Posts for nitsuja


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You need the version of VBA that's here: http://tasvideos.org/forum/viewtopic.php?t=2050&start=0 (It's directly above this topic you just made... And I assume you meant VBM files, not VBA files.)
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Well, I still have a big list of things to look at and clean up, which will hopefully resolve these issues, when I get around to it. I haven't had much time to spend on this (over half of the work on it so far was getting it to compile and adding "restart" to the menu). But I wouldn't have posted it if I knew it crashes like this trying to record, that much works perfectly fine for me... edit: About the video settings dialog locking up, I think that's actually a bug in that particular plugin, I've encountered that too when I forget to pause before bringing up the dialog. edit2: Hotkey configuration is one of those things that's planned for the future but there's no support in the emulator for it yet.
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I'd try changing your monitor depth between 32 and 16 bit and maybe changing the settings of the graphics plugin, and I'd definitely try more other plugins - there are quite a lot of graphics plugins out there, which each have different requirements of your graphics card. (Also, run dxdiag.exe and see if it says you have any problems with Direct3D.)
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Crashes: No, it shouldn't crash, unless you choose "Record from snapshot" or have already recorded or played a movie or closed a game without restarting the program, or have used fullscreen mode. (Of course those shouldn't crash either, but they are known bugs.) Could you list what plugins you're using and what operating system? Also, it would help if you can describe when it crashes (after the screen goes black, after switching to the GUI, before anything changes, etc.) I've already recorded a few Mario 64 movies of through the 1st level and played them back successfully using the following main plugins: Jabo's Direct3D6 1.5 (the graphics are near-perfect for me with this, btw) N-Rage's Direct-Input8 1.60 Azimer's Audio v0.40 Beta 2 RSP emulation Plugin Tab is the fast-forward button like in several other emulators. It runs it as fast as your computer can handle. I haven't checked this yet, but it's possible that it doesn't skip rendering frames, which would limit how fast it can actually go.
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Patashu wrote:
I can't get the vbm file to play as a movie. Is it because I'm using the wrong version of visual boy advance?
You need the version that's here: http://tasvideos.org/forum/viewtopic.php?t=2050&start=0
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Nach wrote:
nitsuja: Where did this HQXxS come from?
I just made it up, it's a modification of hq2x/hq3x (and I needed a different name so I added an S on the end).
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DeHackEd wrote:
I don't mean to be rude, but do you check if these things compile under non-windows platforms?
Obviously not. I have no idea how to check that without a non-windows platform. (I'm not saying I think it's impossible, I'm just not sure how.)
DeHackEd wrote:
Your platform-independent code (mostly vcr.c) is LOADED with windows only code, like calls to MessageBox.
EDIT: Not anymore, it isn't. If it was just MessageBox it wouldn't be so bad, but AFAICT lots of the methods for doing vital things are already in the windows GUI code, like resetting or getting the current ROM or plugins. The readme says the Linux GUI is the same as the windows one, but there are windows-specific things in the GUI (including windows.h for one thing) and I couldn't find any Linux GUI code to use as an alternative.
DeHackEd wrote:
You're also missing a config.h file at the top level, or some method of generating one.
The original source actually came with a config.h file that caused compile errors with the rest of the code. I forgot about it, though.
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Looks good. The only thing I can think of for the Penkinos fight is that you can hold jump to jump in the air at the start of the fight, and hit one or both of the nearby things once before landing. (But maybe you already knew that and decided it was more important to get the rightmost one on the ground first.) It doesn't really look optimal to me as it is, but then again it is a really weird fight and you want to get the flag as far right as possible.
Post subject: Mupen64 with re-recording (Nintendo 64)
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Here is Mupen64-rerecording v8: download: http://www.filespace.org/nitsuja/mupen64-rerecording-v8-installer.exe mirror: http://rapidshare.com/files/8876838/Mupen64.7z full source: http://rapidshare.de/files/7549039/mupen64_src-rerecording-v8.7z.html link thanks to DeHackEd: http://dehacked.2y.net/mupen64_src-rerecording-v8.7z IMPORTANT NOTE: You must go to your Input settings and uncheck "Raw Data" before playing or recording any movies. IMPORTANT NOTE #2: A bug has been discovered in this version which can cut off the last few frames of input you record unless you hex edit the frame number and input samples to be correct afterward. Until this is fixed, always check that the end plays back correctly (because it often won't if you cut recording at the earliest possible moment). Note that there's still nothing I can do about crashes/freezes that are caused by plugins being buggy. To be on the safe side, you might want to avoid opening any plugin configuration dialogs while a game is running.
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I almost made a new thread, but I thought I'd wait until I have a less buggy version... Do you think I should make another thread and post it there even though I posted it here?
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1111 wrote:
ps: The FPS in some filters is low.
Yes, of course you need a fast computer to run the best graphical filters on top of a GBA game running at full speed. (I'm not saying they couldn't be more optimized, but they actually all run at a reasonable speed for me and my computer's several years old...) I might think about these other suggestions the next time I have not much to do...
