Posts for nitsuja


Post subject: Re: Nestopia - Rerecording + better than fceu etc
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Kal-El wrote:
Its supports rerecording.
No, it doesn't. It could support it, but right now it only supports regular recording.
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Acryte wrote:
pause - F2 but I usually click pause in the menu. Then just menu down to save as and it doesn't do anything. I'll try using hotkeys exclusively.
Oh... first of all, try not to do anything from the menu, since it's a big waste of time compared to using hotkeys. And don't use "Save as..." or "Load as..." either, hotkeys or not, because it takes too much time to enter filenames for your savestates just to load or save them. (Apparently your problem was that "Save as..." doesn't work while paused, and it went unnoticed until now because nobody else has tried using it before.) Also, make sure you read every section here if you haven't already, or you'll be missing out on how to do some useful things.
Acryte wrote:
Is the resetting feature a goal that will be implemented pretty soon (not to sound demanding) because I want to make this as good as I possibly can, and I know w/out resets it will probably be about 10-12 minutes slower probably.
You don't need this feature at the very start of the run, right? I mean, you should expect to spend at least an hour on every minute of gameplay, so it should be possible to get started and make some progress before that feature is done, unless resetting would help earlier in the game than I realize. BTW, it is possible to record segments starting from savestate as it is now. You'd record until you need to reset, then pause the game, stop recording the movie, reset the emulator while still paused, wait for it to load, and start recording a new movie with the "from snapshot" option checked, making sure to use a different filename for the movie each time. They (the resulting movie and savestate files) could later be combined into a single movie after resets can be recorded. Anyway, as a very optimistic guess, it might be done later this or next week, if I don't try to make too many other changes along with it. EDIT: OK, well that was a bit too optimistic, definitely not this week and probably not next...
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Phil wrote:
When recording in AVI, it stills record the blue pause screen for one frame when you pause.
Then use the frame advance button to pause, or turn off the blue screen effect in the Misc. options.
Post subject: Re: snes9x runs way too fast
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You didn't say what version of Snes9x you're using or what OS you're on, but if you're using Windows I suggest getting this version of Snes9x. The default controls for slowdown/speedup (-/+) are a bit more intuitive in that compared to some other versions (which use shift - and shift +). And as ventuz says, the FAQ is your friend.
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I'm also surprised that Sonic 3 & Knuckles lost its star. It was long, but several starred runs are longer. Although, strangely, it is one of the only runs here that I was less impressed with the first time I watched it compared to the times I watched it later - usually it's the other way around. Also, I liked the MM1 run more than the MM2 one, but maybe I'm crazy.
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Have you tried increasing the sound buffer length (to 40 or so)? Stuttering problems are usually caused by that being set too low. (It is often set too low by default.)
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El wrote:
Am I the only one that gets a "Failed to take screenshot" text on ALL of my screenshots?
Oops, I forgot that the screenshot code always outputs a failure message before it begins to take the screenshot. The immediate updating means that message gets updated (along with other onscreen text) before the screenshot happens. Will have to change the way screenshots report failure to prevent that message...
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Acryte wrote:
yes, but I need to find out how to: save while paused... what the heck It only lets you save while it isn't paused, and the speed doesn't go down to zero, so I guess I'll knock it to 5% and then hotkey it. But I still don't know how you link multiple recs and whatever else.
Need more info: What keys are you using to pause and to save and load? What does the status bar (bottom-left of window) say when you try doing these things? Which input plugin are you using and how are its controls set up? What do you mean by "whatever else"? Recording resetting the N64 isn't supported yet, if that's all you meant. For me, saving and loading both work while paused, using the default hotkeys (Pause to pause, Shift-F# to save, F# to load), and it says "saving/loading slot #" in the status bar when I save/load, although I have to unpause or frame advance to see the results of loading.
Post subject: Re: Sound Glitch+Freezing
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Try turning off "Sync sound with CPU" in the sound options and also in the movie play dialog whenever playing a movie.
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Xkeeper wrote:
...unsuprisingly, changing it to 16bit fixes the problem. Ugh. The only problem now is making it work... in 24bit... shrug.
24-bit color is a pain to support, especially because I can't recall ever seeing a monitor with it. Apparently it was never supported for any of the filters (too much trouble) but I can try to fix the 24-bit text case of text drawing some time.
