Posts for nitsuja


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It would be about as difficult as modifying an input plugin to have an on-top user interface box. There is probably a more convenient scheme than simply giving each arrow key a sensitivity setting, though, like displaying a circle to click in that sets the analog position, and a way to assign keys to custom analog positions.
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I think I've gotten as far as I'm able/willing to in modifying the glN64 plugin. The result is that - the indoor textures in Mischief Makers wrap correctly - the boulder in level 4-1 of Mischief Makers is visible - the plugin reclaims texture memory at a reasonable rate (based on time of last use) - very old video cards should get more accurate results than before (on all games) I'll make the plugin available now in case someone wants to try it out: plugin dll (mirror) source code (mirror) EDIT: But don't use this for games besides Mischief Makers. I haven't tried it on a lot of them so chances are good that it makes the graphics worse in some other game(s). Now back to repeatedly failing to luck-manipulate as many white balls as possible to appear in the Ball event of The Day Of... EDIT2: I think I'll have to start the run over again...
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I'm voting no, since this doesn't play on hard mode, doesn't play in 2-player mode, doesn't take damage to save time, and is very suboptimal in several places (such as waiting many seconds during a boss fight while the boss is vulnerable).
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Cmuxmt wrote:
A random idea: Bigame movie working with patch and without. Everone happy?
Sounds impossible, or at least the resulting movie would be much slower than one that worked with either patched or unpatched alone. Making two separate movies that do nearly the same things would achieve something closer to what it seems like you meant. EDIT: Or someone could make a hack that only translates text that can be translated without changing the game's timing, such as in-battle commands, so that any movie that works with the hack would work without it. (But, while I have no idea how feasible that is, it sounds like a lot of work.)
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KDR_11k wrote:
Why did you sometimes fly high up before deactivating the dragon form? The screen doesn't seem to start scrolling fast until you touch the ground so it kept going slowly while you dropped that long way.
The screen doesn't start scrolling until the transformation animation finishes. That just takes time; it doesn't matter when I hit the ground or whether I hit it before or after the animation finishes. The reason for flying higher is sometimes to avoid things on the ground by being able to start moving again before hitting the ground, and sometimes for variety (i.e. no particular reason). The same goes for why I sometimes jump during the transformation. Jumping doesn't affect the horizontal movement at all.
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Do you think this glitch is likely to show up at some point later on, then? Or is the werewolf battle the only good place for it (in a TAS)?
Gorash wrote:
I'd need a keybord that can handle more keypresses at the same time...
Don't forget about auto-hold; it gets around all keypress limitations because you don't have to actually press the keys at the same time in order to press the buttons at the same time. You could use that to press all 36 buttons at once if you wanted.
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SpiDeY wrote:
okiyama wrote:
Can someone convert this to .avi?
I agree with the .AVI request, too many people are having desynch. Please someone make an .AVI
There's no need to keep requesting AVIs. They've been coming on a semi-regular basis, but they take time to make.
GuanoBowl wrote:
And Im almost up to 50,000 Re-records!
Considering how long N64 savestates take to save and load, that's quite a lot.
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Gorash wrote:
I didn't try to be honest. It's a very common glitch when you actually play the game. Likely linked to the frame of the animation in which I enter the exit/speak to the girl. Do you want me to sacrifice frames for it?
Very common? I'd certainly never seen it before, and it looks like you have to talk to the girl at exactly the right time to do it. I think it adds more entertainment than giving your characters long names, but it's your choice. (If you would have to redo a lot of things for it then it's probably not worth it.)
Post subject: Re: A few questions regarding emulators, n64 games, and soft RST
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KroNa wrote:
On emulator, you try the same, but nothing happens! -_-; This leads to the belief that the magical key combination isn't programmed into the game, but into the hardware.
Could you give some examples? I've never heard of the N64 having a magical reset combination, or any N64 game that can be reset with any combination of buttons (besides through a menu). The N64 has a combination to reset the analog position, but that's generally not emulated. The N64 game requests input from the hardware at (usually) regular intervals, which in the emulator translates to some function in a CPU loop calling a function in the input plugin which returns 32 bits that represent which buttons are being held down and where the analog stick is.
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P.JBoy wrote:
I have Lag Reduction turned on
No, you don't. Look at what it says when your movie is playing (that is the way the option was when you first started recording the movie). You can even test the effects of turning it on by holding Ctrl while choosing it while the movie is playing. I confirmed that enabling it during that boss battle gets rid of the lag (and of course causes a desync with the current movie).
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P.JBoy wrote:
There's lag when I shoot missles, I don't think I can avoid it
I think you probably could have avoided it by enabling the Lag Reduction option before recording. Normally it's enabled by default, but it seems to be off in your movie, possibly leftover from an older version's settings.
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You couldn't reproduce that "continually exploding bones" glitch with the werewolves? I found that extremely funny.
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upthorn wrote:
Up+Down/Left+Right checked bit
This shouldn't go in the format, because it only affects recording (not playback).
upthorn wrote:
Sound Rate data (Can cause desyncs on some games)
Ideally, Gens would be made to not emulate differently with different sound rates set, but it might be too late for that to be worth correcting. As things are, people should only be recording movies at 44100 rate, otherwise the sound information of that higher frequency is lost.
upthorn wrote:
Am I missing anything?
