Posts for nitsuja


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Phil wrote:
Listen that AVI. http://hiddendragon.sytes.net/FFGuy-missing%20sound.avi
OK, I found your problem. You have "Fake Mute desync workaround" turned on -- I guess it does have some side effects after all. I don't believe this game requires that option to stay in sync, so turn it off and it'll sound fine. I didn't test for a really long time though, it's possible that a while later in the game it starts desyncing unless you have the option checked, but so far Out of this World is the ONLY game I know of that requires this option to stay in sync (EDIT: and Prince of Persia 2, and Terranigma). (note: SMRPG does not require it either as far as I can tell, maybe it was VHER all along?)
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Questions: * Why do you jump on bowser once? Doesn't that waste time? You can be done with the fight before the princess even tells you to aim for the chain. * Why don't you time your attacks sometimes? Is this for lag or luck manipulation purposes? * Why do you get the mushroom box and jump on the 3 goombas? I would think punching them is faster, but even if it isn't, if you don't waste the FP jumping on them then you don't need to waste time accessing the menu to use a flower tab to restore your FP before the hammer bros fight.
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What about Prince of Persia and Prince of Persia 2 on SNES?
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Phil wrote:
nitsuja wrote:
(well if you still think it's a bug, could you give an example or 2 that's easy to test?)
There's Final Fight Guy.
Can you give some more details? I tried it out for a while and it sounds *exactly* the same to me.
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bobxp wrote:
(unless of course you've updated it without updating the link in the first post)
Which has happened. It's up to version 5 now, and I think you posted 3.
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OK, I'll see what Final Fight Guy does for me. About the bug... hmm, I just assumed Bisqwit's patch handled it correctly, since I thought people have already been using it for movies longer than the previous movie length limit.
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Others say this would make a boring run, but I for one would like to see it.
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I thought VBA already had routines to display info text in the window (such as the text that shows the % speed when in fullscreen mode), why bypass that and use Direct Draw for the frame counter? Anyway it's great that there's a frame counter and those other desyncs and the frame skips got fixed.
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The green boxes thing they already had some code to fix, but it had the side effect of making blue not appear on some boxes where it should appear, so it was left disabled, and I haven't found out how to get around those side effects either yet. If it's missing sound effects in some games, this is from a setting being changed like volume height envelope reading being off. I haven't touched the actual sound code. (well if you still think it's a bug, could you give an example or 2 that's easy to test?)
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Here is a version of Snes9x that is modified to be better, both for movie-recording purposes and for general use, than the current official release it is based on (which is 1.43 Final). Not to say that Snes9x wasn't awesome already, but it was lacking certain features and had various desync issues. It (the latest Windows executable) is available at: http://nvdata.pilif.ch/snes9xw-improvement7.zip (version 7) http://nvdata.pilif.ch/snes9x-imp-v6v7.diff.zip (diff from version 6 to version 7) Or if you really want a previous version: http://nvdata.pilif.ch/snes9xw-improvement6.zip http://www.filespace.org/nitsuja/snes9xw-improvement6.zip (version 6) http://nvdata.pilif.ch/snes9x-improvement6-src.rar (version 6 source) http://nvdata.pilif.ch/snes9xw-improvement5.zip (version 5) http://nvdata.pilif.ch/snes9xw-improvement4.zip (version 4) http://nvdata.pilif.ch/snes9x-improvement3.zip http://www.filespace.org/nitsuja/snes9x-improvement3.zip (version 3) http://nvdata.pilif.ch/snes9x-improvement3-src.rar (version 3 source) (thanks pilif for hosting these) Here's the full info: Snes9x 1.43 improvement v7 Newest change(s) in this version: * Fixed the problem with input fields staying green when deselected. * Added another page to the hotkeys menu filled with more hotkeys, so now almost no keys are hardcoded anymore. * Added proper key conflict detection, including between game buttons and hotkeys. * Added more info to input config text message, repositioned some dialog elements, removed controller toggle-mode checkbox, moved turbo/toggle keys around to make more sense (you may have to reassign them if you have them set from an older version). * Fixed a bug (mine) that prevented Pocky & Rocky from working (it didn't seem to affect any other games). * Fixed a bug (not mine) with the & symbol in the "recent roms" menu and author info display. * Made the Snes9x icon high-resolution so it doesn't