Posts for fruitbane


1 2 3 4 5 6 7 8 9
Post subject: Question about FBA-RR problems
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
So I downloaded the latest FBA-RR from the Google Code page and though it emulates games just fine, trying to play back movie files causes a guru meditation error. I'm running Vista x64 (but running FBA in XP compatibility mode). Here's the error dump. Anyone have any ideas? FBA-RR v0.0.3.03 fatal exception report (Fri Jul 17 15:48:30 2009 ). ---------------------------------------------------------------------- Exception 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) thrown. EIP: 0x77B3 (attempting to read address 0x4A1C26CA) EAX: 0x59004C81, EBX: 0x09E60020, ECX: 0x00390000, EDX: 0x09E60020 ESI: 0x4A1C26C6, EDI: 0x09E60018, ESP: 0x0027B7F8, EBP: 0x0027B82C ---------------------------------------------------------------------- System information: OS: Microsoft Windows XP Personal Service Pack 2 (build 2600) CPU: GenuineIntel, Pentium III "Katmai" 2800 MHz, MMX, SSE, SSE2 (2 system processors) Physical RAM: 1048575 KB (1023 MB) total, 1048575 KB (1023 MB) avail Total RAM: 2097151 KB (2047 MB) total, 1048575 KB (1023 MB) avail FBA-RR: 76956 KB in use (84868 KB peak, 75172 KB virtual) Installed displays and display adapters: @oem12.inf,%acr%;Acer Incorporated @oem12.inf,%ad72%;Acer LCD Moni Display size ~34x27cm, Gamma 2.07 Preferred mode 1280x1024, 60.020 Hz (340x270mm, 108.000 MHz) Max. bandwidth 140 MHz, H sync 30-83 KHz, V sync 55-75 Hz ---------------------------------------------------------------------- FBA-RR information: Built on Jul 7 2009, 00:50:22, using GCC 4.3.3. Optimised for i686 CPUs. Using Unicode for all text. Debug functionality absent. MMX optimisations enabled. A68K emulation core enabled for MC68000 emulation. Musashi emulation core enabled for MC68010/MC68EC020 emulation. Doze emulation core enabled for Z80 emulation. Emulating willow (Willow (US)) Vertical refresh is 59.60 Hz. CPU running at 100% of normal frequency. Video settings: Interface settings: Video plugin not initialised Audio settings: Selected module: DirectSound3 audio output Interface settings: Playback at 12094528Hz, 100% volume Applying low-pass filter Module settings: Audio is delayed by approx. 83ms Input settings: Selected module: DirectInput7 input Interface settings: keyboard 0 System keyboard: Keyboard mouse 0 System mouse: Mouse joystick 0 Logitech(R) Precision(TM) Gamepad Profiling settings: Interface settings: Profiling module not initialised ---------------------------------------------------------------------- Detailed process information about fba.exe: fba.exe (base address 0x00400000, size 58876 KB) Exception occurred in module ntdll.dll: ntdll.dll (base address 0x77B10000, size 1408 KB) Modules loaded by fba.exe: ntdll.dll (base address 0x77B10000, size 1408 KB) kernel32.dll (base address 0x77260000, size 1088 KB) ADVAPI32.DLL (base address 0x75E20000, size 792 KB) RPCRT4.dll (base address 0x76260000, size 960 KB) Secur32.dll (base address 0x75AE0000, size 384 KB) AVIFIL32.DLL (base address 0x74860000, size 100 KB) msvcrt.dll (base address 0x77610000, size 680 KB) USER32.dll (base address 0x75F90000, size 832 KB) GDI32.dll (base address 0x761D0000, size 576 KB) WINMM.dll (base address 0x75750000, size 200 KB) ole32.dll (base address 0x76410000, size 1300 KB) OLEAUT32.dll (base address 0x75F00000, size 564 KB) OLEACC.dll (base address 0x757B0000, size 228 KB) MSACM32.dll (base address 0x74880000, size 80 KB) MSVFW32.dll (base address 0x71BD0000, size 140 KB) SHELL32.dll (base address 0x76750000, size 11328 KB) SHLWAPI.dll (base address 0x76560000, size 356 KB) COMCTL32.dll (base address 0x75580000, size 1656 KB) COMDLG32.DLL (base address 0x774A0000, size 460 KB) ddraw.dll (base address 0x74450000, size 916 KB) DCIMAN32.dll (base address 0x75720000, size 24 KB) SETUPAPI.dll (base address 0x765C0000, size 1576 KB) dwmapi.dll (base address 0x75380000, size 48 KB) dinput.dll (base address 0x71BA0000, size 144 KB) dsound.dll (base address 0x74540000, size 448 KB) POWRPROF.dll (base address 0x75730000, size 104 KB) ShimEng.dll (base address 0x73C10000, size 120 KB) apphelp.dll (base address 0x75400000, size 176 KB) AcLayers.dll (base address 0x717F0000, size 544 KB) USERENV.dll (base address 0x751C0000, size 120 KB) WINSPOOL.DRV (base address 0x75830000, size 