Posts for franpa


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Post subject: How do I use an Ocarina of Time cheat? (L to Levitate)
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I'm trying to get this to work for a Japanese v1.0 ROM (unmodified) Press L To Levitate (PJ64 code) D01C84B5 0020 811DAA90 40CB Nothing tells me if that's RDRAM, ROM, System Bus etc. and I've tried a few things and none of them work. The Code Converter says the codes are unsupported. I've been reading http://tasvideos.org/Bizhawk/Cheat.html and to me that doesn't really help me understand why it isn't working... --------------------------- Emulator Error --------------------------- The code you entered is not supported by BizHawk. --------------------------- OK ---------------------------
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Post subject: Request: Implement DWMSync functionality in to Snes9x-rr
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It'd be really neat if this functionality from Snes9x v1.60 could be backported as it would completely resolve anomalous frame pacing/stutter issues when using a Windowed/Borderless Fullscreen mode with the DWM active (which is always, if you're using Windows 10).
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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It would be very neat to see a TAS of "Milo: The Fuel Run", I can provide the game if you can't find it anywhere (afaik it was only available as a competition reward/not sold, and we happened to win it). The game works with DOSBox without issues. I helped flesh out the Mobygames entry for the game a few years ago. I provided the text description as well as scans of the CD Case cover and the disc label it self (disappointingly my effort to protect the disc during the scan resulted in it getting scratched up, though all the data remains intact on the disc): https://www.mobygames.com/game/milo-the-fuel-run
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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The submitter is missing some details in the "Game objectives" seciton of the submission. Is it Any%, 100%, Glitchless etc.? From the rest of the submission text I'd say it's Any%. Also, what version of the game is being TAS'd?
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Post subject: Questions about Bizhawk and GlideN64
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1) I was reading http://tasvideos.org/Bizhawk/N64.html and was wondering, doesn't having Bizhawk use its own configuration GUI prevent the user from being able to easily drop in a newer version of the GlideN64 plugin? 2) How do I update the GlideN64 plugin to v3.0? I tried just dropping in the latest Mupen64+ version and Bizhawk spits out errors when I run an N64 game. 3) Why are there no tooltips for any/most of the GlideN64 options (there are on the PJ64 version which also has better names for the various options but the better names might be a v3.0 thing)? 4) Does the current GlideN64 plugin support HTC high resolution texture pack files and how do I get them to load (I've tried specifying a path to the file with and without quotes as well as ending the path with the file name and the relevant option is ticked in GlideN64 settings too)? Does their file name have to match the ROM I'm loading (I did try this iirc)? I can't get them to work at all it seems. Thanks,
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Thanks.
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Post subject: How do you exit Fullscreen with no hotkeys?
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I cleared all the hotkeys and now I can't escape from Fullscreen? Escape, Ctrl F, Alt Enter, F11 etc. don't exit the display mode nor does alt-tab. Well, I got to the Megaton hammer chest in a single try luckily (Zelda: OoT Randomizer).
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'm in a similar boat with a Microsoft branded Xbox360 Wireless controller and Zelda: Ocarina of Time. With the top 4 controller bindings configured to the analog stick the analog stick will perform fine when tilting the analog stick a large amount. However, when performing subtle movements of the analog stick the vertical axis will be inverted! If I go in to the Controller Settings and click the Invert button than this strange phenomena will instead affect the horizontal axis! Inverting the sensitivity does not have the effect you'd expect either. It does not make Down=Up and Left=Right etc. all it does is change which axis has the problem. If I leave the top four bindings unmapped then the strange phenomena in the second paragraph disappears but also both axis become inverted when Sensitivity is set to -100% and only the Vertical Axis is inverted at 100%. Why is there no Sensitivity setting for each Axis? Nevermind, I'm an idiot and misread the Settings page. Edit: It seems I misread the Analog settings, I thought it was only letting me invert a single axis (for some unknown reason, I guess I'm tired) for each analog stick on my gamepad when in fact it is letting me invert both axis for the left analog stick (no inversion settings for the right analog stick for if I map anything to it though). Weegeechan, you may want to try lowering the Sensitivity to 70% (or -70% if inverted), this is close to what the N-Rage input plugin suggests as ideal for N64 controller emulation (it suggests 67%). It should result in greater granular control.
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What's with the periodic pausing?
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Spikestuff wrote:
Especially when it's native SNES.
And doesn't conform to the aspect ratio of the output of over 90% of TV's available before, during and after 1995 throughout the entire world (until around 2004 when 16:9 started gaining popularity). Do you like watching game visuals that are distorted from how they're designed to look? I don't. It is a temporary encode, so yes, you're right, that makes my criticism of it fairly pointless.
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Why is the temp encode not in the correct 4:3 aspect ratio? Also, WHAT!? There are invisible coin blocks before the 1-2 flag pole?!? Oh wait, Lost Levels, right.
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Pokota wrote:
Though in fairness, I haven't personally completed the second leg of the campaign (the ice stages) so I don't know for certain. I keep getting stuck in the "here's your dungeon, survive for twenty waves" one where you get a tiny pre-built dungeon and practically no room to expand.
