Posts for fsvgm777

fsvgm777
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Winslinator wrote:
Yup, this is exactly what happened. I accidentally overwrote the install movie at one point while making the actual TAS. I uploaded the correct installation movie under User movie #639199876249755049.
Thank you, got the TAS (as well as the improvement movie) to sync now.
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fsvgm777
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The installation movie file does not sync for me at all. On four different disc images (including one that is named identically to this submission), it just opens the My Documents folder. I should note the hashes of my exported Windows 98 HDD image match those mentioned on this page. Could you provide us the hashes of your product key, or did you run a different Windows installation movie? This was the one I ran, which gave me the HDD image specified on the page that I linked before. EDIT: ...I actually wonder if the "installation movie" you uploaded is an even older version of the TAS, cause the SHA1 given in the header looks suspiciously identical between it and the submitted TAS (including the improvement), just with a longer run time.
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fsvgm777
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Well poop. Belgium lost to Spain. GGs to them.
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fsvgm777
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JankRusty wrote:
It's easy for Belgium to score some quick goals when Belgium has been up against teams that never really knew what they were doing.
They struggled hard against Senegal (they were 0-2 behind before ultimately winning 3-2 at the tail end of the extra time period), and they also struggled a bit in the group stage matches against Egypt and Iran (both matches tied). The only "easy" team they were up against was New Zealand, also in the group stages. So, no, it certainly wasn't "easy" for Belgium. The US team just completely faltered, is all.
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fsvgm777
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Happy that Belgium won against the USA! Next up, they're facing....Spain. That's proooobably gonna be tough, but I believe.
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fsvgm777
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Dimon12321 wrote:
YoshiRulz wrote:
[4254] NES Dash Galaxy in the Alien Asylum by tormented in 06:08.277
What is wrong with this movie? Laser barriers are blinking? Fireworks in the end?
Actual timestamps would also be useful to properly pin-point for which segments the warning is for, especially for those who don't have a lot of free time.
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fsvgm777
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Oh...I actually was taking on this game myself, but virtually gave up in the maze area, as it's easily the toughest one to optimise. Here's an abandoned WIP of what I had so far. I stopped partway into the maze area. And here's the RAM watch I used.
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fsvgm777
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Outside TAStudio, if you have any mouse controls bound, the mouse cursor appears to go to a completely different position, resulting in it almost syncing, except for the very last frame. If I un-bind the analog mouse controls or play back via TAStudio, the movie syncs in full.
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fsvgm777
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I should note that a native way of recording video within the single game TASing tool (i.e. internal dumping) is not a hard requirement at all, as it is possible to dump lossless video using OBS Studio.
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fsvgm777
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This has been fixed now.
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fsvgm777
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I can't get the TAS to sync. Basically, what happens is that it does nothing with the letter a at the very end. It seems to sync fine up to this point though, so I don't know what's up. Could you give us your hashes of both the game files and the game ISO you used? ...By the way, the platform in the header needs to be changed back to DOS in order to be able to play it back at all on BizHawk 2.11. EDIT: ...Well okay. I got it to sync.....by running the movie file in TAStudio.
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fsvgm777
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Please welcome our two newest publishers: r3gamerz and McBobX!
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fsvgm777
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I got it to sync using Ruffle 2024-09-06 without too much hassle. Since it was my first time launching it, I had no save file at all. Dunno if that's the issue at hand, though.
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fsvgm777
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PancakeTurtle wrote:
I'd like to add a little note on timing: The current timing in the encode is ending on last slash, this is not actually where the macro ends as some of the credits need to be "mashed" through. The last input falls on the last textbox of Zelda in the Sky before she starts playing the Ocarina (at approximately 3:10:08 in the encode), and the textbox lingers for 2 frames (at 60fps) after the input is given. This would give a time approximately 2:40 slower than the current published time. On emulator (BizHawk) the end would actually be at around 3:07:2x (the submitted encode was recorded on BizHawk, but the published encode is recorded on a real N64, leading to the disconnect), as there seems to be some disconnect between how a real console lags/loads and how BizHawk does so (leading to BizHawk having less lag overall) For what it is worth RTA now times from gaining movement of Link until last slash, which would make this encode approximately 3:04:xx with RTA timing. I'll leave it up to TASVideos to decide what timing is the most accurate to use for this.
