Posts for franpa


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Joined: 2/25/2006
Posts: 407
Dacicus wrote:
franpa wrote:
I think someone trimmed the decimals off of Movement Speed for each costume too.
Do you mean on the Resources page? The sub-speed values are the fractional/decimal part.
Ah, I see, thanks.
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
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I was reading through https://www.speedrun.com/wizards_and_warriors_iii_kuros_visons_of_power/thread/lkkiw and was kinda surprised to find https://tasvideos.org/GameResources/NES/WizardsAndWarriors3 was so barebones on tricks and glitches... I think someone trimmed the decimals off of Movement Speed for each costume too. Edit: I guess all the information from that topic is here, in this Tasvideos.org topic and the topic has so little activity there isn't much reason to port it all to a Resources page. I suppose I can impart some interesting info that's useless for TAS'ing the game. Losing a life results in an extended invincibility period, allowing you to jump over the beehive that blocks the way to Upper Piedup (This is useless since there is now a way to despawn the beehive which is significantly faster). You can also exploit this to get in to the Underworld depths without an appropriate costume to facilitate escaping the area as the glowing obstacle beneath the first Wizards test has no collision box, only a hurt box (so you can walk right through it after a death).
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I can confirm this is fixed after updating from 2.6.2 to 2.7.0 (likely 2.6.3 fixed it)
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Posts: 407
Well, i tried copying everything in the common-shaders-master folder in to the shaders folder instead of just what I want and that didn't work, so I tried adding to the relevant CGP file anything you've listed that was missing and that didn't work either so I may just give up on getting XBRZ working. Thanks for the attempt to help.
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Posts: 407
ody wrote:
You are missing the "compat_includes.inc" file. Which itself references other files that you must also have in a "include" subfolder. Put the "compat_includes.inc" file and the "include" folder in ...\BizHawk\Shaders, along with your presets. Get them from here: https://github.com/libretro/common-shaders The .glsl shaders work with OpenGL. If you use Direct3D, you need .cg shaders.
Okay so in the Shaders folder I have placed the Include folder and the compat_includes.inc. I then created a new folder called xbrz and copied the contents of the xbrz folder in to it. \BizHawk\Shaders\include\ \BizHawk\Shaders\compat_includes.inc \BizHawk\Shaders\xbrz\*.cgp \BizHawk\Shaders\xbrz\shaders\*.cg \BizHawk\Shaders\xbrz\xbrz-freescale-multipass\*.cg Bizhawk doesn't let me load CG files but it does let me load CGP files and when I try to load one of them I now get this error:
===================
Pass 0:
Vertex Shader:

 System.InvalidOperationException: Error compiling shader: F:\Emulators\Nintendo\BizHawk\memory(172,14): error X3000: syntax error: unexpected token 'texture'
 ---> SlimDX.CompilationException: F:\Emulators\Nintendo\BizHawk\memory(172,14): error X3000: syntax error: unexpected token 'texture'
 ---> SlimDX.Direct3D9.Direct3D9Exception: E_FAIL: An undetermined error occurred (-2147467259)

   at SlimDX.Result.Throw[T](Object dataKey, Object dataValue)

   at SlimDX.Result.Record[T](Int32 hr, Boolean failed, Object dataKey, Object dataValue)

   at SlimDX.Result.Record[T](Int32 hr, Object dataKey, Object dataValue)

   at SlimDX.CompilationException.Check[T](Int32 hr, String errors)

   --- End of inner exception stack trace ---

   at SlimDX.Direct3D9.ShaderBytecode.Compile(Byte[] sourceData, Macro[] defines, Include includeFile, String functionName, String profile, ShaderFlags flags, String& errors)

   at BizHawk.Bizware.DirectX.IGL_SlimDX9.CreateVertexShader(String source, String entry, Boolean required)

   --- End of inner exception stack trace ---

   at BizHawk.Bizware.DirectX.IGL_SlimDX9.CreateVertexShader(String source, String entry, Boolean required) 

-------

Fragment Shader:

System.InvalidOperationException: Error compiling shader: (172): error X3082: Object types are not allowed in structs
 ---> SlimDX.CompilationException: (172): error X3082: Object types are not allowed in structs
 ---> SlimDX.Direct3D9.Direct3D9Exception: E_FAIL: An undetermined error occurred (-2147467259)

   at SlimDX.Result.Throw[T](Object dataKey, Object dataValue)

   at SlimDX.Result.Record[T](Int32 hr, Boolean failed, Object dataKey, Object dataValue)

   at SlimDX.Result.Record[T](Int32 hr, Object dataKey, Object dataValue)

   at SlimDX.CompilationException.Check[T](Int32 hr, String errors)

