Posts for creaothceann


creaothceann
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creaothceann
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Omnigamer wrote:
It's a configuration used for convenience and consistency, and pretty much every other emulator will do something similar. The issue is that on actual hardware, power-on states of the RAM cells can be somewhat random. Many games will explicitly zeroize RAM addresses they intend to use, but plenty of games just take them as-is and assume they will be 0. This is why the RNG manipulation in Hagane works only some of the time, or why feasel has to wait long "cool-down" periods between attempts on FF1.
Yeah, exactly that.
creaothceann
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TheAngryPanda wrote:
People have gotten out of the area without crashing on Snes9x and console, but not on bsnes. I haven't gotten the opportunity to try it on Bizhawk yet, which is what I'm currently progressing towards. edit1: More confirmation of it working on console under various conditions over in the SDA thread by DLDarkLink. He's hammering out attempts at the glitch from a save in Act 2 before anything in act 3 is triggered (hopefully) and at least once during a full attempt. The bad news with this is that he's reporting that waiting until the sound glitches stop, then proceeding, seems to be working. Perhaps something going on during the actual sound glitches is what causes the lock? Once the glitches stop you can hear Ebon Keep's music in the background. Now, even IF we have to wait around for a bit for the sound to calm down for it to work, I still think we've got a nice amount saved. Now to get that version of the TAS to that point, which hopefully will happen tomorrow or sometime before the weekend.
Sounds like the trick/glitch causes the game to use uninitialized RAM (bsnes initializes RAM values on startup differently from real hardware).
creaothceann
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Any chance to get this added to BizHawk? (not sure if it has to be done per core)
creaothceann
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inavojo wrote:
Also, I just downloaded BizHawk 1.6.0 and immediately after unzipping the files, my anti-virus software (Norton 360) deleted a bunch of them. Do these files pose a threat to my computer's safety? If not, why does my anti-virus software identify and delete them? Finally, are these files integral to BizHawk's ordinary operation?
1. Ditch Norton, use Microsoft Security Essentials. 2. Where did you download BizHawk from? 3. All files are integral to BizHawk, otherwise they wouldn't be included.
creaothceann
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Afaik you can use VirtualDub to add audio to an *.avi file if it's in constanst-bitrate MP3 format. Personally I just use MKV Merge GUI to create a *.mkv file which can contain audio in almost any codec.
creaothceann
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Baka94 wrote:
Well either Shinespark doesn't damage him or it's just weak. I used like 3 Shinesparks on him and I didn't even see change in the colour of his belly.
Instead of guessing you could RAM watch.
creaothceann
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If you're using an editor then of course the results would be different. I guess the editor could be changed so that the rerecord counter is only increased when the TAS file is saved. But of course that's up to the author. Changing a frame would write the current rerecord counter to that frame. Upon saving, the program goes through each frame and adjusts the rerecords. Pseudocode:
current_RerecordCounter = 0;
for i = 0 to (Frames.Count - 1)
        current_RerecordCounter = max(current_RerecordCounter, Frames[i].RerecordCounter);
        WriteToFile(InputToString(Frames[i].InputData) + "|" + IntToString(current_RerecordCounter));
creaothceann
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Flip wrote:
Well if you can view the different branches of your input, then surely all the rerecord counts can also be viewed separately, and thus paired off with the appropriate sections? As such, it'll never say it took you 2000 rerecords for this particular frame, when actually that was just for your previous strategy at that particular point. See crude diagram: http://s29.postimg.org/nx5zwxe87/Rerecord_Count.png Naturally we would want the rerecord count to be at the appropriate section, but how exactly would you view that information? A complete graph for your run would have literally hundreds of thousands of branching pathways, each of which representing a different savestate. Most of which would only last a few additional frames, but is this really what we want to see? If we do that what would the final rerecord count, IE the total along the bottom, actually be? Basically the amount of different places you chose to create a savestate in I guess.
