Posts for klmz


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pirate_sephiroth wrote:
Guys, did you know about this? it's rather old, though. http://www.romhacking.net/hacks/325/ Megaman and Mario! heheh
One of the authors told me that he couldn't get the sampling rate of Julius's SFX correct, and thus Julius sounded young/girly. I don't know if this issue has been solved.
<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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eternaljwh wrote:
It's not necessarily a bug- if you're entering in an address/datum and you have 0-9 or a-f bound to controller, you don't want it inputting to controller while you do, do you?
I think one will always pause the emulation first in order to modify memory values.
<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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Yeah! Power of Economy Ecology!
<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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Yeah! This game looks hilarious. ECO-POWER...?
<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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pirate_sephiroth wrote:
hay... vba-re-rec ignores input when it's main window loses focus... even if you're on memory viewer or cheat search, it still can't read the controller. Can anyone fix the bug (that's gotta be a bug).
I remember fixing the bug already in my pre-alpha VBARL hack. But now I don't have any access to my HDD where all the source files are. o_O
<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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max12187566 wrote:
1)If one breath climb up the top of the screen, such as tractors, then you release the hook will not appear on the screen. 2)Not jump in front because no delay.Behind because of the enemy, so jump upward drag on screen, did not blame the delay, reduce delays.
Er, I guess you mean: 1) If one grapple-climbs up to the top of the screen, in levels as the tractor level(?), then the hook which you release will not appear on the screen. 2) No need to jump beforehand because of no lags by enemy (and to fall down is faster than to pre-jump to clear corners). Later in the movie, because of the (laggy) enemies, I jumped up to scroll the screen upwards, (to scroll them out of the screen), which didn't introduce lags, but reduced lags instead. Right?
<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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bkDJ wrote:
What about if instead of opening up multiple vba's, one vba has the option to open a second GBA (not a second vba) in another window that the main window owns.
Hmmm, I think you mean the multi-tread method suggested by Model C.
bkDJ wrote:
this way the main window can get all the keypresses and data. the vbm format was already desiged to be able to store 4 player inputs if necessary.
Yes, it was designed for SGB movies. It can store exactly all input from 4 GBAs, but I don't think the current VBM format will be reused...
<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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It's the a game of drunk programming and few (but OK) sound tracks! If you played this game "in the normal way", I'd vote No because of repetition. As you've glitched it out, I might vote Yes or Meh, denpending on why some boss fights and wall sinking looked unoptimal.
<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 long movie to watch when I have time... I didn't expect that it could be improved so much.
<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: How should VBA with Link & Rerecording work?
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OK, I was working on a VBA branch that would support (re-)recording linked gameplay of GBA games. I've suspended the project because Ithere are some technical problems/difficulties and I don't have enough knowledge/motivation. Here, I just want to have a dicuss on how the emulator should work. Any ideas could be helpful, for someone or I might continue the project (or a better one). First, how should linking be emulated? Linking Model A: One emulated GBA per VBA process An instance of the VBA program is a GBA. You can open as many as you like, and select some of them to join a certain game. One VBA should act as a server and others as clients. Pros: * Every instance can be used seperately. * Possible to emulate cases like disconnecting two GBAs from a 4-player game and reconnecting them together to another GBA to play a new game... Cons: * Inter-process synch seems difficult to behave identically when ported to other systems? Linking Model B: Client(VBAs)/Server(some VBA Server?) Quite similar to Model A, except for an individual server program that handles linking and perhaps movie recording. Pros: * Easier to synch up things than Model A? * Easier to build net-play servers? * Possible to emulate cases like disconnecting two GBAs from a 4-player game and reconnecting them together to another GBA to play a new game... Cons: * Extra program(s). * Hard to show all windows in fullscreen mode. Linking Model C: Multiple (1-4) emulated GBAs in one VBA process Single-thread or multi-thread? Pros: * Likely to have the best performance? * Easier to synch up things than Model A? * Easier window/screen arrangement? * Easier fullscreen mode using MDI-like UI or split screen? * Easy savestates synch. Cons: * Usage can be different from what we are familiar. (ie. one window handle up to 4 games. MDI-like UI solves this?) * Can be hard to use without UI front-end. * Hard to emulate cases like disconnecting two GBAs from a 4-player game and reconnecting them together to another GBA to play a new game... Second, how should movies be recorded? See also the third question below. One movie for all Note: For multi-process emulation, only the Server should record/playe the movie. Pros: * Input animations? * Only one movie file. * Able to record linking events in the movie file. Cons: * Complicated format. One movie per GBA Pros: * Possible to make flexible movies. ** Able to record movies using non-constant amount of GBAs. Cons: * Hard to synch all movies' start-time? * Hard to make input animations using input from all GBAs. * Too many movie files? Third, how should movie-start playback get synched? Emulator(s) should synch movies frame by frame, or we' come into troubles like those with multi-game movies on other emulators. If all input on multiple GBAs is recorded into one movie file, some events can handle this, but possibilities may be limited. A emulator option can be provided to toggle between some synch modes. Thus, this isn't a very big problem for multi-file movies. See also the second question above. Free start-time for multiple movie files Just like how multi-game movies play on FCEUs. Pros: * Very flexible. Cons: * Higher requirement on users' skills? * Difficult to implement in single-file-movie design. Predefined start-time The emulator(s) can start to playback on all GBAs at the sametime, or use some recorded time events to synch. Pros: * Easy playback. Cons: * Inflexible. * To be continued* Note: Net-play support isn't necessary.