264 KB) MPR.dll (base address 0x71B80000, size 80 KB) AcGenral.DLL (base address 0x713B0000, size 2128 KB) UxTheme.dll (base address 0x754E0000, size 512 KB) NETAPI32.dll (base address 0x72CC0000, size 472 KB) PSAPI.DLL (base address 0x77AE0000, size 28 KB) VERSION.dll (base address 0x75390000, size 32 KB) sfc.dll (base address 0x74850000, size 20 KB) sfc_os.DLL (base address 0x71CD0000, size 52 KB) urlmon.dll (base address 0x76090000, size 1220 KB) iertutil.dll (base address 0x75B50000, size 1952 KB) SHUNIMPL.dll (base address 0x71B70000, size 20 KB) IMM32.DLL (base address 0x75DC0000, size 384 KB) MSCTF.dll (base address 0x77370000, size 800 KB) LPK.DLL (base address 0x75EF0000, size 36 KB) USP10.dll (base address 0x75D40000, size 500 KB) HID.DLL (base address 0x71B60000, size 36 KB) WINTRUST.dll (base address 0x753A0000, size 180 KB) CRYPT32.dll (base address 0x751E0000, size 968 KB) MSASN1.dll (base address 0x75430000, size 72 KB) imagehlp.dll (base address 0x76350000, size 164 KB) CLBCatQ.DLL (base address 0x76380000, size 528 KB) MMDevApi.dll (base address 0x749A0000, size 160 KB) AUDIOSES.DLL (base address 0x74930000, size 132 KB) audioeng.dll (base address 0x748C0000, size 408 KB) AVRT.dll (base address 0x74960000, size 28 KB) NTMARTA.DLL (base address 0x73D60000, size 132 KB) WLDAP32.dll (base address 0x77450000, size 292 KB) WS2_32.dll (base address 0x76060000, size 180 KB) NSI.dll (base address 0x77440000, size 24 KB) SAMLIB.dll (base address 0x73D40000, size 68 KB) RICHED20.DLL (base address 0x71AE0000, size 464 KB) D3DIM700.DLL (base address 0x71720000, size 816 KB) ----------------------------------------------------------------------
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
Xipo wrote:
Nice WIP.This game is very interesting.There are too many selection in the game,it is not easy to clear which is best.I wonder whether it is necessary to go into shop in the First Level,I think you can buy something better in the next or next+next... level.
You can't ever buy magic more than one step up from what you have. You have to buy each level of magic in order.
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
What version of gens does this use? I got a desync early on. The only similar ROM I have is UE, not simply U, so I suppose that could be wrong, also, but I do want to check the emu version as well.
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
Holy Hannah this game is frikkin' long! Yeah, I'd say the game has been made your bitch. Yes vote all around.
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
So this has been discussed before and nothing done about it. Does that mean (1) nobody's tried to submit a run that matches some of what we're talking about, (2) nobody's done anything to the site to accommodate it, or (3) both? I suspect (3). If there is a realistic possibility of expanding this site in some fashion to accommodate Longplays or blatant Exhibition runs, assuming submitted runs are indeed skillful and entertaining, then we should get started on said runs and do our best. If there are simply no indications of this possibility given by the site admins why should we bother?
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
I still think this run kicks ass and still vote "yes".
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
eternaljwh wrote:
And...jeez, Konami, how many more games d'you think you can get out of the spritesets you have?
They're good sprites. Why not use them everywhere? Heck, at this rate I've half expected to see skeletons in one of the recent Contra games. ; ) There's a reason this particular Castlevania game is so often put on a pedestal.
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
nitsuja wrote:
fruitbane wrote:
This desire is hard to express, but I guess I've seen so many games where jumping is faster than walking, so what happens? The play features the main character hopping all the way to the finish, avoiding most enemies instead of facing them.
I think stuff like jumping makes it better (if you're going to disallow that then why not also disallow using the run button?), but I would like to see more runs that feature the main character hopping all the way to the finish AND slaughtering all enemies along the way. It's too bad it's hard to define "100% kills" in an objective and non-arbitrary way in most games.