Just for the record, my idea in a diagram: http://i.imgur.com/GpNEfUZ.png (Branches start from the bottom; each savestate loading goes back and adds 1 to the rerecord counter. The final movie file will show the rerecord sequence "0 0 1 3 3 3 3 3", which means it took one discarded branch to get to frame #2 [counting from zero] and two discarded branches to get from frame #2 to #3. The last frame will have the same rerecord number as the rerecord counter currently stored in movie files.) It would say that "it took 2000 rerecords for that frame" because all previous strategies contribute to the final frames.
creaothceann
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Masterjun wrote:
the rerecord data that was saved
What data is that? The savestates?
MESHUGGAH wrote:
As usual, it's greatly depends on the game. If you bruteforce 1 scene for 64721378 times and find a trick that obsoletes the previous strategy, all those rerecords for that small frame range gets "wasted", and viewer will see "lol 482194128k rerecords for going right".
No rerecords are wasted. Obviously they were required for the author to arrive at the final solution. Yes, there will be sudden spikes. They're the whole point of this addition: a spike is interesting because they indicate more work done "behind the scenes".
Masterjun wrote:
edit: didn't even mentioned entertainment hex edits.
The additional rerecords are of course exactly as trustworthy as the current rerecord counter in the movie file. Maybe more because it's more work to change lots of values instead of just one.
creaothceann
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Masterjun wrote:
I don't know if I would enjoy watching a graph of rerecord per frame statistics when I know that there can be lost data everywhere. And then I look at the total rerecords and see 246089 and say, ok.
There is lost data every time a rerecord happens. It's just to get a feel where much work was spent optimizing/exploring. If you want to see the full data something like amaurea's idea would be better, though I don't know if a visualization would be easy / actually interesting in practise. The end result, when viewed linearly, would look like this, so I'd guess you would need an annotated tree whose branches you could play back. But remember that authors can already describe these failed branches in the submission or in the game thread.
creaothceann
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The now obsolete frame data is removed but the rerecord counter stays the same (and is incremented by going back). Basically it can never decrease.
creaothceann
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Post subject: Per-frame rerecords counter
creaothceann
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Instead of providing only the final rerecords counter of a TAS, I think it'd be interesting to display it for each frame (or a larger time frame, e.g. using the data of the last 2 seconds). This would allow the viewer to identify which sections were more difficult to create. As for the file size cost: for a binary-based TAS file structure, it'd be easy to just use 4 bytes per frame so the size increase would be ~14 KB per minute for a 60fps game. Assuming a text-based format, it might be better to store only the rerecord counter changes. This would reduce the data to a single "0" for most of the frames, i.e. there would essentially be a 1 byte per frame cost for file formats where the counter can be simply appended to the existing data (e.g. BizHawk's *.BKM) or 2 bytes per frame for file formats that require a separator (e.g. | or Tab). File size cost would be ~3.5 KB or ~7 KB per minute.
creaothceann
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creaothceann
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You almost never need to use binary yourself, but it's useful to know how to read flags out of a value. (e.g. if a byte is >= 128 (aka 0x80) you know it has the highest bit set, which might indicate some condition)
creaothceann
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Shouldn't BizHawk and lsnes be very compatible (after the different input timing is accounted for)?
creaothceann
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Maybe you have any vsync options enabled?
creaothceann
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Fast encode with 1/4 fps and alternative audio: http://www.mediafire.com/download/od89dn584d2xvke/
creaothceann
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Afaik VirtualBox supports Direct3D but you have to install the Guest Additions in Safe Mode, or something like that.
creaothceann
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Krimmydoodle wrote:
I can't get Microsoft Update to work
Can you connect to the internet? Maybe try bridged networking.
creaothceann
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alternative audio for the slow encode
creaothceann
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jlun2 wrote:
The run already abuses glitches already. Might as well go all out and do that.
I know, hence the /sarcasm. ;)
creaothceann
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hegyak wrote:
There is a trick to steal and not die, even after you enter the shop post theft. Steal the item Return to the shop After the shopkeeper starts the death attack, press A+B+Start+Select at once. You should get the Continue or Save and Quit Menu. Select Save and Quit. The game clears the "kill" flag and you can still have no deaths.
Yeah, but that would be cheating. /s
creaothceann
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Congratulations! Btw. does that apply to tasvideos or nesvideos+tasvideos?
True wrote:
no
yes.