Posts for nitsuja


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JXQ wrote:
When I play the movie with v3 of FCEU's update (the first one with fast-forward that skips frames), it desyncs in 6-1, jumping over the last plant. By changing the press of A button during that jump to last two frames longer, the run then makes it to 6-3. When running over the one-block-wide pillars, it looks like Genisto got super-speed, but I can't get it to happen no matter what I try.
Well, still don't use that earlier version. It only sometimes gets all the way to 6-1, it's kind of random about it (and frustratingly, whenever I tried getting the initial values it used from it, it didn't end up going that far).
JXQ wrote:
What's Nesmock?
http://bisqwit.iki.fi/source/nesmock.html It's also in "fceu\utils\" of the newest FCEU (windows binaries), which uses it to (attempt to) play Famtasia movies.
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I think you should let people vote on more than 1 game (like, rank their top 3 or 5), because there are so many games that all the games that get votes will probably be tied for 1 vote. Unless a group of people agree beforehand and vote on the same thing... but the fact that you've made the voting by PMs only suggests that you want people to vote individually. And yes, you should clarify if GBA means only games designed for GBA, or any game that a GBA can play (since it's a backward-compatible system).
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Well, some idea of when it happens or how to make it happen would help, or a copy of a config file after it saves that the hotkeys are reset. Right now I'm not sure I believe this bug really exists (although if history is any indication, it probably does).
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Blast Corps isn't even emulated...
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I'll just point out that there's a game called "Elevator Action: Old & New" for the GBA. If you select "Old" it's just this same game as this, but if you select "New" it's a game with the same basic components as this (lots of illegally unsafe elevators and doors to steal things from), but tweaked to be a lot more action-packed and less repetive (with a decent number of unique levels and a definite ending). I think it would make a much more interesting run than this. BTW, I thought you did have to enter the red doors in this game, or it didn't really end the level or didn't count as beating the level.
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Bag of Magic Food wrote:
I tried playing some Bomberman 64 with the keyboard and mouse in tandem, but it just made Bomberman really wobbly. Is there a way to make it so you don't have to keep pushing the mouse to move in a certain direction? Like, just hold it over a zone to choose the direction or something like that?
This is exactly what setting the mouse input mode to "absolute" does in the NRage input plugins. (One of them also has an absolute mode for the keyboard.) It's actually a little bit relative because the center region dynamically adjusts to where on the screen you're moving the mouse, but it lets you put the mouse at some direction (and magnitude) and leave it there. It's extremely frustrating to use for normal playing (except in certain games that require holding in one direction a lot), but for a TAS it can give better control, if you're willing to deal with a little trial-and-error to get the directions you want.
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I vote GBA or GBC/GB. There are a lot of games on those that would make pretty good runs, are short, and haven't been attempted yet (and are less likely to be well-known to someone in the group, for less chance of initial advantages, if that matters). SNES/Genesis/NES would also be fine given a suitable game on them, but those systems have been explored more thoroughly. In any case, only games that are interesting and have not yet been done should be considered (but maybe that's obvious). I'd be interested in this, but I'm not sure if I'd be able to commit to it - I wouldn't want to sign up and then discover I don't have time to actually do anything.
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JXQ wrote:
2) I plan on starting a SMB3 warpless run soon. This game seems to suffer from some strange desyncs. What version of FCEU would be recommended to use, or should I wait for a bit for a new update?
Use the latest FCEU version from the FCEU thread. The desyncs were mostly because Nesmock removes the save state data from the movie, and FCEU used to rely on that save state to stay in sync. Now Nesmock has the ability to transplant the save state data back into the movie (I think) and even if you use nesmock on your movie and don't do that, it still won't desync in the new version of FCEU.
JXQ wrote:
1) Is there any version of FCEU available that will play Genisto's full amazing run without desync?
When you play back the movie in the newest FCEU, you'll see 2 boxes for entering values. Those are the data that's missing from the movie file, causing it to desync. If you can figure out what values to enter, it should play without desync at least through part of world 6 (note: the default values go through most of world 5). Previous versions of FCEU just used basically random/arbitrary values, so you could also try your luck with those... Either way you have to watch from the very beginning of the movie file (no resuming from savestates) to see if it worked. As I said before, it would probably be less effort to hex edit the movie input - it's an off-by-one-frame-of-lag thing.
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Phil wrote:
1st. Frame counter on 2nd Pause emu 3rd. Load savestate. 4th. Can't see frame counter. Can you fix that? I love to open savestates and check how many total frames in them. I don't want to press Frame advance key everytime.
OK. Here's a temporary workaround first: Options->Video->Text Options...->Display->"In Game" ON Now the frame counter will be drawn into the frame and shown when you load it. But unfortunately another frame count will be draw over it if you don't wait a second after pausing before loading the savestate, and you can probably press the frame advance key in less time than it takes to wait a second, so maybe it's not a very good workaround... (To tell the truth, I always just press frame advance after loading it - it never occurred to me before that that should be unnecessary.)
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So this is based on FFIV ("hardtype"), right? (Cecil starts out with the Dark Wave ability and all that?) That would mean this has the advantage of having less things removed from the original (than FF2 US), in addition to having English text and better graphics. Well, even without that, I'm looking forward to seeing this.
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Frenom wrote:
gens crashes for me when I hit "record new movie"
I think it has to do with the path being too long (not enough buffer for the filename, probably). When you go to record a new movie, and it says something like C:\Program Files\Emulators\Sega Genesis\Gens\Gens_Movie_Test9f_EXE\ECCO THE DOLPHIN (U) [!].gmv, delete all the stuff before and including the last slash, so it becomes something like ECCO THE DOLPHIN (U) [!].gmv, and then it should be short enough that it won't crash.
