Posts for fsvgm777


fsvgm777
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It seems additional input is required after the credits (where you have to enter the house, and after entering it, the final in-game time and the death count is shown). Could you provide a movie file that does the extra input required to enter the house after the credits? Note that it won't be used to replace the current movie file, but will be used for the encodes instead, akin to the Shovel Knight "Specter of Torment" TAS.
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fsvgm777
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MUGG wrote:
I cannot figure out where the download link is on this page https://ci.appveyor.com/project/zeromus/bizhawk-udexo
The download link is under "Artifacts".
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fsvgm777
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InfamousKnight wrote:
That’s some complex sync settings.. I’m afraid that breaks the rules with “no hassle”.
SteamWorld Dig 2, as pointed out in this movie's annotations, has similar issues, yet it was published. Nevermind the fact that compiling it with those pauses isn't a hard requirement, since I'd imagine you'd get this TAS to sync as well with manually pausing at those specific frames (plus one) (as it happened with SteamWorld Dig 2), it just makes the process easier.
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fsvgm777
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ThunderAxe31 wrote:
The 1000 FPS part is an internal setting of the game.
Uh, no. It is not an internal setting of the game. All I see in the game's options that tackles framerate is vsync. Enabling it caps the framerate at the monitor's refresh rate. Disabling it makes the game run as fast as the CPU and/or GPU can handle, which can wildly fluctuate. Rather, libTAS makes the game run at 1000 FPS, through the movie file.
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fsvgm777
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Challenger wrote:
Forgot to mention before, but I noticed that the publication don't have "Heavy luck manipulation" tag - notably those pauses from boss 3 onwards.
Whoops, sorry about that. This has been fixed.
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fsvgm777
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I'm going to nominate the following users: Challenger keylie
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fsvgm777
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It's funny that something completely unrelated would cause issues. I've been dumping with mostly default settings (just set window size to 1x and core to BSNES (which in itself doesn't matter)) and it seems to dump just fine so far.
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fsvgm777
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Here's my BizHawk config file. I set the window size to 1x so that it'd dump at the SNES's native resolution with the OSD enabled instead of double res (because if you capture the OSD, it dumps at the window's resolution instead of the native resolution, which is set at double the native res most of the time on my end). I've made some tweaks to the OSD so that the input display would be below the minimap without obstructing part of the game itself (specific to that window size). I set the audio driver to XAudio2, because it appears to crash less than DirectSound on my end, and also doesn't seem related to the crash anyway, as it crashes on both DirectSound and XAudio2). The only change I made to the Lua script was MINIMAP_X (set to 280 from 266), but it crashed even before making the change, so...
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fsvgm777
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fmp wrote:
I'm sorry about the map script causing issues. I did make a couple changes after feos' encode (which I assume is the script you're using), but I don't think those should cause any problems that outright crash. If you have any trace logs, I'll take a look and see if there are further improvements to the script.
Sorry, I have no such trace logs (and I assume BizHawk's internal trace logger is not what you mean, since that just logs ASM instructions from the game itself, not the Lua script). I tried running the Lua script without dumping to AVI, without success. It plays back just fine without it, so I have no idea myself what's causing the issue. BTW: Yes, this is the latest version of the script I'm using. Oh, just as a side note: I once had it crash during...the Nintendo Presents screen.
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fsvgm777
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I noticed the blue rectangle (which indicates the visible area) can extend beyond the limits (red area) to eventually the part that displays the game itself: (for the record, this also happens in feos's encode roughly 10 minutes in) Not sure if that can be fixed, though, as this was with the most recent version of the script. EDIT: Well isn't that fan-flipping-tastic. I now have BizHawk crash at complete random when trying to dump with the map script, resulting in the AVI dump being invalid. If this continues, I have two choices: Either I publish without an alternate encode with the map script, or I outright drop it. BTW, have I mentioned the Lua script makes the emulator run at 15 FPS? (okay, that's not fmp's fault) EDIT 2: Sorry, but I'm dropping it (until I can somehow get a full dump with the map script without the emulator crashing, and I have no idea what's causing the crash in the first place). Maybe someone else will have better luck.
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fsvgm777
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fsvgm777
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MESHUGGAH wrote:
To the post above me: - bootgod disagrees you, using Adventures in the Magic Kingdom, Disney's http://bootgod.dyndns.org:7777/profile.php?id=118 - the official manual also, constantly using (at least 4 times) "Adventures in the Magic Kingdom"
We can at least agree that bootgod's wrong, since not even the box art suggests "Disney's".
MESHUGGAH wrote:
final edit sheet: On a relevant note for other disney game: - TAS: [2441] NES DuckTales by Aglar & MESHUGGAH in 07:04.73 (no space betwee Duck and Tales) - Youtube encode of the tas: [TAS] NES Duck Tales by Aglar & MESHUGGAH in 07:04.73 (space between Duck and Tales) - Official manual: DUCKTALES - bootgod: DuckTales, Disney's http://bootgod.dyndns.org:7777/profile.php?id=1985
The box art again suggests Disney's DuckTales (the YT encode title has been fixed to reflect that, as it was evidently wrong).
