Posts for klmz


Post subject: Problems of old Click'n Create (or MultiMedia Fusion?) games
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Old Click'n Create (with that CnC Darkside intro) games (including Super Mario XP) that don't use external audio files through base.dll all seem to be lagging heavily after running for a few minutes on my WinXP SP3 system. This seems to be an audio-relevant problem, as the games that provide the option to disable game audio all ran fine with audio disabled, and not doing anything e.g. setting compatibility mode to Win98 SE but updating my soundcard driver could make a difference (actually laggier). By googling the internet, I realized that this was a somehow common problem. So I'd like to know if someone got those games to work on an OS like mine. EDIT: The games almost halt/freeze when they start lagging.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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nitsuja wrote:
- When switching to recording you'll want to make a savestate there anyway if you're planning to do anything that requires any precision, so a separate "take control" hotkey wouldn't actually save you much time, especially considering that it would become yet another hotkey to remember to press in this specific situation. And when going in the other direction, from recording to playback, there would be no equivalently-special hotkey to do it unless you want a whole set of "switch to playback from state #" hotkeys. (I can see it being useful for more "casual" situations than making an optimized TAS, though.)
I believe that every skilled TASer should be capable of recording a good chunk of input using only frame-advance and no savestate at all. I've been using the Resume/Exit Recording feature in VBA-RR a lot as it does have saved time for me. That is to say, such a feature can be useful.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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My only complaint about this game is that the in-game music is nearly unbearable to me. Anyway I've beaten it with the music muted.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Does it work if the game uses variable frame rates, and/or when some modal dialogs pop up?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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scrimpeh wrote:
Wow, the run was seriously great. The new route was far more interesting and didn't have all the boring Quest-abuse of the previous one. Also, the multiple hit glitch makes the movie a lot faster and smoother. I'd like to know more about it. Total thumbs up, yes vote, and here's hoping for a full warpless submission someday.
Unfortunately, the quest-abuse is still very advantageous in a NOOB (No Out-Of-Bounds) TAS and thus will be used in my run, unless I can figure out a better alternative (I need Magic Tickets, and to release VK would cost more time). EDIT: However, I'd like to ask a question: Could it be made faster if the author had grind some other lesser enemies rather than hunt down the slimy boss as in this movie?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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klmz wrote:
Shall we have "suns" for legendary movies that shine on people for ever and a day!
Althought I was joking, I expressed that the icons should be made on a unified theme. A light bulb doesn't seem suitable.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Shall we have "suns" for legendary movies that shine on people for ever and a day!
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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jlun2 wrote:
Lost WIPS? Let's see, it seems that after klmz VBA-RR(M) released, all my runs for GBA got desynced, so I've stopped those for now until VBA becomes more stable again. Otherwise, I can't think of any other runs atm. I think the games were: Telefang 2 Starfy Digimon Battle Spirit 2 and more....
I don't think the new core is accurate. It does seem more accurate, but you can just compare the timing differences with and without using a GBA BIOS under both old/new versions. Thta's to say, I don't think it's necessary to switch the versions if you are TASing GBA games, unless it can make a big difference. EDIT: However, for GB/GBC games, it does make a big difference in timing when they turn off the LCD... well, I might recommend using the new versions (v24-alpha or v24 "8.24.x.y") for GB/GBC games. EDIT 2: And I lost some WIPs, for ever.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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MUGG wrote:
Well, your previous VBA 24 is a resurrected VBA 20, and you said GBA emulation isn't changed in it. VBA-m is useful since it fixed emulation glitches in some GBA games. Wouldn't it be a good idea to merge VBA 24's GB/C core with VBA 24-m's GBA core?
It has been using the v24 GBx core since the first day it was created.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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A level-by-level comparison encode would be great.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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I put them (both v24 ones with and without the new GBA core) on. EDIT: Should I create a new SVN branch???
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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I haven't got a clue of the cause of the load-game sound problem (it only affects Channel DirectSound A/B?), But anyway, as soon as you transplant a savestate from one emu core to another, you create a hybrid path of emulation, which cannot be granted to be "realistic" and even working at all.
