Posts for natt


Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
syncs on vba-rr v23.5 svn421
  File: Sonic Advance (U).gba
CRC-32: 63f70fd8
   MD4: e7a2cf5f3bfdf74fea2ae387561cd681
   MD5: 49ecc8ef1988e7ae81fbda1b4cf71eed
 SHA-1: d842afa7dd1e84de08addb94a51506f1bcafd551
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
syncs on vba-v24m-svn422
  File: Keitai Denjuu Telefang - Speed Version (J) [C][!].gbc
CRC-32: fb528f66
   MD4: 64979f41ea7788b740146361ae8f3a8a
   MD5: ebfe05828463cc004898e6a95ee57fea
 SHA-1: 1c273f9078c580e85e5c49e7114058f3e0fe5cca
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Gargoyle's Quest
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Does anyone anywhere know where I can get source code to the Sanic Camhack VBA?
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Looking for some input on screenshot, please.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
The description was more or less copied from the previous movie. That being said, I didn't copy blindly; I did read it. I'm not against changing it, but I want to give a bit of time for more people to provide feedback.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
yay, wasting time with 1.43 runs in 2012
  File: Donkey Kong Country 2 - Diddy's Kong Quest (U) (V1.0).smc
CRC-32: 006364db
   MD4: 6fb1c04bc54f3b1c22853bb7de90604b
   MD5: 98458530599b9dff8a7414a7f20b777a
 SHA-1: 3ec2035962918b5523d8b4745406f46f2a739b8d
archive.org collection: http://archive.org/details/SnesDonkeyKongCountry2-DiddysKongQuest102In12131.88By
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Post subject: yt:stretch=4:3 and html5
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
syncs on snes9x-rr 1.51 svn147
  File: Super Mario All-Stars + Super Mario World (USA).sfc
CRC-32: f84305b1
   MD4: 27f3470732c20cc7a604de9d2d60d8e6
   MD5: 7ecaf3e2e021c8a836041c85886f4594
 SHA-1: d245e41a2b590f7d63666b0772cbddfb26f254a2
Archive.org encodes: http://archive.org/details/SnesSuperMarioAll-starsLostLevelsusaIn3442.83ByKfcmario
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Well, I didn't try anything =p However, I do have a bit of familiarity with the PSXjin code-base and the developers of it. It's not horrid, but it's not perfect, and more importantly, there's no real active development of the emulation core at this point. Unless it runs correctly in pcsx-rr, the only tas option may be to wait for a new emulator to come along.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Ok, so you have a good disk. If psxjin won't play it back right, then 99% it's a psxjin emulation problem. Sorry =/
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
nanogyth wrote:
natt wrote:
fceux has an option to enable more than 8 sprites per scanline. guidelines say to leave it off though.
Seems a bit silly when other encodes are rendering at 1440p to remove aliasing. But I guess the rules are the rules. ;)
/shrug The Encoder Guidelines are a bit murky on this. Two viewpoints are presented: "As close to original as possible," and "enhanced," and they aren't really reconciled. Of course, there are quite a few problems with that page...
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
More specifically, take checksums of the ISO and compare to the checksums on redump.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
If it is in fact copy protection, it could be reacting poorly simply due to bad emulation in psxjin. Have you double checked your ISO? Try to match it by checksum to one of the ones on redump.org. If it doesn't match, rip it again.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Syncs on hourglass r81 (OS: win7 64, no vm)
  File: スパイマン.exe
CRC-32: 279c1769
   MD4: c5b37f62d6bcd124259d40f855ad6a1e
   MD5: 9c7861b4621cafe0a78bc82c8b5bacfd
 SHA-1: 3a8cb1e1d08cfb7a3b50f30332f8d75b8d34ad69
This should have been run at 50fps. I'm not familiar with hourglass internals, so I don't know whether that's enough of a technical foul for rejection. The game runs at the appropriate speed, just with a 5->6 cadence.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
fceux has an option to enable more than 8 sprites per scanline. guidelines say to leave it off though.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
nanogyth wrote:
"fastest death" and "fastest end of input that results in death" have the same meaning for official timing. But for a viewer unfamiliar with the official definition some clarification would be helpful.
I think part of the problem is that fastest death runs typically aren't accepted, so there's little precedent. If they were accepted, I personally would think that the fastest time as measured from start to when the death actually occurs would be more interesting than end-of-input, because there are so many games where you'll die eventually with no input as long as you start the first level, so "fastest death" runs in many cases then become a simple menu navigation exercise.
Post subject: Re: Famtasia Encodes
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
nanogyth wrote:
Famtasia isn't great, there are a number of reason one would want to avoid it when making an encode. But if it doesn't sync on anything else you might be stuck. I have a possible work-around, but I don't know what kind of practical limits it runs into. If the movie syncs on famtasia and the savestate data for each frame could be recorded, could that then be played back with TASEditor? IE a large collection of single-frame from-savestate movies, using famtasia to recreate its faulty logic and something else to render the A/V. Edit: ACK, the famtasia source code is lost, pulling the savestates out of the .exe is probably nigh impossible. Oh well, plenty of SNES youtubes to encode.
Even with massive massaging, I don't think you'd be able to convert savestates from one emu to another anyways...
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
weeeeeeeeeeee
Post subject: Hourglass Joystick bug (r81)
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Exactly the same as this gens bug (same erreur messages and all): http://tasvideos.org/forum/viewtopic.php?t=12777
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Syncs on hourglass r81 (OS: w7 64, no vm)
  File: にくじん.exe
CRC-32: fc652d32
   MD4: 9e2cf7a6da16ee7c2a02ae4b221e9f10
   MD5: 93fdec12a9f051839f37fd31030b4658
 SHA-1: 57aee41ed34383b5489618f32e1ad280347ba970
Download: http://ikiki.sokushinbutsu.com/himoji/game/nikujin.zip (No referrer allowed)
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
syncs on fceux 2.1.5
  File: Teenage Mutant Ninja Turtles Tournament Fighters (U).nes
CRC-32: ac05464f
   MD4: d200b4f9befc65dc3e688ac9dfffb5fd
   MD5: 2029e6af90f987fa2ac7aa5d19edfdb4
 SHA-1: 182f901142530a509a7c9f5831b5a7f7f4c923a8
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Obviously, some sort of encoder blame tagging needs to be available, but that can be accomplished by various metadatas and whatnot. I'm for this provided the logos created live up to extra-high quality standards.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
syncs on desmume 0.9.4 official release does not sync on desmume 0.9.8 (64bit) official release sync appears to have FBA levels of variability; dunno if that's usual for desmume... edit: to clarify the above statement, what i mean is, when played back in desmume 0.9.4, sometimes it syncs, and sometimes it doesn't; a common FBAism.
  File: 0121 - Castlevania Dawn of Sorrow (U).nds
CRC-32: 135737f6
   MD4: a714bea87bd7445e18d93f9dbc3dae9f
   MD5: cc0f25b8783fb83cb4588d1c111bdc18
 SHA-1: 47530ff87e608f88105a314fdf36dc385f8dec94