Posts for natt


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Of course. After all, it's
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creaothceann wrote:
That's what they said about Atari 2600...
They were right
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andrewg wrote:
There was a very long loading time on the original famicom.
Indeed. I created Bizhawk's FDS emulation with a goal of accuracy; the result is hundreds of extra lag frames (relative to FCEUX) at every disk load point.
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JWinslow23 wrote:
The improvements found are really stunning to watch! Yes vote from me! I still have one question, though. Why the black space between the completion of World 4-4 and the start of 5-1?
The 6502 has to spend that time preparing answers for your inane questions.
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jlun2 wrote:
natt wrote:
Depends on the particular game, but many will be XP only.
Really? Alot of games work for me using windows 7, but crash almost immediately once I load a savestate. Strangely, it doesn't happen if I run hourglass in a VM. MUGG, maybe you should try running Hourglass in a VM?
I'm not quite understanding the "really?" here. What your post says is that many games won't work in hourglass on windows 7...
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Depends on the particular game, but many will be XP only.
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not a bug. the SNES changes resolution on the fly, so the window does too. not saying it's ideal behavior; i'm not sure what the best thing to do is in those situations.
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Mmmhm. It gets worse though; the 32K of wram on a GBC is banked, where as any 32K cartridge was all directly mapped.
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feos wrote:
No one minded SM had 5 branches from that point (it was cool, and 2 more published branches to come)
I think that the forest of super metroid publications on this site is a cluster-circle-jerk of boring junk. Of course, I don't really care much about any of that stuff at all.
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I think this is a very useful thing to pursue. I don't have any other useful input, though ><
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Warp wrote:
Sorry, I didn't quite understand.
Ignore that. The GBC has 32K of wram, which can easily fit some of the simpler GB(non-C) games. Due to differences in code location and lack of interrupts though, you wouldn't be able to use any existing game program as is.
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desmune 0.9.8 32 bit. advanced bush level trimming ON
  File: 0121 - Castlevania Dawn of Sorrow (U).nds
CRC-32: 135737f6
   MD4: a714bea87bd7445e18d93f9dbc3dae9f
   MD5: cc0f25b8783fb83cb4588d1c111bdc18
 SHA-1: 47530ff87e608f88105a314fdf36dc385f8dec94
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Some games will work, some won't. Best to VM anyway.
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creaothceann wrote:
There might be a bug in bsnes' input emulation.
All platforms in bizhawk (and in most other emulators around here) are subject to the one input per frame rule. It's not a core problem in most cases (including bsnes); just a frontend thing. I don't particularly like it, but it simplifies some things, and has no negative consequences in many games on many platforms (any game that uses a simple "once per frame" input reading setup). If you need subframe snes recording, try lsnes.
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fceu-rr 0,98,15
  File: Joe & Mac - Caveman Ninja (U) [!].nes
CRC-32: 0c4000be
   MD4: 0429fb4832bad7b0013975a8ef4317e4
   MD5: fa45f240b40310fb3b4a7f76e7612886
 SHA-1: 36bafdf6f8d531fecb3553c1923eeafac4a05c28
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The colors will be wrong on youtube no matter what you do. Even if you get something that looks correct on your computer. Youtube displays with different color matrices depending on all sorts of specifics of operating system, graphics card, and settings.
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Dwedit wrote:
Here's a bug report: Sound pitch in PAL mode for the DMC channel is wrong. Very noticeable in Sunsoft games like Mr. Gimmick (E) or Gremlins 2 (E).
fixed on svn
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"Executes Arbitrary Code" it is then.
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I watched and dumped it in an attempt to reproduce your sound problems (was unsuccessful). I could encode it, but I haven't started yet and don't have any particular desire to.
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bizwhack 1.3.0
Super Star Wars (U) (V1.1) [!]
SHA1:C6B8BC8C589F21DD8C9FE9A10433B3B4F6736DCA
MD5:0414360A88C2A24B57AE7D181B0E29B1
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boct1584 wrote:
ALSO: 1.3.0 runs the game at full speed without a movie, but only 45-50fps with a movie. Huh? EDIT: The sound also seems fine.
Yes, movie recording or playback with the snes core specifically incurs quite a bit of overhead. I'd love a better solution; the basic problem is that the some of the constructions in the core are not very TAS-friendly.
Tompa wrote:
(Despite versions like 1.52 emulates better than BizHawk).
[Citation Needed]
feos wrote:
The newly unzipped one for me keeps lagging the sound (it sounds like when you freeze VBA while it's running). But AVI capture has all sound correct! WTH?
There are three different throttling options available which might help you reach full speed with relatively glitch-free audio and\or video; try them out. The capture being fine no matter what should be no surprise; like all emulator captures that aren't horribly broken, it dumps in a non-realtime fashion blissfully immune to realtime timing problems.
Post subject: Re: BizHawk 1.3.0 Released!
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adelikat wrote:
BizHawk 1.3.0 Released This release features a new core: ColecoVision, as well as FDS support for NESHawk. In addition, NESHawk is now 20% faster! There's a lot of other fixes, and features, so I recommend reading the full release notes. Windows binary
If you are copying BizHawk 1.3.0 over an old install of BizHawk, you must first purge all of your .dll files. New ones are in different places and will not overwrite old ones, leading to problems. We always recommend unzipping a new release to a new folder anyway.
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creaothceann wrote:
Hack: A modification of a game that was not programmed explicitly with that possibility in mind. Mod: A modification of a game that was programmed explicitly with that possibility in mind.
Not universal in usage
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It's probably avisynth that's leaking. Consider running avisynth in a separate process (like avs2pipemod). Youtube x264 uploads should always be 8 bit 4:2:0 yuv limited range. Lossy or lossless works. MP4 may work, but I've had best success with MKV. 601 vs 709 doesn't matter because it will be wrong no matter what.
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It could be the "ROM Glorious Ballsack Community", wouldn't change anything. What they've chosen in their own community as consistent is not consistent with terms in the computing community at large. Since TASVideos is outside that community, we have to deal with ambiguities that arise from the conflicting terminology. We don't call game mods Glorious Ballsacks and I don't think we should call them Hacks either.