   --- End of inner exception stack trace ---

   at SlimDX.Direct3D9.ShaderBytecode.Compile(Byte[] sourceData, Macro[] defines, Include includeFile, String functionName, String profile, ShaderFlags flags, String& errors)

   at BizHawk.Bizware.DirectX.IGL_SlimDX9.CreateFragmentShader(String source, String entry, Boolean required)

   --- End of inner exception stack trace ---

   at BizHawk.Bizware.DirectX.IGL_SlimDX9.CreateFragmentShader(String source, String entry, Boolean required)
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
Post subject: Problem when opening files via "Open With"
Experienced Forum User
Joined: 2/25/2006
Posts: 407
If I try Open With or associate the files with Bizhawk and then try running a ROM file like an executable, I get the following error from Bizhawk:
System.NotSupportedException: The given path's format is not supported.
   at System.Security.Permissions.FileIOPermission.EmulateFileIOPermissionChecks(String fullPath)
   at System.Security.Permissions.FileIOPermission.QuickDemand(FileIOPermissionAccess access, String fullPath, Boolean checkForDuplicates, Boolean needFullPath)
   at System.IO.FileInfo.Init(String fileName, Boolean checkHost)
   at BizHawk.Common.PathExtensions.PathExtensions.MakeAbsolute(String path, String cwd)
   at BizHawk.Client.EmuHawk.MainForm..ctor(Config config, IGL gl, Action`1 updateGlobalSound, String[] args, IMovieSession& movieSession)
   at BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
Post subject: Where to get an xBRZ shader for Bizhawk?
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Joined: 2/25/2006
Posts: 407
Heya, where do I get a xBRZ shader to use in Bizhawk? Also the HQx and Scanline filter options seem to do nothing when enabled, are they incompatible with Direct 3D? I know there's https://github.com/libretro/glsl-shaders/tree/master/xbrz/shaders but if I put the files and subfolder in Bizhawks shaders folder and direct Bizhawk to load one of the shaders I get a "could not read file F:\Emulators\Nintendo\BizHawk\compat_includes.inc" error.
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
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Joined: 2/25/2006
Posts: 407
Spikestuff wrote:
Best GBA emulator with lua support is BizHawk using the mGBA core.
Huh, I wasn't aware Bizhawk supported GBA as it's not listed anywhere in the UI afaik. Thanks.
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Post subject: Best GBA emulator with LUA support?
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Joined: 2/25/2006
Posts: 407
I know there's http://tasvideos.org/EmulatorResources/VBA.html, is it the best? On the github there's a build with v24m in its name, what does that mean?
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Post subject: Does Bizhawk support HTS texture packs?
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Joined: 2/25/2006
Posts: 407
Curious if Bizhawk supports the HTS file format or only HTC. How would I go about converting a HTS file to HTC? Edit: i've heard the next release of Bizhawk will support HTS.
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Posts: 407
Downvote for incomprehensible plot (Japanese?!), even the Toad was trying to speak Japanese but thankfully a Goomba came along and realized what was happening and shunted Toad away just kidding... An excellent video, thanks for making it.
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Posts: 407
Fullscreen hotkey defaults to Alt+Return which doesn't work with my keyboard and it's apparently not the same as Alt+Enter which is what it changes to when I rebind it to Alt+Enter. Edit: I'm not even sure how it came to be set to Alt+Return in the first place. The reset to defaults button leaves it as Alt+Enter. What does Bizhawk think a Return key is? I've only ever seen Return and Enter being used interchangeably for the same button.
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Posts: 407
Hmmm... that still doesn't seem to work. It does produce a OSD message that the speed has changed to the value specified in the LUA file and the throttle % in the Config>Speed/Skip menu changes. Would vsync prevent it from having any effect? Edit: Yes, it does. Make sure vsync isn't forced by the display driver. Thank you very much for the working example, it's greatly appreciated :) Now if only audio didn't pop when speed was in excess of 60 >.>
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Posts: 407
That works, thank you very much for taking the time to write a working example Lil_Gecko!
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Posts: 407
Am still looking for any info on what to do. Lol I just realized I linked to Majora's Mask for the first code... Whoops! Still, the PJ64 codes for OoT don't work or rather they work but not correctly, it makes you always levitate instead of only when holding L. Edit: looks like only 811DAA90 40CB code works while the D01C84B5 0020 code is what is unsupported and that is what ties the behaviour to the L button.
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
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Posts: 407
Hmmm, I put all of that in a text file with a LUA extension and I get a error:
NLua.Exceptions.LuaScriptException: [string "main"]:2: function arguments expected near 'local'
If I exclude the first line specifying the language I get:
NLua.Exceptions.LuaScriptException: [string "main"]:10: 'do' expected near 'emu'