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fsvgm777
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Ready Steady Yeti wrote:
I very strongly disagree with using "Disney" as part of the game's title here. One might argue that that is this game's full name, and to that I say it is not. Just because the Disney logo appears on this game's cover above the title does not mean that it is part of the title. On the bottom left corner of the Super Mario 64 DS case stands the Nintendo logo. So should we here call it "Super Mario 64 DS Nintendo"? Furthermore, until now this is the first time I've ever heard the game referred to as "DISNEY Adventures in the Magic Kingdom." Whether or not this is the full name of the game, which I disagree that it is, it's still not nearly common enough to warrant a publication under that name. Even its own Wikipedia article doesn't use that as the article title, or even list that even ONCE as the game's full name. It is simply called "Adventures in the Magic Kingdom." Nothing more, nothing less. It bothers me that it is referred to under this name at all, anywhere, much more that it happened on this site.
GameFAQs disagrees with you, MobyGames disagrees with you, even the box art disagrees with you. Furthermore, Wikipedia is irrelevant for game titles, because it is not a gaming website.
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fsvgm777
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It just occurred to me the movie file has "blank" input at the end (trail of FF FF FF accelerometer input past input frame 40810 per YAIFE, this is 43938 input frames long). However, the site semmingly relies on tick count for timing runs, which means that even if I remove these frames via a movie file editor (e.g. YAIFE), the site will still report 3:55 (which incidentally is the length of the temp encode). From what I can see, the last effective input is given at around 3:33 (because TAS timing goes from power-on to last required input and not some arbitrary point after the last input was given).
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fsvgm777
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And as an added bonus, no sickles were destroyed during the fight against Death (which was a pretty amazing sight). Yes vote. Note to other encoders and publishers: I will be encoding and publishing this TAS once it gets accepted.
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fsvgm777
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Awwwwwwwwwwwwwwwwwwww yeeeeeeeeeeeeeeeeessssssssssssssssss! Note to other encoders and publishers: I'll be encoding and publishing this movie once it gets accepted.
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fsvgm777
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Personally, I cannot find a game that's strictly text-based to be entertaining at all, be it at normal speed or slowed down. Voting no on entertainment.
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fsvgm777
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Yes, this will remove the borders on the sides. No, you absolutely don't need them for the resulting upload to be in HD.
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fsvgm777
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Evil_3D wrote:
Now I would like to ask you, for what reasons do you hate gens?
Gens is a highly inaccurate emulator (the re-recording versions are based on a version that was released in 2002). BizHawk uses the Genesis Plus GX core, which is pretty accurate to the original console. Here's the Sprite Masking Test ROM results, for instance: BizHawk (Genplus-GX): Gens 11c: As you can see, Gens actually fails some of these tests. But that's not all. From the VDP FIFO testing suite ROM (titled VDP Port Access Test ROM when actually running it), BizHawk (Genplus-GX) passes almost all 122 of them (only failing #16), while Gens only passes 19 of the 122. Gens's audio emulation is also garbage (it can't play the audio in Taz-Mania correctly, for one). And then we have Gens's AVI dumping... it doesn't split at all on resolution change (REALLY annoying when a game changes resolutions partway through), while BizHawk does. Gens also somehow manages to lose one video frame at the 2 GB split.
Evil_3D wrote:
In the site as I remember there are some consoled verified movies of gens.
This is true, at the very least. My point about Gens being very inaccurate still stands.
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fsvgm777
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Sorry for getting a bit irritated earlier, but I tend to get pretty frustrated when I have to repeat the same point over and over again (basically what we call in French a "dialogue de sourds" (rough translation: "a dialogue where both participants speak past one another, without listening to each other")). Anyway, this one actually syncs to the end, and the movie file has been replaced.
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fsvgm777
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...Haven't I made it clear enough? (for the record, the SHA1 given in the movie is actually the MD5 checksum) And I just checked with the online MD5 checker you mentioned, and guess what? The hashes still match with yours (from onlinemd5). So my only guess is that you uploaded the wrong BK2.
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fsvgm777
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Dimon12321 wrote:
SHA1: 5AD8F8AD871F8C2A4D669CAC6759090C Bizhawk 2.3.0
fsvgm777 wrote:
ROM hash and BizHawk version match.
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fsvgm777
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Dimon12321 wrote:
So the synchronization is finally over. In fact, we had to TAS the whole game again. We discovered new tactics and improved some battles. As a result, our new TAS is over 14 seconds faster comparing to IGT of our old Gens run. Though, Bizhawk's Genesis core is more laggy accurate, it's even faster in the real time condition. Please, replace our current movie with this one: User movie #51156051777459736
It desyncs for me on the very last fight (Sub-Zero gets hit, then misses his freeze attack)... ROM hash and BizHawk version match.
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fsvgm777
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Just some quick pre-requisites on getting it to sync (specifically the memory card part): On the memory card manager, open a memory card that doesn't exist yet. This will prompt the following question: Click "Yes". Then, immediately after, you'll get asked a second question: Here, you have to click "No". This will trigger the memory card format in the game when playing back the movie (see the temp encode). As a side note, the GC system language has to be set to German (obviously) and the DSP audio engine has to be set to LLE recompiler (but using Dolphin's internal DSP ROMs instead of the proprietary DSP ROMs). EDIT: The MD5 hash of the disc is identical to the one found on Redump.
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fsvgm777
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I'd rather see this improvement done on BizHawk (and its more accurate Genplus-GX core) instead of Gens... Nevermind the fact that Gens is a very inaccurate emulator, and the re-record versions are based on a version that's sixteen years old. BTW: Yes, you do get desyncs when directly importing a Gens movie to BizHawk. That's to be expected, so you have to re-sync it in BizHawk (preferably using TAStudio, to save you some headache).
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