here
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Post subject: FCEUX 2.1.4 Release announcment
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
FCEUX 2.1.4 released! I/We stepped up this time and finally attended to the needs of TASVideos. This is a major release for TASers with tons of movie related goodies. Here are some noteables: Microphone recording support New PPU flag in movies Much faster loading of movie files and loadstates while recording Finally a fully bulletproof implementation - read-only is now bulletproof A movie finished mode - similar functionality as GENS & DeSmuME VBA/SNES9x style read+write loadstate where the full movie is loaded, and not truncated until the next frame (enabled in the movie options dialog) Memory Poke function (one of the last regressions from old fceu.28) New input display (inspired by desmume9.6) More informative Replay dialog including fixing small bugs like inability to report starting from savestate Replay From Beginning function works with savestate movies Fixed zapper.read() from crashing on movie playback stops Autohold - fixed multiplayer display Hotkeys for RAM Search functions Lots of cheat search & debugger fixes
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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
just make sure the cheats are off, just double click them.
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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
TAS-Movie-Editor added to the TASTools project to SVN (and a binary available for download). http://code.google.com/p/tastools/ There is still some work to be done on it in order to finish up some of the movie file formats and to add some of the newer ones, if anybody is interested. The project is coded in C# and has project files for VS 2005,2008, and 2010.
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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
You have movie.playing() and movie.recording() that in conjunction will give you a "is playing" for your while loop In addition there is a movie.getmode() which will return record, playback, nil (or in the next fceux release: finished) that can also get the job done You also have movie.length() for your movie length. Btw, all of this info is in the FCEUX help that comes with FCEUX >_> Look specifically in the Lua Scripting chapter Lua Functions List page
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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
Glad to hear it! Good luck on your future TASes. Any games you have in mind?
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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
Thanks! :)
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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
I've been using 2010 for some weeks now and I have to say I really like it. My only complaint is that features like "go to definition" are a bit slow compared to 2010. Things like that are trumped having things like an integrated profiler. All in all, thumbs up to VS2010.
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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
However, the game's timer is screwy too. And bisqwit was saying that an ideal TAS should optimize realtime as well as the timer. I on the other hand think real time only is a good reasonable solution.
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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
Unfortunately netplay is broken in FCEUX. fceu-server seems to work with it though. I don't have the necessary expertise to fix netplay. And I haven't found anyone who can/will. It is on the todo list to fix netplay. Ideally with the P2P support like you suggest. Having to use fceu-server is a pain.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I compiled it with VS2010, I guess they decided to quit supporting 2000 (like how VS2008 quit supporting win98).
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
EtchenBa wrote:
As a competitive chess player this was not very interesting to me. I think more interesting would be trying to fulfill various achievements. Fastest stalemate, fastest self-mate (get yourself checkmated, if that wasn't obvious), fastest checkmate with a pawn, force the opposing king to YOUR king's original square and mate, etc. Just my two cents. Considering most of you are not competitive chess players, I doubt you'll share my sentiments.
Those are all interesting suggestion. All of them would be a more impressive feat than a 3 move checkmate.
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Post subject: VBjin svn61 released
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Details can be found here
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Post subject: VBjin svn61 released
adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
New release of VBjin. Changelog: ROM loading from commandline (which means movie loading now possible as well) added Lua functions - memory.readbyte, memory.writebyte, memory.readword, memorywriteword MusicSelect?.lua - a script that allows the selecting and playing of music tracks in a game Recent menu items enable sound on load (not just the open menu) View->Mix Left & Right View options as well as other display options Wave file logging RAM Search - fix update previous values RAM Search - redraw the list when search size/format is changed Runs faster! (capable of full fps) Most of these fixes come from ugetab, so much thanks to him.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
DevilSpree wrote:
The people that praise him are laughable. You want me to go see him live? Pay for my plane ticket or shut up. Worse than the Danny Johnson fans, except he was proven to be talented with faulty controllers.
This is your warning to drop the attitude. (Note: I could have quoted any of your posts as every single one seems to be negative, rude & insulting to someone.)
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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
Anybody who has played a computer chess game knows the CPU is horrible at low levels. It isn't very interesting to see that exploited for a quick checkmate. I don't doubt that there is an interesting way to do a chess TAS but I think fastest time based on poor CPU play isn't the way to go.
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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
Hoe's emulator movie frontend added.
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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
The throwing glitch was a nice trick. The vertical level around 5 minutes in was an interesting watch. Not a jaw dropper but good enough for a solid yes by me.
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