look quite as ugly. (Just what everyone needed, right?) * Made drop-down boxes that make no sense to type into un-editable. * Added an accelerator shortcut to access the hotkeys menu, put "maintain aspect ratio" and "use video memory" in the Window menu, removed fake accelerators. * Fixed problem with Escape not exiting the Display dialog box. * Incorporated Nach's updated JMA code. General: * Made "Pause When Inactive" an option in the Settings dialog, so you can turn it off if you want Snes9x to keep playing games when it isn't the active window. If you also want sound to play while it's inactive, you can set Sound Driver to "FMOD DirectSound" in the Sound Settings menu. Input-Related: * Customizable hotkeys * The option to allow left+right and up+down to be pressed has been added. * Option to display pressed input buttons (credit to Bisqwit) * Removed 1-frame lag from the input that's displayed. * Added ability to toggle a button on or lock it on autofire using modifiers or a per-controller toggle switch. Very useful for getting around the maximum limit of keys your keyboard lets you hold at once, and also for relieving you from having to hold a button for extended periods of time. * Fixed joypad dialog and added turbo buttons * Made "fast-forward" and "show input" customizable hotkeys, so input can now be shown while playing, and made "save screenshot" a hotkey as well. * Added alternate save state system (increment/decrement/save/load current slot, as new hotkeys). Graphics-Related: * Made black bar at bottom of game optional * Added a display option to maintain correct aspect ratio. * Enabled the GUI option to use video memory and bilinear-filter any mode, not just OpenGL Sound-Related: * Gave frame advance sound (optional) Movie-Related: * Zelda desync bug fixed! (credit to FabianX) * OotW/PoP2 sound desync bug fixed (Fake Mute desync workaround option) (credit to Bisqwit) * Terranigma desync bug fixed (incorporated into Fake Mute option) * Movie length limit fixed (credit to Bisqwit and DeHackEd) * Movie play and record dialogs contain relevant sync-related emulator options. * Added "Clear SRAM" option to recording dialog, so you can make sure you're starting from a totally clean state. * An option to switch between WIP and Final timing has been added, so you can record for the version of your choice and play back either type of movie. * Incorporated important sync settings being saved into movies upon record and re-record, and loaded from them on playback. (Currently, you must click Browse... and select the movie for it to load the sync settings.) This does not interfere with official version compatibility going in either direction, at least not with the 1.43 Final or WIP. * Changed it so left+right does not even get recorded into the movie if the left+right option is not enabled. (Snes9x used to always record both directions into the movie even when it ignored one of them.) * Changed default to read-only for playing movies, since more people seem to prefer that being the default. * The ROM's CRC32 and name are now stored in recorded movie files, and displayed along with your current ROM upon loading. Old movies that are modified using this version will have the new information inserted into the movie using the current ROM. Backward compatibility is still maintained. * Moved frame counter display to not overwrite other messages, changed messages and message timings a bit. Movie Compatibility -- Because there is now an option to switch between timing modes: * This version can play all movies made with either the Final or the WIP, with the right settings on. * This version can make movies for either the Final or the WIP, whichever is desired. Known Issues / things to watch out for: * If you do not record a movie with the WIP1 timing, you may get occasional desyncs while recording, because this is how the official Snes9x 1.43 Final version behaves. * Some games (such as Terranigma) desync when you play them at too high a speed (such as with fast-forward) due to unknown reasons. * Some games (such as Super Bomberman 2 and Mortal Kombat II) require Volume Height Envelope Reading to be OFF to record reliably. * Some games (such as Nosferatu) still rely on specific sound settings (such as a certain KHz rate, etc.) to play back reliably. * Movies will still desync if you play them without letting the game emulate for at least 10 seconds to "warm up" first. * Turning on Left+Right/Up+Down may cause movies that were made without this option to desync. * If you turn on Left+Right/Up+Down, no *official* version of the Snes9x emulator will be able to play back the movie that's generated. * If a movie of a game that was affected by the sound desync bug (such as Out of this World) is recorded with this emulator, it can also be played back in this version, but if you want to play it back with an official version you'll have to set the sound playback rate to <No Sound> when playing it. * The input that is displayed is not updated between frames; you have to advance at least one frame to see the new input you're entering be displayed. * Key conflict catching is not very comprehensive and can also catches things that are no longer conflicts (in which case, just ignore the color).