I've... never used LUA scripts via Bizhawk before, I assume I'm supposed to go to Tools > LUA Console and open the script there. A game is running during these attempts.
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
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Joined: 2/25/2006
Posts: 407
Ferret Warlord wrote:
Cutscenes in this game have a pool of different dialogue that is chosen at random.
Neat, I totally didn't know that (and I owned the game back when it was fairly new)!
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
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Joined: 2/25/2006
Posts: 407
What's with the different cutscene text in the old run and the new run? Are you not using the same ROM? The section by section video was excellent stuff, thanks for the content.
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
Post subject: How do I set the Speed Throttle to between 100 and 150%?
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Joined: 2/25/2006
Posts: 407
How do I set the Speed Throttle to between 100 and 150%? I'd like to play N64 games at a faster speed so the frame rate is smoother, but 150% is a little too fast when it comes to handling the gameplay.
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If you 1) Switch to Direct 3D. 2) Disable Vsync. 3) On the "Window" tab disable the Enable Windows Fullscreen Hacks option. then you should get the fastest input response possible. You may also need to 1) Right-Click the programs EXE file. 2) Click Properties. 3) Click Compatibility tab. 4) Then tick "Disable Fullscreen Optimizations".
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This has probably been reported before, but the changelog says the faster LUA option no longer has memory leaks but the application GUI still mentions it suffers from memory leaks.
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Thanks.
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Posts: 407
updated from v2.3.2 Windows to v2.4 and got the following error:
System.InvalidOperationException: Config Error ---> Newtonsoft.Json.JsonSerializationException: Error resolving type specified in JSON 'BizHawk.Emulation.Common.NullEmulator+NullEmulatorSettings, BizHawk.Emulation.Common'. Path 'CoreSettings['BizHawk.Emulation.Common.NullEmulator'].$type', line 1561, position 101. ---> Newtonsoft.Json.JsonSerializationException: Could not find type 'BizHawk.Emulation.Common.NullEmulator+NullEmulatorSettings' in assembly 'BizHawk.Emulation.Common, Version=2.4.0.1, Culture=neutral, PublicKeyToken=null'.
   at Newtonsoft.Json.Serialization.DefaultSerializationBinder.GetTypeFromTypeNameKey(StructMultiKey`2 typeNameKey)
   at System.Collections.Concurrent.ConcurrentDictionary`2.GetOrAdd(TKey key, Func`2 valueFactory)
   at Newtonsoft.Json.Serialization.DefaultSerializationBinder.BindToType(String assemblyName, String typeName)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.ResolveTypeName(JsonReader reader, Type& objectType, JsonContract& contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, String qualifiedTypeName)
   --- End of inner exception stack trace ---
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.ResolveTypeName(JsonReader reader, Type& objectType, JsonContract& contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, String qualifiedTypeName)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.ReadMetadataProperties(JsonReader reader, Type& objectType, JsonContract& contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue, Object& newValue, String& id)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateDictionary(IDictionary dictionary, JsonReader reader, JsonDictionaryContract contract, JsonProperty containerProperty, String id)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.SetPropertyValue(JsonProperty property, JsonConverter propertyConverter, JsonContainerContract containerContract, JsonProperty containerProperty, JsonReader reader, Object target)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent)
   at Newtonsoft.Json.JsonSerializer.DeserializeInternal(JsonReader reader, Type objectType)
   at BizHawk.Client.Common.ConfigService.Load[T](String filepath)
   --- End of inner exception stack trace ---
   at BizHawk.Client.Common.ConfigService.Load[T](String filepath)
   at BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
Then
Since your config file is corrupted or from a different BizHawk version, we're going to recreate it. Back it up before proceeding if you want to investigate further.
I dunno if that first error is the result of the 2nd error.
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
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Joined: 2/25/2006
Posts: 407
Excellent video encode with neat OSD stuff displaying various info about progress & inventory, and excellent commentary. Oh and the gameplay was good too, I suppose :P
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
Post subject: Video Plugin UI for N64... why not use the plugins UI?
Experienced Forum User
Joined: 2/25/2006
Posts: 407
Why is there a custom UI for the N64 video plugins? GLideN64's native UI (unless what PJ64 also displays is custom) is a million times better than Bizhawk's custom UI. 1) You get detailed tooltips for every single option (as far as I know). With Bizhawk you get no tooltips for anything. 2) You get more options. 3) The UI is better laid out. Especially with regards to custom textures.
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
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