Posts for natt


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vba-rr v23.5 svn421
  File: Pokemon - Yellow Version (UE) [C][!].gbc
CRC-32: 7d527d62
   MD4: 629cbcc8cbbcef8826345d61a7e00341
   MD5: d9290db87b1f0a23b89f99ee4469e34b
 SHA-1: cc7d03262ebfaf2f06772c1a480c7d9d5f4a38e1
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For quite a few systems, you would almost never consider searching misaligned addresses. But others you would, so perhaps there isn't a sensible global default for that.
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Eye Of The Beholder wrote:
Don't know if it's a bug or not, but here it goes: When i'm playing with my joystick connected to my notebook, if for some reason i touch the joystick cable and it disconect, the emulator says it encountered an error and has to be closed. The problem is i was doing a savestated run and everything i do is lost if i don't keep playing the movie after each savestate. With Snes9x, the emulator keeps playing normally, it just doesn't accept inputs.
Looking through SVN logs, it seems like that this was probably fixed right after 1.2.0 was released. I can't reproduce on current interim, anyway.
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tetora_X wrote:
movie.setrerecordcounting() doesn't work on GBC.
movie.setrerecordcounting(false)
i put this at the top of a bot script, but the rerecording counts increases. movie.getrerecordcounting() returns False, so i think it's a bug or i did wrong use of the function.
fixed on svn
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Same reason as every other "fart2x of the month": takes many more bits to encode than just encoding at original resolution, and any properly written shader filter can be applied by the user at playback time in the media player.
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fceux 2.1.5
Rainbow Islands - The Story of Bubble Bobble 2 (U) [!].nes
 ROM MD5:  0xf8fadc0d497c7d3f72cec6a1f6b938a3
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mtvf1 wrote:
natt wrote:
The output from FBA (version 007 anyway) does respect framerate on the examples I've done (both NEO GEO and CPS2 had particular framerates in the 59.xxx range).
I'm mean we should change the subtitle in the movie and submission title's playing time. For example, http://tasvideos.org/1767M.html Arcade Metal Slug (World) in 12:10.23 by x2poet. But the real playing time is 12:20.35.
Ahh, that. Yeah, that's not the only system with a problem like that. The big bosses don't want to change anything, though...
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ram seach defaults to the "main ram" memory domain, which in the NES's case means the internal ram at 0000:07ff. The coin value isn't held there; it's held in the cart's work ram, which for this particular mapper and situation is mapped into 6000:7fff. In this case, you should be able to get your desired results by searching the "System Bus" or "WRAM" domains. Note that the only ram search available in FCEUX corresponds to the "System Bus" one.
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mtvf1 wrote:
I think all of the arcade games should be re-encoded, because of the playing time. Different hardware work on different fps. For example, Capcom's CPS2 works on 59.630 fps, SNKp's neogeo works on 59.180 fps, and BanPresto is 57.550 fps. We can't use 60 fps as default, it's not the real playing time. But the .fbm didn't give the identifier to distinguish this, so when fbm movies be upload to tasvideos, how to solve this problem?
The output from FBA (version 007 anyway) does respect framerate on the examples I've done (both NEO GEO and CPS2 had particular framerates in the 59.xxx range).
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Change the scanline number to correspond to when you would like the display to be captured. SNES and GB have similar interfaces.
Post subject: Publishers Wanted
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As you may know, TASVideos's publication load has increased quite a bit recently with the change to publication rules adding the Vault tier. As a result, there is now quite a backlog of submissions to be published on the workbench. Would you like to help out? Basic outline of the jobs of a publisher: http://tasvideos.org/Roles.html Rules to live by: http://tasvideos.org/PublisherGuidelines.html http://tasvideos.org/EncoderGuidelines.html Thanks to feos, we have a pretty capable set of scripts and tools that help automate the encoding process for publishing: http://tasvideos.org/EncodingGuide/PublicationManual.html If you've looked through these documents and are still interested, hop in to IRC (link at the top of the page) and we'll get you started!
