Posts for natt


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It's exactly what it says it is; the sega CD bios files couldn't be found. I would expect this to only show up for CD games, not ROM games; what game are you trying to load?
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The dot clock in an SMS is the same as a NES, and there's no meaningful difference in vertical geometry (262 lines are created in both cases). This means that a 256x192 image should be scaled to approximately 293x192 of square output pixels to have the same aspect ratio as it was originally presented with. 341 is wrong.
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After the two dumps are done, you can put them together with avisynth. I take a left sidebar, right sidebar, and bottom sidebar from the lua encode (the bottom sidebar is just input display, for which I captured the VBA OSD), and slap them onto the original clip. The rest is just fine details. The result: The original encode script:
Language: avisynth

AviSource ("..\avi\1843M.avi", pixel_type = "RGB32") ConvertToRGB24 Trim (0, 293066) FadeOut2 (200) clip1 = last clip2 = ImageSource (file="..\..\logo\dracula_240_160_ver3.png", start=0, end=119, fps=clip1.FrameRate) #add blank audio to logo clip3 = BlankClip (clip2, audio_rate=clip1.AudioRate, channels=clip1.AudioChannels, sample_type="16bit") clip4 = AudioDub (clip2, clip3) last = clip4 + clip1 #subtitles #frames are relative to new start (120 extra at beginning) Subtitle ("Fire Emblem: The Sacred Stones\nPlayed by Vykan12\nPlaying Time: 1:08:51.20\nRerecord count:34140\n", \ y=0, align=8, first_frame=1636, last_frame=1939, size=12, text_color=$20FFFFFF, halo_color=$20000000, lsp=1, font="Arial") Subtitle ("This is a tool-assisted recording.\nFor details, visit http://TASVideos.org", \ y=0, align=8, first_frame=1940, last_frame=2239, size=12, text_color=$20FFFFFF, halo_color=$20000000, lsp=1, font="Arial")
The lua display script:
Language: avisynth

AviSource ("..\avi\1843MT.avi", pixel_type = "RGB32") # lua encode ConvertToRGB24 Trim (0, 250251) #pad beginning and end BlankClip (last, 120, color=$000000) + last FadeOut2 (200) last + BlankClip (last, 42815, color=$000000) og = last leftclip = StackVertical (og.Crop (0, 0, 32, 130), og.Crop (0, 100, 32, 30)) rightclip = og.Crop (208, 0, 32, 160) #bottom clip needs to be made extra wide bottomclip = StackHorizontal ( \ og.Crop (0, 118, 100, 10), \ og.Crop (10, 129, 120, 10), \ og.Crop (0, 149, 84, 10)) clipvideo = AviSource ("1843M.avs") StackHorizontal (leftclip, clipvideo, rightclip) StackVertical (last, bottomclip) AudioDub (last, clipvideo) #ConvertToRGB24
It shouldn't be too hard to follow if you're familiar with lua and avisynth, hopefully.
Post subject: Fire Emblem - The Sacred Stones lua display encode.
