Posts for nitsuja


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(Are you using an old version?) Well first of all delete the 0 kb movie and .st files if they're making it crash like that... Besides existing 0 kb movies, it looks like it's not checking the right save state name, so when I try it now it doesn't crash but it doesn't playback either. I swear it was working before... Also, if the emulator crashes "normally" while you're recording a regular movie, you might lose the last second or so of input, but as long as you recorded more than that already the movie file (and any save states you made for it) will stay valid.
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Phil wrote:
In most games this thing can be useful though, it would be nicer if you could set the number of frames that you need to hold a key. NES and gb games sometimes need you to hold a key for 2 frames to do an action. NES Double Dragon is one of them.
The key is already held for multiple frames, as long as you hold it down. If you mean things where you have to hold it for exactly 2 frames and no more than 2 frames, then you're right (but I'm not sure how to make that easily configurable/useable). But if you just need to hold it for at least some number of frames (after the initial delay you are searching through) then it will still work fine.
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supermegavkoy wrote:
It says that "record from snapshot" is broken, then we can't make any TASs, right?
Where does it still say that? It's not broken anymore, it works, except if it's from snapshot you need to include the save state file (I think it's a .st file with the same name as the movie) in addition to the movie file for other people to be able to watch it. But "from snapshot" isn't required functionality anyway, as TNSe said, just it's sometimes nice if you want to make a clip starting partway into the game for demonstration purposes.
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Phil wrote:
About that frame search, I am not sure what it is supposed to be.
You know when you want to find the earliest frame that you can press a button (which happens all the time)? It automates that process for you so you don't have to keep loading and saving and frame advancing to do it. It works like frame advance, except it shows you what the future outcome will be. So you can quickly look through the frames in the future to see when it would work to press a button. (it also works for releasing a button or changing between buttons). For example of how to use it: Let's say you want to press Start at the title screen as soon as it will start a new game: - Before the title screen appears, pause the game, hold the Start button, and then press or hold the Frame Search hotkey until you see the game start. - Then press the Frame Search End button and you will be 1 frame after pressing Start at the earliest possible moment that will start a new game. (You can also use the Frame Search Rewind key to make sure if you think you accidentally skipped past the earliest frame.) - Now you can unpause and continue from there, certain that you pressed Start at the earliest frame without even needing to have made a single save state. I tried it for other things like opening doors on the earliest frame, jumping as soon as you land, dashing as soon as the last dash ended, and manipulating frame-based luck, and I found that it made all of these things more efficient to do.
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Oh, and don't forget to use Frame Search. It can save you a lot more time than you'd think, if you're aiming for perfection or doing any luck manipulation.
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VBA re-recording v15, here are the changes: - added a "Customize Common Hotkeys" dialog which only shows commands that are commonly useful to assign keys to - added SetCurrentSlot# commands as customizable hotkeys, for setting the current save slot - reorganized a lot of the menu layout to be more structured, and renamed some items to better explain their purpose - made GBA and GBC modes smarter about choosing SGB over monochrome GB when it is available - fixed bug in printout of current save slot number - slightly expanded the accelerator editor to show more commands at once - made hq2xS and hq3xS a tiny bit faster
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XkyRauh wrote:
I thought it was short for 'download.' As in, "I'd rather like to keep it on the download for a little while," possibly referring to keeping a Torrent file seeded. Edit: But going back and reading the context it was used in... I don't know, either. Sorry!
I believe this question was already answered, it was either "down low" or "down and low" (meaning to keep it secret). But I like the "download" interpretation more, and that is what d'l more commonly stands for on the internet... Anyway, for a trick or bug whose only possible use (as far as I can tell) would be to skip levels, it is causing a lot more discussion than I would expect on a SMB2 warpless topic... Since warpless is an artificial limitation in the first place, I don't see why a warp glitch would be acceptable in such a run where a warp non-glitch would not be acceptable.
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AdmiralJonB wrote:
How do you continue recording from a movie file?
The exact same way as most other re-recording emulators: Play back the movie, and when you get to the place you want to continue from, Pause then Save then Load then un-Pause. You can tell if you're recording because the frame counter at the bottom-left will change from saying #/# to just saying #, and the Stop Recording menu option should become enabled instead of Stop Playback.