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For those who don't give two hoots about resizing algorithms, resolution changes, or anything like that, the upcoming release will have an option to force resize all a/v dump video to a chosen size before encoding.
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Eye Of The Beholder wrote:
Sorry, maybe i'm too noob for this. When you say Bizhawk split at 2GB, do you mean when Bizhawk generates a 2GB movie file, it split it and start generating a new one if there's still something to be recorded? If that's the case, my situation is a bit different, cause it splits the file in small parts of few megabytes.
Ahh, you might be splitting on resolution change. What emulation core were you recording? Are the video segments different image size?
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I should have been more specific: Bizhawk split at 2GB because of the kind of video output you chose. There are many Bizhawk video output options that don't split at 2GB, and even with AVI, you can choose a codec with better compression and get fewer segments. However, I'm not certain what of Bizhawk's video options you could switch to, that would still load correctly in Windows Movie Maker.
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There are a variety of video dumping options in bizhawk, although I don't know what Windows Movie Maker can open...
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I forget what version that was changed in, but it was changed. Latest interm scales the 512x224 mode to 512x448
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Note that the common "wait for vblank" task can be done without interrupts on a GB: just spin on the appropriate status register. Not so good for battery life, but otherwise fine.
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vba-rr v23.5 svn421
  File: Mega-Man - Battle Chip Challenge.GBA
CRC-32: 26be44fd
   MD4: 0f423ea6282a8a920d85596047c2aba6
   MD5: d996f6cbb36eb15063b290d8f00ad654
 SHA-1: 72309736f3820470c6f372d6a05ad1f16bc5a946
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fceu-0.98.15-rr
  File: Air Fortress (U) [!].nes
CRC-32: b8fd02b7
   MD4: 39a431c87747f526d2536a7bf1244064
   MD5: 8087e6f5349d84fb6f14e67bc3cbb386
 SHA-1: 1b72fc01e717b2f498960dc52bf31d2f0f2feeb3
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GlitchMan wrote:
Hi guys! I decided to remake my NES Back to the Future TAS speedrun! :D This time I only went for fastest time (no "high score" run or anything). I made it a lot more entertaining this time! I even figured out that I can lag the music by playing sound effects at certain frames (for some reason this was harder to do in the night time levels so I didn't bother doing it there). I made a lot more use of the bowling ball to make it more entertaining. Here is my speedrun!: http://dehacked.2y.net/microstorage.php/info/635054605/GlitchMan2-Back%20to%20the%20Future%20%28U%29.fm2
http://www.youtube.com/watch?v=9DBKPzMgV-w
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CoolKirby wrote:
I figured out how to change the palettes for GB roms, but that button is greyed out when a GB Color game is loaded. It would be nice to have the color fixed or at least be able to change the palette to normal GBC colors.
I object strongly to your referring to whatever crap VBA shits out as "normal" GBC colors. However, your requested feature has been implemented in SVN.
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that stuff isn't in the UI yet. sorry for the confusion; happens with bleeding edge builds and whatnot. for the moment, it's still doing old behavior entirely
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oneeighthundred wrote:
I'm trying to handle the encodes for this as well (and maybe do more in the future), but I'm not entirely sure what I'm doing, so if someone could tell me if/how I'm screwing this up, it'd help. MP4s: https://www.dropbox.com/sh/blnsyfik5p85ulw/nxDc93JJI8 HD YouTube's in the sub.
YouTube HD looks ok, but for publication that source would be uploaded to the official channel, of course. The 512 and 10bit downloadables look fine, but it seems like the normal downloadable is limited range?
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Randil wrote:
This should press Start, select, B and A, in that order (which is what it does in FCEUX), and never two buttons at the same time. However, when running this in the latest version of Bizhawk, the input registered seems quite random, and often more than one button is pressed at the same time.
fixed in svn
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Yes. The problem is that bsnes and friends is the only emulator worth testing, and there aren't many runs for it yet. Also, the current NESbot is a bit problematical in some ways.