ReyVGM wrote:
There are several bugs in this version: Games: Several GBC games are glitched, such as Donkey Kong Country and Asterix Search for Dotmatrix. Cheat Engine: -On the cheat list, if you have two codes and uncheck one to disable it, the other one gets disabled too. -When searching for a cheat, you often find the codes in the ram bank change, which makes the code start with "90" instead of "01". This works fine on v24, but it doesn't work on previous emulators. I get a "invalid Gameshark code" message on previous versions. I don't know which version is at fault though, VBAv24 for making a code that only works in that version, or the other emulators for not having a more advanced cheat option? Request: Please please disassociate save states from retaining all the options, cheats and configurations. I hate that every time I load a save state, it reverts all my options, cheats and configuration to the way it was when I made the save state.
The GBC HDMA bug this time was due to an old careless mistake that I mixed the wrong code with v24. It has been fixed upon the latest revision (SVN commit a.k.a. source code only). As to the fixed v24 release and other bug-fixes/feature-requests, you'll have to be patient, or try to get another dev for them, as I am not on it right now or any time soon.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Riptor wrote:
Quibus wrote:
I don't think anyone is going to watch this... Who likes to spend a day on watching a TAS? I mean, it's a great great job, but such games are not suitable for TAS, IMHO.
It's not like you can't also watch it at some speed multiplier (2x or something) and cut the time in half. As far as if this game is suitable for a TAS; I think it's great. A lot of very long games are TAS'd in a fraction of the time due to memory corruption or massive sequence breaking glitches, but not with this game or with the BoF series. I think that deserves some admiration.
I am one who doesn't like spend a day watching this movie. It is just too long. And I sense no way of admiration if a long movie is watched at a 2x or even greater speed multiplier.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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gia wrote:
From this thread: http://tasvideos.org/forum/viewtopic.php?t=11253 it seems the program doesn't do version checking, as such when the movie formats upgrade the header can be read wrong and things can go to hell.
Even Snes9X v1.52 dosn't do version checking! [/sarcasm] But yeah, I think TME should implement options to enable/disable known-versions-checking, and ask what to do when the user tries to open a unknown-version movie file when the checking is on.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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MUGG wrote:
Apparently old .sav files aren't compatible with your VBA-24-m-rr. Is that to be expected? It acts as if no file has been saved.
Was it only with games using particular types/sizes of saves? Did you try to import/export the .sav files?
MUGG wrote:
Old savestates do load but the emulator would act strangely... The emulation would be a tad slower and the audio would be considerably low pitched. I could still finish testing what I wanted to test with this.
That's expected.
MUGG wrote:
So far I only knew that the sprite-flickering and lag was fixed for Mario & Luigi in VBA-m, but I didn't know whether it fixed the other emulation problems with this game. * Sprite-flickering and lag = fixed * Graphical glitch in Woo Hoo university = fixed * Peach guiding emulation glitch = ? I'm gonna check on that last problem when I have the time.
That might be RNG-related.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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jlun2 wrote:
klmz wrote:
VBA-RR + VBA-M: http://code.google.com/p/vba-rerecording/downloads/detail?name=vbarer_24_vbam.7z
Woohoo! Thanks alot, klmz!
klmz wrote:
The GBA part seems to be different. Generally, it has more lags and is thus slower than before, but in some games like Donkey Kong Country 2 it has less lags. The GBx part is unchanged from normal v24(-alpha).
Will the timing affect the next version of VBA-RR? If not, is it safe to use this revision to start TASing GBA games?
In theory, this version is more precise emulation-wise. However, as it is usually laggier than the current versions which are already laggier than the actual GBA, I don't think it is more accurate in practice. But for those games like Kim Possible 3, I think it is a huge leap forward. Anyhow, this version should be examined before it is put into use for TASes.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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[offtopic]
NitroGenesis wrote:
Mister Epic wrote:
Link to video
I vote no. That TAS is horrible. Be ashamed. lol
How could you even call that thing a TAS? But indeed it was hilarious to watch.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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VBA-RR + VBA-M: http://code.google.com/p/vba-rerecording/downloads/detail?name=vbarer_24_vbam.7z The GBA part seems to be different. Generally, it has more lags and is thus slower than before, but in some games like Donkey Kong Country 2 it has less lags. The GBx part is unchanged from normal v24(-alpha). EDIT: This is now deprecated.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Post subject: Re: Nazo no Murasame Jou
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Circlekyuu wrote:
I am surprised that there isn't already a topic or anything for this game here...
