Posts for klmz


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It seems that most of the unworking games are using:
Chips/Board: MMC3 / MMC6 / MIMIC-1 / NAMCOT 108/109/119
Mapper:      4
Strangely, Mario is Missing! uses the same board/mapper but works without problems. Additionally, I found that Action 52 doesn't work well eg. some games in it don't work at all. Broken ROM headers can cause problems on some emulators(in this case, FCEU 0.98.x), but I don't know how to detect and repair them. GoodNES can even corrupt some, so it's not safe to use. BTW, note that gcc 4.3.0 doesn't like extern + static declarations in boards/mmc3.h... However, fixing this does nothing to help emulating those games.
<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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Finally I get this movie to work and I am voting Yes now. Thanks to Dromiceius, I've solved two emulation problems caused by old configuration files!
<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 procedure should be: * get fairy-block and yellow gem * die * throw block into pond * press start & break 2nd Meanwhile * collect wrench/item/etc * throw gem into rainbow to get balloon * use no password I am almost feeling like TASing this game now... EDIT: I made a correct track map: It doesn't look good, but I think it's useful especially for a 100% items run. EDIT2: Death can be abused to save time in this game. EDIT3: I am wondering if the game will still think you complete it with all items collected if you skip some key items which are supposed to be required to complete the game. EDIT4: Replaced the map with a new one. EDIT5: Replaced the map with a corrected 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
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1: L 2-7: Nothing 8: R 9-10: Nothing
<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 watched your WIP and found some issues. 1) You should throw gems into the lake standing at the position the new item would be spawned so you could pick it up during the waiting time. See the example here (my old WIP, may desync the first time played). 2) You don't need to press Start to move after the Lady of the Lake appears. Just get hit by the Meanies but not killed and you'll be able to move. The way to break the second "Meanwhile" is simple. Just keep in mind that as long as the Lake Lady is on the map(pressing Start makes her disappear), you can press Start to get control on Merlin if he is not doing an event-only animation. You can then rush to get the wrench or get invulnerable (unfortunately I don't remember how) during the Meanwhile! In fact, it's possible to get past the Meanies blocking the way from the right to the left without taking damage after you get the crystal box. Very difficult, but I managed to do it once. However it doesn't seem useful because getting hit is more useful anyway. Discussing this makes me having the idea to TAS this game again, but....
<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 don't remember posting in this thread. It might be too long. But I am glad to know that someone is going to make a 100% items run, as well as the desync(or "desynch"?) problem has been solved. @DaTeL237: I remember posting a glitch demo in this game in another thread. It was caused by doing unexpected things during "Meanwhile" periods. It can be used in one of many aspects, like getting ultimate invulnerability(will be over as soon as you get on the track which is unavoidable), messing up graphics or music, cancelling events, skipping some items or just getting stuck somewhere. Too bad Westwood is no more so you won't receive their prize T-shirt by beating this game with all items collected.
<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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Yes vote for your first non-Castlevania movie! It's entertaining eg. the characters' silly riding on each other.
<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 wrote:
Ugh... I hate that bug. I thought I had fixed it. As far as I know, it happened in previous (0.98.16 for ex.) versions too. Can you give me a way to replicate it?
I found the only(?) way to replicate it: 1) Start recording a new movie from Start or anywhere you like. 2) Save a state from the movie being recorded. 3) Toggle on Read-Only. 4) Load the very savestate from the movie. 5) Wait until "Playing frame x / y" where x > y to see the problem. If you start rerecording a movie instead and then follow 2), 3), 4), you won't replicate the problem. I also found a new crash bug which isn't in FCEU 0.98.16: 1) Start recording a movie from Now(snapshot). 2) Stop recording after a few frames. 3) Play the movie in Read-Only Mode. 4) Load any savestates either from or not from the movie during the playback and get FCEU 0.98.24 crashed immediately. Although this site doesn't like movies recorded from embedded savestates, having one build-in feature crashing the emulator is not good.
mz wrote:
My guess is that there isn't anything useful in those extra bytes. I think they are added because when you're recording, FCEU always adds 4 extra bytes to the movie in memory to work on.
I mean, sometimes you may truncate your 15-min movie into a 5-sec movie by mistakenly loading an early savestate from the movie. However, according to Bisqwit's article(link required), input bytes after the new end point(in this case, 5 second after the beginning) will remain in the movie. Those bytes become extra from the view of the new movie. Bisqwit made an FCM Repair/Fix(link required) using those extra bytes to recover your 15-min work. If future FCEUs remove all extra bytes from the movie, it'll be impossible to recover your work. To be honest, I've never repaired a movie using it. I usually take it as an opportunity to optimize my movie. But not everyone likes to be forced to optimize thier brandnew 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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The read-Only Toggle problem has been semi-fixed. After you toggle on Read-Only, the movie file is written correctly to the HDD, but the movie in the RAM is not correct - when you play it without reopening the movie file, the movie will never end. I guess this is caused by incorrect movie length stored in the RAM. I think it over and I agree on that loading states from other movies can be useful. Additonally, I guess removing extra bytes in movies will make it impossible to repair movies truncated by mistakes with early backups. @mz: I think even with High setting, the update speed of Memory Watch is too slow. It should be at least 60Hz. Maybe you could add Realtime setting the fastest as well.
