Posts for nitsuja


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AKA wrote:
The movie desynced during that first Robotnik battle
This might be a dumb question, but are you sure it desynced? I get hit a lot of times in that battle to save time, it's not a mistake. Otherwise, make extra sure you have a good ROM version and are using the most recent VBA, although if either of those were the problem I would have expected it to desync much earlier.
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Mukki wrote:
As far as frame advance goes. Sometimes if you hold the key and then press the frame advance button it won't work
This problem only happens if you let go of the buttons you want to press before the emulator has time to reach the next frame. If you just loaded a savestate or if something else is happening that will cause a large delay, it's not safe to release the keys as soon as you let go of the frame advance button, so you have to keep holding them until you're sure they've registered. Although this technically applies to almost all emulators, N64 emulators are the only ones I've seen that can be slow enough for it to be a problem. ... Either that, or you're talking about pressing a button on a frame where it won't register (for instance the game might choose to ignore your input unless you hold it down for 10 full frames), which depends on the game and where you are in it.
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Try that page again. They should work now (for 0.98.13, use the mirror link).
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AKA wrote:
Is not possible to set frame advance so it continues till the grapihics are updated instead of just update to the next frame.
Maybe it shouldn't be the default since you can sometimes miss opportunities for input, but that's a good suggestion for an option that should be fairly easy to add.
Post subject: Re: Freezing Problem-Urgent help needed with Sonic 1 TAS
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AKA wrote:
This highlighted code is what I think is causing the problem is there a way round this. This is from the end of Star Light one
Try changing each 00 to an FF, or deleting them. Or, if it desyncs when you do either of those because those are frames inside the level that somehow became zeros, you could replace them with the input they should have (re-record exactly the same input on a copy, then copy those 16 bytes).
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Nobody's commented on something weird that happened in Toy Kingdom 3. Specifically, R-button tricking straight out of the first tag action, because the "can trick" flag doesn't get reset if you do a tag action fast enough after landing.
Quartz wrote:
Is there ANY rhyme or reason to the Toy Kingdom boss?
It becomes less likely to get a jack-in-the-box the more you hit him (it was impossible to get it the last two times). Besides that, the game decides on-the-fly in a very random way, such that even hitting it on the exact same frame can produce different results.
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bkDJ wrote:
L4ayer has shown that the Direct64 video plugin keeps sync with this tas, and has no glitches
Since Direct64 is a renamed newer version of glN64 by the same author, I'm not surprised. But it has very high requirements (too high for me to be able to use it, but at least I can see it in the AVIs)...
HiddenGamer wrote:
Seems like the same menu pause emulator glitch.
Of course that pause glitch isn't fixed (if it were, it couldn't maintain sync with the other plugin as bkDJ said).
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Didn't work for what? It's a workaround for if the graphics work the first time you open the game but show a blank screen without crashing when you restart the game. If that's not your problem then it won't fix it. Update your graphics driver if you haven't already; glN64 didn't work at all for me either until I did that.
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Proving ownership isn't really the problem. It should be clear enough when the exact same movie can be found on this site with an earlier publication date than the copy. That idea sounds like an easy enough post-processing step for a publisher to do, but I don't see how it could help anything, if it doesn't inform the viewers of where the movie is from.
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Bag of Magic Food wrote:
Ooh, does this workaround work for playing a movie as well?
Of course, just change step 1 to "Play the movie for a few seconds, even though you can't see anything."
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moozooh wrote:
Uh, bobxp, that post is from 2004…
It looks like he linked to the correct post, and it says "Posted: 2006-06-22"...
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Halamantariel wrote:
I tried viewing the m64 file in mupen ... but I must be doing something wrong or you made a poor, poor plugin choice. All I see is white ... there's white everywhere. ... EDIT: Just watched the AVI ... my point stands: poor, poor plugin choice. Some colors are off (like the "aura" coming from the chest, ain't that supposed to be yellow and not blue?)
It depends heavily on your graphics card and its capabilities. That aura is yellow and not blue in glN64 unless your (or the AVI encoder's) graphics card doesn't support enough multitexturing layers. If everything is white (or black, or otherwise bad), that indicates something seriously wrong with your computer's OpenGL support, try updating your graphics drivers. That said, even under the best conditions this is not the most accurate-looking plugin for this game. See this post for the reason it's being used, but I have a feeling that Linux users still won't be able to watch this, seeing as how it desyncs for me even in Windows, and GuanoBowl is using closed-source Windows-only RSP and sound and input plugins.
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moozooh wrote:
Route 99 3 and Sunset Hill 2 were absolutely brilliant, Nitsuja.
I think those and Sunset Hill 1 were the only levels I didn't change from before.
moozooh wrote:
I also have a question regarding partners: do they affect the main character in any way except for "summoning" (or however pressing R is called there)?