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Not yet. The read-only code is all in except for detecting if the box was checked, which isn't exactly the hard part but it just isn't done yet. I don't think I can make it uncheck raw data, since the input plugins don't like me touching their stuff. I already tried making the emulator pretend that they're unchecked when a movie's active, but apparently that didn't work either.
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The hotkeys are called IncreaseCurrentSlot, DecreaseCurrentSlot, SaveGameCurrentSlot, and LoadGameCurrentSlot. You can enable "Load Game->Make current on load" and "Save Game->Make current on save" and assign 1-9 to either load or save slots 1-9, to get basically the same effect you are talking about. (I can already tell you're probably going to complain about this, so I'll add more hotkeys...)
Phil wrote:
And is it possible that when saving, there's no dialog box?
What dialog box? I have no idea what you're talking about.
Phil wrote:
No and I don't see that option.
Click on anything in the box on the left under "Commands", then type in a hotkey name and it will highlight the one that most closely matches what you typed so far. If you type something wrong you can press backspace to undo typing letters. Of course they wouldn't make you have to scroll through the list every time...
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Spoony_Bard wrote:
So, I dunno, I guess there was a critical file or something in the original that was left out of what you provided.
Actually, I left out ALL the critical files except for the one I changed, besides a couple of random extra plugins. There's no possible way for it to work if you don't install the official version underneath the re-recording version first. Maybe you missed that part of IMPORTANT.txt? Anyway, I'm glad you got it working, and hopefully that is also what Thereisnospoon needs to do to get it working. (I was starting to wonder if maybe Mupen64 hates people with usernames that contain "spoon".)
Thereisnospoon wrote:
Is there a way to save the output of debug.dll?
It automatically saves to C:\DV.txt so just check that file for it. Also you can choose File->Save As... but that might not work after a crash.
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The read-only option is something that Windows adds automatically and assumes the application checks it, which currently it doesn't do yet. (In case you're wondering why this seems to happen so often that read-only doesn't work, it's because the programmers didn't add a read-only option.) Before anyone complains about it: the zillions of warning dialogs you get when playing a movie are temporary things. They will at least be combined into one big warning box, if not moved into a fancier playback dialog. About the movie so far: Neat, the trick worked. I have to wonder, though, if there isn't a better way of getting up there than going along the bridge. Maybe it would be faster to go in more of a straight line toward it and do a turnaround or triple jump + wall kick to get up there. Also, try making a long-jump land on top of a goomba - it's fun and I think fast as you keep moving at long jump speed during the bounce.
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AdmiralJonB wrote:
Great! Now for some reason the movie file doesn't load properly. It comes up with errors of controllers and rumple packs, then a different rom header, and then nothing happens. This is for both the files in the mario 64 thread. I have the roms loaded from the directory settings as you said before but I can't see anything different that i'm doing.
Make sure you don't have any controllers set to "raw input" or "rumble pak". That will cause it to not play back at all if you do. Also, you have to enable the same controllers that were enabled in the movie, and disable the ones that weren't enabled in the movie, if you haven't already done that.
Spoony_Bard wrote:
Half the time the emulator crashes even before the rom is fully loaded, the other half of the time it appears the rom is loaded, but it crashes before the Super Mario 64 logo can appear.
Does this happen for you with the non-rerecording version of Mupen64? What are the non-graphics plugins that you're using? (It could be that everything except Jabo's D3D would work for you, but your sound or input plugin is crashing.) Also, are any of your files read-only? How big is your mupen64.ini file? How many .dll files are in the same directory as your Mupen64 .exe? You're not using fullscreen mode or multiple monitors, right? Finally, for anyone who's getting crashes, try putting debugview.dll in the same folder as your mupen64 .exe. That way you should get an event log when you run mupen64, and when it crashes you can say what the last few things are that it printed out on the log, so I can get a general idea of what it did before crashing.
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AdmiralJonB wrote:
The compiled version link doesn't seem to work for me...
Looks like filespace was being wonky again. I re-uploaded the same thing over it and now it seems to work.
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GuanoBowl wrote:
Do you guys want video proof of this or what?
If you were recording when it happened it would be helpful to post the video of it, yes. If not, maybe you could give a more detailed description of what you did before that caused the first glitch?
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At the least it was good for testing synchronization - my Video, Input, Sound, and RSP plugins were all different from yours and it still played back fine. Has anybody gotten this trick with the chain chomp to work?:
An alternative to pounding the pole is to grab the little bomb guy walking around and use his explosion to push you through the gate itself. ... 1) it's not that hard, 2) it saves about 10 seconds of cinema-watching
It seems like the bob-omb is always too far away from the gate for this to work when I try it...
