Posts for nightwulf

Experienced Forum User
Joined: 12/16/2005
Posts: 3
NES -> Debugger... -> Memory... -> Memory Poke Enter an address on the left (generally 0x0 - 0x07FF unless you're getting into the cartridge), and a value on the right, and click "Poke Me!" If this doesn't seem to work, it's likely that the game is overwriting it with whatever's supposed to be there. If VirtuaNES provides functionality around that, I don't know of any other way to do the same in FCEU (other than finding game code that's changing that value and modifying it).
Post subject: FCM conversion (pre-blip)
Experienced Forum User
Joined: 12/16/2005
Posts: 3
Is there any (easy) means of converting FCM movies made in "vanilla" versions of FCEU to the format used in versions with the patches available here? I glanced at the (old FCM) file in a hex editor, and the format appears to be identical (other than the new header), but I'm unsure if there's an easy way of coming up with the "number of frames." I thought I read somewhere that the "blip" version of FCEU would open the older FCMs, but I was unable to do so. Any help would be much appreciated. Thanks in advance!
Experienced Forum User
Joined: 12/16/2005
Posts: 3
Hi folks. I did hang onto the FCEU netserver source, and it's available here: http://nightwulf.rbicentral.com/fceunetserver-0.0.3.tar.bz2 I'm a member of an RBI Baseball community, and we've had the server running on two separate servers (one which is a decently-loaded webserver also, and one dedicated server), and the performance wasn't great on either. Our members reported that the lag was bad enough to make the game unplayable at times. The netserver is available at "potatoes.dee-nee.com" (drop the 'potatoes' for the other server, which acts as our webserver too) if you'd like to try it out (default port 4046). I'm interested in seeing any modifications you're planning on making to the server. Anything to improve playability would be a huge bonus.