Posts for nitsuja


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I don't think we have to worry about that changing, unless someone has discovered some trick that lets you skip most of the game while still collecting 120 stars.
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There does seem to be a desync somewhere around frame 46800 in the movie. It's probably not a problem with the ROM (because the CRC32 matched). Maybe that's where they tried unsuccessfully to append the previous video to the end?
Post subject: Re: big list o' suggstions
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If you choose "Open ROM" then hit cancel, it ends the currently active movie, which it probably shouldn't do.
upthorn wrote:
Default to read-only checked
In addition to defaulting to read-only the first time Gens is run, it should save the checkbox's state in the config file (using WritePrivateProfileString) and restore it each time the dialog is opened, rather than always resetting to read-only.
Post subject: Re: big list o' suggstions
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Has anybody implemented a cheat search or memory viewer feature for Gens?
Xkeeper wrote:
* Allow read-only to be toggled during movie playback
That's already in the versions 9g and 9h. It's Ctrl-T.
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That other 10% of SegaCD support, of course. (99.9% re-recording stability on SegaCD games.)
Atma wrote:
Some sync options would be nice too if possible. A slight example would be the controller settings ... Maybe sound settings also would fit under this ...
I think he already did controller settings, although the dialog box still warns you about it. Sound settings definitely make a difference, though. For example, see this Vectorman submission. If the sound rate is not set to 22050 by 4:02:00 in the movie, the upcoming boss takes longer to appear, causing the the movie to desync. Also, there is a major bug with savestates which you can see by saving and loading on frame 4:02:01 of that movie, even while the sound rate is 22050. The YM2612_Restore function seems to be to blame for it, because it fails to fully restore the YM2612 after resetting it. I have a few changes already done (autofire, autohold, numeric frame counter, sound soften filter, high quality PSG/DAC options, EDIT: and disabling graphics layers), so don't spend time on those.
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Bisqwit wrote:
... but the Sonic hack actually changes the game ...
Well, you could put it that way; It changes the game, waits until the change takes effect, renders it, and changes it back. But taken as a whole that doesn't affect the game's state at all, and that sequence of actions can be thought of as a calculation performed on the game's state per frame to produce an image. There is much more calculation involved, and greater visual impact results, but conceptually it's the same as using the game's data to render something extra. Anyway, I don't think JXQ was basing his argument on how similar they are, but on how useful the results are to see. In this case I think there is an argument for both being worth seeing, since occasionally something interesting will happen onscreen while Sonic isn't there.
Post subject: Re: Problem with FCEU build
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I haven't run into this error, but maybe someone said something helpful about it near the bottom of this page.
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Bisqwit wrote:
Example result is here: ... ② publish modified AVI (Sonic mostly seen) with unmodified sound
I can tell from that example AVI that the sound isn't quite unmodified. For instance, the first part of the sound of passing through the goal can be heard while it's still far offscreen. I actually prefer it that way because it parallels the change to the video, but truly "unmodified sound" would have to come from when the sonic camera is off (shifted a few frames earlier in time). As for the choice, I think either #2 or #3 would be best. Which of those it is depends on how great the drawbacks of publishing 2 AVIs are, which I'm not sure of. But, probably #3. EDIT: Having seen an example of the dual-encoded one later on, I now favor that one (choice #4).
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Hyena wrote:
I'm wondering why it's better to link both the .16 version and everything you need to compile it with rerecording support, than to just compile it and link to the new files?
The source should be available somewhere, otherwise nobody else would be able to modify the new version. But right now, nothing is linked to, so nobody can even get the new version. It would be nice if Luke or anyone who downloaded Luke's FCEU would post a working link to it.
Post subject: Re: update + smv
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I don't think giving them long names is worth it in this game. It adds up and makes things feel slower in cut scenes (especially when the name is said really slowly), and it's not displayed onscreen all the time like in Final Fantasy. Also, if you really want to shave off every frame possible then it should be A/B/Z (in any order) instead of A/B/C, but any single letter for the main character should be good enough. That place where you hit the flower to avoid getting hit by it, you can save a little time there by instead nudging into its attack radius and waiting for its attack to finish (it will always miss if done correctly), that way you can start the dash earlier because it wasn't reset by a sword swing. Manipulating it to miss (by evade) would be even better, but I've never seen that happen at such a low level so I'm not sure if it's possible. Do you know how to manipulate evasion and/or criticals in this game? Is it simply impossible to always get critical hits by waiting the right number of frames? I noticed you got two of them in a row on the second boss.
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It looks like this is a lot slower than the rejected run, even on the levels where that didn't take any damage. EDIT: Even if speed is only the secondary goal of this movie, it still failed at that secondary goal. The other run could be a lot faster, as well. There are tricks to firing faster that neither movie uses, and they don't use the double-jump's speed boost very optimally. EDIT2: I tried the first level, and beat it more than 33 seconds faster than this does, still without taking damage.
