Posts for hegyak


Post subject: Re: Movies recommended for newcomers... or are they? :o
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moozooh wrote:
[1438] SNES International Superstar Soccer Deluxe "playaround" by Marcokarty in 15:24.38: Amazing playaround. Zero game knowledge and only a very rudimentary understanding of soccer rules is necessary to enjoy it. My mother, a soccer fan, enjoyed it a lot—and I assure you, she never really played anything other than Minesweeper. If this isn't telling, I don't know what is.
This one shows what TAS can do when speed is not a factor. Being an American, I still know that is NOT how the game normally is played. Which makes it all the more fun to watch and be confused over.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Post subject: Dual GameBoy SaveRam Writer Released!
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Who's Awesome? Me. That's who. Multi Game SaveRAM writer: https://1drv.ms/u/s!AnSqHbELt2wAie030SldXIBe3_cWyg Take saves from ANY GameBoy/GameBoy Color/GameBoy Advance game, and make it into a single Save file for the Dual GameBoy. Yes, it supports GBA saves. FAQ for this: Q: How does this work? A: By using Byte arrays to read your SaveRAM data to ensure that it's a 1:1 read and then uses the same Byte arrays to write the two arrays into a single file. Q: How do I use this? A: Open a SaveRAM file for the left path and a SaveRAM file for the right path. Then save the file. Q: My Dual GB instance is not reading the SaveRAM. What is wrong? A: You must have the SaveRAM file from the program match the name of the XML file you are using to load the Dual GameBoy. Example: Your Dual Gameboy XML file's internal name is: Crystal-Blue The SaveRAM file must be named Crystal-Blue.SaveRAM The program WILL add SaveRAM to your file name, no need to add it yourself. Q: The SaveRAM is not being read correctly/is corrupted. A: The SaveRAM MUST be in the same order as the XML file. Example: Pokemon Blue is on the Left and Pokemon Crystal is on the Right. You must load Pokemon Blue's save on the Left and Pokemon Crystal's save on the Right in the program. Q: You mentioned Works with GBA Saves. What's that about? A: When Dual GBA gets implemented into BizHawk, the program can be used to make Dual GBA save files. Q: Does this allow for trading Pokemon across Generations (1 and 2)? A: It should work. I tested the SaveRAM from Pokemon Blue and Pokemon Crystal and both games loaded their SaveRAM. I did not test trading between the games. Q: What about Zero SaveRAM games? A: Yes, that is supported, but WHY are you doing that? The point of Dual Gameboy is link play. To make the SaveRAM work, repeat the above instructions for writing the new SaveRAM but make a zero length (Blank) file for the Zero SaveRAM game. I tested this against Baseball and Pokemon Blue. It worked.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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zeromus wrote:
The SMB block coin means it wasn't found in the gameDB. It's a question mark, so we don't know if it's a good or a bad dump. Since it's malfunctioning for you, it's probably a bad dump.
I tested against a known good dump, same issue as reported. So it's not entirely the fault of the ROM. Though, niamek's ROM is probably bad/invalid. Green Checkmark means "known Good" Dump.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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niamek wrote:
Hello! I just tried Bizhawk, and dI love it! Good job to all the contributors! I just opened the N64 core with a N64 game, then went to the RAS search. I didn't find the Change count. It was hidden and I had to enlarge the size of it column.(Fresh install, never used it before). Is that normal? EDIT: Alright, I played a game that is not in the gamedb apparently, it's Hydro thunder, for N64. After starting a race, it hangs: the frame counter keeps increasing, as the lag counter too. Honestly, I'm not sure if it's a good dump, nor if it does work on mupen plus. I figured I should at least mention the missing game in the database here. EDIT: Let met mess with the setting before(core, graphics, etc.). I'll write my obserbvations here after
Known Good SHA-1 hash: Hydro Thunder (USA) SHA1:F5D5054F97DA0D68857F9824130147EC38EE7A76 MD5:54F43E6B68782E98CAABEA5E7976B2BE The game does indeed crash after starting a race. Core: DynaRec RSP: Z64 HLE Video: Glide64 Other settings may work? Haven't tested further.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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Instructions: 1. Load Bizhawk 2. Go under tools and select Multi-disk Bundler 3. Select Browse. Enter a name for the XML file you want to create. This will be opened later on to get the game to run Dual Gameboy mode. 4. Set the System Drop down to GB. 5. Set the ROMs you want to be loaded. Archived ROMs are not loaded (Zip, Rar, 7Z, ect.) by BizHawk in Multi-disk mode and will give an error message. 