Xkeeper wrote:
aside from this rambling, would it be possible to include another row of display, for keys currently held down by Autohold or even normally? this would make frame advance that much easier, since it would be easy to tell what was on and not between frames (even though they're updatedon change, some of us are stupid and can't remember 5 seconds) =p
I think I did something similar with the auto-hold in FCEU 0.98.15. Try that and let me know if it's what you're talking about (I'm not entirely sure if it is).
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Bag of Magic Food wrote:
Um, that was Super Game Boy. Link's Awakening doesn't have those features.
Yeah, the most you could do for color with the original Link's Awakening is screw with the palette, like you could if you were to attempt to play it on Super Game Boy (since it's not an SGB game). Link's Awakening DX is Game Boy Color, which allows for much better graphics than GB or SGB. I think a Link's Awakening DX run should be made, because (in addition to being prettier) it's a natural way of preventing you from doing the map warp bug while still allowing you to aim for fastest time on it (because there is no map warp bug in it). I'd say any%, but 100% would also be good to have an excuse to do the new color dungeon.
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Uh... Could you give some sort of system specs?
Xkeeper wrote:
no filters on (they're all unselectable)
Unselectable? What do you mean? I've never seen anything that can disable those menu options. What is your display depth set to? Try setting it to 16-bit color (or 32-bit if it's already at that) and see if it makes a difference. I think this is the most likely cause of the weird colors at that bottom, that you are in either 24-bit color or 5/5/5 16-bit color. What do you have selected in Options->Video->Render Method (out of the top 4 choices)? Try changing that around, if nothing else it might affect the performance you get when you increase the window size to 2x or 3x. (Is your computer DirectX or OpenGL capable?) I can't imagine your computer is so massively slow that it can't handle rendering a 2x magnified GB screen. It might have something to do with the menu wrapping around in such a small window. There is code to take this into account, but the system calls it uses seem to work incorrectly in versions of Windows earlier than XP. About the sound and freezing-proneness, you could try selecting Options->Speed->Accurate Sound Pitch and see if that helps. (You're using v17, right?) There is no difference between the sound being "On" and the sound being "Mute", besides that there is no volume when it's set to Mute. "Off" is different from either, but you can't record a run with that option set.
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Right after I saw Bisqwit's mention of Tetris in this thread, I thought "I bet Acmlm will do something with it".
Itstoearly wrote:
I think I missed it.... what was the glitch?
At first I thought it was the way the block pieces didn't fall into place in the second part with the stairstep blocks, but I guess that's normal. The glitch is clearly the way the blocks all magically shift downward (and it clears the wrong row visually) when he gets those matches at the very top. (Also, I'm wondering about the complete lack of pausing while still manipulating pieces - doesn't the current run have rapid pausing in many places to manipulate straight pieces to appear?)
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...or "dispite" instead of "despite"... The game really makes me wonder why they didn't bother to have any kind of introduction or story developments during the game. They were obviously capable of it, as the ending text and scenes demonstrate. Maybe the rest of it wouldn't seem so horrible if it gave some motivation to beat it... probably not, though. later edit: And even if there's a nice introduction in the manual, not only do many people not read that, but... well, even Super Mario Bros. had more story development during the game than this does.
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Gens didn't have this feature before either, which I think explains some (but not all) of the movie-making desyncs people were getting with it (loading a save state then loading a newer one = instant desync, and you wouldn't know that from experience with FCEU and Snes9x). I can't stand not having it, myself, and made sure that Mupen64-rerecording and VBA-rerecording had it from the start. And maybe it's not the initially intended usage of it, but it is very handy for backups - I've accidentally deleted or overwritten movie files a few times and am always able to recover the lost data simply by loading a save state. But, actually, I think there is still something buggy with the way FCEU in particular implements this feature. I'm not sure exactly what, but it seems like the movie length is too short sometimes if I load a future savestate then play from an earlier one, and for some reason it doesn't always work to load a savestate to truncate the movie length.
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adelikat wrote:
You are certainly not the only one to do it, but it just urks me every time someone does that.
