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creaothceann
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I'll upload an encode. EDIT: Is this to be played back as a PAL game or an NTSC game? The movie file says "(E)" but the time "17:59.32" is probably for NTSC. The movie file says 59.923 fps.
creaothceann
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In theory you can do this for the SNES by maintaining two sets of PPU registers: one for emulation and one for presentation. The game only sees the emulation bits. The (custom) renderer uses the value of a presentation bit if it was enabled by the user (most won't be), else it falls back to the emulation bit. With that the user can set the brightness, set the color constant, disable color math (e.g. water, fog), fix palette entries, disable mosaic, fix window positions and logic, and more.
creaothceann
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bsnes was recently integrated into Retroarch. Maybe put the latest version into BizHawk? :)
creaothceann
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Just for fun I tested SMB on my PC at home (Win10 Pro @ i7-4790K @ 4GHz) 0.0.0.1790: 186 fps 0.0.0.1791: 180 fps 0.0.0.1864: 179 fps 0.0.0.1864: ~3200 fps (QuickNES core)
creaothceann
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Sonia wrote:
Alyosha wrote:
Sorry Sonia but it looks like you just got unlucky :( I'll try to find some general optimizations that will at least get you back up to 1x speed in games like Kirby. A NES emulator not being able to hit 1x, even under abnormal conditions, just seems silly, there must be something I can do to get some better performance.
No need to worry, I might change computers soon enough. My plan is to buy a laptop with a i7-7700HQ 2.8GHz processor (3.8GHz with turbo boost), which should run NEShawk at the correct speed.
"laptop" and "gaming" are like polar opposites though... :p At least give it an SSD. (I see too many laptops every week that are a pain to work with because they have a HDD and not enough RAM to cache stuff.)
creaothceann
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Samtastic wrote:
Could you adjust the script above to add the subract info?
For future reference: http://avisynth.nl/index.php/AviSynth_Syntax http://avisynth.nl/index.php/Internal_filters http://avisynth.nl/index.php/External_filters
creaothceann
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My results: https://imgur.com/a/7vpxE 64-bit Windows 7 Ultimate, Service Pack 1
creaothceann
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Btw. you can also use AvsPmod for writing avisynth scripts. There's also Subtract for showing differences.
creaothceann
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feos wrote:
creaothceann meant to say avi dumping code I think
Yeah.
Post subject: Re: BizHawk Source: Extract Visuals and Audio
creaothceann
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Look at the movie recording code?
creaothceann
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TASandTAF wrote:
its the version of DeSmuME i have atm
Which can be easily changed: http://tasvideos.org/EmulatorResources/Desmume.html http://tasvideos.org/MovieRules.html#PlayGamesThatAreEmulatedWell
Play games that are emulated well [...] Accurate emulation is preferred over inaccurate! The goal of our movies is to show what could theoretically be done on a real console. Exploiting emulation bugs goes against this goal.
  • Do not exploit emulation bugs, even if a movie you're trying to beat does so. Even if yours ends up slower but demonstrates superior gameplay, it will be preferred. If you're unsure whether a bug you're trying to abuse pertains to emulation rather than the game itself, try reproducing it on a real console or a different (preferably more accurate) emulator.
  • The same goes for exploiting bugs in a bad ROM dump. We would prefer the slower version that represents a more accurate playthrough.
http://tasvideos.org/MovieRules.html#AcceptableMovieFiles
Nintendo DS
  • DeSmuME movie files (DSM) made with DeSmuME 0.9.6 or later. Do not use interim builds, or versions prior to 0.9.6.
http://tasvideos.org/EmulatorResources/Desmume.html
Note: Please use DeSmuME 0.9.9 for TASing.
creaothceann
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Warp wrote:
Bobo the King wrote:
I'm about 40 episodes into Ranma 1/2. It's mostly met my expectations
It starts very interesting, but in later seasons succumbs more and more into lack of new ideas, and introducing tons and tons of new characters who have little to no relevance (it's almost like they replaced coming up with new, original, interesting ideas with just introducing the thirtieth-or-so new character that has never been seen before.) Still some good episodes in the later seasons, but more rarely. After the series proper, the OVAs are a good watch.
The author of Ranma, Takahashi Rumiko, also created Kyoukai no Rinne which started airing in 2015. I watched some episodes of it, but ultimately decided to drop it because it just wasn't satisfying. Art was average at best, plot complexity seemed to be aimed at little children, and story progression seemed carefully tied down to allow for as many episodes as possible, with only a few drops of development (like Rinne's backstory). I only saw one episode on Ranma (the one where Shampoo was introduced), and at least that one episode seemed actually interesting. Unfortunately it's also about 160 episodes, according to MAL.
creaothceann
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LWA also has some short movies. The TV series can go quite low in the art department and the story of some episodes can feel very much like filler, but by the end it is (imo) better than all previous episodes. You might just want to marathon the series.
creaothceann
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SNES9x is not a cycle-accurate SNES emulator. Right now, only emulators that use the bsnes core (higan, retroarch, lsnes, BizHawk) will probably be replayable on real hardware.
creaothceann
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c-square wrote:
The link is for this thread...
That's the point.
creaothceann
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Why an SSD if you could perhaps load an entire disk image into RAM?
creaothceann
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creaothceann
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I'm also not familiar with it, but... how far into the game is it? If you can do this right after starting the game then maybe you could do it, wait, save the game, load the game and continue the TAS from there. (And other TASes would also load that save file.)
creaothceann
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feos wrote:
So we're stuck with splicing forever.
creaothceann wrote:
Maybe you could somehow pipe the output of one script to another one running in a different process.
creaothceann
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Nah, I wouldn't be able to help with that anyway. The last time I used something other than AVISource or DSS2 was when I was still encoding DVDs.
creaothceann
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Unless someone has played a PAL game recently I doubt they would miss the lower speed.
creaothceann
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Is the application you're encoding with large address aware? Maybe you could somehow pipe the output of one script to another one running in a different process.
creaothceann
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rv wrote:
I want to make TAS with not-laggy emulator
A lag frame is a frame in which the game doesn't read the input status. This happens on the real SNES and is a consequence of how the game was programmed. Some emulators have incorrect emulation which may result in less (or more) lag frames. bsnes is quite close to the real hardware, so it should be used even if it shows more lag frames.
creaothceann
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Wow, what an easy game. /s
creaothceann
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Don't restrict the size of the swapfile