Posts for fsvgm777


fsvgm777
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fsvgm777
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So I've noticed a weird discrepancy between the time reported by JPC-RR and the time given by the site. The site claims it's 14.05 seconds long, but JPC-RR claims it's 14.294 seconds long. Not sure what's up with that.
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fsvgm777
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Sure, I'll DM you the AVI dump once it's done uploading.
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fsvgm777
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I think you mentioned the wrong BIOS, as it actually syncs on SCPH-5500.
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fsvgm777
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I successfully managed to get this movie to sync. All I did was carefully frame advance for the first 300 or so frames...though it seems I didn't need to do that anyway. The game's resolution was set to 1024x768 via libTAS (since it runs on fullscreen by default, so I set the virtual screen resolution to 1024x768). I have an AVI dump ready.
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fsvgm777
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Okay, so this ROM hack originally came bundled with an unlicensed ROM hacking software for the FDS called "Tonkachi Editor". When said editor is loaded, it tells the user to eject the disk right away before presenting 2 menu options, one for editing any FDS game you insert, and another that gives an explanation on what the software does. The latter is more interesting, as it prompts the user to insert a Super Mario Bros. FDS disk, and then overwrite it with Tonkachi Mario's data. Currently, only one emulator supports swapping FDS disks (and I do mean disks, not sides of the same disk), namely a fork of Nintendulator called NintendulatorNRS. Here's how it's done in the emulator:
  1. Load the Tonkachi Editor FDS image.
  2. Insert the disk, as the emulator does not do so automatically. (Game -> Insert 2.8 inch disk)
  3. When the title screen appears, eject the disk.
  4. Select the second option, which gives an explanation on what the software does (and later prompts the user to insert a FDS SMB1 disk)
  5. Load the SMB1 FDS disk via File -> Load 2.8 inch disk set.
  6. Wait for the screen to turn red, then insert the SMB1 disk (once again, Game -> Insert 2.8 inch disk)
  7. The software will now write the data to the SMB1 disk.
  8. (probably optional, but always good to check) Reset the emulator (CPU -> Hard Reset) with the now modified SMB1 disk still inserted, and play through 1-1 and see if it matches the temp encode.
  9. Close the emulator, and it'll prompt the user to save the edited disk image as a new image file.
Note that this will produce a slightly different FDS image when going through this route; however, this TAS still syncs with it. Here are the MD5 hashes of the editor, the unmodified game, and the resulting patched game (at least for me): e19fcb32ff02b557b55cc39d6a9377e6 Tonkachi Editor (Japan) (Unl).fds 293303fe565de2333bc1e4115d38fa3f Super Mario Bros. (Japan).fds 4725ea0219c48557403019a40d3defb9 Super Mario Bros. Tonkachi.fds
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fsvgm777
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As far as I know, the game was also released in France (Les Chevaliers du Zodiaque: La Légende d'Or), so it's at least not exclusive to Japan, though such an addition could be made in the description. EDIT: ...Turns out I was talking about the prequel (Ougon Densetsu). My bad on that. Although any Famicom-exclusive title will still have "NES" in the title, as it's the Japanese equivalent of the NES, and having a separate platform for Famicom titles would be a bit of a hassle IMO.
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fsvgm777
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Of note that the in-game timer needs to be enabled in the game's options, otherwise, it will desync in Level 8 even with the PICO-8 config file provided by the author.
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fsvgm777
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Personally, I'm in favour of having the first trip (8-ish hours) public on YouTube, with the remaining 99 trips being unlisted, and have everything in a playlist. I guess it could be done the same for the downloadable as well.
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fsvgm777
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We've had one submission that got unrejected, despite the author being banned. It got rejected again because of that fact.
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fsvgm777
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eien86 (submission notes) wrote:
The re-record (load state, change input, advance state) count of this movie is: 2,529,914,332,046. I'd like to ask for this value be properly represented in the publication. I'll keep the execution logs for a while if someone wants to check them out.
Typically, we don't include botted re-record counts and we just put "Unknown" as the re-record count in such cases. We also have an ongoing topic about tracking re-record counts, where no conclusion was reached thus far. Are you fine with me mentioning an unknown re-record count in this case as well?
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fsvgm777
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Well, I figured out why it desynced for me. I had a different 86c764x1.bin than the one specified in the Late 90s config. The TAS syncs now for me, and I will claim it for publication.