You are certainly not the only one to do it, but it also irks me when people misspell words like "irk" or "lose" or "staring" with "urk" or "loose" or "starring". (voting yes, anyway)
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RT-55J wrote:
I would rather see a run that aims for the highest score instead of a pure speed run.
A run aiming for highest score would have to purposely do poorly on some levels to postpone advancing to the next set of levels, so I think fastest would be best.
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I don't know if that's a good idea - what if you want to output a different height than 240? I thought the height for NTSC was supposed to be less than that, 224 (First line=8, last line=231), although I just checked and both of mine were at a default of 240, and the option doesn't change on its own.
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Phil wrote:
Actually, the video is just corrupted, Mencoder(probably Vdub can) was able to repair it.
Are you saying that the AVI splitting feature is resulting in a corrupted AVI, or that it didn't split early enough to avoid corruption, or that it's not really a problem with FCEU after all?
Phil wrote:
I would like an option to add logo when recording.
What is the logo file exactly, an animated GIF or a folder of PNGs or a short AVI or something?
Post subject: GBA BIOS for Mario & Luigi
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billybobfred wrote:
Okay, to not freeze at Harhall you need a BIOS. And what exactly is a BIOS and where do I get one? Or do I not need to "get" one? I've sort of already started the run, see, and I would like to not have it freeze halfway through.
Yes, you will need to "get" a BIOS from somewhere. It is a file most commonly called "GBA.BIOS" if that helps. Then you have to enable "Use BIOS File" in VBA and also tell it which BIOS file to use from the option next to that in the menu. And then reset the game and start recording a new run with those settings. You can use hex editing to keep parts of the run you already did, but it will not work for anything that relied on luck, unless (if you are really lucky) the BIOS doesn't even change the randomness or frame timing in which case you can transfer all of what you've done so far into the new movie file. EDIT: I didn't see qqwref's post. If he's right and you're using an outdated version of VBA re-recording and that is the cause of the problem, then you don't need to use a BIOS file after all, but you will still need to make a new movie file with the newer version and try transferring your old movie input into it like I said above.
Post subject: AVI sound of GB games - not stereo?
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I noticed that in the site's guidelines for making AVIs it says:
Audio compression * For NES and GB, use 40 kbit/s VBR mono MP3 or Ogg-Vorbis...
But the Game Boy outputs stereo sound (and some GB games make extensive use of it in the music), so encoding it as monaural would be discarding interesting audio information. EDIT: well I changed it in the guidelines, at least...
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It's a yes when I get around to looking at Mupen64 again... (So, maybe in a week or two. There are a lot of changes that need to be made and I'm not even sure which of them I'll be able to do or how to prioritize them.) EDIT: Or not... I was hoping to actually have some progress to test before doing this, and so still haven't gotten around to it since it's looking like waiting for the next official release of Mupen64 is a better bet for seeing some of these problems fixed...
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FODA wrote:
Well snes9x doesnt record this game correctly. Somehow, the rotation of the character is not stored in the savestate (every time i load a savestate at the skydiving mode, the character is reset to horizontal position, no matter what position he was when i saved)
This is fixed now. (The case you described made it really easy to test.) See this thread. I think a TAS of this game would be pretty good. I have some questions/comments about it: - How does it choose which bonus stage to take you to? It seems like the layout of the penguin one is randomized, with there sometimes being a 70-point spot but not always. - Are there any tricks for going fast in the airplane or hang glider levels? I assume so because even for the really straightforward ones I always get a terrible score for "time" - It looks like the rocket-pack levels might be even faster than the skydiving levels, or at least second-fastest, but its bonus game seems slow... - Reset can't be recorded in Snes9x, unless you meant there's a soft-reset button sequence.
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OK, the 2-frame delay has been removed. See this thread. 1 frame of delay was removed by making the savestate store its image in it so it will show immediately upon loading. The other frame of delay was removed by changing a line of code somewhere that was intentionally preventing the image from displaying for an extra frame after loading a savestate.
Graveworm wrote:
I'm actually so used to the 2 black screens that I feel uncomfortable when using other emulators.
Hmm, maybe you won't want to switch then, but I wasn't about to make the savestate delay a user-configurable option.
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Well it takes some time, and I had other things to do. Anyway, the requested feature has now been implemented. See this thread.