Posts for nitsuja


Post subject: Re: How do I make Snes9x output all 240 lines?
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White Label wrote:
I'm trying to make some mpegs for a dvd and in order for interlacing to work properly I need a source with all 240 lines like the Snes did.
If you're using the version of Snes9x from these forums, go to Options->Display Configuration and there is an option called "Extend Height" in there. But, the actual emulated height is 239 lines, not 240.
#define SNES_HEIGHT					224
#define SNES_HEIGHT_EXTENDED		239
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Wow, I didn't even know there were old boosting techniques. It's looking like a really good TAS of this game would be more insane than I'd imagined.
flagitious wrote:
Nitsuja, I'm just curious, how does the save state contain the movie file without being nearly as large as the movie file?
Snes9x savestates are compressed. (With gzip, I believe.)
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AzHP wrote:
Savestates are just dumps of the RAM, they should be the same size for each game no matter what the size of the movie.
No, that couldn't be more wrong. There are many more things that need to be saved in the savestates than the RAM. Including, in this case, the movie.
Truncated wrote:
It sounds like some variable isn't saved in the savestate like it should be
I think so, too.
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andrewg wrote:
I think that if you make a run like this it will just confuse people into thinking it is real. once the video gets out into the public.
I don't think there's much more danger of that than there already is of it happening with the other runs here.
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Chef Stef wrote:
Okay, I just watched hero of the day's movie, and I want to know whether people here want me to try and use the left-right glitch to save time in the TAS. In the black and white version, I think a TAS would aim for "no glitches" as part of the requirements (to differentiate from the other movie), but I'm not so sure with the DX version...
I'd rather see it with that glitch. It's not like the owl was very entertaining, anyway. But if you do use left+right, make sure to use its to its fullest potential (which maybe isn't much besides that one situation, although it can be used to become invisible, hit out-of-reach enemies with the sword or shield, or make the spin attack go all over the screen).
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If he's planning to use the level-up glitch, it can't be called a no death run. But since so far he's been willing to make some tradeoffs for entertainment, I think either option B (iff you were telling the truth that you think version B looks much better than A) or C would be best. (Option C would be redoing the fight and miraculously keeping them alive without losing those 96 frames.)
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Chef Stef wrote:
I'm really sorry to bother you again, but I can't use .rar files (as far as I can tell)
.rar files are compressed files, like .zip files. Download 7-Zip or WinRAR, they can decompress .rar files.
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Stuck how? Have you gotten to the room with any of the values I posted, and it didn't work, or is it not turning out to be practical to get those values? (Besides just copying what Sleepz did, which would work but defeats the purpose of being faster.)
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I don't know why everyone's saying the game is so terrible. It's not well-known and it's very linear, but as far as NES games go, the graphics, music, and playability are all above-average.
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In additon to what adelikat said, it helps a lot to throw in a few searches where you are sure the value didn't change, such as when you attack and completely miss. That way you'll eliminate a bunch of values that are always decreasing even when you don't hit the boss. In FCEU, the option for "value didn't change" is "|O-C|==V2" (with V2 left at its default value).
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xebra wrote:
What can I use to watch specific memory addresses?
There's a memory watch feature in this version of FCEU. Tools->Memory Watch. It tends to drain CPU power but besides that it's very nice.
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Rick wrote:
The same occurs in Trolls on Treasure Island, only everything but the tiles and the animated waterfall are visible. The rest is completely blacked out.
Looks like something's missing from the emulation of mapper 79. Huh, even Nintendulator has this problem. (Unless the ROM is at fault, but don't think it is. Both Nestopia and Nessie appear to handle it correctly.)
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xebra wrote:
Famtasia runs at 1 fps or worse on my system, while sucking up all my system resources. (It takes me two or three minutes just to kill the process with the task manager.) Famtasia used to run fine on my system, but now it's unusable. Does anyone have any idea why this would be the case?
- What do you have set under the Speed options? - Maybe your screen depth needs to be set to 16 bit - You could try out some new Famtasias from the vending machine, with different patches, since those can affect the speed and process priority
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Guybrush wrote:
Hmm, I'm conserned about the second controller trick, it sounds a lot like the one in Megaman 3.
Actually, it's not a second controller trick, it's a left+right trick. You can press left+right using only controller 1 and it will still work. It just happens that the game accepts input for the player from both controllers, so pressing right on controller 1 and left on controller 2 gives the same result. (And it is almost certainly a bug. Jumping like that from the wrong location gets you stuck on the rock forever.)
