Posts for gocha


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Post subject: DeSmuME 0.9.7 released
gocha
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Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
DeSmuME 0.9.7 released http://sourceforge.net/projects/desmume/
ChangeLog wrote:
0.9.6 -> 0.9.7 (r3493-r3654-r3812) General/Core: bug: fix a ton of old, broken cpu opcodes and CP15 logic bug: return Z1 and Z2 from TSC (fixes some touch logic) bug: gba slot save type detection improved bug: handle unusual rom headers more correctly bug: dont confuse motion pack commands with save memory commands bug: make cheat system a little less flaky and add AR 1.54 support bug: fix nondeterministic backup memory behaviour while rerecording bug: correct emulation of register accesses of wrong size and during powerdown bug: rewrite --cflash-path emulation bug: rewrite IPC/GX FIFO, IRQ flag generation, and wait-for-IRQ logics bug: rewrite RTC calendar handling; now supports years > 2038 enh: auto-DLDI patching for homebrew enh: --gbaslot-rom=self mounts self.nds in slot2 enh: more realistic exception handling enh: piano controller emulation enh: modular slot-1 system for exact emulation of homebrew cards Graphics: bug: edge marking colors were wrong bug: handle some "invalid" vram configurations correctly bug: convert half of geometry engine to fixed point bug: fix sprite blend+fadein/fadeout bug: improve rasterizer shadows bug: fix main memory display DMA bug: fix some raster fx timing bugs enh: add a hack for improving some non-stencil shadows Windows: bug: misc fixes and improvements to gpu viewer tools bug: sub screen layer display toggling fixed bug: fixes and improvements to ram watch, ram search, cheats list bug: fix start-paused commandline bug: fix memory leaks when sound disabled bug: improve load average calculators and add arm7 load average enh: background input support enh: add vsync option enh: support more knobs on joysticks enh: import cheats from R4 database enh: add xinput rumble for 360 pads Linux/OSX: bug: crash less in recent roms list enh: Add horizontal screen layout and swap screen ability to gtk frontend (noodlebox) enh: Big improvement to joystick support, support complex configurations and multiple devices (noodlebox)
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Post subject: Why don't you try SNES9x-rr 1.52?
gocha
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Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I recommend SNES9x-rr 1.52 rather than SNES9x 1.51. Although it currently has fewer TAS features than 1.43/1.51, it probably has enough functions to make TAS. SNES9x-rr 1.52 will be a good choice especially when you're going to TAS a game that synchronizes timing to APU. P.S: Recently, I'm trying to merge the improvements of snes9x-rr to the official one. https://github.com/snes9xgit/snes9x If you're interested, let's update the snes9xgit code and paste a diff to snes9x forum. http://www.snes9x.com/phpbb2/viewforum.php?f=8
I am usually available on Discord server or Twitter.
gocha
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Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Link to video om nom nom... flesh!
I am usually available on Discord server or Twitter.
Post subject: Snes9x 1.52 vs. bsnes?
gocha
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Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Today, I tried to see if snes9x 1.52 runs slower (has more lag frames) than bsnes. Method 1: Set bsnes to accept background input, run both bsnes and snes9x then run the same demo. (requires enough fast machine) Method 2: Capture bsnes' emulation by kkapture, then compare it to snes9x avi output. Both methods are not absolutely reliable, still they were interesting. Games with no extra chips Method 1: I tried several games but both looked mostly identical. Method 2: http://youtu.be/sKVQ9P0SPjI (don't mind about audio desync/quality) Games with SuperFX (Star Fox) Method 1: Snes9x ran a bit slower. Method 2: http://youtu.be/HRUeDCmo-R4 (don't mind about audio quality) Note: According to several people in Japanese SMW ROM-hacking community, Snes9x's SuperFX emulation is not so accurate (not cycle-based, laggier, etc.) Games with SA1 (Kirby Super Star) I don't know if it's because of SA1, but anyway... Method 1: Method 2: Snes9x is laggier. It's noticable. http://youtu.be/dOxns6OjAcs (don't mind about audio quality) .kkapture / bsnes Settings 60fps, version 1.01 default Target process: bsnes-accurate.dll Smooth Video Output = off Sync Video = on Sync Audio = off D3D/DSound I don't know if it's appropriate.
I am usually available on Discord server or Twitter.
Post subject: Crimbing Trick
gocha
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Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
LOL, I really loved this demonstration video <3 http://d.hatena.ne.jp/video/niconico/sm12684279 It just looks like a cheap cheat, but it's not. The trick should work fine on normal Kirby's Dream Course (U) ROM. Tested http://dehacked.2y.net/microstorage.php/info/1567058325/KDC-CornerTrick.smv Edit: Uh, it is hard to utilitize since it works under a limited condition.
I am usually available on Discord server or Twitter.
gocha
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Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Related Video - gstick's DS Metroid Prime Pinball in 04:54.033 (posted at 2010-07-19 13:58) http://d.hatena.ne.jp/video/niconico/sm11440155 DSM: http://dehacked.2y.net/microstorage.php/info/1821200432/mpptas13.dsm (from author comment)
I am usually available on Discord server or Twitter.
gocha
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Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
PoR.wch Link to video
Aftermath wrote:
Question on a technique. There is a lot of places where you get infinite jumps by attacking, switching, and jumping again (wait cube room is easiest example). How exactly does that work? Can you tell me what the frame timings are for each of the necessary steps?
Those common tricks are described in arukAdo's first PoR submission. Anyway, I try to explain about them a little. Partner Double Jump As arukAdo said, it can be done in the following steps.
  1. (Assumes you control Jonathan)
  2. Call partner Charlotte Charlotte is summoned and the jump counter *1 becomes 0. *1 J:020FCB8E/C:020FCCEE, which indicates the number of times you can jump again (inaccurate a little, but who cares?).
  3. Switch partner from Jonathan to Charlotte You cannot do the partner jump without switching, because of partner's counter value.
  4. Make Jonathan jump with stylus Partner's jump doesn't decrease the counter value. This is why he still can jump after switching.
  5. Switch from Charlotte to Jonathan
  6. Double jump with Jonathan Only works for 4 frames just after the switching, it seems.
Sword Cancel / Fast Switching
  1. Attack an enemy
  2. Do switching within 24 frames
When an attack is hit, 24(frames) is set to a timer (J:020FCB91/C:020FCCF1). While that value is non-zero, you can do partner switch without setting Change Cube cooldown timer (021115FC). So, to let partner attack an enemy, and switch partner later, will delay the fast-switching effect. (see the video above) When you perform the delayed fast-switching, you need to swing a sword before you press the switch button. Double Jump With Fast Switching The fast-switching trick works in mid-air. Therefore you can do double-jump, if the jump counter value is not 0. *
scrimpeh wrote:
Is there ever any chance on seeing an optimized version of this?
I am interesting in it, too. Hey klmz, how is your progress? ;)
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Dark Fulgore wrote:
How can I use this version with Snes9x Memory Watcher Rev13? Thanks for the good work, Gocha!
If you put right addresses to the config file, it works right :p Use built-in watch instead. I no longer support that old watch tool.
I am usually available on Discord server or Twitter.
Post subject: catch (void) { throw CommonSense; }
gocha
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Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Catching void is awesome :o http://d.hatena.ne.jp/video/niconico/sm12378162 (recorded by ISM) Related videos: sm12038096 sm12146330 sm12129909 sm12100234
I am usually available on Discord server or Twitter.
Post subject: Snes9x-rr 1.52 r185
gocha
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Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Experimental improved version of snes9x 1.52 (svn185) http://snes9x-rr.googlecode.com/files/snes9x-1.52-rr-r185.zip - Desync fixes - Add lag counter display - Add Gens style RAM Watch and RAM Search - Add Lua engine (pretty useless for now, the only available functions are: emu.message, input.get, memory read/write and hook functions) - Fix DEBUGGER build compilation errors - Fix d-pad autofire (in progress?) - Other minor modifications (drag and drop support, movie-free frame counter display, etc.) ---- Off Topic Fixed. Thanks a lot, the admin of the forum.
gocha wrote:
I cannot login to the official snes9x forum for now. When I changed my email address in Profile page, I encountered
Ran into problems sending Mail. Response: 451 Please try again later.

