Posts for gocha


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Post subject: Re: DeSmuME 0.9.7 & 0.9.8 r4382
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I released desmume 0.9.8 r4387. It fixes "pixel poly" display of SoftRasterizer (example: Castlevania Portrait of Ruin, warp stone). See my previous post for the download link.
ALAKTORN wrote:
gocha wrote:
http://gocha.is.land.to/down/desmume/desmume_0.9.8_r4382.7z (not PGOed)
I tried using this, but the “up” key is automatically held down and I can’t figure out why / how to “turn it off”, what’s going on?
I'm not sure. That didn't happen to me.
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Nice improvement, voted yes. Note to Encoders: Use improved version of desmume for encoding because of line segments. OpenGL handles them in the best way (it depends on graphic chip though). SoftRasterizer sometimes draws them wrongly, but it is so-so quality.
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I researched about the bug and made a fix for it. Check the new version and see if the situation changes, please.
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I made a build of 0.9.7 r4382 and 0.9.8 r4389. http://gocha.is.land.to/down/desmume/desmume_0.9.7_r4382.7z (not PGOed) http://gocha.is.land.to/down/desmume/desmume_0.9.8_r4389.7z (not PGOed) Changes
  • Fix ARM9 intrWaitARM_state save/load (savestate fix)
  • 0.9.8: fix line hack regression (fix pixel poly)
I think this version will fix the false lag frames bug. Do not load old savestates if TASing, please remake it with the new version.
I am usually available on Discord server or Twitter.
Post subject: DeSmuME 0.9.8+
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I made a build of 0.9.8 r4334. http://gocha.is.land.to/down/desmume/desmume_0.9.8_r4334.7z (not PGOed) Notable Changes
  • add Toggle Stylus Jitter hotkey (default:off)
  • Fix desync issue (which also exists in 0.9.7 or earlier) by resetting firmware at the beginning of movie play/record, and add firmware to savestate. (if you don't need this fix for some reasons, use r4333 instead)
  • Fix stylus line HUD
  • Fix memory view crash
  • Lua - fix memory.readbyterange function
The desync issue reported by pirohiko is already solved, yay.
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Though it's questionable about the goal choice, the run is well-optimized and it looks entertaining. I voted yes. 新作のご予定はありますか?期待しています!ヾ(>ヮ<*)
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Yes, I liked this, Yoko & Alucard run.
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Cpadolf wrote:
I've finally been getting back to this. I'm up to Condemned Tower at this point, ahead by about 3000 frames. dsm Link to video
Excellent. Can't wait till the submission :)
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
What is my test run? A miserable little pile of mistakes (unplanned things). But enough talk, keep the good work, Cpadolf. If you want to commit your file to http://code.google.com/p/dawnofsorrow/ , tell me your google account id, then I will add you to the project. Also, http://code.google.com/p/gocha-tas/source/browse/trunk/Scripts/dsmplay.lua might make inputting continuous backbash a little easier.
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
A Christmas gift from Mario? Who could imagine that this game can be beaten within 10 minutes? Voted yes.
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
"pacifist" Earthbound run? That's awesome. Voted yes.
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I tried to run Metroid Confrontation V2.5 with Hourglass but it didn't startup. I tried to learn why from Hourglass source code, but I couldn't understand at all. I'm using Windows 7 x64 Home Premium. Hourglass worked fine with Cave Story. It's awesome.
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I love this new route. Yes, I enjoyed it very much. Congrats.
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Yatta! We don't see glitched graphics anymore! Yes!
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
We are speaking English after all, lol
ALAKTORN wrote:
why hasn't this translation been added to the site?
I can add it to somewhere, but I wonder where I should do that to. "ja:Rules?" どこに追加したらいいかおしえてくれたら、それはとってもうれしいなって。
I am usually available on Discord server or Twitter.