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Huh, well I did it a few times playing in real-time from your partway through your v1 movie, but I guess there's more to the randomess than the number you kill. One thing I just noticed is that if you kill 2 enemies simultaneously, they can drop different items than if you kill them one at a time. When I got the right randomness, killing the first wallhand would give a faerie, but killing it and the second one at the same time with a bomb gave 5 rupees. (They dropped only rupees, in the order 5,1,1,1,5.) EDIT: Tried again, and one time the first 2 both dropped 5 rupees each. Some memory values to watch (that might affect which item is dropped) are 0050, 034F, 052A, and 0627. I don't know what else affects it, but I got good results with those values at 10,0,7,17 respectively, and with 10,0,5,15, when entering the room with wallhands. EDIT2: For Sleepz, those values were: 10,0,2,12 upon entering the room.
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xebra wrote:
Any red octorok in particular, or did it not seem to matter?
Apparently the only thing that affects the item randomness is the number (and type?) of possibly-item-dropping enemies you've killed, so any red octorok or similar creature should do. (Although, the game seems to also keep track of the number of enemies you've killed in a row without getting hit, and I'm not sure what it uses that counter for.)
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Around frame 3030, why do you swing the sword? I tried just walking to pick up that bomb and it was 7 frames faster. That also makes me wonder about the other times you get items with the sword. EDIT: I found what you need to do to get 10 rupees from those wallhands. You have to kill exactly 1 more red octorok than you did before entering the dungeon.
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The Dark Knight wrote:
So is it okay if I just record the run using the newest emulator? It seems like theres a lot of flickering though...
It's probably fine. They are just single frames of lag that happen when there's too much going on at once on the screen, and often they can be avoided or won't happen at all depending on the area you're in.
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adelikat wrote:
This run was made with .12 but desynchs in .16
It also desynchs in .15 and probably in .14 and .13. The fceuMM mapper additions included changes to existing mappers, one of which is what that game uses.
adelikat wrote:
Probably already mentioned in this thread but I want amply this: You can't record AVI's properly in this new version! This is a rather large problem in my opinion. It should definately be fixed.
I didn't see this mentioned anywhere, but maybe I missed it.
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It's looking much better. I noticed a pretty big mistake in the water levels, though: When swimming upwards, you don't hold Up, which would greatly increase your speed. Same for when you're flying upwards as Squawks.
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Sketchie wrote:
As of right now, when you reach a certain point in M&L, the game freezes. There hasn't been a fix for that yet. So that is why nobody is doing a run of M&L at the moment.
Hasn't the fix (use a BIOS) been repeated several times already? I've already gotten past that point in the game on this emulator so I don't think it's impossible.
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Super Smash Bros.? And what about non-fighting games that have some sort of competitive mode? (I don't know... 4-player Bomberman, 2-player Sonic 2, or some racing game.)
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AzHP wrote:
So, um, how difficult is that?
I don't know, probably not very difficult, but I haven't tried it.
AzHP wrote:
How bout something where you can click OR use the arrow keys to go up/down/left/right one pixel at a time? OR input values? =P
That's sort of what I was getting at (a circle and some number fields that are both read and write, and way to snap to frequently-used values). Using the arrows keys to move the stick up/down/left/right a little at a time is already in some input plugins.
Dacicus wrote:
but it seems that the audio lags slightly behind the video when I capture an AVI
Does this happen with other games (like Mario 64), even at a lower resolution and with less CPU-intensive codec settings?
Bag of Magic Food wrote:
And shouldn't the values go up to 127 or 128? I still think the reduction to 99 on the input display is pretty bogus
Yeah... It should at least be an option.
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Huffers wrote:
but I find it desynchs (what a suprise)... I think this may be being caused by the code in snes9x that saves or loads savestates advances the game state a few frames each time it's called... but that seems very strange.
I'm quite sure that is not the problem (somebody would have noticed such a huge bug by now when trying to perform frame-precise maneuvers). It's probably either a bug in your code, or a problem with the version of Snes9x you based your code on. If you didn't use anything from this version then it is likely to desync because previous versions did not save the state of the DSP1 chip in the savestates, and Mario Kart is among the very few games that use that chip.
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Kyrsimys wrote:
FFV hasn't been released in English
Enrai wrote:
Fact: There's not a official translated version of FFV.
Actually there is, if you count the one in Final Fantasy Anthology. It's probably out of the question to TAS it, and it comes packed with another game, but it is an official translation of FFV. As for the rest of the topic... I don't mind where it's heading (or staying), so I won't raise any objections.