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I did this a while ago, don't think it was ever published. I'm going to write a bit about it here. First, I got a LUA script from the author that put things he watched on the screen during the run. I then modified the script for layout and positioning, and captured the game twice: once with the script running, once without it running: The idea is to use AVISynth to put the two recordings together into one encode. Here's the LUA script used:
Language: lua

function nextrng(r1, r2, r3) return AND(XOR(SHIFT(r3, 5), SHIFT(r2, -11), SHIFT(r1, -1), SHIFT(r2,15)),0xFFFF) end function rngsim(n) local rngbase=0x03000000 local result = { memory.readword(rngbase+4), memory.readword(rngbase+2), memory.readword(rngbase+0) } for i = 4, n do result[i] = nextrng(result[i-3],result[i-2],result[i-1]) end return result end local phit = 0x0203A550 local pdmg = 0x0203E1BE local pcrt = 0x0203A556 local ehit = 0x0203A5D0 local edmg = 0x0203E1BC local ecrt = 0x0203A5D6 no255 = function (addr) local ret = memory.readbyte (addr) if ret == 255 then return "" else return ret end end nolong = function (addr) local ret = no255 (addr) if ret == 100 then return "100" else return " " .. ret end end gui.register (function () gui.box (0, 0, 239, 159, "#999999FF", "#999999FF") local nsim = 20 local rngs = rngsim(nsim) for i = 1, nsim do gui.text(228, 8*(i-1), string.format("%3d", rngs[i]/655)) end gui.text(210,0,"RNG1:") gui.text(210,8,"RNG2:") gui.text(210,16,"RNG3:") gui.text(210,24,"Next:") gui.text(1,0,"Player") gui.text(1,8,"Hit:" .. nolong(phit)) gui.text(1,16,"Dmg:" .. nolong(pdmg)) gui.text(1,24,"Crit:" .. no255(pcrt)) gui.text(1,40,"Enemy") gui.text(1,48,"Hit:" .. nolong(ehit)) gui.text(1,56,"Dmg:" .. nolong(edmg)) gui.text(1,64,"Crit:" .. no255(ecrt)) -- emu.frameadvance() end)
Other than the information in the original script, the essential changes are positioning and a grey out box to hide things. It will make more sense when I post the avisynth script (which I will do as soon as it's done re-running them...)
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jlun2 wrote:
Hey, I'm not sure which is more accurate, but it seems for the game Keitai Denjuu Telefang 2 - Speed, the music sounds different than from VBA-M. Since I don't have the actual game, I can't say which one is supposed to be like. Here's what I mean:
This was fixed already (thanks Gocha!), but didn't make it into 1.8.1. Thank you for the report.
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The next Bizhawk release will have that fix applied, FYI. It should now also be present in any new SVN builds you get.
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My post is neither sarcastic nor flippant. The PSXJin and PCSX-RR cores have demonstrated themselves as complete and utter worthless trash time and time again, yet certain people have spent way too much time trying to patch up their deficiencies. It's wasteful to the community.
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That core is junk, and you're an idiot for wasting your time on it.
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Kurabupengin wrote:
hegyak: Left please. natt: So is more accurate, but accurate in what?
Looks more like the real console. While GB color display depends heavily on ambient lighting, there's no question that the screen does NOT put out colors that look anything like the "Vivid" options in Bizhawk.
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CoolKirby wrote:
By the way, how does vba-next compare to VBA in terms of accuracy? The few sites I could find with information on vba-next said it's based on an older VBA-M but with added speed hacks. Were these hacks removed before it was ported into BizHawk?
I haven't done much under the hood with VBA-Next.
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GB->Settings->Palette GB screen color is a tricksy question, but the palette we use is more accurate than the VBA usual.
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CoolKirby wrote:
natt wrote:
The only change I see is different game gear controller handling.
Ah, so nothing to worry about. Thanks!
natt wrote:
Is another option really needed for A2600? Most of the movies on this site are 2 minute thingies.
It would still be nice to have the option of more accurate timing. It could help those movies sync on a A2600Bot someday.
Neither timing is more emulation accurate than the other. Any A2600Bot sync test would probably use some sort of on_snoop() log, and wouldn't be particularly affected by timing choice in that case.
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PikachuMan wrote:
We can have a function that allows for 4 players on Game Boy games. (multiple instances of the same game). For GBA games, multiplayer functionality with 1 game pak (single pak link), up to 4 (multi pak link) or 5 (wireless). Maybe have a functionality that can interact with Dolphin to use GCN-GBA connectivity? And we could even have support for the e-Reader. 1.8.0 is the version where GBA support is implemented. Any word on when TAStudio is complete?
GCN-GBA is unlikely. Multi GBA is on the list of things to do, but not for 1.8.0; if there are any games you'd really like to multi GBA tas, mention it here http://tasvideos.org/forum/viewtopic.php?t=15721
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Look at the RTC realtime options in the core settings. If that doesn't help with your pokeymans, write up a test case together with the expected behavior on our bug tracker.