Post subject: Snes9x 1.53 (official) released
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Snes9x 1.53 (official) release infoNote from me
  • Movie dialog has Left+Right and Sync Sound checkbox, but these flags are actually not used for now.
  • Although I haven't tested the new version very much, all desync causes that existed in 1.52 has been fixed, as far as I know.
Snes9x 1.53
- Rebuilt IRQ handling.                                     (zones)
- Improved overall timings, now Snes9x can handle events in
  a opcode a little.                                        (zones)
- Improved screen interlace and sprite interlace supports.  (OV2, zones)
- Fixed Hi-Res pixel plotter.                               (BearOso, zones, OV2)
- Fixed C4 for Mega Man X2's "weapon get" screen.           (Jonas Quinn)
- Fixed Super Buster Bros. graphics after reset.            (Jonas Quinn)
- Improved SA-1 support.                                    (zones)
- Added SA-1 CC2 support.                                   (Jonas Quinn, byuu)
- Fixed SA-1 NMI override mode.                             (zones)
- Fixed Dual Orb 2 sound glitch.                            (byuu)
- New APU timing hack, fixes various games that exhibit
  problems with Blargg's SNES_SPC library.                  (OV2)
- Fixed the problem that echo buffer breaks IPL ROM.        (zones, OV2)
- Fixed movie snapshot unfreeze inconsistency.              (gocha)
- Faster config file saving.                                (OV2)
- Fixed BlockInvalidVRAMAccess config file option.
  (windows port, unix port and gtk legacy config)           (Jonas Quinn)
- Remove POSIX dup and access calls, and rename qword to
  fix compilation with Cell SDK.                            (BearOso)
- Fixed PS3 version save state crash by using heap
  allocation for soundsnapshot.                             (danieldematteis)
- Fixed crash relating to double-closed descriptor.         (BearOso)
- Removed CPUShutdown speedhack, DisableHDMA and
  DisableIRQ options.                                       (zones)
- Removed remaining outdated asm code.                      (zones)
- JMA 64 bit support.                                       (kode54, Nach, friedrich.goepel)
- GTK+, Win32, Mac: Added optional Hi-Res blending.         (BearOso, OV2, zones)
- GTK+, Win32: Support for bsnes-style XML shaders.         (BearOso, OV2)
- Win32: Full unicode support.                              (OV2)
- Win32: Restored OpenGL mode.                              (OV2)
- Win32: x64 version.                                       (OV2)
- Win32: HLSL shader support.                               (mudlord)
- Win32: Win7 jumplist synchronizes with recent roms list.  (OV2)
- Win32: Updated menu structure.                            (OV2)
- Win32: Drag&Drop support for ROMs.                        (gocha, OV2)
- Win32: Reworked movie-recording with size selection.      (gocha, OV2)
- Win32: Restored SPC save option.                          (OV2)
- Win32: Fixed vsync in DirectDraw.                         (OV2)
- Win32: Improved window position saving.                   (OV2)
- Win32: Restored compile with DEBUGGER.                    (gocha)
- Win32: Fixed various edge-case errors and/or possible
  leaks.                                                    (Brian Friesen)
- Win32: Config file option to always center image.         (OV2)
- Win32: Fixed "Turbo Down mode" hotkey assignment.         (gocha)
- Win32: Added and fixed Autofire for D-pad.                (gocha)
- Win32: Fixed aggressive soundsync wait.                   (OV2)
- Win32: Added window size presets.                         (OV2)
- Mac  : Added pause and frame advance functions.           (zones)
- Mac  : Now you can choose any folder for saving files.    (zones)
- Mac  : Updated Music Box (mostly internally).             (zones)
- Mac  : Fixed gliches in open/save dialogs on 10.6.        (zones)
- Mac  : Fixed display configuration in windowed mode.      (zones)
- Unix : Fixed segfault and hang-up with -DNOSOUND.         (zones)
- GTK+ : Added ability to set specific folders for SRAM,
  patches, snapshots, etc.                                  (BearOso)
- GTK+ : Fixed many permissions issues with config folders. (BearOso)
- GTK+ : Updated compatibility with latest GTK+ and
  GtkBuilder. Added experimental support for GTK+ 3.x.      (BearOso)
- GTK+ : Updated software output to use cairo and added the
  ability to use bilinear-filtering with it.                (BearOso)
- GTK+ : Fixed issues where cheats wouldn't stay enabled.   (BearOso)
- GTK+ : Fixed focus issue when there is no window manager. (BearOso)
- GTK+ : Fixed X Visual incompatibilities and expose
  problems in the Xv and OpenGL outputs.                    (BearOso)
- GTK+ : Fixed vsync with new X Server and NVIDIA drivers.  (BearOso)
- GTK+ : Added "Reduce input lag" option to OpenGL output.  (BearOso)
- GTK+ : Added a visual indication of the expected video
  refresh rate for the currently selected sound input rate. (BearOso)
I am usually available on Discord server or Twitter.