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tmont wrote:
would you mind elaborating on why you can't avoid the hammer bro in world 1?
He said that it would require dying probably 2 times to avoid it without doing any extra levels, and that the star it would give would actually save a little time later [and dying means you have to power up from small mario again later], which makes avoiding it in world 1 not faster than fighting it. JXQ: I would consider making "no death" one of the goals of this run, in any case.
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Tilus wrote:
I accidentally left "Sync sound with CPU" on, but I was able to play through the entire movie without a desync when unchecking it on playback, so if the sound sounds weird to you, feel free to uncheck it.
You can turn it off permanently in the movie by unchecking it on playback and then re-recording from any savestate. Phil, was this the sound problem you were talking about? When I turn that option off the music sounds perfectly fine to me.
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I think the puzzles will also emulate correctly (albeit very slowly) if you enable "Copy framebuffer to RDRAM" in the Advanced tab of the graphics settings of Jabo's D3D8 1.6. Would it really save time to do them, though? edit: Apparently Bag of Magic Food beat me to it.
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FODA wrote:
But i see some time was lost destroying scenery. So that was a priority versus beating the game as fast as possible, not the oposite.
The scenery self-destructs when the level ends, which can delay the level-end sequence a lot (several seconds) depending on what scenery it was. I don't know if all of the scenery that was destroyed here actually saved time (haven't watched it quite yet), but if done perfectly it should be faster to destroy them than to leave them alone, except for pieces that disintegrate faster than invincible ones that are on the same level.
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It's not the best game for a tool-assisted run, but I suspect that the end result would be quite amazing, if someone knows enough and (just as importantly) has enough time to seriously do it. Even a "normal" run without any sequence breaks, but with perfectly optimized movement and combat, would probably look great and far better than what anyone could do in real-time.
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Don't the later transformations cost more tokens than the earlier ones? I remember the walrus being slow, the bee being expensive, and the pumpkin being both of those. The bee was by far my favorite, but I don't think it was used to collect very many jiggies in the 100% speedrun. (Maybe someone should time parts of the 100% speedrun to rank the jiggies by how slow they are to collect, as a rough estimate of something.)
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I think the problem is that Snes9x can't record the super scope. You could use ZSnes instead if you want to record a movie of this game. (But note that ZSnes movies aren't accepted for publishing at this site, at least not yet.)
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It's a bit late to continue that, I think... argue in PMs or something if you must.
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Hamm wrote:
anyone know how I can fix SNES9x so that it doesn't freeze within 10 seconds of starting this movie?
First, try this: run "snes9x.exe -restore" at the command line (from the same directory as your snes9x, of course). That may not fix it, but I'm curious as to whether it does. If it does work, that means one of your emulator settings was bad somehow. If that didn't fix it, then here's something more likely to work: When you go to play the movie, in the playback dialog, turn off "Sync sound with CPU". You'll have to turn that off every time you play the movie, though, if that's what fixes it. (Unless Kaz turns off that option the next time the movie is updated so that it will automatically be off for you.) A few games actually need that setting on to stay in sync, but that's very rare so you're probably safe with turning it off.
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The M64 format is simple enough that it shouldn't be hard to modify that external viewer/editor to handle it. Getting support in the emulator like that screenshot in the other thread is another matter, though (not that you said it isn't). And it wouldn't work nearly as well as it could in other emulators because it takes so long to emulate that many save states will need to be made for random access, but save states are huge and also take a long time to save/load. Maybe that's not a reason to not do it at all, but it seems like enough of a reason to try it in a different emulator first. Also, I didn't think an editor (or hex editing) would be very useful at all for N64 movies, but maybe games like Mario 64 are predictable enough that a redone level could be spliced into the input without disrupting later levels very much. And an interesting consequence of the way the input is stored is that extra frames of lag will not screw up the synchronization as it does for other emulators (because input isn't even recorded or played back on lag frames).
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IdeaMagnate wrote:
The latest improvement doesn't seem to register the down button (whatever it's assigned to) during manual frame advance. It works fine at low and normal speed. No other buttons are wierd during manual frame advance.
It works fine for me, so I think something must be weird either with your settings or with your keyboard. (Are you sure you can assign down and frame advance to anything and they still won't work together, and that down doesn't show in the input display doing that?) It would help to see your Gens.cfg file.
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JXQ wrote:
Edit: I'm trying to do the duck-jump into a corner trick on a few levels and I just can't get it to work. I was wondering if someone who already can do the trick well could verify if it's possible to use in 7-1, to duck jump into the space with the door and push through the wall entirely to skip the level.
Yes, it's definitely possible there. Here's a movie of it: http://dehacked.2y.net/microstorage.php/info/459/ It's for the SNES version but since I didn't use left+right that makes no difference (the input can be converted back and forth directly except where there are lag frames, which don't affect the gameplay anyway, at least not in this short of a timeframe). Note: In that movie, I backed up to get slightly more of a running start, but I don't think it was really necessary.
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Dan_ wrote:
It takes 3 frames for the screen to refresh itself, i.e. I press frame advance 3 times before any visible change occurs.
Yes, go to Options->Display Configuration... and make sure "Fixed Frame Skipping Rate" is set to 0 (you probably have it set to 3), and usually it's best to also enable "Automatic Frame Skipping". If none of that works, try running "snes9x.exe -restore" at the command line while Snes9x is closed.
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Weatherton wrote:
Why did you give up on this idea so quickly?
Well, I submitted a run of it. But, I don't know. I can see the point that it seems like way too convenient a bug, it's something that would obviously be in use constantly instead of only in certain situations, and it doesn't break the game as much as in something like Zelda II so it's really not that drastically different anyway. Plus, the SNES version has enough extra delays to cancel out the time gained, so the resulting time won't be that impressive either.