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EZGames69 wrote:
hegyak wrote:
The audio is bad on this version compared to the SNES Version.
I never understood why people hated the genesis sounds so much. I personally like it.
unless you dont dislike the genesis sound effects but just the sound from this game in general.
Listen to the Genesis Version and then the SNES version. It's a world of difference.
Edit:
I don't mind the Genesis overall but this is one clear case of the Genesis not being anywhere near as good as the SNES
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Is there any reason for this version over the better SNES Version? The audio is bad on this version compared to the SNES Version.
Also, If I remember right, the Ms. Pac-Man game is locked until you find the three cartridges. the Pac-Man arcade game comes unlocked/playable at the start of the game. At least the SNES version was.
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PikachuMan wrote:
Game Genie code support for SNES and Sega Genesis needs to be implemented. I'll have to use SNES9x and Gens for the time being 'cause they have auto-hold. I'll have to map it to Shift or Control. Plus they have Game Genie code support. These emulators are still being used for TASing Super Mario World and Sonic the Hedgehog. Nothing more. (The continuances for SNES9x and Gens have their respective pages when available)
These codes were supported in older BizHawk versions but due to changes in how RAM editing was handled (Cheats do this) and especially access to particular Memory Domains (such as the Cart Bus) Game Genie support is no longer supported.
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GJTASer2018 wrote:
TBH, I would rather watch the "Balloon Trip" mode of Balloon Fight instead of this, particularly because the only Balloon Fight publication on the site doesn't cover Balloon Trip.
Balloon Trip is "Infinite"game play. IE, there's no "ending" Though there may be a kill screen of some kind.
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The games are good test cases:
Columns
Dr. Robotnik's Mean Bean Machine
Puyo Puyo
Puyo Puyo 2
They are all the same game, mostly. But they should have a Vs. Mode. Good for testing multiplayer. I don't know if they do more then 2 players. I had a Game Gear way back when but I never got to do multiplayer.
Bigger list:
https://www.mobygames.com/browse/games/game-gear/tic,19/ti,141/
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I think you need to use the Virtual Controller to Swap Discs and use the Multi Disc Bundler to put in multiple discs into a specialized file, then load that multi file.
It has been a while since I messed with this but Vib-Ribbon was the test case for PAL PSX and Multi-Disc play/behavior that I did when it was in development.
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Voting No because you didn't get Perfects in the Special Stages too.
Kidding. This deserves a Star. It's so crazy and fast.
Sonic 3 and Knuckles is a truly beautiful game and it deserves attention like this. Seeing all the paths that Sonic Team made for everyone shows their attention to getting things right. For rewarding exploration.
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Isn't CHD what MAME and possibly MESS use?
I have also never heard of PBP Format myself.
I am not stating that I will or the team will take on this task, just wanted to confirm a question I had about it.
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Alyosha wrote:
EDIT: Also I implemented HuC1 support if anyone wants to test out those games. I don't know how they are supposed to use the infrared port. I can add it in as a control if necessary.
HuC1 was used in Pocket Bomberman. I noticed that in the Jump game mode, the game will lock up at a particular point. Maby it's trying to use IR and the Emulator fails to have that emulated so the game crashes?
Though, it has been a while since I played Pocket Bomberman. Could be a useful test to see if the Jump Game crashes in Emulator using the new GBHawk?
It should be noted that I don't think the IR Port is useful at all in the game itself, except for maby trading scores? But during the game the IR port shouldn't need to be used.
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To me, the external (non-game) Disc(s) are a function and extension of the game itself. The game promotes the idea of swapping in another Disc to get another monster of some kind. That's what made this game stand out from say, Pokémon or Digimon. You used an external (non-game) Disc to the game's Disc to get something in game.
Not allowing external Discs feels like an arbitrarly restriction on any Speedrun/TAS of this series.
Part of the fun of the game, is to see what you can generate using discs. Seeing what interesting and new monsters you can end up with.
So long as the disc image with the required data is attached, I see no issues with it being required for a Run.
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How Optimized does a section of a Run have to be?
I ask because in the game Wishbringer, there's a large section where there's about 2000+ options for the same result (In game). Do I have to test every option to find the optimal solution? Or, just find a solution that is still quick.
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This really does bring up a good question I have. What data is the game reading in?
Where and what is being read in? Does it differ between games?
Can a disc image be created by using a hex editor to create the "perfect" disc? Is that allowed?
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Spikestuff wrote:
This time is my first time try do multi-disk in a TAS. For setup before start, must setup Monster Rancher 2 at disk 1, Official U.S. PlayStation Magazine Demo Disc 14 at disk 2
Yeah... Explain why you used a demo disk.
To explain this a little better,
Monster Rancher on The PlayStation 1 and 2, uses the Game Disc (For Monster Rancher) to actually play the game.
Also, the Monster Rancher game, has a function/feature where the game will stop the Console's CD/DVD Drive and allow the player to swap Discs. This must be done at a particular point or area of the game. The Player can't just swap discs whenever they like.