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Mlandry wrote:
we should probably make a list of the best plugins and those to avoid to avoid anykind of trouble like this plus it would be helpfull for us who don't know what plugins to get =P
There's already a list at http://bmgcl.emuxhaven.net/n64mgcl/N64_Config_List_Page_1.html which is a good place to start, although it's missing some games (like Wetrix) and for many games it doesn't include the configurations that are good for Mupen64, although the plugins listed often work well for it anyway.
Spoony_Bard wrote:
Jabo's plugin won't even be recognized by the emulator unless I turn my monitor depth down to 16-bit, and then when I try to run the rom I get a Direct3D HAL error.
Try re-installing DirectX. Or, try a plugin that uses OpenGL. (What video card do you have?) There are dozens of graphics plugins (throw everything at http://www.zophar.net/utilities/n64plugins.html into your plugins folder, for a start), surely your computer isn't so incapable that it can't run any of them... If all else fails I think there's a way to do software emulation for the graphics, but that would probably be intolerably slow.
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spezzafer wrote:
Okay, I've redone my test run up to the first star (free the chomp) skipping the Lakitu this time (I had no idea about this trick).
You didn't do the chain chomp skip! (Supposedly you can use a bob-omb to push yourself through the bars to the star, although I haven't gotten it to work myself).
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Hmm... OK, as far as I can tell, the game has freedom to set the framerate to whatever it wants between 0 and 60 FPS. The framerate can even change during the game, for instance Zelda OoT is usually exactly 20 FPS but in some parts (like the N64 logo and the startup/name entry screen) it goes up to 60 FPS. However, there is a constant rate of input (or at least, that is what I think vertical interrupts per second, VI/s also corresponds with), which is always 60 for NTSC and 50 for PAL. Right now frame advance goes by rendered frames, so it should be changed to go by "input frames", but maybe there should be another key that goes by graphical frames?
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In case anyone doesn't see it, he means this:
From left to right, the bits correspond to the Start, Select, A, B, Down, Up, Left, Right buttons.
But it does seem odd that the same information is not part of the FMV file format description.
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Maza wrote:
When i press Tab, nothing happens.. I couldn't speed up more than the normal speed
I found something that could cause this. Azimer's HLE Audio plugin will prevent the game's speed from ever going above 100%. Use a different audio plugin, such as Jabo's DirectSound plugin.
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I updated the emulator, it should fix a lot of the problems people have been having: * most of the crash bugs should be gone (at least the ones I introduced - the GUI was very unstable originally and still is somewhat) * no need to exit the emulator between doing stuff * record from snapshot works * incorrect play/record menu options fixed * there's slightly better frame advance behaviour (although it could still use work) * better frame counter, shows max frames so you can tell if it's recording or playing * show length and number of rerecords on startup * fixed incorrect plugin storage in movie * tested resuming recording of existing runs and ensured it works * the code is a little less windows-centric Also, I found a bug that I think was there already with the .ini file, that I'm not sure why it happens yet, but there's sort of a workaround. If you notice it saying things like (unknown dump) and capitalizing your ROM names, try replacing your .ini file from the original install of mupen64, then go to the general settings tab and uncheck "compress .ini file" and (hit OK then) quit to make it less likely to happen again.
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spezzafer wrote:
(not the mouse because that requires constant movement making it too tricky to coordinate with frame advance)
Not true - you can check the boxes for "absolute" mouse movement in the input plugin, so that leaving the mouse in a position will constantly hold the analog stick in one direction for you. It's a pain to remember where you left your analog stick, though.
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In their order on my keyboard: `1234567890-= that - is slowdown that = is speedup there is no + key here When I press - once, it says "Speed limit 90%". Press - again and it says "Speed limit 80%". Then press = and it says "Speed limit 90%".
Maza wrote:
I'd also like to know how you are supposed to continue the run after restart since I have continued the run few times and once in a while it haven't been recording the game and you can guess how much that pisses me off.
I haven't tried this, so I'm surprised you got it to work at all. But if you are controlling the game and the frame counter is counting up, that should mean you are recording. So check the frame counter to make sure.
Post subject: Re: Huge problem with Phantasy Star Collection
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You'll need a better BIOS to emulate this game properly. Try looking for "GBA BIOS (TS2 version)".