Posts for nitsuja


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Oh... well never mind then, from the problem description I assumed it was GBA, obviously I didn't know anything about the game. I can look at the problem if you could provide a save state before it happens (or a movie file to it).
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EDIT: Ignore this post. Did you try using a GBA BIOS? Most freezing problems in GBA games (all of the ones I've ever seen, anyway, except ones caused by corrupted ROMs) can be fixed by using the right BIOS file. Also, it might be possible to convert (hex edit) the run you've done so far to use the BIOS so that it can be completed through the boss.
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Tub wrote:
It's more important to have consistent isos. I've been unable to rip my FF7-CDs or play from CD (I don't own a PSX, but after playing a copy of FF9 I bought the FF-games), so I had to download isos for the emulator. ... anyway, I'm afraid crc checking won't help much here (rips from the same cd will end up with different crc values depending on ripping program, target format and other settings)
Isn't an ISO just supposed to be an exact copy of the data in the CD? I wasn't aware that different programs will add different things into the ISO depending on the settings (and I've never had problems with making ISOs of my CDs).
Tub wrote:
I ended up with broken savegames because all the isos were from different sources, and wouldn't accept savegames from each other.
If they wouldn't accept save games from each other, different game versions might be the cause, either that or the emulator wasn't set up right to use the same saves for both games, but I doubt that a small differences in the ISOs will alter the save game format to not be compatible between them, unless one of them was nonfunctional.
Tub wrote:
btw, the current epsxe rerecording doesn't match the rules of this site: the movie files aren't input data and can allow undetected cheating.
Of course that would have to change, not simply because of rules but because of the unwieldy movie file sizes.
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atro city wrote:
Desynched at the beginning of World 7 for me
Kooz was having the same problem (maybe at a slightly different location), and it was fixed by re-downloading FCEU and watching the movie over from the start. Also make sure the ROM matches up and all that (PRG 1).
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FODA wrote:
Aren't those old roms loaded completely into the RAM before power-on?
Yeah, they are, but they don't need to be, and RAM can take different amounts of time to load from too.
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FODA wrote:
But reading the CD from a computer's cd-rom drive will lead to different read times, just like on the real thing. The only way to make it work consistently is from the ISO...
Not necessarily... I mean, how is an ISO on your hard drive any different from the game on a CD? A hard disk is a physical thing that can have different read times too, and that doesn't stop NES games on your hard drive from working consistently. It's only inconsistent if the emulator lets it be inconsistent. (An emulator is software - if the CD is taking too long it can just pause emulation until it's done.)
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Well, the objection might be that the second option (download the AVI) isn't possible for the encoders/judges or anyone wanting to watch a submission before it's published. They won't want to go out and buy a new Playstation game every time someone submits a run. It probably wouldn't be practical to handle submissions in the same way when not enough people have or are willing to get the game.
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SXL wrote:
and program the rerecording function to remember events, and make discontinuous movies ? like : "press X for 5 frames, wait 10 frames, wait for end of loading screen, press Y" etc. ? or maybe that's too complicated :/
As I said, there shouldn't be any need to treat load times specially. Sure, on a real PSX the disc is a physical thing and it could take different amounts of time to load from it, but I don't think the emulator would bother to simulate that variability, meaning the load times should be deterministic just like everything else in the game. Bigger problems are how to handle disk switching, and the fact that PSX games are so huge. (Although some of them compress amazingly well - I've seen 700MB ISOs go down to 80MB when compressed normally.)
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Boco wrote:
Recording input rather than output seems a little problematic to me since it's a disc-based system... how do you account for small differences in disc access time?
The emulator simply has to make the access times consistent. Current Playstation emulators probably already do that (unless they purposely add random delays at loading times or thread emulation separately from disk access). It's entirely possible there would be some oversight that makes it not synchronize on playback as has happened with other emulators, but I don't think it's a fundamental problem.
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Dromiceius wrote:
It's a really good run of a really crappy game, methinks. I voted yes, but also feel that it's not star-worthy.
I wouldn't call it a "really crappy game", too difficult maybe but that doesn't make it really bad. I understand that it's probably not the best candidate for having a star movie of, what with the excessively long autoscrollers and the weird combination of high speed + relaxing music + irritating sound effects. It depends somewhat on how popular this game is, though (and I have no idea about that).
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Spacecow wrote:
Latest WIP desyncs in Egg Utopia 2 after about 30 or so seconds for me.