Post subject: SNES9x1.53+ Emulator Development
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I have made a fork from official snes9x github repository for rerecording version. If you are interested, I will add you to project gladly, please tell. (I told adelikat about the administration account. He is probably able to invite you to the project, too.) http://github.com/snes9x-rr/snes9x Since I have lost motivation to update emulator, it has only a few of rerecording specific features at present. A help is greatly appreciated. Note: I was thinking to merge all rerecording features to official version, but dev team didn't agree with that at some point. So I made this fork after all. Still, in my opinion, common changes should be contributed to the official as well. Dependencies Notes
  • Use DirectX SDK Feb 2010 or earlier for ddraw.lib
  • When you see error C2065: 'ICustomDestinationList' blah, run Windows SDK Configuration Tool and set the default SDK version to 7.0 or later.
  • When you try to compile snes9x with Visual Studio Express, you need to modify resource file not to use afxres.h
  • When you try compiling with the latest FMOD Ex, compiler will say "FMOD_OUTPUTTYPE_OPENAL was not declared" or something like that. This constant seems to be removed since 2010-07-01, try 4.30.14 stable instead.
I am usually available on Discord server or Twitter.
Post subject: Richter mode test run (not my work)
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Post subject: Slash Maneater's feelers before it appears
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Link to video You can slash Maneater's feelers before they appear. I used Nitesco sword in the video, but Secare works as well. Falcis cannot do this without double jump, I do not know why. This trick works in both normal game and boss rush mode.
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
FAQ
http://tasvideos.org/forum/faq.php wrote:
Parse error: syntax error, unexpected T_STRING, expecting ')' in /home/tasvideos/public_html/forum/language/lang_japanese/lang_faq.php on line 102
。・(ノ○<*) うわぁぁん Register Important Note: Please VERIFY your e-mail address actually WORKS! 重要な注意事項: 利用可能なメールアドレスが入力されていることを確認してください! If it does not work, you won't receive the confirmation and you can't log in! 利用できないメールアドレスが入力されていると、確認メールを受信することができず、ログインすることができません! (Note: Users of AOL, YAHOO, HOTMAIL and especially VERIZON seem to often experience problems registering. Use something else. Just make sure it works first!) (注意:AOL、Yahoo、Hotmail、およびとくに Verizon のユーザーは、登録時に問題を生じる可能性があります。 他のメールアドレスをご利用ください。まず最初にメールアドレスが利用可能であることを確認してください!) Password strength パスワードの強度 Not rated 評価されていません None Weak Medium Strong 無 弱 中 強 If you are visually impaired or cannot otherwise read this code please contact the Administrator for help. 視覚的な障害などによって、コードを読むことができない場合は管理者までご連絡ください。 1号の青いコード → 1番目の青いコード 赤い → 赤 青い → 青 緑色の → 緑 Enter the first five (5) characters of the code. Even though it has six characters, we only want the first five. コード先頭の5文字を入力してください。コードが6文字であっても、5文字だけを入力してください。 