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Actually, I'd like for them to incorporate at least some of these changes into the official version, but I get the feeling they wouldn't be happy if I pointed this out to the developers on the snes9x forums... About the OpenGL Bilinear Mode: This option is now extraneous, by the way, because all modes are bilinear filtered if you turn "use video memory" on, so "Normal" looks exactly like OpenGL did (and the other modes now look better IMO). Unless I'm missing something and OpenGL stretches images prettier than Direct3D does? (BTW, look what happens if you switch the output processing to OpenGL Bilinear and then hit Shift-6 while a game is running! I bet it'd be difficult to play it like that, though.)
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OK, then I guess I'll store the contents of the 5 sync-related checkboxes in the movie whenever it's recorded or re-recorded. The only way this could cause trouble is if a future version of Snes9x starts using these reserved bytes for something AND it continues to use the same version number. (Right now I think it just refuses to load the movie if the version byte is not 1.) Well, it could also cause trouble if the author switches their sound settings mid-way through the movie (the movie will be updated to contain the latest settings they used), but of course doing that would cause trouble anyway. I can't find room to store the entire CRC32, though. Would storing just the last 1 byte of the CRC32 be good enough for the purpose of verifying it's probably the same ROM it was recorded with?
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I'd say get as many drops as possible, because that accelerates how often you'll get red rupees... when they all dropped rupees that was perfect (although it looked like some of them would've been faster to pick up by boomarang or skip altogether in the case of the green ones). I wouldn't bother trying to hex in the 1 or 2 extra drops though.
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Great, finally at least one dungeon is complete. How did you manage to manipulate all of those enemies to independently drop rupees in that one spin slash? Unless their drop rate is much higher than rats, that's a very unlikely occurance. But I did notice the 2 enemies you manipulated not to drop rupees, why is that better again? It looked like they were directly in your path and you ended up staying for a few frames where they would drop their rupees anyway. Also about rupees, is there a gambling game in the dark world I'm forgetting about or is the only one in the light world? Because the one in the light world takes a whole 12 seconds or so per 30 rupees gained, which is really slow compared to other methods of getting rupees.
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Well I manipulated Dedede to knock away Kirby's ability since spitting it at him does huge damage, and I'm able to continue attacking with the other player while losing the star.
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OK, ok, I'll post something that fixes all these soon. I think they're basically all caused by the same thing anyway, stupid me for thinking there was no reason they didn't draw the game when it's paused. About modifying the smv format, adding it on the end would be basically impossible, but I think there are 25 reserved/unused bits in the header, which could be used to encode this information. (edit: oh, and there's this "metadata" ... edit2: uh, never mind about that.)
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You know, someone should really describe this movie, or at least put up what category it is and a screenshot. (Sorry my comments on it aren't much help for writing an actual description.) This goes for The Lost Vikings and Wild Guns too, for that matter. EDIT: cool, thanks, it finally happened.