6. Select Save and Run 7. It should run. Possible Questions/Issues Q: The Audio is weird/is bad/is mixed. A: BizHawk will run BOTH instances of the Gameboy with audio enabled. If you want to hear audio from only one Gameboy instance, go under GB Link and select Settings. Then two tabs will be shown. Left Gameboy and Right Gameboy. The Checkbox for Mute Audio, applies to that Gameboy instance. Q: Save and Run is not enabled. A: The XML file must be saved to a valid location, The System must be Selected, and two ROMs must be set. Q: I get a black screen/Firmware warning/invalid ROM. A: You probably didn't set the System to GB. PSX and Apple II are also options. Double check this. Q: I get an error message, "DGB Load Error System.InvalidOperationException" A: You attempted to load an archive instead of an extracted ROM. Extract the ROM(s) and try again. Q: How do I change a setting on an instance of the Gameboy? A: Go under GB Link and select Settings. Configure away. Q: What features/issues does the Dual Gameboy have? A: The same features and issues as the current Gameboy core (Gambatte). Q: How do I trade Pokemon? A: It's usually in the Pokemon Center. Look for something there. Q: Is there a way to do dual GBA? A: As of 1.11.3, no. Q: What are the controls? A: Go to Config, then Controllers. Player 1 is the left Gameboy. Player 2 is the Right Gameboy. Q: What's Toggle Cable for? A: Some games may want you to disconnect the link cable for some reason. Or, if you want to duplicate Pokemon in Blue/Green/Red, it is a required function. Q: How do I make the game not look Monocrome? A: Under GB Link, select settings. Then select Pallete. Choose from the preloaded options or one you downloaded. Q: How can I get my Save RAM (SRAM) into the Dual GB? A: Hex Editor. If you don't know what that means or what to do, try this. NOTE! NO Support will be offered by the developers or myself for users who don't know what do to or are confused by these instructions. How to Transfer SRAM from Single Instance to Dual Instance: 1. Have SRAM for the Single Instance game you want to transfer data from, and SRAM created for Dual Instance games. You can verify this by looking in the folder Gameboy\SaveRAM 2. Get a Hex Editor. 3. Open SRAM for the Single Instance of your game in the Hex Editor. 4. Copy ALL data from the Single Instance SRAM file. Note if Hex or Normal or Binary or whatever the copy method you selected. 5. Note the ending Offset from the Single Instance SRAM file. Pokemon Blue/Crystal/Gold/Green/Red/Silver is 32767. Other Gameboy games may have different SRAM sizes. Do NOT assume on your Offset value. Double check it. 6. Open the Dual Instance SRAM file in the hex editor. 7A. If the game you want to transfer data to is on the left, then you paste the data over the old SRAM. DO NOT Insert the Data. You want to overwrite the data. Start at Offset Zero and Paste the data over the existing data. 7B. If the Game you want to transfer data to is on the right, then determine the length of the left game's SRAM. You can do this by running the game in single instance mode and saving. Repeat the above steps for finding the offset value. Then add one to the offset value from the left game's offset, to get the right game's offset value. Having two Pokemon games in Dual Instance mode, would get the result 32768 for the right Gameboy's instance SRAM Offset value. Repeat the above instructions for copying data and overwriting the data. Be sure you changed the offset value or you will overwrite the left Gameboy's SRAM instead. Or worse, ruin the dual Gameboy's SRAM. 8. Enjoy your SRAM in it's new Dual Gameboy home. Your Single Instance SRAM is NOT lost or effected by this so long as you copy from the file and don't change the file. Or you can use this: Multi Game SaveRAM writer: https://1drv.ms/u/s!AnSqHbELt2wAie030SldXIBe3_cWyg
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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Was it entertaining, not really. Should it be published, yes.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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I just checked this error by loading TAStudio then Virtual Pad for Apple IIe. No errors/issues.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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zeromus wrote:
people with this error need to tell me which GPU model theyre using. I think I need to try to support older pixel shader versions.
I am using Radeon R4. If I get my desktop back up and running, I will test it against an nVidia GTX 660.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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zeromus wrote:
direct3d9's fault, i guess i didnt test that. change back to opengl display method if you sleep a lot
It's not just BizHawk that is effected by this. VLC also has this issue.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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Pokota wrote:
Question regarding this Dual Gameboy and Dual Gambatte that I'm reading about in the about window and paths window. Is there a way within BizHawk to link between Gameboy/GBC games at present, or is that framework just there for future use?
It does work, as far as I am aware. I tested it against Pokemon Red and Pokemon Blue back when. There's even a command to disconnect the link, for whatever reason you want to.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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The main stages are fast. The bonus stages, ruin all the fun and speed. The second bonus stage was entertaining. The first and third, not so much. But, there is a limit on what you can do.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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I recognize most of the music, myself. Some of it was from Rise of the Triad. And some Duke 3D. The gameplay itself is fast and aggressive.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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zeromus wrote:
Well, that was quite a rabbit hole. Looks like the system vendor was only providing outdated intel drivers. Outdated intel drivers call SetDllDirectory at various intervals when direct3d8 is used, and at various lesser intervals when direct3d9 is used. Jabo was enabled for N64 by default; it was activating the d3d8 and screwing up the dll redirection.