This code is needed to prevent automated (robot) registrations. このコードはbotによる自動登録を防止するために必要です。 Confirmation code 確認コード Enter the code as you see it in the picture. (絵の中の英数字6文字を、左から順に正しく入劁てください。) 画像に表示されている文字を入力してください Note: To prevent abuse, the website address will not be displayed before you have posted a certain amount of posts. 注意:悪用防止のため、ウェブサイトのアドレスは一定数の投稿がないと表示されません。 If you are registering only to advertise your website / to improve its pagerank, go away. We don't like spammers. ウェブサイトの宣伝やPageRankの向上のみを目的とした登録はご遠慮ください。私たちはスパムが嫌いです。 Your edits are marked "minor" by default 「ちょっとした更新」をデフォルトにする (Normally all edits and new postings are announced on the IRC channel. "Minor edit" is a courtesy option for those who tend to do a lot of minor edits on their posts; it saves the IRC channel from needless flooding.) (通常、すべての投稿はIRCチャンネルに通知されます。「ちょっとした更新」は投稿内容の微調整を繰り返したときに、IRCチャンネルに大量の通知があふれることを防ぐためのオプションです。) Your movie ratings can be viewed by other users ムービーへの評価を他のユーザーに公開する Privacy policy briefly explained プライバシーポリシー The administrator of this website hates spam. He receives thousands of spam every month, and the amount is only growing. He actively turns in spammers to their ISPs. 本ウェブサイトの管理者はスパムが嫌いです。毎月、大量のスパムが届いており、その量は日増しに増大しています。スパム行為は積極的にプロバイダへと通報します。 We will not sell, rent or disclose the users' e-mail addresses to third parties. We do not endorse or participate in privacy-invading advertising. ユーザーのメールアドレスを第三者に販売、貸与、開示することはありません。私たちはプライバシーを侵害する広告行為を支持していません。 The administration reserves the right to contact you by e-mail or by a private message in certain circumstances (such as abuse). 管理者は特定の状況下(悪用があったときなど)において、メールやプライベートメッセージであなたに連絡できる権利を有します。 The administration also reserves the right to reveal your identity (or whatever information we know about you) in the event of a complaint or legal action arising from any message posted by you. 管理者はあなたの投稿が元で起きた訴訟などによって法的な要請が求められた場合、あなたの個人情報を開示する権利を有します。 PhpBB might send you e-mail when you receive private messages on this board or when your posts are replied to. If your e-mail address does not work, the administrator will receive a notice of it and will ask you to correct the address. phpBBはプライベートメッセージを受信したときや、あなたが投稿したトピックに返信があったときにメールを送信することがあります。メールアドレスが利用可能でないときは、管理者からアドレスの修正を求めることがあります。 Your posts or private messages on this server are not guaranteed to be stored indefinitely. If you value them, make local backups. 投稿やプライベートメッセージの内容が無期限に保存されていることは保証されません。必要であれば、ローカルでバックアップを作成してください。 The administration may read or delete your private messages on this board for legal clearance purposes. Information acquired from them is not disclosed to moderators or users or other third parties. 管理者は法に抵触する行為を防ぐ目的でプライベートメッセージを閲覧・削除することがあります。得られた情報をモデレータ、ユーザー、その他の第三者に開示することはありません。 This policy is not legally binding. このポリシーに法的拘束力はありません。 Edit page Minor edit (uncheck if you added new content to the post) ちょっとした更新 (新しい内容を書き加えたときはチェックしないでください) より良い翻訳は歓迎されます ヾ(>ヮ<)ノ゙
I am usually available on Discord server or Twitter.
Post subject: TASVideos を翻訳しよう! (Let's translate TASVideos!)
