Posts for creaothceann


creaothceann
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My top 5:
creaothceann
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grassini wrote:
supernazi bros 3
http://www.romhacking.net/hacks/1434/ ?
creaothceann
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Exactly what I was going for... :) Enemy: Behold my SuperAdvancedMecha! Player: Bamm Bamm!
creaothceann
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JohnnyG wrote:
enterplayment.net wrote:
http://enterplayment.net/downloads/snes_gundam.7z
Nice! :o
creaothceann
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xxNKxx wrote:
Why you make attack after enemy stand up? Why not before stand up?
You can't keep the enemies down. They have a fixed downtime; attacking them on the ground doesn't reset that.
xxNKxx wrote:
Why you let enemy attack you?
I was using only one save slot, so my options for exploring optimal paths were limited. Sometimes it's also almost inevitable to get hit (because of the "cooldown time" after doing a heavy attack during which the player character is frozen).
xxNKxx wrote:
Why only strong hits for enemy down? Why not some strong combos?
Part of the reason I wanted to make the video was to go through the whole game against all these fancy mechas with only one simple attack (which was later extended to kicks and throws with the same button).
creaothceann
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The actual reason of course is that I'm not skilled enough / don't have the time for doing a better TAS ;)
Post subject: Shin Kidou Senki Gundam W - Endless Duel
creaothceann
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I made a TAS! Link to video Might be not 100% perfect but maybe someone will find this game interesting.
  • file: Shin Kidou Senki Gundam W - Endless Duel (Japan).bk2
  • emulator: BizHawk 1.8.4 (2014-10-10), bsnes core v87
  • ROM: "Shin Kidou Senki Gundam W - Endless Duel (Japan).sfc"
  • ROM SHA1: 6710686B5A3D6620DF9FD6A5820E1717AFFF2D95
  • SA-1 game
  • difficulty: hard
  • player character: Heavyarms
  • TASing speed: 12%
  • takes damage to save TASing time
  • plays dirty - kicks enemies that are lying on the ground
Since TASVideos favors TASes that are played at the highest difficulty setting, I added further restrictions for myself:
  • only 1 attack button! (X)
  • only 1 save slot!
  • less than 1000 rerecords!
  • no frame advance (let others have a chance beating this TAS!)
The 1-button-rule makes the later enemies especially difficult because it's a slow arm attack (see player character). About the game:
Wikipedia wrote:
New Mobile Report Gundam Wing: Endless Duel (新機動戦記ガンダムW Endless Duel) is a head-to-head fighting game released exclusively in Japan in 1996. It was the first video game to be based on the Mobile Suit Gundam Wing anime series, and has never been released outside of Japan. The developers have used the same engine as previously used in another game, Mighty Morphin Power Rangers: The Fighting Edition, but with some improvements added exclusively to this game. Gameplay In single player mode, the player fights a series of battles dependent on which Gundam they chose, although ultimately all Gundams but the chosen one will be fought against. When the player normally fights Wing Zero, if piloting the Wing Zero, the player will fight a more challenging Wing Gundam piloted by Trowa (a cheat sometimes called Heavyarms 88). After fighting Wing Zero, the player will fight against Epyon. When using the Tallgeese, which is piloted by Zechs, who pilots the Epyon (under a different alias), Epyon is then piloted by Heero. Upon completion of the game on the 'Hard' difficulty level, the player will learn a code to unlock Epyon in multiplayer mode. In addition to these modes, a further 'trial mode' was added, in which you can choose any Gundam (including Epyon) and fight a never-ending series of fights in increasing difficulty until the player is defeated. Afterwards the game would show the number of victories won. The maximum number of victories shown possible is 99. Distinctions from other fighting games Since every character is a mobile suit, during game play, it is possible to activate a booster at anytime. While jumping, a player could boost up to twice and could be used to jet forward or backwards. This along with air blocking made air combat much more significant than in other fighters of the day. After boosting in the air a player can "hover" by pressing down. The Tallgeese mobile suit has the unique trait of being able to "hover" the longest. Because of this, Endless Duel was an early example of a fighter that included vertically scrolling stages. The boosting also works on the ground as players could boost forward or backwards while blocking which made for effective advancing against an opponent with superior ranged abilities and adds an incredible sense of mobility. Also, several suits in the game can perform special and super moves in air along with air throws. Special moves During a match both characters have an energy counter underneath their health bars. The energy is used to perform powerful versions of special moves costing 100 of your energy. All characters with the exception of the boss Epyon have a "vulcan gun/ machine cannon" attack which also uses energy. Every character has one or two super specials that require 200 energy and plays a sound right before commencing giving the opponent a split second to respond. To recover energy the character must block attacks or successfully land attacks meaning a super special that is not blocked will often restore a large portion of the energy it used.