This is normal considering that I hadn't finished Egg Utopia 2 yet. But now I have (and updated the file): Got 0:56:72 in Egg Utopia 2 and 0:08:52 on the Egg Frog boss. I have the suspicion that Egg Utopia 2 has a faster route through it than the best one I was able to find (I was expecting a time closer to 0:50:00 on it), but maybe this level simply has lots of obstacles no matter which path you take. Anyway, I'm going to try redoing the first few levels before moving on because they are starting to look really slow compared to ones like Techno Base 2 and Egg Utopia 1. EDIT: BTW, I found 2 fun bugs with the upside-down-ness of the Egg Utopia acts which unfortunately didn't seem to have any practical uses: It's possible to run so fast that you zoom by a gravity change event without activating it and are in a part of the level on the ceiling when you're supposed to be on the floor, and if you use an air dash in the right place in Egg Utopia 2 it's possible to end the level on the ceiling (victory dance done upside-down and everything). EDIT2: Hmm, I'm finding some massive improvements, like getting 0:24:27 on Leaf Forest 1 without even changing the route... And 0:23:70 on Leaf Forest 2. Note that since I changed the start of the movie, that invalidates any savestates made later on in it (so attempting to continue from them will cause immediate desync).
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But a real movie has already been made, so that's no longer a reason to postpone this. (Although I don't know if this should be published separately from that.)
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gabrielbenjamin wrote:
In the searching I did after making this post, I couldn't find the exact ROM listed (I found a (JUE) but no [W] ! version). Any guess as to whether the .gmv will play properly?
Why don't you try it? I think JUE means the same thing as W so my guess is that it'll work (if the version number is also the same).
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kooz wrote:
I don't know why, but this run still desyncs for me at frame 140434. I used fast-forward to get to this airship 3 times now, and without fail it desyncs there. I'm using FCEU 0.98.13 and Super Mario Bros. 3 (U) (PRG1) [!].nes.
I think you might be using the wrong version of FCEU. I know you said you're using 0.98.13, but try downloading 0.98.13 again, in case you missed an update of it that didn't change the version number. And if that doesn't work: Does it also desync there for you in 0.98.12? (If so, I would guess that your ROM is probably bad.) Anyway, I enjoyed watching this despite having seen some parts of it many times already, and so am voting Yes. (Will this obsolete Tokushin's movie?)
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Bag of Magic Food wrote:
I'm not sure, but I always wondered if the frame counter for from-start movies started one frame too late, since the frame counts outside a movie are always 1 higher than those inside a movie.
I think you were right about this being related; I switched something around to fix the frame count being one too high after refresh, and it looks like the frame count numbers now also match up whether inside or outside of a movie, unless I'm not testing it right. (Updated executable went here.)
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OK, so it is something wrong with joypad support of turbo keys. I can try fixing it and adding the old 6 buttons to the list of hotkeys.
Saturn wrote:
After you make him get up to the 2nd part of the room he opens his mouth at a random time you can't affect and in v7 it was a different time causing the movie to screwing up on this version. Graveworm and hero of the day told this to me and I could confirm that. Anyway if the TAS-movie will desync I will just add a link to v6 for download in the comments.
Well, I think you should make sure it plays back without desync in the official Snes9x 1.43 WIP. (Unless you need Left+Right support, in which case test on v7.) It will cause a lot of trouble with publishing the movie if it only plays correctly in v6, no matter if you provide a link to it.
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The Dragon Warrior 1 movie in particular had some extra tools used (a custom program to predict battle outcomes, I think). Avoiding enemies was probably trial-and-error though, or at least it could easily have been done that way without taking too much time. In that case it's not so much a matter of finding the best paths to walk, since all you have to do is add tiny delays in-between steps until you find an amount that doesn't result in a battle. It's almost always case-by-case, since different games do different things for their randomness.
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Saturn wrote:
This is exactly what I want, not to set a turbo-hotkey on the keyboard but use a key to activate/deactivate a regular button I normaly use without turbo (on my Pad) but the problem of your suggestion is that when I hold the toggle-button it activates 'all' buttons at once.
It can definitely work the way you want it to in improvement7. I think you were using the wrong toggle button. Use the one called "TurboTog". For instance, to put just the L button on turbo, hold the Turbo-Toggle key and press the L button. And you do the same thing again to turn it back off.
Saturn wrote:
as I could toggle every individual button separately directly on my SNES-Pad
Shift-Delete is on your SNES-Pad? Or do you mean with using another program to convert the input to shift + one of the 6 buttons?
Saturn wrote:
I wonder why this shift + one of the 6 buttons between the regular pause-key and the arrow keys doesn't work on improvement7 anymore.
Because it was replaced with a system that doesn't have those 6 buttons hardcoded.
Saturn wrote:
Also for some reason the other hotkeys for "Togglify" or "TurboTog" don't even seem to work for me in the "Joypad #1 Turbo" option.