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fsvgm777
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I cannot get it to sync at all. It desyncs on the copy protection (different position on the code wheel for me than in the author's temp encode). Every single hash matches. I've dropped it from publication for the time being. Should I be able to get it to sync, I will claim it for publication again (but everyone is free to do so).
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fsvgm777
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Can't get it to sync either, though I did get into gameplay. It desyncs for me when attacking the first enemy. Build version and date are identical to feos's.
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fsvgm777
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I think both ways of ending the encode (i.e. ending after reaching the last PERFECT required to max out the score or letting it last until the game over) are fine. It's more of a stylistic choice by the publisher.
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fsvgm777
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The ROM hack can be found here.
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fsvgm777
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poco_cpp wrote:
Just to confirm, is it okay to use the following BIOS? (This is the top BIOS displayed in Firmware Info in BizHawk 2.8.)
Hash: sha1:B05DEF971D8EC59F346F2D9AC21FB742E3EB6917
Standard Filename: PSX_3.0(J).bin
Descriptuion: PSX BIOS (Version 3.0 09/09/96 J)
Info Used on SCPH-5500 [g]. This is for Rev C hardware [w]. Recommended for (J) [f].
Yeah, that one is good.
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fsvgm777
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The TAS synced fine without -g gl for me (which defaults to Vulkan, I believe). Here's the SHA1 and MD5 hashes of the SWF I used (identical to feos's): SHA1: 9ca355bd6b716db7818874a7415416f7bf031ea1 MD5: e61e7e8cf2ab42ac66bd6d5bf71a8863 My AVI dump is fine.
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fsvgm777
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Congrats on a well deserved promotion, Samsara!
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fsvgm777
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Aight, reading feos's and EZGames69's posts has convinced me to put the name of the contest in brackets. That way, we still have a very clear distinction that it was part of a contest and not a one-off thing. Thank you for your proposal, ThunderAxe31. I feel the authors of this entry should be mentioned in the description, by the way.
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fsvgm777
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OtakuTAS wrote:
IMO, I'd just stick it in the category. It'd look proper in quotation marks. It fits the style of the site more than the other suggestions. Then it could all share the same game page as well, and just have a bunch of different categories. I've seen other examples as this as well. Otherwise wouldn't the system technically require separate game pages? (Which will get very messy very fast) [TAS] SNES QDLC 2023 "Darkman425's Level" by Darkman425 in 05:34.40
Except it doesn't fit the style at all. Indeed, there is no compilation hack of the contest in question, and as such, it doesn't make sense at all to put the name of the contest entry in the branch label. Secondly, the entry was not made by Darkman425, but by Faro and MM102, as mentioned in the submission text, and the entry is literally called "My QLDC Level", as mentioned in the contest's results thread (behind spoilers).
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fsvgm777
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I personally think it makes more sense to put the name of the contest first, as it's the main reason why the entry exists in the first place. Something like this could be read as "This is a TAS by Darkman425 of an entry from QLDC 2023 called "My QLDC Level"". Conversely, I think for otherwise identical game titles (not contest entries), putting the name of the developers at the end behind brackets makes more sense, cause it'd be a bit awkward to read otherwise IMO. With the Angry Birds example above, I'm reading it as "this is a TAS by ThunderAxe31 of the game Angry Birds developed by Nice Code".
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fsvgm777
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I believe for individual contest entries, the hack title should follow a distinct norm. I propose the following: <contest name> - <name of entry level> or, if the level doesn't have a specific name, <X's entry>, where X can have multiple authors. For this instance, it'd be "QLDC 2023 - My QLDC Level". Any opinions? ...btw, this actually was kind of hilariously interesting, watching it.
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fsvgm777
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The subtitles should be on the gameplay area and not in the HUD. A good position would probably be on the lower left corner (and making sure to not cover the player vehicle, of course), or on the top part, just below the overscan (centered), which would make the subs 2 parts.
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fsvgm777
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A quick note on generating the proper SRAM for this movie: After the countdown runs out and you reboot the arcade machine, you need to record a new movie that starts from save RAM. This will ensure the proper movie save RAM file is generated. Matter of fact, you can't put the machine's NVRAM into the BK2, as it will result in an error. Anyways, this was a pretty nice watch. Yes vote from me.
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