The game design is pretty unbalanced against the AI (In your favour) even when the AI is working correctly, there are many ways to manipulate the enemy to make difficult encounters easy however it has been a massively long time since I last played the game that I can't remember them. I also updated all my previous posts in this topic so they aren't written so poorly (spelling, grammar sentence structure etc). I forget if I originally posted this in the DOS section or if it got moved there, I'd prever to see a patched copy of the Windows version TAS'd than the bugged DOS version.
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feos wrote:
LOL
I'll take that as a "No" xD
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feos wrote:
Thank you! Approximate timecode?
You do of course realize it shows Dixie and a Crock having a fun time together right? With some sensitive person slapping a censor image over it.
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2 questions right now: 1) Do you collect every key in each dungeon? 2) Since keys do not respawn after being collected, should they be considered a collectable you have to get in order to "100%" the game? I just watched the 2nd dungeon and it looked like you skipped a locked door in order to save a key for a different door to avoid getting another key. I just watched the whole TAS and it looks like you skipped keys in a fair few of the dungeons. Having to get all the keys would mean more of this amazing game gets shown off and it also of course better fits the defined 100% specification in the Op too (all dances, all collectables, and all items). Edit: There were 3 moments when the subtitles had minor mistakes in them, I've pointed them out and when they occur in this image gallery: http://imgur.com/a/W05XA Overall, a very excellent and entertaining TAS, significant improvement in entertainment over the old run.
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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Thanks for the 60FPS Youtube clip.
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Aside from those Side Scroller levels (pretty hard to make them entertaining and they drag on foreeeever, I think they REQUIRE excessive rhythmic interaction with the music to be entertaining), pretty neat video (thanks for the 60FPS encode). I find it odd that they have a very good walk cycle animation yet skimp on it during the end cutscene lol. Also the swimming animation coulda been smoother too, I assume they ran out of space for graphics and had to cut corners somewhere. The gameplay looked very bare bones/basic including the level designs but it seemed well put together (the "books" seem to be key cards). The music saves the game. I voted yes.
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ais523 wrote:
@franpa: It's impossible to get all the animations in the same game without taking moves back (as a consequence of the rules of chess).
True, not sure what I was thinking.
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Perhaps completing a standard match as fast as possible while showing off all kill animations would fair better?
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I was hoping for Blue's Pawn to make it all the way down! What a let down this video was! :D just kidding, PC version has vastly better visuals so I vote no for this. It's disappointing the game has no cutscenes for Checkmate involving the King and the unit that placed it in Check, with nowhere to retreat due to other units.
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Lately topics are automatically being marked as viewed/forum isn't keeping track of topic activity. I'm going to delete my cookies for this forum and re-log in to see if it fixes it (I shouldn't have to do this though!). Obviously it will be a few days before I can confirm whether or not deleting the cookies fixes the issue for the time being. Firefox 49.0.1 x86
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v1.54.1 is out now for Windows, fixes diagonal down mapping and a couple other minor things.
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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fsvgm777 wrote:
franpa wrote:
1) Is it normal for the music in the game to often glitch out? Especially noticed in the 4th dungeon. The subtitles don't seem to mention the music glitching (Or I missed them mentioning it). I am watching the Modern HQ Encode via MPC-HC x64 v1.7.10, LAV 0.68.1 codecs.
That's because he pauses the game (via the Select Button), which consequently cuts all sound out.
Oh yeah! I completely forgot about how that function worked in the game. The way it is abused in the run just makes it not at all obvious what is going on/makes it seem like the audio is bugged for some reason.
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1) Is it normal for the music in the game to often glitch out? Especially noticed in the 4th dungeon. The subtitles don't seem to mention the music glitching (Or I missed them mentioning it). I am watching the Modern HQ Encode via MPC-HC x64 v1.7.10, LAV 0.68.1 codecs. 2) I greatly appreciate the inclusion of subtitles, however as a small bit of feedback for future implementation of subtitles for this game please display them at the start of a room/screen transition instead of after the transition is mostly complete. That way there is a greater chance of being able to read them before the event their mentioning, occurs. Also various subtitles seem to appear for too brief a time to read them without pausing the video (usually short 1-liners are displayed for too short of a time).
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evknucklehead wrote:
franpa wrote:
Could you please provide a 60FPS encode (Upscale to 720p before uploading to youtube to retain 60fps)?
Given that the game runs at an unusual rate (70FPS according to the submission text), any recording that gets uploaded to Youtube will have an incorrect frame rate regardless. It's not as critical with this game, though, since the game isn't using frame tricks to simulate transparency like a lot of the classic consoles and handhelds did. I'm sure the final encode when this does get published (and it does seem likely that it will) will have as close to the original frame rate as Youtube allows, though the downloadable encode will be even better for those of us who have a screen refresh rate of 70Hz or higher.
Ah yeah, I forgot about that. MS-DOS games tend to expect a 70, 72 or 75hz refresh rate. Afaik Freesync and G-Sync displays should work great for these games.
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