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CoolKirby wrote:
BizHawk 1.8.0 pre-release notes wrote:
GBHawk
    Option to set the frame timing (pre 1.7.x vs 1.7.x)
Will Atari2600Hawk be getting this option too? Also, what were the sync changes that occurred in SMSHawk in BizHawk 1.7.0? Were they anything as major as the new A2600 and GB(C) frame timing?
The only change I see is different game gear controller handling. Is another option really needed for A2600? Most of the movies on this site are 2 minute thingies.
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Samsara wrote:
Yeah, those massive pictures are completely necessary to drive in the point that there's no reason to actually ask how many players each game needs when the first post gives a number high enough to account for every game posted thereafter. I seriously doubt that any GBA game worth TASing multiplayer would need more than four players anyway. Unless there's some complicated bullshit that requires completely different coding for each game, there's no reason to project your own shortcomings onto everyone else by breaking the forums with massive pictures.
I'm asking these questions to gauge the interest level in GBA link cable TASing, as I'm thinking about coding link cable TASing for Bizhawk's upcoming GBA core. I created a link cable TASing core for original game boy, but it hasn't seen much use at all. I'm not mad or disappointed at that, but there are a lot of things that I could be doing, and it is important to me to know to what extent these features would be used in a GBA link cable core. The GBA has multiple accessories you can plug into the link cable port, as well as different ways to operate the port itself. Each one has its own cost of implementation. For instance, it's highly unlikely that I'll be implementing emulation of the wifi device, as it's quite a bit of complexity for little TAS or casual play value, and the game given supports other methods of interconnect as well. Then there's the 2 player standard cable vs the 4 player cable, and the fact that running even just 4 GBA cores at once could be rather taxing on a system. So while I do intend to add 2 player support through a standard link cable, the extent to which I work on other linking possibilities, with more players involved, depends a lot on community interest. So yes, it is important for me to see that each game listed has information with it about the multiplayer capabilities and benefits. I could, given a game name, Google it and find out myself, but you're the ones advocating these games as being interesting to play on a linked GBA, so why not provide that information yourselves?
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(edit)
Post subject: Link Cable Games
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Are there any games that both support the link cable and people are actually interested in TASing? Please include the number of possible players with any response. There's one in the wishlist, and that's Zelder: Four Swords (2-4 players).
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PikachuMan wrote:
For Game Boy emulation, how about implementing an ability to play 4-player Game Boy games (not just Super Game Boy). Also, what about supporting more than two controllers on the following: NES (4 players), SNES (8 players), Genesis (8 players), PC Engine (5 players).
No one has ever really used the gameboy link cable feature ever; I have little motivation to add an even rarer permutation of it. I am very concerned that the existing NES 4 player support is not working correctly for you. I have tested it and noticed no problems; could you please post a bug report about it on the tracker? I am somewhat less concerned that the existing Genesis multitap support is not working correctly, but I suppose I should fix that too. Could you please post a bug report about it on the tracker? SNES alternate controller support is on the TODO list. PCE 5 player not working is not my department, but you should post a bug report about it on the tracker.
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Probably the people who originally dumped them used different tools. Format conversion is possible.
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Edit: Disregard all of this. I thought we were talking about Bizhawk. Well, maybe Discohawk can still help you, I don't know. Assuming they were made correctly, cue/iso/wav should work. Load the cue, not the iso. The discohawk tool is supposed to fix these sorts of things, but I don't know much about how it works, so YMMV.
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I'm interested in it because I remember at some point in time playing Final Fantasy on some version of FCEU and having unexpected colors on the spell hit effects. Maybe. It was a long time ago? From what I know of the various screen transitions in Final Fantasy and how they're coded (I've looked a bit at the disassembly), I don't think making them look right in QuickNES is a high priority, unfortunately.
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TheAxeMan wrote:
With NesHawk that works but in battle there is another graphical issue with the attack effect being black instead of white.
Screenshot this in both neshawk and fceux please.
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MrWint wrote:
(with a totally appropriate flag name: http://repo.or.cz/w/lsnes.git/commit/b14bc7a3a71214ce8e7fb0a8326a5753743ccd9a)
Ilari has the leisure of not having to care if anyone ever uses his software.