I think there's a place for the high-speed, jumping is faster run. That's what's done here. I'm not saying we should kill them off or replace them. Rather, this would provide more opportunities for entertaining TASes. This doesn't have to be a case of "A or B". Why not "A and B"? And yes, in some games, especially those with enemy spawns, 100% can be impossible or otherwise untenable. I think we're all reasonable people and can handle that sort of complexity.
nitsuja wrote:
For an example, I suspect there's some definition of 100% ("collects all skills" or something like that) that would make for a (more) entertaining River City Ransom run, considering how much stuff that game has that could make the fights more interesting but is completely ignored because of the time it takes to acquire it. I don't think such a run would need to do things like "waiting around to give enemies a chance to do their attacks" in order to be entertaining.
I suggested the latter only for games where bosses or opponents have particularly interesting attacks that are either cool to watch or fun to watch the player dodge or simply overpower or otherwise defeat. Take the recent Street Fighter Alpha 3 Cody submission in which Dictator is allowed to do a psycho crusher special and Cody does a taunt just so that the super attack flies through him harmlessly. But I really would like to see an expanded RCR run that uses more of the powers. I found the current run already featured some insanely amusing abuse of the combat system and I'd love to see more. Perhaps the solution is more of an "Exhibition" category, as someone else mentioned. Some movies like that show up on here, but the bar is high enough that it's daunting.
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
This desire is hard to express, but I guess I've seen so many games where jumping is faster than walking, so what happens? The play features the main character hopping all the way to the finish, avoiding most enemies instead of facing them. I'd like to see some TAS videos that are less obnoxious that way. Deliberately walking instead of jumping constantly even though jumping may be a little faster. Being more aggressive in killing enemies instead of simply skipping them all would also have some benefits. They could still be played with impeccable skill, and it doesn't mean you have to never jump and never skip enemies, but as much as I enjoy TASes they do often produce some vary narrow results. I like it when movies are submitted which attach some goals other than speed or set arbitrary restrictions.
Post subject: New TAS category proposal - TA Full-Play
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
Variety is the spice of life, and most TASes have to sacrifice variety for speed. Sometimes concession is made to entertainment, but that concession is a few seconds. I do enjoy runs glitched into an unrecognizable puddle and I enjoy runs where you have to keep jumping and kill almost no enemies in order to keep your speed up, but there's got to be more we can do with TASing other than simply going for speed and maximum efficiency. I therefore propose we create a new category for full-plays. The idea is that player movement is still perfected and efficient, but the movie aims to show off the variety of the game rather than repetitively beating the game to a pulp. Shooters would be a great candidate for this. Players could decide to destroy every enemy possible, switch frequently between weapons to show off different ways to use them, and let bosses loose a few of their impressive attacks before slaughtering them mercilessly. These tool-assisted runs would be about game appreciation and entertainment more than speed. We've been moving in this direction already with some of the fighting game runs. The enemies don't have a chance to do much, but the player-controlled characters throw out all sorts of bizarre techniques. This full-play run category would be something of an extension of that, then. Anyone have any thoughts on this?
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
leandroff5 wrote:
fruitbane wrote:
You allow your opponents to block too many hits.
fruitbane wrote:
The other problem is it seems you often have attacks that hit empty air.
I did this to manipulate the CPU players... For example, if you use an attack that hits empty air vs the Dan CPU, he will use his "Dankuukyaku" (the "flying" kicks) and you can reverse it depending of the attack that you used...
Can varying the frame timing a little (like waiting a couple more frames before attacking) have the same effect? Perhaps all of that was necessary for manipulation of the CPU, but to me it seems to stands out in contrast to some of the other quite impressive maneuvers you pull. So far others seem to enjoy it, so you've clearly hit a nerve. Good luck!
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
Indeed, Maria breaks this game hardcore. I always found it way too easy to beat with her. But for a TAS that's very appropriate. I enjoyed it. Can't wait for a 100% run (hopefully with Richter, if only because he's less broken).
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
This video is a marked improvement over the last. Congrats on making good progress. I like some of the tricks you pull, especially in the match with Dan. There are still two major reasons I can't give this a yes vote, however. You allow your opponents to block too many hits. My feeling is for this to truly be an acceptable run the only blocking an opponent should be allowed to do would be to horribly abuse block damage or demonstrate a masterful crushing of the guard meter, or some other similar trick. The other problem is it seems you often have attacks that hit empty air. A whiffed attack is fine if it alters your positioning for something more interesting, but it just seems to me that there are too many attacks that never connect. The joy of a perfect TAS is that no attack is wasted: every movement serves a purpose. If you can get rid of the unnecessary blocking on the part of your opponents and tighten up those attacks you'll get a sure yes vote from me.