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Guess what, I'm crazy enough to try this, so... here's my WIP run through spring breeze, the current 1P one is more optimized than I thought but this is still about 12 seconds faster so far. http://www.filespace.org/nitsuja/kirbySS-2p-springbreeze.zip (WIP 1.43, or my snes9x improvement with only 1st and 5th checkboxes checked) Boy does this level of control take some patience, and I don't even move them independently that often... anyway, let me know what you think.
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If the problem is everything mapping to one button, that's because the button settings dialog immediately moves to the next button after setting a button, so if you hold anything down for too long it'll repeatedly get the input and fly through setting all the buttons to one key/button. If you press it really fast it shouldn't be a problem, or if you can't get it to stop happening then you can still click on the buttons and assign them (and everything after them) in order until they're all set correctly.
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What's the movie encoded in? I can't view it, says I don't have the required codec. (or you could just decribe it in hopefully less than 1000 words)
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OmnipotentEntity wrote:
I'd rather not kill enemies that it'd be quicker to avoid.
Understood, and I guess there are probably faster ways of getting rupees than there.
OmnipotentEntity wrote:
I'm up the the room with the Big Key in it.
You're going to get the big key without killing the skeletons, right?
OmnipotentEntity wrote:
I either have to find a way to manipulate the Tangelas into *not* dropping or find a smooth way to get the rupees they drop.
It's probably best to get rupees from them whenever they're in your way, and if it can be a 5 or 20 it's probably worth a boomarang toss to take it even if it drops it a tiny bit off the path you're taking (I doubt manipulating something to not drop will ever save much time since that slows down the whole sequence by 1).
OmnipotentEntity wrote:
Note: When I use the boomerang to get the key, it seems as if it'd be faster to just walk and pick it up. But the key isn't pickupable until a few frames later and it's enough to make walking to the key and back 3 frames slower.
Yeah, items can be collected quite a bit earlier with the boomarang; even if you're already standing directly on top of an item when it's appearing, you'll still pick it up faster by throwing a boomarang. About the left+right/up+down (moonwalking) thing, I personally wouldn't mind it as long as it isn't overdone, and I don't think the fact that it isn't being used to its full potential is a very good argument since the glitch caused by using it while walking through that doorway is a WAY different thing than just using it sometimes to face one way while walking the other. (But as for actual usefulness, the only things I can think of right now are using it to block something with your shield that you'd otherwise have to turn around to do, or using it to cause your boomarang to launch from further away from you than normal, both pretty minor.)
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About SMRPG: Cool. But, "Page URL Not Found!!"
Phil wrote:
Yes it exists.
I can't find it. What's it's real title?
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BoltR wrote:
When I start it up I get a garbled mess of the last frame viewed from the last session. That should be easy enough to fix. The program ends with this frame: Here When I start it, it has this: here
OK, I think I know how to fix this, although I never would've caught it myself because my video card always clears its memory to black, and apparently yours doesn't. For the graphics Phil posted, which seem to be different, I can only get something like this to happen if I switch "maintain aspect ratio" off and then back on in the same session, and it corrects itself if I close Snes9x or resize the window or do basically anything.
Phil wrote:
I think it should be in "Snes9x, things to be improved or corrected" thread.
Does this thread exist already? (or maybe I should just start it... next time)
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Tricks are neat, but in a lot of the movie what you do is obviously suboptimal compared to the faster run, like slowing down to kill enemies or just slowing down / walking sometimes for apparently no reason at all. Taking damage didn't seem to save *that* much time, so it shouldn't be this much slower without it, especially considering that you say the bosses are beaten better. (But personally I think taking damage looks better in this game because it pushes you so very far forward.)
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OmegaFlareX wrote:
I waited until the story text appeared in the game before starting the movie. Fast-forwarding to that point made no difference.
Do you mean that fast-forwarding was the same as waiting through it at normal speed, or do you mean that fast forwarding didn't work to fix it? By the way, what sound settings was Highness using for the 1st video he made that nobody else could play even with those same settings? Maybe he had something checked/unchecked that made it depend on the specific CPU speed to skip a frame in the right place.