Post subject: Re: fix for another world 15 aniversary
creaothceann
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gamerretro2 wrote:
Hello you can fix another world , the game crashed after 1ST level
Another World doesn't need to be fixed (which would be hard because we don't have the source code), Hourglass does.
creaothceann
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Can you open the AVI file with Windows Media Player / MPC-HC? If so try opening the file in Avisynth with DSS2.
creaothceann
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If you can't reset all hardware, can't you control the power supply instead?
creaothceann
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Life is all about compromises. I don't care if a tool is part of the OS or not; if it's the best for the job then I'm going to use it. I could even program my own, but I'm not byuu and if I'd do that for everything I'd need 50-hour-days. There is not going to be a perfect out-of-the-box environment for me, so I build my own toolbox by searching out existing programs. Of course you can preserve the old emulators... but watching runs in them isn't even necessary. Just dump the runs to AVI/MP4/whatever and watch them in your media player (I prefer MPC-HC, btw.); it'll even automatically introduce the blurring again. And if that blurring is too strong, just upscale the videos a little bit e.g. with Avisynth.
creaothceann
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got4n wrote:
Soo...;I've tried your script but VirtualDub don't accept x264vfw so I used Lagarith but it crash at 2gb split, so basically I'm screwed, any ideas lol ? 3.5-1749
Are you trying to import h.264 videos into VirtualDub, or encode h.264 videos with VirtualDub? x264vfw has a "VirtualDub hack" checkbox that needs to be activated.
creaothceann
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Santiago wrote:
Windows 7's photo viewer actually uses nearest-neighbor zoom, something last used in like Windows95.
Why would you use that anyway? Irfanview ftw.
Santiago wrote:
And I'm certainly not abandoning snes9x that many movies were made for.
https://web.archive.org/web/20120915125144/http://byuu.org/bsnes/accuracy http://www.tested.com/tech/gaming/44376-16_bit-time-capsule-how-emulator-bsnes-makes-a-case-for-software-preservation/ http://filthypants.blogspot.de/2014/07/crt-royale-and-3dfx-shaders.html
creaothceann
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OV2 wrote:
enabling bilinear filter in directdraw causes snes9x to use video memory for the output image. Up till winxp, that would cause the image to be filtered bilinear. From vista on upwards, directdraw never uses bilinear filtering.
Deathlike2 wrote:
when you are running DX on any version of Windows other than Vista, bilinear filtering is automatically enforced with DDraw acceleration (assuming that's enabled).
creaothceann
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creaothceann
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http://tasvideos.org/DTM.html
-----------------------------------
Offset  Type    Length  Description
-----------------------------------
0x000   Bytes   4       Signature: 44 54 4D 1A "DTM\x1A"
...     ...     ...     ...
0x0E9   Integer 4       DSP COEF Hash
0x0ED   Integer 8       Tick Count
0x0F5   N/A     12      Reserved
0x100   -       -       Controller data
-----------------------------------
The length of the last Reserved field should probably be 11 bytes?
creaothceann
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I still don't see how this is a problem. Countless anime encodes use it, and it works.
creaothceann
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Scepheo wrote:
I've looked into using DataGridView.Virtual (which is pretty much what you suggested), but that would become a logistical nightmare, to the point where I think (and am pretty sure) the amount of overhead caused by it completely cancels out any improvements.
How so? ._.
creaothceann
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I think at this point it's clear that simply adding an *.ass file created with Aegisub for the video encoders is much easier and faster.
creaothceann
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If the emulator supports LUA scripts you might be able to display the game's current frame count, if it keeps track of that. Even a small 1-byte counter that overflows after 256 frames might be enough. Other than that you're pretty much out of luck. You could try stepping through the video with AvsPmod and use the F11 key (after a # character) to write down on which frames a reset occurs. For example:
Language: Avisynth

AVISource("00.avi") # 56 123 251 5673
But this doesn't tell you exactly to which frame it jumps back to, so you'd have to do some tricky comparisons to previous frames. Which would be cumbersome but not a problem if the TAS has a dozen rerecords or so, but for hundreds or thousands it's too much.
creaothceann
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Getting a newer computer sounds even better.
Post subject: Re: Lsnes with Ubuntu?
creaothceann
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Mvf314 wrote:
Also, I'm new to Ubuntu so please don't go rambling about Linux jargon :p
How else will you learn Ubuntu? Half the fun is the Unix experience.
creaothceann
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feos wrote:
What's the exact difference between crf and qp?
http://mewiki.project357.com/wiki/X264_Settings wrote:
qp Set x264 to encode the movie in Constant Quantizer mode. [...] qp produces larger files than --crf for the same visual quality. qp mode also disables adaptive quantization, since by definition 'constant quantizer' implies no adaptive quantization. crf (default: 23.0) Constant Ratefactor [...] targets a certain 'quality'. The idea is for crf n to give the same perceptual quality as qp n, just in a smaller space. [...] CRF achieves this by reducing the quality of 'less important' frames. In this context, 'less important' means frames in complex or high-motion scenes, where quality is either more expensive (in terms of bits) or less visible, will have their quantizer increased. The bits saved in frames like these are redistributed to frames where they will be more effective.
creaothceann
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Scepheo wrote:
That could be useful, but there'd be some refactoring involved with implementing that method, so I'm not sure yet. Part of the idea was to keep the implementation of new movie formats easy, so I'm hesitant about anything that might complicate that.
What's complicated about it? If you already load the file into memory it's just about adding a callback. If you want to be able to easily add new formats, define a common format used by the GUI, and several loaders that convert to that format. (Also, refactoring is easy when you have a version control system. Code is useless when it doesn't follow specifications, and while freeware has some relaxed circumstances, having no loading times is a pretty big feature imo.)
creaothceann
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Scepheo wrote:
yeah, dtm is slow at the moment, a progress bar is on my to-do list.
Note that with a fixed number of bytes per frame it's not necessary to decode the entire file. It's possible to define a callback for a listview's item drawing event, which fires when an item needs to be displayed.