I am surprised that you could be surprised, as 謎の村雨城 is just yet-another-obsecure game (and you were clearly aware of that with the term "over-shadowed"). Exaggerations don't work very well these days. Maybe you should hang some more attractive bait e.g. fresh bugs found you onto the thread.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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kuja killer wrote:
the problem is about the sound. If vsync is on, and 0 frameskip, once in awhile like every 20 or 30 seconds, the sound is all static-y and messed up for a few seconds until it goes back to clear and normal...then repeats again every 30 seconds on average. i figure this must be something wrong with the emualator, not the comp because i've been on a total of 3 computers, and 1 laptop and this always happens no matter what. I dont know if there's some very specific combination of settings that need to be enabled/disabled or something. :( it doesnt ever make a difference wether "accurate emulation speed"...or accurate sound pitch is chosen...it doesnt fix it either way. and considering theres dozens of emulation and sound settings...i dont know what would possibly fix this :(
It is not any sound bug. From what I have observed, it is a timing problem that typically occurs with a LCD whose refreshing rate is typically fixed at approximately 60Hz (while a CRT monitor typically uses a refresh rate of 72-100Hz). When the emulator is forced to slow down (usually at 96% speed) to align its video frame output (approximately 60fps) with the V-Blank whose frequency is also approximately 60Hz as it cannot skip any frame that for some reason missed the previous V-Blank, the sound buffer will be underflown and thus the sound will become "static-y". Similar problems occur with some other emulators when you enable V-Sync with a LCD, just for your info. Then a solution besides using a CRT (but with which you shouldn't need V-Sync anymore...ironically) or enabling frame-skip? None at this moment, sorry. EDIT: To make it simple, 1) if your monitor's refresh rate is less than or (approximately) equal to 60Hz, you will have this trouble with V-Sync. 2) if your monitor's refresh rate is greater than 60Hz, you are unlikely to encounter it. EDIT 2: Or in a more general way: The highest speed throttle you can achieve with V-Sync enabled and without frame-skipping is: (your monitor's refresh rate)/60Hz * 100%. You will encounter the problem if this value is less than 100%.
kuja killer wrote:
1 more thing, this is about "enable background input" I was trying to work on coding something on my NES megaman rom hack this morning, trying to study a little animation on megaman zero 1 GBA, and i have to use frame advance to go 1 frame at a time to watch it.. i need background input on both fceux and visualboy advance as im trying to compare some stuff im working on...but for whatever reason...VBA doesnt ever respond to the frame advance ..fceux does just fine...doesn't matter if i totally pause fceux and stuff...just vba wont ever work period 1 bit during frame advance..for background input, i made sure that one option was not checked that said "pause emulator when inactive" thing. i dont know what's up with that, im assuming it aint supported ??
VBA uses window messages for menu hotkeys including the one for frame-advance. When the main window loses the keyboard focus, it no longer receives the messages, so the hotkeys don't work anymore. Meanwhile, the controller input uses DirectInput that can be still acquired even when the keyboard focus is lost, which is how the current background-input works. For some legacy reason, Fast-forward, GS and Screen Capture also take this routine to be mappable onto a joypad. Frame Advance doesn't utilize such a hack due to implementation difficulties. It can, but what about Save/Load? And Read-only? And whatever else features? The ultimate solution shall be universal. I an unsure of whether adelikat's workaround using Lua suits your needs, but it sounds fine.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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There were moments in this movie when the awesomeness of TAS powers were displayed, but the game seemed to suffer from overly low difficulty and simplistic level design. What in this movie do you think were the most attractive to you?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Player name		Website address		Number of movies
------------------------------------------------------------------------
...
云水道远 (Yunshui)			-				0
...
What about this? EDIT: BTW, there are two entries of xipo.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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ZenicReverie wrote:
How certain are you that it was on NES? I'll add a few guesses: Shadow of the Ninja Strider Stanley: The Search for Doctor Livingston Any other details you can recall? No matter how slight, you never know when something small will be enough to remind someone of a specific game.
I guess I've found that game. Ironically, it was the fisrt game added to my "excluded list". Guess which one? It's back then Bionic Commando (a.k.a. Hitler no Fukkatsu: Top Secret), if my memory serves, with altered graphics (as if borrowed from Megaman games) and probably hacked levels as well! I didn't realize that until I was toying with FCEUX's palette and got inspired. Thank you all the same.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Over 3 years have passed, and I am still looking for this game: Thread #6686: Looking for a NES platformer game (found)
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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I have a question about this submission: Is it the first when a movie of this game ever submitted? If not so, I think one "No vote" can be omitted. EDIT: Fixed.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do