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
TASVideos の英語テキストを翻訳するトピックです。 登録画面、submitページ、その他なんでも、 翻訳して日本語情報を載せたいときは、ここに書きましょう! どう?
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Soooooooooooooo Exciting! これまで、フォーラムへの書き込みに言語面で抵抗のあった人が、 少しでも気軽に参加できるようになるとよいですね!
I am usually available on Discord server or Twitter.
Post subject: About License of TAS RAM Tools and Lua (Permission Request)
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I don't know whether this is an appropriate forum to make this topic. Anyways... I'd like to merge Gens-style RAM Watch / Search and Lua engine to official snes9x. However, I cannot do that directly because of license problem. I think, Gens and other TAS emulators are GPL. To include GPL code to snes9x, I need to get a special permission from the author of product. Therefore, I have to ask TASvideos coders about it, but I'm not sure who is the one I should ask particularly. Possibly, I can develop those features on the rerecording branch, like as we do till now... *1 I don't see what I should do. I create this topic, to tell about the problem, and hear your opinions. Any thoughts? Related resources Snes9x.com :: View topic - Should SNES9x change its license to GPL? NOT HAPPENING :( Snes9x.com :: View topic - Add Lua 5.1 script engine core
Snes9x License wrote:
Permission to use, copy, modify and/or distribute Snes9x in both binary and source form, for non-commercial purposes, is hereby granted without fee, providing that this license information and copyright notice appear with all copies and any derived work. This software is provided 'as-is', without any express or implied warranty. In no event shall the authors be held liable for any damages arising from the use of this software or it's derivatives. Snes9x is freeware for PERSONAL USE only. Commercial users should seek permission of the copyright holders first. Commercial use includes, but is not limited to, charging money for Snes9x or software derived from Snes9x, including Snes9x or derivatives in commercial game bundles, and/or using Snes9x as a promotion for your commercial product. The copyright holders request that bug fixes and improvements to the code should be forwarded to them so everyone can benefit from the modifications in future versions. Super NES and Super Nintendo Entertainment System are trademarks of Nintendo Co., Limited and its subsidiary companies.
*1 Actually, as you can imagine, snes9x-rr violates the license as well. So, in fact, it doesn't solve the problem. (◞‸◟) *2 You prefer bsnes-rr rather than snes9x-rr? That's a brilliant idea! Go ahead, I'm really looking forward to it! ლ(╹ε╹ლ) I don't have a big motivation to do that large work for now (including snes9x maintenance).
I am usually available on Discord server or Twitter.
Post subject: Blend Hi-Res effect with AviSynth
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
# Blend pixels horizontally for SNES Pseudo HiRes transparency
# Source image must not be downsized (i.e. width must be 512)
function SNESMergeHiRes(clip)
{
    Assert(clip.Width() == 512, "The video is not SNES Hi-Res image (width != 512)")
    shifted = clip.Crop(0, 0, -1, 0).AddBorders(1, 0, 0, 0).ResetMask
    return Layer(clip, shifted, level = 128)
}

v=AviSource("a.avi")
StackHorizontal(v.AddBorders(0,0,4,0), v.SNESMergeHiRes())
I am usually available on Discord server or Twitter.
Post subject: DeSmuME 0.9.7 r3925
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I made a build of 0.9.7 r3925. It's not PGOed since I'm lazy. http://gocha.is.land.to/down/desmume/desmume_0.9.7_r3925.zip Changes (after the public release)
  • OpenGL: add support quad primitives
  • win32: add 5x window size
  • add big endian toggle to memview
  • workaround for line poly rendering (improve Castlevania Portrait of Ruin: trajectory of ricochet, dart, and glow of warp stone, etc.) (works incorrectly in some games atm)
  • win32: allow debug console showage to be overridden with ini file [Display] Show Console=1
  • clear lag frame on 8 and 32bit keypad register reads
  • Lua - fix memory.readdword function (was returning signed values)
I am usually available on Discord server or Twitter.
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