Yes, in many ways. Simply having a different partner greatly changes the main character's basic capabilities. For example, that upward attack I use on the Ocean Base boss can only be done when Knuckles is the partner, even though I didn't use his tag action anywhere in the battle. Each of the 20 combinations is unique, I won't list them but you can read almost any Sonic Advance 3 guide on GameFAQS for that. Also, just catching any partner (not using the tag action) causes these changes:
  • hitting ceilings earlier in jumps because of increased height (sometimes useful)
  • falling through rails (sometimes useful)
  • being more vulnerable to attack because the spin attack of a jump is canceled
  • reduced max speed that jumping will accelerate the character to, if not already moving at that speed
  • losing boost mode and/or rolling status
  • freezing in place for 1/60 of a second to make the catch
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New WIP. Don't continue with a savestate because most of the first levels have changed.
Route 99 1        - 0:28:97 (T+S)
Route 99 2        - 0:39:42 (T+S)
Route 99 3        - 0:39:70 (T+S)
Route 99 Boss     - 0:57:33 (T+S)
Sunset Hill 3     - 0:44:12 (S+T) - unlocks Knuckles because Sonic is in front
Sunset Hill 1     - 0:25:47 (T+S)
Sunset Hill 2     - 0:24:20 (T+S)
Sunset Hill Boss  - 0:34:72 (T+S)
Ocean Base 3      - 0:39:43 (T+S)
Ocean Base 1      - 0:34:68 (S+T)
Ocean Base 2      - 0:56:95 (S+T)
Ocean Base Boss   - 0:39:13 (S+K)
Toy Kingdom 3     - 0:55:13 (S+T) - unlocks Amy because Sonic is in front
Toy Kingdom 1     - 0:27:38 (T+S)
Toy Kingdom 2     - 0:34:68 (T+S)
Toy Kingdom Boss  - 1:23:72 (T+S)
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It's a requested feature, I think Upthorn was working on it. Currently it is possible to see the RAM in a different version that does not have movie recording (see this post), which is better than nothing, at least for testing purposes.
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Fihlvein wrote:
Source for .15 seems to be dead also.
Filespace goes down now and then, it will probably be back up sometime soon. But the post you quoted is no longer applicable; that source is available enough now.
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nfq wrote:
How can I prevent desyncs caused by lag?
What game? I don't think lag causes desyncs.
nfq wrote:
How do I change the internal rom name?
When you resume recording by loading a savestate, it should update the internal ROM name in the movie to whatever ROM is currently running.
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There are a few small mistakes, such as: - forgetting to run when crawling to and from the first lightning orb - using double-jump before landing on a mushroom, causing you to wait longer to hit the mushroom than if you'd repositioned yourself earlier to not need the double jump - not using double-jump when it would allow you to land earlier, such as after hitting the last mushroom in the first level - inconsistent-looking decisions of when to jump or double-jump on the rising logs
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Sami, try this: http://dehacked.2y.net/microstorage.php/info/1749/Banjo-Kazooie%20%28USA%29.m64 If you really don't like the camera movement you could try continuing from where I start the jump, but I couldn't get anything else to work...
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Sorry I can't work on this now. I was kind of hoping Luke or someone would take over... it's entirely possible he'll be back sometime, anyway. If/when someone wants to fix this, I think it will involve:
  • updating to newest fceu-mm. Hopefully that helps games like Power Blade 2, otherwise it can be fixed manually by comparing with 0.98.15 and making a change or two to the appropriate mapper/board file.
  • looking over the changes since 0.98.15 (or possibly earlier) to fix whatever is causing the palette corruption and AVI recording problems
  • going back to this post and trying to integrate that (in ifdefs as applicable), as well as extending that dual-game daemon to support more than 2 games and maybe finding a way to combine that with the FCEU program
  • applying the updates to BasicBot (or whatever other updates are on SourceForge) and fixing remaining bugs/leaks in it
  • fixing unresolved bugs from earlier, like the one where changing to read-only can result in the movie suddenly ending early unless you fast-forwarded for a while and stopped the movie once first
AngerFist wrote:
it did not save my last 500 frames of progress
Can't you load your latest savestate to recover most of those frames, unless you went that long without making any savestates?
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But in this case there's still something concrete to go by when fastest time isn't a goal: number of turns. I don't know if I agree it'd be boring without animations, though. I remember thinking that about the Fire Emblem run, but seeing a run with animations off convinced me it's really not so bad.
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Oh. I thought Luke was going to merge in (port?) something to synchronize multiple running FCEUs. Apparently that didn't happen. In that case, of course they won't stay in sync unless you advance very deliberately.
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The Start button isn't treated specially, so I think Omni's right on this, try assigning Start or Pause to a different key and seeing what happens. It sounds like some of the FCEU's are getting paused while some aren't. (I must be missing something but I can't fathom why you would ever want those two completely different actions assigned to the same key.) EDIT: Also, don't use the button called Pause on your keyboard for anything when you have multiple FCEUs open, handling that particular button is a special case that doesn't work well when multiple FCEUs are trying to do it at the same time.
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AngerFist wrote:
when you press start every frame, there will unfortunately occur unpresent result as pausing another fceu
That doesn't make much sense in English... what's it doing, again? And what does pressing start every frame mean, holding it down?
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