If the player does swap discs, and the game is in "Swap Disc Mode", the game will read in some of the new Disc's data.
Then Monster Rancher, which is still loaded into the Console's RAM, along with whatever Data was read by the game, stops the CD/DVD Drive again, and ask for the Monster Rancher Disc to be reinserted.
After all that is done, and the Console has the Monster Rancher Disc back in the Console, the game can (I don't know the conditions for what you can or can't get according to the game) get a new Monster to raise/train/ect.
Some discs give different monsters as well. Or the game may refuse to give you a monster based on, some condition. Pretty much any disc works for the Disc swap function in game that the console's drive can read successfully.
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MUGG wrote:
Any chance of getting this run to sync on v1.1?
I'd make a DTM on v1.1 and copy the input over. How to do it?
There's some Header Data here you can look at:
http://tasvideos.org/EmulatorResources/DTM.html
particularly the GameID and MD5 hash of game are most likely what you want to edit/change to make it hopefully sync on 1.1 Or at least giving you more to work with.
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It may be an issues with Endian Byte Order.
I do recall that No-Intro recently switched to Big Endian for N64 games (I think). Because the console uses the same format for it's Games.
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Kuumba wrote:
Could some one help me Ive ran into a strange bug with a emu called biz hawk. When ever I unplug my head phones when Im running biz hawk the emu crashes. Im not sure at all what causes this.
That may be due to Windows changing the Default Audio device.
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Are you using GDI+ Rendering?
Go to Config, Display, Display Method. OpenGL or Direct3D9 is recommended, if you can't select those, your PC/Laptop has a bad graphics card.
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phoenix1291 wrote:
BizHawk 0.0.0.1981
What is causing theses warning and what are the consequences?
I have not changed anything on my side since previous versions of BizHawk, not even the assigned keys.
What causes that, is there are keys on an AppleII keyboard, that have not been assigned to a button on your Keyboard or Controller.
What are the Consequences? If a game or application requires you press those buttons, you can't until you assign them a button.
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I will try and point out the gameplay rules/mechanics so others can tell what is going on or could be done.
To advance the table to the next environment/stage you need to get Multiball then put one ball into one of the two holes on Pin*Bot, then get a Solar before the timer expires.
After repeating this process on the third area, the enviroment/stage reverts back to the first stage.
To activate multiball, you need to light up all 25 lights on Pin*Bot's chest area. Shooting a light line, will complete the chest, if you haven't light any other lights yet.
If you light up all of Pin*Bot's chest during Multiball, I don't know what happens. Never got it to happen.
To get a Triangle Ball, you need to get to the Meteor or Comet. To accomplish this, you need to get the ball to go down the inner left, drain, then hit the blue/green target on the right side of the table advancing your position in the solar system. If I remember correctly, it's twice to the Sun. From Pluto, to the Sun, and then do it again. The game should flash "SPECIAL" when you have done this.
Enviroment/stage 2 is a night/dark area. There's a blue creature/cloud thing that moves around the solar system, until it reaches the Sun. Once it reaches the Sun, it will be fully grown and will attempt to eat/destroy your ball(s).
Environment/stage 3 is a desert like area. There's some kind of, flying thing that will occasionally drop a missile that will hit your flipper. One hit and it turns grey. Two hits and the flipper is destroyed until the next ball. Hitting the missile with your ball, destroys the missile.
Energy value is raised by hitting the poppers. When you hit the upper left drop targets when the light is flashing for that target, the Solar Ramp will raise up. Shooting a ball into the raised ramp hole, causes the Energy value to be given.
Getting a ball into the Right Inner Drain, you activate the Upper Left Hole next to the Solar Ramp. It goes 25K, 50K, 75K, Extra Ball, 75K Until End of Ball.
Getting a top score in the high score table, causes the credits to be displayed after all balls have been drained.
If I missed anything, or if you have questions, please feel free to ask. I love this game. Played it a lot when I was young. Still love this NES game.
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PLANET wrote:
Hello everybody!
I'm a long time watcher and an admirer of TASes and this site, and also a part-time runner as I plan to approach this topic myself.
I'd like to vote for this movie, but alas don't see the possibility, even if my vote rights are "on". Am I missing something? Thank you in advance!: )
I think you need a few posts (non-spam posts) to rise up above Lurker status.
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Alyosha wrote:
(I replied to this on GitHub but it seemed worth it to put a similar reply here.)
It's actually the background that isn't rendering here, but that's besides the point.
It's not expected, and actually I totally forgot that even happened.
Being able to load GB games in GBC mode in gambatte was a derivative of having BIOS support. Originally Gambatte did not have this capability (I had to load up 1.13.1 to even realize this was the case.)
So, I reverted it so that GB games will not load into GBC mode in Gambatte, they will only load into GB mode.
In the event that a GBCHawk core ever comes into existence, the ability to play GB games in GBC mode will be once again added.
Thank you. I wanted to make sure that wasn't supposed to happen. I am still looking forward to GBHawk and GBCHawk (Eventually? Hopefully).
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