I have done quite a bit of tech support myself, but this, is the winner for Most Odd Ball Thing, I have ever heard of.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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E-Dragon wrote:
3. There are some strange RTA timesavers, like instantly selecting the difficulty after choosing the chapter and skipping the cutscenes by mashing A/start , that I haven´t looked into, but could be somewhat random or only frame perfect and I´m not willing to waste too much time on optimizing that, but I will of course optimize menu as much as I can. (also I don´t even know if skipping them even saves time, because noone ever timed it)
I know that using a sub-par movie file (inputs) that unlocks everything, is OK if you use that as a base or starting point for the real TAS. That way you can skip the cutscenes in Story Mode. I did a TAS that does desync due to using cheats (From F-Zero Central). But if you get it to sync (I included the version I used in the submission notes), then you can use that as a "Clean" unlocked game. All parts, ghosts and everything else ready to go. Or you can make a sub-par movie file and unlock everything on the memory card, then make the real TAS afterwards.
E-Dragon wrote:
So to be able to start the TAS, can someone please explain me which version of dolphin and which save file to use, to get something that can be verified ? Also I will first go to settings and adjust the controller settings to my GCC and what I´m used to (I TAS with a GCC instead of the TAS input thingie, because that would take ages). I hope there is no problem with that.
From what I know, most newer versions of Dolphin are good. Just, make sure you stay with that version once you start. Sometimes, major changes to the emulator, break sync. Also, you setup the game how you like it. Me, I say we were not here for the ultra fast menu action, we are here to watch the game go fast. Fast menus are a secondary to that.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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ReyVGM, Bug confirmed. Setting the PSX Controllers to Single, and Dual Analog, allows the savestate to load.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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ReyVGM wrote:
I believe I've found a bug in Final Fantasy Origins. When you beat Final Fantasy 1, you get two set of credits back to back. The first is for the original staff, the second is for the arranged version staff. Problem is, the second set doesn't appear. The proper background images are there, but the text doesn't show up. I haven't used any cheats, and I've tried different dumps of the game just in case, and the result is the same. Here are save states at the last boss, right after beating the boss and right before the second set of credits start. Hopefully someone can figure out what's going on. https://www.sendspace.com/file/threm0
Your savestates do not work for me. I did test the MD5 and SHA-1 of the image I have for the game. It is confirmed 100% good.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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FaschZ wrote:
Thanks for the update Heres my update: https://www.youtube.com/watch?v=Yrw8-1IPYCw
There are no words.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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At about 10 seconds I am like, "WTF?!" Awesome. That's a TAS.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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got4n wrote:
Wait, what you mean about "disc changes"?
There were quite a few changes. Things relating to CUE handling, ECM format, I don't know what else off the top of my head. All fixes, not Sync changes (We hope).
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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Pokota wrote:
Happens on any cue file load. Is this a firmware mismatch or just something broken? Using BizHawk 1.11.1; I can also provide my firmware sha1 hashes if necessary.
What Game/System?
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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An actual conversation about releasing a new version of BizHawk: [08:42.54] <Ocean_Prince> Nothing ultra important to panic over? [08:43.26] <adelikat> "now is not the time for panic, that comes later" -- Bain
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Post subject: 1.11.1 with a 1-Gence!
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Yes, it's time for another release. 1.11.1 is released. Due to SourceForge being broken for now, we are hosting 1.11.1 release on TASVideos. Major changes: More Disc fixes. This will be happening a lot now. Virtual Pad now properly gives input to the PSX Core for analog sticks. Some fancy new TAStudio changes. PSX Path options are now visible. Saturn Core is working again. More details: http://tasvideos.org/Bizhawk/ReleaseHistory.html Windows Binary
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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Dimon12321 wrote:
Where can I get the Apple 2 firmwares?
Quite a challenge, I must admit. But it is findable.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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turbofa wrote:
Hello, sorry for not posting for a long time, but I had some problems and I couldn't do much for the tas. Today I wanted to return to this project, I donwloaded the new version of bizhawk, but it give me an error when i try to open the iso. Also, I found an emulation glitch while playing normally with psxjin, all the cutscenes where speed up, so I'm not sure if I should continue with it. So at the moment I can't continue this tas
The issue is that a pirate group modified the Disc Image you downloaded. This is why BizHawk will not run the game properly.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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Warepire wrote:
Give the latest master a try (not 1.10.0, the head commit of the Git repo). I know zeromus recently fixed some loading issues related to "out of range" values.
[12:18.05] <Ocean_Prince> Oddly Loony Tunes - Sheep Raider (PSX) opens as PC Engine.
Tested against commit 69d8e68
[01:47.41] <zeromus> the 'licensed by sony' string i check for identifying PSX discs has been replaced with "STATiC" [01:47.59] <Ocean_Prince> So the dumping group herped it? [01:48.02] <zeromus> yes [01:48.12] <zeromus> first ive ever seen of that [01:48.33] <Ocean_Prince> Well, consider that a "Stop being a pirating bitch and dump it yourself." solution then. [01:49.04] <zeromus> in principle it could scramble a game. a game could readily detect it. [01:49.08] <zeromus> i think i want to call it a bad dump
I tested my rip of the game, and it worked fine.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.