Posts for nitsuja


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Thanks. That and Ocean Base 2 were the only levels I couldn't find any videos of. It takes longer to find a route from scratch in these levels. By the way, I wonder if there are any other levels that K+A can destroy besides 2-3 and 7-3? I got these times (TASing): K+A on Chaos Angel 3: 0'34''45 K+A on Sunset Hill 3: 0'36''65
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gln64 should have antialiasing if you turn it on in your graphics card's openGL options. But it might be worth checking if Jabo's D3D with default options on is interchangeable timing-wise with glN64. It is for most games, although possibly not for OoT and Majora's Mask.
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petrie911 wrote:
Also, Mupen tends to display every 3 frames for me. is there a way to get it to display every frame?
No. Like Ocarina of Time, the game only draws 20 frames per second most of the time, so there aren't any in-between frames to render.
petrie911 wrote:
Unfortunately, it seems that every time I reset the emulator, like what needs to be done to record from start, the graphics stop working. This problem seems unique to gl64, as Jabo's 1.5.2 doesn't have this problem. Anyone know how to fix this?
That's weird, but as long as it doesn't crash, there's a workaround that lets you start recording without resetting it: 1. Record a movie from start for a few seconds, even though you can't see anything. 2. Make a savestate. 3. Close and reopen the emulator, and open the ROM. 4. Pause the emulator. 5. Start playing the movie. 6. Load the savestate. 7. Unpause.
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Your ROM has a bad header. Open it in a hex editor and the first 8 bytes will probably look like this: 4E45 531A 1020 4140 The 4140 means mapper 68, so change that to 4100, which means mapper 4. The first 16 bytes are supposed to look like: 4E45 531A 1020 4100 0000 0000 0000 0000
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That ROM opens and the movie seems to play fine for me in 0.98.15. Maybe you're really using 0.98.16, which fails to run that ROM. It should work in 0.98.12. If it doesn't, I think the problem might be that you are hitting Enter to choose the menu item or start the movie, and Enter is the pause button by default in that version, which pauses the game at the grey screen until you hit Enter again.
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During playback: frames_played/frames_total (input_samples_played/input_samples_total) During recording: frames_recorded (input_samples_recorded) Basically, the input samples count is like the frame count except it doesn't count frames where the game doesn't request input, such as when it's lagging or loading certain things (or in the case of some games like Mario 64, every other frame).
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Quartz wrote:
Also, that Chaos Angel 1 run's pretty cool.
Maybe my Chaos Angel 1 Sonic+Cream route wasn't so great after all. I made a map of that act and marked 3 different possible route changes I saw on it: EDIT: With some minor changes, that route gave a time of 1:00:60, and I found a way to do the start a little faster, so maybe sub-1-minute Chaos Angel 1 is possible. Also, here is a map of the next level, Ocean Base 1, which I still have to find a route through:
Quartz wrote:
Also, it seems even the TAS run can't compare to Knuckles/Amy... But of course, since they're locked, that won't help... And I've only seen that team used there and Chaos Angel 3... Hm... maybe check Chaos Angel 3 on that account?
Ugh, let's see, here are some estimates...
  • Getting Knuckles: Lose 3 seconds.
  • Getting Amy: Lose 12 seconds.
  • Getting Cream: Lose 12 seconds.
  • Using Knuckles and Amy on Chaos Angel 3: Gain 28 seconds?
  • or Using Cream and Amy on Chaos Angel 3: Gain 15 seconds?
  • Using Cream on Cyber Track 2: Gain 6 seconds?
  • Using Cream on Chaos Angel 1: Gain 16 seconds?
  • Using Cream on Chaos Angel 2: Gain 6 seconds?
I think I'll change my goals so that I get all of the characters and play 2-3, 4-3, and 6-3 twice (once to get the character and again later to beat it with the best combination). It would be a shame to not use K+A on Sunset Hill 3 and Chaos Angel 3.
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I didn't make the above post; there must have been some error with the forum....
mike89 wrote:
It's a shame you only get Cream for the last level of the game...
Levels in a zone can be done out of order, so Cream can also be used in Cyber Track 1 and 2.
mike89 wrote:
Anyway, I think that the Knuckles+Sonic combination should not be underestimated. Probably test with it first, but his headbutt attack combined with a Sonic boost is pretty quick.
The headbutt doesn't increase speed past normal jumping speed, even in boost mode, and it takes a while to animate, so that move would be relatively useless.
LodeRunner wrote:
[something that got deleted]
I'm guessing that Tails' high jump is faster than climbing with Knuckles on 3-1.
moozooh wrote:
I just couldn't grasp the vulnerability/invulnerablitiy pattern and the exact place to hit it in its second part.
Well it turns blue whenever it's not taking damage, so it's clear it was always hit as soon as it became vulnerable. The location to hit is the top part in the center, but Tails can also damage that through the bottom sometimes.
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[deleted]
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moozooh wrote:
Boss fight looked somewhat strange
Which part / what about it?
moozoh wrote:
(too bad you can't change them before each act).
They can be changed before each act. It takes time to do it but if it makes it faster inside the act then it's worth doing. Only Sonic and Tails are available from the start, though.
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Sorry, I forgot that it's impossible to make a zip file of a movie while VBA is playing it, and that WinRAR [version 3.0.0] sucks too much to give any error when compression fails. Try that link again. EDIT: Also, here is Chaos Angel 1 with Sonic+Cream.