<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 I've got the cause - there's a Duck Tales 2 (U) [!].cht in the cheats directory which will be automaticly loaded if I open Duck Tales 2 (U) [!].nes and it will set memory address 0x0000 to 0 to prevent the game from working normally.... What a stupid problem! Now I am sure this is not a bug. But something like an option to disable all cheats from the menu and/or at least a piece of message to tell you if cheats have been loaded will be appreciated. Currently even the "Message Log" doesn't tell me that. EDIT: I don't think my fceu98.cfg will be useful now. But if anyone wants it, I'll upload it somewhere. ;)
<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: Yes, I was talking about "preventing FCEU from loading states from other movies". If that is too hard to do without modifying the current FCM format, then it's OK. However, is it possible to prevent loading "states from other movies" from interrupting the movie being played? Hmm...I think I've found a big bug which doesn't exist in FCEU 0.98.16. Just open Duck Tales 2 (U) [!].nes with the latest FCEU 0.98.24 and see graphical errors, then try to play the published movie on it to see twisted alternative world. EDIT: Duck Tales 2 (J).nes and other games which work fine with FCEU 0.98.16 still work fine with FCEU 0.98.24. EDIT2: I don't think that you have modified any mapper codes. So maybe this bug is related to the FCEU 0.98.16 compatibility issue or even has some deeper causes hidden in those oldest codes. EDIT3: I don't think it was a bug now. See my post below.
<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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Great job mz! Now I can toggle Read-Only as I wish! Thanks a lot. Still, some savestates not from the movie can be loaded and interrupt the movie playback.
<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 dinosaur? It seems that only dragons exist in this game... Well, I colored the dragon character, anyway.
<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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Oh Yeah vote for remembering me! Yes vote for tight improvements.
<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: I solved the problem. I noticed that I could see no "fceu98.cfg" in the compiled excutable directory after I ran it. Then I found it was there but its attribute was "hidden"! Simply deleted it and everything went fine. 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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You can try to merge the fceu-mm mappers with the source of 0.98.15 in order to see what is the root of the problem. Games that I know that don't work since 0.98.16: Banana Prince - gray Gun-Nac - cannot start Mitsume ga Tooru - ? Power Blade 2 - gray some smb1 hacks - cannot start
<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've got a question: how did you build the source while preventing the excutable from being CPU-hogging? I tried to build all the 0.98.1Xes using their Makefiles with MinGW but everytime it resulted in a much slower excutable. Maybe some CFLAGS and/or LDFLAGS for optimization?
<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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None of Indiana Jones and the Temple of Doom, Spider-Man - Return of the Sinister Six, Rygar or Batman Returns is a match. Strangely, Rygar somehow appears more close to it than Bionic Commando.
<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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Randil wrote:
Are you talking about Rockin' Kats, perhaps?
Surely not. The graphic style of that game wasn't cartoon.
<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: Looking for a NES platformer game (found)
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I played it many many years ago. I can't recall much about it. All I remember is that the character can use some "grabling hook" to move around. So it sounds like Bionic Commando but isn't it. EDIT: IIRC, the hook should look like that below:
               /=
-----chain?----|=
               \=
In the beginning of one stage whose background looks like sci-fi buildings, you can fall off the platform to commit sucide. EDIT 2: This game is none of the following games: * Batman Returns * Bionic Commando * Castlevania 1, 2, 3 * Indiana Jones and the Temple of Doom * Megaman 1, 2, 3, 4, 5, 6 * Rockin' Kats * Rygar * Spider-Man - Return of the Sinister Six Sorry no more details can be recalled. EDIT 3: Some more info: Bionic Commando and Rygar kind of resemble that game, but they don't match. EDIT 4: I now believe it was a hacked version of Bionic Commodo, which is irony. Since I can accept such a result at easy, this case is now closed. Thank you everyone!
<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: Young Indiana Jones - Instrument of Chaos
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What about this game? It's ridiculously difficult, but the charector moves fast. So it may be made out awesome TASes from.
<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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@andrewg: I am sorry that I TASed it at such time. :( @mmbossman: My name is klmz.
<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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@wicked: I know the boy on your drawing. His name is Kitarou (鬼太郎), and the eye-man is his father. So, the game you are looking for should be Gegege no Kitarou.
<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 am curious to know how you got this game to run on Rerecording VBA 1.72. I can only start the first level and then have the game freeze or reset itself, or even bring up a dialogue box reading something like "Unsupported BIOS call!" very soon. EDIT: Using GBA BIOS only fixes the third problem.
<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've experienced some strange save/load problems. Sometimes after I start VBAR and open a ROM, I'll be unable to load or save any savestates using shortcut key configured on the keyboard until I use them once via the menu.
<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