Posts for creaothceann


creaothceann
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Derakon wrote:
For example, we can be reasonably confident that the creators of the game did not expect players to turbo-fire the aiming buttons to move faster -- but at the same time, there must be some reason why the aiming buttons move you. Surely the default would be for aiming to do nothing to your position?
I'm 95% sure it's just a simple oversight by the designers, but only someone like Kejardon would know for sure.
creaothceann
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That's what they said about Atari 2600...
creaothceann
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hero of the day wrote:
The problem was that I ran into numerous desync issues.
Maybe trying it on lsnes could help determine if it's a problem with BizHawk or bsnes... just an idea.
creaothceann
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creaothceann
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Why would Deblink make it ugly?
creaothceann
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creaothceann
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No problem. :) Youtube reduces the quality of low-resolution videos more than necessary, so uploading a 1280x960 or 1280x896 video would look better. This game seems to have "60-Hz flickering" effects... You may want to use ng_deblink or TASBlend to make the flickering graphics visible on Youtube.
creaothceann
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SNES ROM compression isn't really needed these days anyway.
creaothceann
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Do they all have the same resolution? In that case it's easy with Avisynth:
Language: Avisynth

AVISource("1.avi", "2.avi", "3.avi", "4.avi", "5.avi", "6.avi")
Otherwise you have to convert them to the same resolution:
Language: Avisynth

Open("1.avi") +\ Open("2.avi") +\ Open("3.avi") +\ Open("4.avi") +\ Open("5.avi") +\ Open("6.avi") function Open(string FileName) { # Genesis resolutions: x=256,320; y=224,240,448,480 # 256 = 2 * 2 * 2 * 2 * 2 * 2 * 2 * 2 # 320 = 2 * 2 * 2 * 2 * 2 * 2 * 5 # final = 2 * 2 * 2 * 2 * 2 * 2 * 2 * 2 * 5 = 1280 AVISource(FileName) last = (Height==224) ? AddBorders(0, 8, 0, 8) : \ (Height==448) ? AddBorders(0, 16, 0, 16) : last PointResize(1280, 960) }
Note that this adds black borders to NTSC games, which you can cut off with Crop(0, 32, 0, 32) after the Open calls.
creaothceann
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hero of the day wrote:
I found it interesting that snes9x 1.52 was actually more accurate than bizhawk.
How so?
creaothceann
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Even if "hack" isn't specific enough (and imo it is), "mod" already has a different meaning.
creaothceann
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Warp wrote:
"Hack" is a much more generic term that can mean a lot of things.
None of which are used with the context of speedruns, afaik.
Warp wrote:
You may want to define them like that, but I don't think that's how it works in reality.
It's not my definition, it's what's it is called in reality. In my experience, low-level modifications of console games have always been called "[ROM] hacks", and high-level modifications of PC games have always been called "mods". (Even the word choice hints at the usage: "hack" sounds like a massive, previously unimagined change, not as harsh as "mod(ification)".) It's also not ambiguous because console game modifications have to be hacks (the whole point of consoles is to have locked software and hardware content). When Windows TASes become more present here, I don't think the runs using modded games will get a "(Hack)" in the title.
Warp wrote:
Many mods are made to games which were not really designed to support modding (and in many cases it actually requires some level of hacking of the game).
Somebody else may call that a mod, I call it a hack. Who's right? My definition makes more sense, imo.
creaothceann
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galimet wrote:
kk so i just have to do it without the TaSstudio, so can i continue to use BisHawk if i dint open the TaSstudio ?i can manage without it, if i cant i ll just restart with another TaS emulator(well i like this one :) ) sry i posted in the wrong place but at least i got close once!! edit: just tried wothout opening the TaS studio and i could watch all ive done thx you helped me fix this error, now time to continue this 100% FunTaS run in smw ! ( ill show the result when im done) btw im sry for the typo :)
...which one?
creaothceann
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Hack: A modification of a game that was not programmed explicitly with that possibility in mind. Mod: A modification of a game that was programmed explicitly with that possibility in mind.
creaothceann
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If it's any help... it's from Scotland.
creaothceann
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creaothceann
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Eye Of The Beholder wrote:
Do you mean, when i joined the videos with Windows Movie Maker it made the quality worse so i have to use another application for that, or Bizhawk gave me 15 parts splitted because I have Windows Movie Maker installed?
Joining video files won't decrease quality, but WMM re-encodes the joined video when it writes it to disk, which changes the frames. A program like VirtualDub can join files and write the encoded video data without change into a new file. Btw. you can also use Avisynth to join files and edit that video.
Eye Of The Beholder wrote:
So Bizhawk will always give me the video splitted?
Standard AVI files are restricted to slightly less than 2GB, afaik. A special type ("OpenDML") can store larger files. Other containers (e.g. MKV) don't have that restriction.
creaothceann
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Eye Of The Beholder wrote:
Windows Movie Maker
Here's your problem.
Post subject: Re: Aspect ratio problems
creaothceann
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Randil wrote:
Is there any way to "force" Bizhawk to keep the resolution to the normal 256*224
The SNES always generates 512x478, it's just that many games don't use all those pixels.
creaothceann
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Does it happen only with that joystick?
creaothceann
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Warp wrote:
I don't think it's the amount of data that's the problem.
Just wanted to make the "something like 128KB" a bit more correct. Btw. wouldn't it be easy for a developer to find out how much time saving a savestate takes? Might be useful to know for this discussion.
creaothceann
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Warp wrote:
Even if we go to the SNES, it would be something like 128 kilobytes. Still sounds like an amount of data that can be copied around pretty fast.
Internal status (maybe a few KB at most), 128KB WRAM, 64KB VRAM, 64KB APU RAM, ?KB SRAM, additional memory on special-chip cartridges.
creaothceann
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Apparently the old code has been replaced by the new one, so there's nothing to switch to. EDIT: :/
creaothceann
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If the complete state of the emulated hardware were in one continuous block of memory, it could be quickly copied to another location and handled by another thread...
creaothceann
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zeromus wrote:
BG mode switches should never be needed to view a layer correctly. choose the correct scanline, and the game should be switching to the right BG mode.
Does that work via the HDMA table? Some games switch modes 'manually' via vertical interrupt.