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Well if anyone wants to see what I have so far, I put it here. If you see a mistake or can think of a possible improvement in those levels (or in-between levels for that matter) let me know. Also, not much more can be done without finally deciding which characters to get, which I'm looking for input on. The problem is that the only way to unlock a character is to beat a certain level (2-3 Knuckles, 4-3 Amy, 6-3 Cream) with Sonic as the leader, which will make that level slower than having Sonic as the partner.
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I am wondering... which characters are worth getting, if the goal is to minimize the sum of the in-level times without repeating any level? My guess is that Knuckles and Amy are not worth getting and that Cream is worth getting. I tried TASing Chaos Angel 1 with Sonic+Cream I and got 1:11:55. which isn't as much faster as I expected, but might be enough when combined with using Cream on Cyber Track 2 and maybe Chaos Angel 2.
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Neat. [After the more important things are taken care of,] I bet you could time it to the music somewhat by making it more likely to do a different action when the note that's playing changes, or something like that. A memory address of something periodic like that shouldn't be hard to find. This highlights some problems with BasicBot's current implementation, though. Especially the way it stops with a "State 1 Load Error" after a few hundred attempts, and the way it allocates and fails to free about 10 megabytes per second until the pagefile is completely full and the system is brought to its knees...
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qFox wrote:
But anyways, some of the variable names don't show up in any of the files (like BotInput[] in BasicBot) so that's why I'm wondering whether it's complete :)
BotInput is in fceu.h. It looks like you need to make sure _USE_SHARED_MEMORY_ is defined for it to compile, since he didn't declare BotInput for the other case. I've never tried compiling FCEU with any IDE, it should work but it has the potential to add to the number of problems you encounter in getting started.
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Weatherton wrote:
I did a TAS for Outrun on the genesis and had very frustrating desyncing issues that may have been related to me incorrectly rerecording. Could someone please post here with a link to the newest version of rerecording Mupen, the settings I should use and a step by step on how to re-record with it? Also, what are some handy tips for avoiding overwriting my work?
As far as I can tell (EDIT months later: this is definitely not true anymore with the development on Gens since then), Mupen64 actually has fewer desync problem than Gens, and is more lenient about the order you can load savestates than Gens was before. Some tips are:
  • Turn off "Raw Input" or use an input plugin such as this one that doesn't allow it. This is important for avoiding desync.
  • See Using Emulator Tools for how to use various features of Mupen64.
  • Every savestate you make contains the whole movie in it. So even if you normally only use 4 savestates, I recommend using all 9 savestates occasionally because they act like backups. Just load the state in non-read-only mode to restore the movie to how it was when you saved it.
  • There is a hotkey to change the movie's read-only mode while it's still playing or recording. Default is Shift+8 (*). You can keep a savestate earlier than the others and use this to watch your progress since that savestate, to reach parts where you accidentally saved over your other savestates after a mistake.
  • For resuming recording, if you pause and then choose play movie, then load the savestate you want to continue from, it skips re-loading the ROM, which saves some time getting started.
  • After loading the ROM, wait a few seconds until you're sure the game is running before choosing to play or record a movie.
  • The newest released Mupen64 with re-recording is still here.
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I've never seen a run obsoleted so quickly after being published. It's a bigger route change than I expected, which I think shows off some more interesting rooms than before, and seeing the run in NTSC is nice.
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It's called a desynchronization. Snes9x doesn't save some things that it should in the savestates, so when you load a savestate there is a small chance it will change what is supposed to happen, in a way that won't happen on playback. I don't know any better way of working around it than keeping a savestate at the start of each level and watching each level after you do it to make sure it didn't desynchronize. It is likely that you will have to redo bubble crab and everything after it, although you might be able to salvage something by doing some hex editing.
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"No rule" might mean you aren't running the make command from the right directory, so it can't find what you're telling it to make. Or it might be because ./configure didn't work first (for the same reason). If ./configure doesn't still work then maybe you also have to run autoconf first, but then again, the instructions don't even mention needing to run ./configure at all for making libsdl. The only thing I see that I did differently from those instructions is that I put SDL-devel-1.2.9-mingw32.tar.gz in C:\msys\1.0\home, not C:\msys\1.0\home\some_username
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qFox wrote:
But I'll need somebody else to compile the thing for me... Any takers?
See How to compile FCEU in Windows, it's not too hard to get started with it. I could compile it if you really want that, but for making changes I think you'll find it easier to compile it yourself so you can test it, so I'd rather help you with being able to compile it yourself than compile it for you.
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Why was this moved to the non-assisted speedrun section? LSK didn't say anything about tool-assisted entries being disallowed. Although, I think something fun to see would be: An attempt to reproduce in real-time a tool-assisted run or stunt that failed in the most interesting way.
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antd wrote:
Any idea how to prevent this. I'm using a N64 controller.
Thanks for the bug report. To fix it for now, if not using the keyboard, go to the input settings and change the max range from 128 to 127.
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I guess media2.uploadjar.com came back to life sometime recently. (Direct link to source)
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Of the emulators supported at this site, for the Windows versions: FCEU, Snes9x, Gens, VBA, and (through plugin) Mupen64 all have auto-hold support. Not nearly as many support dual-TASing yet, at least not reliably. I don't know anything about FinalBurn.
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qFox wrote:
There should be an option or feature or something in FCEU that allows you to set the buttons "to be pressed in the next frame advance", rather then the one pressed when advancing.
There is that feature already. It's called "auto-hold" in the input settings dialog of 0.98.15 or 0.98.16. I wouldn't consider doing any 2-player run, much less a 2-controllers-for-4-players run, without using that extensively.