Posts for natt


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p4wn3r wrote:
Don't the rules say to play the game in GBC if possible? http://tasvideos.org/MovieRules.html#ConsoleSpecificRules So, I think encodes such as these should be preferred, since they show the game played on GBC.
Mmmhmm, but those rules aren't quite relevant as stated for Gambatte cores. There is no way to play a GB(mono) game in GBC mode on Gambatte; the only thing you can do is add in the colors after the fact if you want. Well, it does give roughly the same results. I suppose the only thing that's really needed then is a clarification for what all that means for Gambatte cores.
Post subject: GB Encodes: CGB Colors
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When certain Gameboy games are played on the Gameboy Color, the boot rom detects them by hash and assigns predefined color palettes to them. This is more than just changing the 4 colors used, as BG, OBJ1, and OBJ2 can be colored differently. It's possible for Bizhawk to make encodes like this. While they aren't accurate to original hardware, they are accurate to hardware that the TAS "could" run on. I think it might be a good idea to encode with these CGB palettes where possible. Here is an example based on 3987S. It's not blended or full HD, but it should give a good idea of what I'm proposing: Link to video
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Yeah, I've done a little bit of work with the code base. It's rather... interesting, isn't it. I wish Nitsuja was around to help out some; even just as a "mentor". Mouse support? First, brush up on your winapi messaging; you'll definitely want to know all of the ins and outs of all the possible WM_ related to mouse. The midi work I did was all within the dll detours section, and I didn't get into the message passing stack at all, so I'm not familiar with much that would help.
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Weatherton wrote:
Edit: Why was the encode not done in the Super Game Boy mode?
Because the run was not recorded in Super Game Boy mode, and you can't switch without losing sync (even in VBA, usually). As for why the run was not recorded in Super Game Boy mode? bsnes SGB is slow and unwieldy, and there are no other SGB emulators worth mentioning. The "always record in SGB" rule was for a time when VBA was the only game in town. When SGB and regular GB are in completely different emulation cores, it doesn't make a whole lot of sense any more. Note to encoder: If desired, the game can be encoded as it would have appeared on a CGB. GB->Change Palettes...->Load...->DONKEYKONGLAND.pal
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Screen resolution of the emulated system is determined by the emulated system, so what can be done with that and what it means is on a case by case basis. (NES can crop lines, Saturn in HW mode and N64 can change the actual emulated resolution). For the resolution of the output, there are some options in the View menu: display filter, window size, fullscreen. Not the most customizable of all, but that's something anyway. For the resolution of the video output when dumping, you can additionally select a stretch there, if you want.
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post CD hashes
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xxNKxx wrote:
why? is this technical limitations? or Sony hate psx emulators ?
Hard to say. PCSX-rr and PSXxjin are probably dead because the underlying core they use (PCSX) is not good enough to merit more work. Many of the other popular PSX cores are closed source. Maybe we'll be able to use the Mednafen core.
Then how can some ppl here still can make PSX TAS? How can pass this lag counters?
I'm not saying your problems don't have solutions or workarounds; they probably do, and PSXjin can operate well enough to do passable TASes of many games. I was just answering the "dead" question.
PSX have alot cool games for make TAS, so sad :(
Yes, it is.
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Yes, it is dead. All PSX emulators currently used at TASVideos are dead.
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SGB is very very slow to emulate, probably the slowest system in bizhawk at the moment. There's probably nothing wrong at all.
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The upcoming Bizhawk release should support GB\GBC linking. No ETA, however, on a GBA core (or a linkable GBA core).
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I've fixed Mario Adventure in SVN.
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Are the missing sound effects OPL generated? If so, is the emulated game picking up the sound card correctly?
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WJY wrote:
natt wrote:
tiles of super mario adventure is a case of a garbage rom doing stuff that no hardware MMC3 ever did. i can fix it, but i'm not sure of the best way to go about it. as far as SMB hacks and BGM, could i have an example rom?
Extra Mario Bros: sound effect of Mario's death is played after push START; no BGM after game starts VS Air Man: sound effect of Mario's death is played on the title screen; everything else looks fine U.N.owen is her can't be emulated at all.
Extra Mario Bros shows similar glitching in both FCEUX and Nemulator, so no plans to fix that.
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tiles of super mario adventure is a case of a garbage rom doing stuff that no hardware MMC3 ever did. i can fix it, but i'm not sure of the best way to go about it. as far as SMB hacks and BGM, could i have an example rom?
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I doubt retroarch is ever going to get any real -rr capabilities; it's just not their focus.
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nah, do the tas. if you submit a tas, and it does use dtk, and it gets accepted, i'll have to get off my ass and fix it
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If it's DTK, it doesn't play correctly.
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http://www.mediafire.com/?2bcym2r9neqrodd I wouldn't recommend this build for normal use.
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if you have svn and have it set up to compile and whatnot, yeah. if you don't have that setup, then i can get you a build
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hegyak wrote:
For some reason, attempting to load The Incredible Crash Dummies for NES causes an error.
retry on r4506, please
Post subject: Can your computer play high quality h264 in realtime?
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3968S runs at 1280x720x60fps. There's been some talk in IRC of people being unable to watch such an encode. If you have a moment, consider the following samples (about 10MiB) each: Standard encode, 1280x720/60p, 8 bit 4:2:0 10bit444 encode, 1280x720/60p, 10 bit 4:2:0 Using software decoding, my computer (2500K@4.0) can easily handle the first, but can barely handle the latter. (EDIT: I was probably incorrect here. My computer can handle the stream, which is what I observed, but I really don't know how much headroom is left.) How about yours? It's no good unless you get smooth 60fps with no framedropping or stuttering. Also, can your flash player handle the transcode in browser? Mine can't. Link to video On or about 2013-06-18, all of these links will die. Edit: If it's not clear, this would be the first TASVideos publication ever where the primary encode was bigger than 480p.
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zaphod77 wrote:
AS for pressing non existent buttons... Well the super mario world example they aren't non existent. multitaps were plugged in. :)
A standard multitap cannot reproduce the controller inputs seen in the super mario world run. Indeed, no physical control device in existence besides the bots (that we know of) can, although it would be relatively simple to design a 32 button controller that could.
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psxjin v202 svn719
  File: Crash Bandicoot (J) [SCPS-10031].bin
CRC-32: d9ba797e
   MD4: 1b96e6eda1b79282ab4c9ad243542076
   MD5: 39b034eb70d3327e2b976a97923b9f4d
 SHA-1: 2d05a6416b5ea25773f1eca34675215d7c490a0d

  File: Scph1001.bin
CRC-32: 37157331
   MD4: 9111c817a40d544e85d3c70e5fe40876
   MD5: 924e392ed05558ffdb115408c263dccf
 SHA-1: 10155d8d6e6e832d6ea66db9bc098321fb5e8ebf
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You're using a garbage codec (one of the original VFW ones, and hence everything looks horrible awful through the world's worst macroblocking. Try something else, install x264vfw or xvid or the camstudio codec or anything at all that's not CRAM.