<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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FYI, there is an GBA emulator which supports linking and (re-)recording, but it doesn't support (re-)recording linked gameplay.
<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 tried to make a test run of the first two stages, and I managed to save 6s from Randil's old WIP. Then I tried to hex-edit it for some improvements, but I got the movie desynched at the second Boss: EDIT: I'm redoing the second stage. It seems that I can save a lot more frames.
<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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Hmmm, my Yes vote for this. I also spotted some possible improvements as Baxter spotted. But I think it's entertaining enough to earn my Yes.
<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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According to the recently published N64 Super Smash Bros. movie, movies of fighting games should aim for entertainment more than pure speed. Stage - 05 looks the most entertaining because it's the least repetitious at movements. I guess AI scripts/bots aren't good at making entertaining FTG movies, though they actually make some superb movies like Lunar Ball "100%"/"any%". EDIT: I'm OK with its publication. It shows that de facto simple Try-and-Error Logic beats as-if complicated Artifical Intelligence. ;)
<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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LagDotCom wrote:
I have a PS2-a-like joypad with all the usual buttons mapped roughly to the GBA controller, except for these: Square = Frame Advance Triangle = Pause L2 = Load State 9 R2 = Save State 9 L3 = Load State 1 R3 = Save State 3 Works pretty well, but I haven't been using it very long.
I wonder how this works well. EDIT: Auto-fire and Auto-hold can do help.
<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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Acheron86 wrote:
Your original unedited post implied that you felt it lost points because of technical issues, which technically does affect the viewing experience but is against the spirit and purpose of voting.
I admit that my vote was subjective because I wasn't entertained with this movie very much and the score indeed suffered from my not-so-happy feeling caused by the technical issues. However, the vote wasn't wicked or retributive.
Acheron86 wrote:
I understand that the purpose of voting is to produce feedback about the video itself useful for a decision of publication, so viewing problems shouldn't change your vote.
The fact is: I decided what my vote was and I voted it as-was without changing it because I wasn't, ain't and probably won't be able to change any of my votes once I had, have, or probably will have made them as I wasn't, ain't and probably won't be granted the title of administrators of this forum. BTW, in this case, my vote was right the desired Yes, wasn't it? EDIT: I dislike fanboyship (aka. bias), anyway. EDIT 2: ...even though I myself might be biased. EDIT 3: Not accusation.
<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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mmbossman wrote:
"Did you like watching this movie?"
Yes, I liked watching it, but not very much. ;) EDIT: emphasis doesn't change anything. EDIT 2: I think it's normal for people to score things higher when they are very happy.
<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 think the point is that the poll is "Did you like watching this movie?" rather than "Do you think this movie is entertaining?"
<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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OK, I managed to watch the movie. It's hard for me to vote a strong Yes at the moment, since I've spent more than an hour in finding a way to play the movie correctly. Weak Yes vote as I used fast-forward a lot during watching the 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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I got desynchs too, just after Samus entered the colony. Apparently she just enjoyed hopping around the elevator. 1.43-improvement 15 (lua 0.05) // Super Metroid (JU) [!].SMC EDIT: LEFT+RIGHT was allowed.
<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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Cremator wrote:
Also, any & all Mega Man games on PSX.
I doubt they will be the first things rushed out when the emulator is accepted for TASing.
<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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@mz: VBAR can keep the emulation speed accurate at the cost of inaccurate sound pitch, and vice versa. I guess you can use some similar mechanism to keep A/V synchronized. You may need to write a customed sound plugin (maybe a customed video plugin as well) for this, though. @AngerFist: Then will you make another multi-game 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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Well, weak Yes vote. EDIT: I watched it again just now. You missed some punches/kicks, and upper kicks were used too much while lower kicks were very rare. I think should have voted Meh.
<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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AFAIK, there are some obscure SOTN-glitching groups which found quite insane glitches. An SOTN TAS could be improved if they "spoiled" something.
<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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1164 - Jackal (JPN/USA) in 07:25.98 by me - 390 kills in 07:25.98 - 52.47 kills/minutes I counted every object destroyed with my firepower (including gates and body parts of bosses) as one kill, and those automatically killed things like the laser turrets in Stage 6 were not counted. However, The train killed off-screen in Stage 4 was counted as just one.
<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