Oh, this might be the real problem, since those are the buttons you want to use. How are you trying to use them? In my case I have turbo-toggle set to the W key, and the L button is the A key (that's the key I press normally for L without autofire), so to put L on autofire I hold W and press A. I use this a lot (in v7) to put individual keys on autofire, so I'm pretty sure it works... EDIT: About desyncs, there was a desync-causing mistake in v6 that's not in v7, but it only affected certain games and this isn't one of them, so if you don't care about any features new to v7 then it's fine to keep using v6. I would think you want to make use of the auto-hold feature, though - is there ever a reason to let go of the Run button in Super Metroid?
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Found something else, first: At around 22:53:00, you wait a couple of seconds for the platform to move forward before crossing the gap, but you can jump across quite easily from there without waiting by having a higher running speed when you get there (from landing on and running across the leftmost platform first) and jumping without holding right to increase the horizontal movement speed during the jump. Actually, doing this might speed up almost all of the jumps you made (any full-height jumps made while at full running speed to move horizontally, at least)... EDIT: Maybe it's not so drastic, actually. I'm not sure what causes some jumps made at running speed to move slower but it definitely didn't happen for all of the jumps you made while holding rightward, only some of them. Also, you seem to lose some time due to lag from breaking blocks, like in the autoscroller where it looks like it'd be faster to wait for the confetti stuff to clear in-between breaking at most 2 blocks at a time.
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The ability to accept/reject/delay a movie separately from publishing it was added after this movie was submitted, I think. But now that it's there, someone should go through and change the status of the older unjudged movies to something, anything besides "new". If they're really reluctant to publish it, then "reject" or "delay" (with a reason) would be preferable to leaving it apparently indefinitely unjudged like this.
Post subject: Re: Need help with Hotkeys on Snes9x improvement7
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Saturn wrote:
So I want to ask, is there a way to get this keys (activating/deactivating auto-fire) on improvement7 to work? I would very appreciate any help.
Yes. There are at least 2 different ways to do it in improvement7. For all of them, go to "Input->Joypad Configuration..." and choose "Joypad #1 Turbo" from the Controller dropdown box (I'm guessing that's the part you didn't notice). You can assign turbo hotkeys to the individual keys to make it like it was before (making Delete the turbo A key, etc., or pick something else for them), but I think is the easier and better way is to assign a "Turbo Toggle" key, so you just have to hold that key while pressing any regular button to put that button on autofire. There is also a "Toggle" key you can assign which will hold the button for you (for instance you can make it hold the run button for you so you don't have to hold it all the time). And it's a good idea to set a "Clear All" key so when you want to turn off all the turbo or held keys you can just press that key to clear them all instead of having to remember which keys you put on Turbo to turn them off. Also, for 2-player games you can assign keys to give player 2 autofire or auto-hold, which I think was impossible before.
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Oh, I must have missed a lot of updates. One thing that seems off to me (didn't notice it before, sorry) is that part where you get the perma-charge powerup in stage 2. Why did you go out of the way to get that? It looks like you don't use the volteccer more often than you'd have gotten charges from normal running, except for the very first volteccer after the powerup, which you could've done by dashing. It should be about 1 second faster to skip that powerup, I think. EDIT: Actually I'm not so sure now, I'll try this out and let you know if it's really faster without it... EDIT2: Tested it, and it was over 2.5 seconds faster (at room blackout time) to skip the powerup. EDIT3: Another thing that looks like it loses time: In the next room, when you use the voltecer to attach to the 2nd wire, there's no volteccer delay, so why is there a delay for attaching to the 1st and 3rd wires in that room?
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kooz wrote:
Desync'ed for me as well. ... I ended up fast-forwarding up until the ending point of the last WIP.
Could you clarify what you mean by "I ended up" - after it desynced you fast-forwarded from the start and it worked then? What did you did instead of that when it did desync? (Or do you mean you fast-forwarded from the start and that's when it happened?) edit: BTW, I'm quite sure that using regular speed or fast-forward makes no difference whatsoever. I think it's just something with loading bad savestates, either that or you are doing something unusual when playing the movie.
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xebra wrote:
Is this a complete or segmented run? My thought is there's no way anyone would publish a segmented run this bad, but it doesn't mention on the page.
I believe it is a segmented run, and was published to encourage others to submit better runs of the levels. (He'd rather have a bunch of not-so-great Sonic speedruns of individual levels up that gradually get better than to barely have any Sonic runs because nobody thinks they can make perfect enough single-segment ones to submit.)
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Hmm, I just tried that (watching whole thing from start in that version with fast-forwarding the whole time until the world 7 ship) and it still played fine. Oh well, I guess it'll stay a mystery for now... (Are you really, absolutely sure you didn't load any save states?) Anyway, this is looking pretty great, and likely to be finished soon. Have fun with killing Bowser as fast as (or faster than) Genisto did.