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
Whether this video is truly technically proficient or not I cannot say, but I didn't find it very entertaining. Seems to me it could have been faster without losing much in the entertainment department. From the entertainment perspective I didn't see enough abuse of the fighting system. All the hits seemed well placed but they seemed to be used in isolation, not very coordinated with other attacks to make a flowing whole. In my experience with MK1, however, that could entirely be due to the crappy game engine. Had to vote Meh on this one, alas.
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
Whoops... Didn't mean to vote "no"...
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
arukAdo wrote:
search in mednafen.cfg for pce.bios and give him the path mednafen.exe -mov somewhere\richter.mc2 then pick up your cue when prompted... Also its pretty useless to try to go in a demonstration that stage4' is faster (i say this for sirvg), whe knew it from the begining... and the movie using stage4' will be ready at the same time than the maria one, this week hopefully I might also minor edit this one if i find a way to get more stable on shaft boss, i had countless desync on it
I think my biggest problem in trying to watch this movie in original form is that I can't get this version of mednafen rr to open either the cue/bin or cue/iso images I have of this game. Older versions of mednafen (rr and regular) can do it fine. This newer mednafen rr also seems to be much pickier about file names and paths in terms of spaces and characters than other mednafen versions.
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
I have some questions about the latest mednafen rr and the new mc2 recording format. Why was a new recording format needed? Why do zipped ROMs appear to no longer be allowed? I've also noticed that it doesn't appear to run any of the games I've thrown at it, including CD games. These items have all worked in previous mednafen and mednafen rr versions. I've noticed the new mednafen rr also doesn't seem to create the stdout file the old one did, meaning I cannot track down what's going wrong.
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
There must be something wrong with my ISO or with my syscard image. Blah... I dunno why this mednafen is pickier than the older.
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
I don't mind a command line. GUI is better, certainly. I had little trouble with the older Mednafen once I figured the CLI out. This newer Mednafen is not behaving in a manner consistent with my understanding of the previous version. I had kinda wanted to watch this TAS in the emulator itself rather than via YouTube (already watched the latter). Experimentally, what command line command would be required to get this movie to play?
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
Bosses definitely give tons of the stuff, and even more if you finish them off with the Gold magic.
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
So, I've tried repeatedly to get a known good cue/iso of Dracula X to open in the newest mednafen but I can't seem to get it. Even when I try to use a batch file to start the program it wants me to open a "pce thing" of either .pce, .cue, or whatever. Not sure why it doesn't support ziproms like everything else... The command line information on the google code site isn't updated with the latest changes AFAICT so I'm not entirely sure what I'm getting wrong.
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
Sir VG wrote:
I must say, after trying this emulator for a few minutes, I hate it. Especially the audio desync issue. It works perfectly fine in MagicEngine, but fails horrifically in here. And the front end doesn't want to recognize or run the MC2 properly. Yes, I know you can just use the command prompt, but if you're putting an emulator out there with a front and and it doesn't work as it should, maybe it should wait a bit. Granted I don't know how to fix any of this, so I shouldn't speak so loudly, but I just think PC-Engine games aren't ready for TASVideos yet.
Yeah, mednafen's a pain to interact with, but it's the most accurate PCE emulator out there. Magic Engine is very friendly but is the least accurate, relying on hacks to get many games to work correctly. Also, Magic Engine deals the least well with the PSG/ADPCM/Redbook audio combination most CD games use for the various sound effects and music tracks. The volume is often out of whack with what it would be on an original unit and in many cases the pitch and overall sound of ADPCM sounds is wonky. Considering that TASers often watch memory values and even delve into LUA scripting to automate some aspects of TASing, simply dealing with the command line for mednafen definitely doesn't make it ill-suited to TASing, IMO. Frankly, Ootake is my favorite casual PCE emulator, but when it has to be as close to perfect as possible (emulation quality-wise) there's no better emulator than mednafen.
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
Timing the weapon charges is going to be a real PITA, but if you have good damage charts at least making tons of cash off bosses won't be difficult at all ; )
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
My only question is, given the speed of the Magic User run you did previously, why not choose a Magic User as one of the characters in this run? Please submit this. They've started accepting a few arcade TASes and this would be a wonderful addition.
fruitbane
He/Him
Experienced Forum User
Joined: 3/28/2005
Posts: 216
I say try deleting FBA and all its support files and re-downloading it. I'd love to see a Willow TAS. This was one of my favorite arcade titles and I bet it's ripe for abuse.
1 2 3 4 5 6 7 8 9