- Console type (Sega Genesis vs. Sega CD vs. 32x), because it might be useful for something to be able to extract that from the movie file - Internal ROM name (so you have something readable to show about the ROM in the play/record dialog besides a checksum) - Maybe something about which BIOS file was used, if not the built-in one - It shouldn't affect the synchronization, but if it does, maybe the Sprite Limit option - Embedded savestate file for the "Record from now" option Also, SRM data shouldn't be included unless some "Record from SRAM" option is checked, otherwise the emulator should simply clear it on starting the movie. About what Jyzero said: I thought we weren't aiming for such a big overhaul of the format here, but this module idea sounds good. It's similar to what FCEU does for its savestate format. (If we are changing the format in a non-backwards-compatible way, we might as well also invert all of the keypress bits, because it's sort of confusing that 0 means pressed instead of unpressed.) Also, "Length" is not spelled "Lenght", contrary to what the Gens source code would lead one to believe.
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Truncated wrote:
- Ability to disable graphics layers. I don't know if Genesis works in the same way as SNES in this regard but I know that I have wanted to see through an obstructing layer more than once.
Truncated wrote:
if you're changing from mm:ss:ff to frames, I think it should be optional in the Option -> Misc menu.
Both of these are already done.
Truncated wrote:
But there is no source in that zip file and I don't know where it can be found.
That's too bad, I can't find it anywhere either. But it looks like most of it came from Snes9x. And ideally it wouldn't be a modal dialog.
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Truncated wrote:
3) Close the first Gens. The other Gens goes black but the game runs as usual.
This doesn't happen for me. The other Gens keeps going without turning black. I think it's because my display is set to 16-bit color, meaning that supporting 32-bit color will fix this bug as a side effect.
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AKA wrote:
An error I've found is if I have two Gens running at once and then close a one of them down and reload a movie, the game will run correctly, but you get a completely black screen. I know itsgame is running since I can hear the sound in the background.
Can you give more specific directions? I opened 2 Gens, opened the same ROM in both of them, sterted playing a movie in both of them, then closed one and started playing a movie in the other, and there was no black screen problem.
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Andypro wrote:
You know, I have noticed that I have yet to get a desync when loading my own save states on Guano's movie file. This is good news as since it seems to work well for us it may work for everyone (if you make your own save states while watching the movie, it won't desync when you start from them).
That doesn't work for the people that get a desync even when watching the movie from the start without savestates. re DK64_MASTER: it's short for desynchronize, which is a verb. "Async" wouldn't mean the same thing at all. I say "desync" because it's the first version of it I saw and I think "desynch" looks awkward, but I doubt there's any official way to abbreviate it.
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The debate now seems to be whether one of the AVIs should be dual-encoded to show both views at once. I think that would be the most interesting one to watch, although I don't think it would clear things up very much for the average viewer any more than an explanatory note in the AVI would already.
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josh l. wrote:
THAT'S A LIE AND YOU KNOW IT.
I'm not sure what you're denying there... I wasn't calling this run infinitely boring, if that's what you mean.
josh l. wrote:
I tried everything I could to get over those damn walls.
I'm pretty sure you're right that it's impossible, since the game stops your character from continuing while it's loading and unloading certain things (like that big statue). I was mostly saying that it's too bad the game doesn't let you do more interesting things and apparently even makes perfect playing look clumsy.
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CoolBumpty wrote:
Yeah, he just meant that you can't put in a new note each frame and have it play all of the notes you put in.
But you can put in a new note every 6th frame. Frame advance is perfect for that.
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KroNa wrote:
Is there an explanation for frame advance not working on ocarina songs?
Well, it can't be literally true. Most likely the problem is that it's difficult to perform frame-by-frame because the buttons have to be held (or not held) longer than one would think is necessary.
mwl wrote:
When the movie runs out of recorded inputs, Mupen64 will begin to record your inputs in the same .m64 file
What? I would be surprised if that works. All you have to do is load a savestate. Waiting until the movie runs out has nothing to do with it, except that it's exactly what you don't want to do. (Why did you say to make a savestate in your instructions if you don't need to load that savestate?)
mwl wrote:
If you want to use frame advance, press \
Don't forget that you can press the Pause key afterward to resume the game at normal speed after using frame advance.
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josh l. wrote:
Videos of infinitely more boring games have already been published on this site
This is probably true, but that doesn't mean we want more of them. Maybe it would be fine if more of the things that look like mistakes and time-wasters (such as jumping twice to get over walls and going back a long distance to retrieve a knocked-away sword) can be avoided somehow...
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Silhouette Mirage is pretty darned weird, mostly because of the characters. One of the bosses, Dynamis, is well described as "the giant flying fish with multiple clawed tentacles and the head of a pink-haired doll who babbles about how you should buy her pretty flowers". The gameplay is also unusual enough to be called weird.
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Dacicus wrote:
In most cases, you make a savestate and then load it after you pass the point while playing back the movie. Make sure it's not on read-only playback, though.
Note that you don't have to play back the movie past that point to resume there if you already have a savestate there.
Dacicus wrote:
So, if I make any more AVIs, should I force it to encode at some other FPS? I mean, if the game runs at 20 FPS, but the menu at 60, wouldn't it still be wrong for one or the other regardless what settings I used?
There's some "frame decimate" option you can use with .H264. But I don't think anyone will mind if you can just encode at 20 FPS.
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Tub wrote:
it's a high resolution video, encoded with an advanced codec at full 60 fps.
I hope the codec figured out that the game actually runs at 20 fps nearly all of the time, and doesn't give media players the impression that they need to update at 60 fps to keep up. (For me, VLC handled it pretty well, but using 90% of the CPU.)