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Graveworm wrote:
I don't use Gens, but not everyone that do will notice that post, will they?
No, they won't. I can't change the first post, but I updated the link on Emulator Homepages so people will be more likely to find it.
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Graveworm wrote:
If you load an earlier savestate and then the one you wanted to use, it'll cause a desync.
bobxp wrote:
And am I the only one who doesn't suffer from this "load earlier savestate then the correct one" problem? :|
zefiris wrote:
I don't know anybody else who does not =)
I don't suffer from that problem, because there is already a version of Gens that has that problem fixed. See this post.
Post subject: Re: hmmmmmm
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pirate_sephiroth wrote:
Any Normal difficult run could (theoretically) obsolete it.
Not really; if someone submits a run on Normal that has worse playing quality but is still faster (because of the difficulty mode), it probably won't be accepted.
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Shadow Byrn wrote:
The only real mistake I can see is that the rock in that one level and....in a couple of places there's some weird outlines. Beyond that it seems okay to me....
Jabo's graphics plugins are really inaccurate for this game. glN64 actually gets the colors right and it doesn't have problems with extra outlines around things. The biggest problems (with apparently all graphics plugins) were the boulder in 4-1 missing, the questions in the mathfun event not showing up, and (probably the worst one because it happens in many levels) textures not repeating properly. Look at the difference between this and this.
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Sorry, not yet. I'm easily distracted. Also, I'd rather have a video plugin ready that does a better job of rendering the game before submitting anything.
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Tub wrote:
I considered how the game looked if played with that input sequence on a real GBA, not how it might look on a badly hacked console or a hacked rom. The rules say "The movie should look like it could have been played with an authentic hardware." ... if the movie looks better on a modified game
To clarify, the hack doesn't affect the game or the gameplay at all, in the sense that it can be turned on and off freely without affecting the course of the game. If you were to simply hack the game or apply an emulator cheat to move the camera to Sonic's position, playing this movie on that would desync almost immediately. It is played on (an emulation of) the original hardware. (And like runs of most games, it makes a big difference if you haven't played the game before and/or don't listen to the sound.)
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Tub wrote:
SA2 was much better suited for a speedrun.
Yes, it definitely was. That's why I didn't run this game first. I think this one's not bad, though. (Even when Sonic isn't always onscreen, although it's looking like people would prefer it to be published with that, which is understandable.)
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notBowen wrote:
I see the avi nitsuja made plays at normal speed. How did you get it running so smooth? My comp doesn't suck or anything (2.8 ghz dualcore) and it was running at a snails pace.
The emulator writes each frame directly to the AVI file, so it doesn't matter how slowly your computer emulates the game. (For the same reason that pausing the emulator while capturing to AVI will not add a pause into the resulting AVI.) It gets the same number of frames either way, which it can then play back at 60 FPS.
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Ash Williams wrote:
The new setup worked most of the time, but when I had problems I just redefined all inputs needed for the offending frame to one key.
Using auto-hold when that happens is probably easier/faster than redefining a bunch of keys twice...
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It seems that all of the links given to FCEU 0.98.16 are dead... Maybe it should go somewhere more permanent and be linked to from Emulator Homepages. EDIT: Not anymore. One of the links came back up and there are several mirrors now.
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Here's an AVI showing what happens if you BLJ too much, through a few solid objects...
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GWing_02 wrote:
The environment will stop Mario. Animated sprites like the door and the gate will not, which is why it is possible to glitch past them.
You can glitch through non-animated things as well, as long as you're going fast enough that you pass entirely through them in-between frames. If you get going fast enough you can actually glitch to a place outside of the entire level, not that it does you any good to stand around out there.
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It's a limitation of your keyboard, that it doesn't support pressing those keys at the same time. You can either: - find different buttons that it allows at the same time - set a separate "down+left" button in FCEU so you don't have to press as many buttons at once - use the "auto-hold" feature to hold down+left for you so you dont't have to press as many buttons at once, or - (maybe) get a better keyboard
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GuanoBowl wrote:
I will for sure send this in for publishing when I am done because I do not want to do it again once I get done. ... Plus, with the help of everyone here, Im sure this run will get more "perfect" as I advance. The only issue is the desynch.
That's not a small issue. Plus, I thought it was agreed that the "copy framebuffer" option (or another fix that behaves like it) should be used for the final run to eliminate the subscreen delay. I'm not saying anything about the quality of the run you've done, but I think there will be technical difficulties in publishing it and annoyance that many people can't watch the .m64 file. (But, I suppose it's worth getting something done anyway. As long as it works for some people, it can be viewed and possibly published, and another version can be worked on sometime later.)