DEBUG MODE

Line : 153
File : smtp.php
and it made my account inactive :(
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Salty! Link to video
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Sweet! Link to video
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Yippie! Link to video
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
It's delicious. Link to video
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Endless frame war o_O Link to video
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Tasty! Link to video
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Sprite overflow can cut the level-up animation, it seems. Link to video
I am usually available on Discord server or Twitter.
gocha
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Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Awesome frame war is awesome. Link to video
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
om, nom, nom... blech, salty! Link to video
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I love pie! It's so sweet! Link to video Keep the good work, Kriole.
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I'll be happy if twitvid is supported by video tag. Link to video Google Search: yahoo
I am usually available on Discord server or Twitter.
Post subject: DeSmuME 0.9.6 r3896
gocha
Any
Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I made a build of 0.9.6 r3896. It's not PGOed since I'm lazy. http://gocha.is.land.to/down/desmume/desmume_0.9.6_r3896.zip Changes (after the public release)
  • RAM Search: Fix counting of number of changes.
  • merge r3739 --start-paused fixes to release branch
  • Ram Watch: Add Separator button
  • port dsv movie fix from trunk
  • RAM Search: fix reset to update previous values
  • RAM Search: redraw the list when search size/format is changed.
  • add "background input" option
  • allow multiple selection at Cheat List and RAM Watch
  • RAM Search: allow adding two or more watches/cheats at the same time
  • RAM Search: fix the restoration of the selection range on data size changed.
  • Add workaround for line poly (improve Castlevania Portrait of Ruin: trajectory of ricochet, dart, and glow of warp stone, etc.)
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
EEssentia wrote:
Is there a reason why you won't upload to, say, YouTube? At least there's a full screen option there :(
I could upload the run to YouTube if it didn't have 10 minute limit. Anyway, I've added a few of links.
I am usually available on Discord server or Twitter.
Post subject: Julius Mode Test Run
gocha
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Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I've made a dirty test run of Julius... er, Alucard Mode. dsm: http://dawnofsorrow.googlecode.com/svn-history/r103/trunk/CV-DoS-Julius-tas-test.dsm mp4: http://www.mediafire.com/?ol55ycscv0mzo05 watch online: http://www.twitvid.com/FM2ZN niconico: http://www.nicovideo.jp/watch/sm10664897 It's filled with a lot of mistakes and sloppiness. Enjoy, anyways. Edit: ah, the game can be completed faster if I use zipping like Soma glitched any%. http://dehacked.2y.net/microstorage.php/info/575075385/CV-DoS-Julius-tas-warp-sample.dsm Although, I didn't use it, because I don't like the long boring warp.
I am usually available on Discord server or Twitter.
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