Yeah, we always go with what's given on the site, and the total run time used on the site is the one if run on BizHawk. I can add a note in the description that the TAS timing on console is 3:10:06.195. The RTA timing on console seems to be 3:03:54.857, per SRC timing (gaining movement of Link -> first frame of final blow cutscene)
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fsvgm777
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PancakeTurtle wrote:
I can't speak for the practice timer in GZ since I don't use it, but it seems like it's an approximation and not necessarily accurate, since the hardware variance should not be 4 minutes. Timing it again using real time (with livesplit or something) should hopefully give something very close to 3h10m07s, otherwise we will have to investigate zfg1 for having overclocked his n64 :p
Yeah, I actually captured the footage in VirtualDub2 and the final input frame was indeed at around 3:10:07, so I guess GZ's internal timer is just massively inaccurate, lol. EDIT: Okay, actually looking at my captured footage in VirtualDub, and I get a total run time of 3:10:06.228 from first playback frame to final input on my NTSC-J N64.
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fsvgm777
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I am more in favour of combining Windows, Linux and DOS (including classic Doom) into PC, and keeping the rest separate. After all, the DOS games we have published run on a PC compatible (i.e. x86 or x86-64/amd64) platform, whereas MacOS (especially classic MacOS) can run on e.g. 68000 or PowerPC architectures...and the most recent MacOS releases don't run on Intel Macs at all, but on their own architecture (I think ARM-based?). Flash and Web games could in theory be run on non-PC platforms, so they should also be kept separate.
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fsvgm777
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SCPH-5501 and SCPH-7003 are technically the same BIOS:
524288	sha1:0555C6FAE8906F3F09BAF5988F00E55F88E9F30B	PSX_3.0(A).bin	PSX BIOS (Version 3.0 11/18/96 A)	Used on SCPH-5501, SCPH-5503, SCPH-7003 [g]. This is for Rev C hardware [w]. Recommended for (U) [f].
(this is straight from BizHawk's firmware info)
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fsvgm777
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FYI: I had no issues getting it to sync with the additional hashes provided in the sync info. BizHawk 2.11 should not run into any issues related to timezones (unlike 2.10), even if I live in the same timezone as Tegron (CET (UTC+1)).
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fsvgm777
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Thank you, fixed the link.
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fsvgm777
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Just a quick note: Typically, the publishers themselves choose which character to put in their logos (I typically have Madeline and Badeline from Celeste in my logos); however, considering the outfit of Saki Kurokoma, I gladly complied with the request of putting her in my logo instead of using my usual logos.
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fsvgm777
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The screenshot is from the lower screen, which explains why it's 320x240 rather than 400x240. If needed, I can show (or replace it with) a screenshot that shows both screens, although it's missing a gap.
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fsvgm777
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Stockiel wrote:
Edit: I got it to encode, but only in the game, the BIOS part of the encode just wouldn't budge. So, the encode starts at frame 2051 of the movie, and ends at the movie's end frame (11728), and goes a little bit after it. Link to video
I could reproduce the issue myself, and it's due to a change that was introduced in 1.4.7, which notably catches when the ffmpeg process closes....which just so happens to be on each split. I built 1.4.7 without that change, and got it to dump in full (including BIOS).
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fsvgm777
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Also, since I kept running into desync issues, I had to load backup files quite a few times, so the rerecord count does not properly match. It should be +50k. I finished this TAS using Bizhawk 2.10, but I modified the final inputs for the submission in version 2.11.
Do you have an accurate estimate on what the rerecord would've been? If not, would you be okay if we nuke the re-record count (i.e. displaying it as unknown)?
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fsvgm777
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Twisted_Eye wrote:
wicked, does your version have a .bin file for each song? My version that did the same thing yours is doing had only one .bin file, everything jammed together. But the version I just downloaded that matches fsvgm777's result had 17 total .bin files along with the one .cue.
Looking at what they posted, it indicates every track is in a single BIN file, as opposed to the Redump image having every track as a separate BIN file. This is also reflected in the CUE sheet I have, with separate FILE entries for each track.
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fsvgm777
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Just checked again, and I indeed have CD audio playing during the main gameplay. Here's the CRC32 hash of the version that I have (used the Hash Discs tool):
69D023AF Revolution X - Music Is the Weapon (USA).cue
Which indeed matches Redump. Could you perhaps post your CUE? Just wanna compare with the one I have.
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