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Ah, it's there but hidden and 0 bytes, let's see if it lets me upload over it... edit: ok, it worked this time
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1301)
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Emulator Coder, Experienced Forum User, Published Author, Skilled player (1301)
Joined: 12/21/2004
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Thanks... So far I have frame advance, slow motion, and record from restart (with cleared SRAM/EEPROM/mempacks) done. Now to actually add re-recording... I think I'll leave the author/description stuff for later, since I don't know how to do the fancy dialog stuff in this setting so it would take quite a while.
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One more thing at the beginning (menu optimization stuff): when you scroll the difficulty meter to 99, you can do it faster by pressing right->R->right->R->right->R alternating for 99 frames starting earlier than usual, because just holding right has a delay before it starts moving the meter which is skipped if you move it 1 every frame. Also, it's fastest to hit Start to select your character, since A+A is 2 frames slower and A alone is many frames slower. And press Left instead of Right+Right to choose the Hard mode before that. I'd say use the US version, since there's no particular reason that the original run used the European one. (And I think the US ROM usually gives more control since there's 6/5 as many frames to work with.) About the story mode, I was just curious to see it, since even if the AI isn't too hard it'd be interesting to see their screen get flooded all the way up from massive combos. Maybe I'm wrong and it'd be boring, but I didn't think the Kirby's Avalanche one was that bad.
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OK, I still think making the moves as fast as possible would more make it more impressive/superhuman looking even where it doesn't actually speed it up. At the beginning, I mistakenly thought you not scrolling was the cause of slowdown, when it was actually because of the dropping blocks causing the scrolling to stop. (I forgot to mention one neat thing: pulling blocks out while they're falling to cause a combo, it's not necessary but it's basically impossible to do reliably on console so it would be neat to include.) Here's a question: After you get the x13 and you do a few matches of 3, it looks like those matches each give tons of points (like 1800 or so), so wouldn't you max out the score faster by doing more of those? The first few chains you only get about 2 each, but later you're able to get 4 after them, so I would think getting 4-5 of them after every chain of 13 would be best...
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merick888 wrote:
Are there really no fighting games where you can't do exactly the same thing in every fight and have it go the same way every time?
The problem is that you can react much faster than the AI and always get hits in before it can, which means it doesn't matter very much who you're fighting if they're just being a punching bag. Maybe the strategy would have to be changed somewhat if there are opponents that fall down earlier or block more or something, but the result of avoiding those things as quickly as possible would look practically the same anyway.
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To clarify: I think it should be published if daniayaw isn't willing to improve it, but I would much rather see this improved and then published if that won't take too long. (It's a very short movie with a very low re-record count so it doesn't seem like it should take all that long to me.) And about moving the cursor with frame precision, I meant, you didn't use frame advance to move the cursor on the earliest possible frame, you can move it every 2 frames or so but it seems to be considerably slower than that in your movie. EDIT: and I just tested this, and found that if you act fast enough you can totally break a lot of the rules of this game, such as moving a piece where it would get a 3-in-a-row and then moving it or another piece again before it counts as a match, or putting a piece under part of a combo at exactly the right frame to make it count as a longer match, or splitting up a simultaneous combo while it lands to count as two separate combo increases and give more points, or (not useful if aiming for speed) switching blocks every single frame to totally pause upward movement and play as long as you want or delay combos indefinitely.
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Yeah, for the bonus stages I did the same thing mazzeneko did because it would have been boring otherwise. Plus it wouldn't have saved 15-20 seconds each - I timed it and it would only save 6 seconds total (about 3 seconds each) to miss all items/kills in both both stages (unless there is a special case for skipping the entire score display when you get 0 points, which I doubt).
Post subject: Re: Violinist of Hamelin
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Icecap M. Veiwin wrote:
I plan to do it, it's a simple game and good for a first TAS.
Actually it doesn't look so easy to me to figure out the fastest way through each area (I mean, finding tricks that the designers didn't think of to get through faster)... Good luck if you're attempting this, and don't forget to post a movie of your progress here every few levels or so because someone will probably find things you could improve on, this being your first TAS.
daniayaw wrote:
there is only japanese version of this? i.i
J2e made an English translation hack of this game, you can find it at Zophar's Domain, but it can't be used for the actual recording of the run unless it happens to play exactly the same. EDIT: This game has some cool secret moves, some of which look useful. See http://www.gamefaqs.com/console/snes/code/581825.html (and don't forget about gliding, either)
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This has some problems that should be fixed: - You waste a whole 105 frames before starting the game (a lot of it is waiting after you select your character instead of pressing A again) - You don't move the in-game cursor with frame precision. For the most part this is just a style thing, but in some parts (like the very beginning) it actually slows you down because it makes you wait longer before scrolling up new pieces - You should make it go to the congratulations screen quickly at the end before ending the movie (This is just my opinion but I think it'll look stupid in the AVI if you don't) - You should turn ON volume envelope height reading in this game because some of the music sound really bad otherwise - I would switch to using the U.S. ROM even if the previous run used European, since NTSC with its 60 FPS is usually considered better than PAL
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Filespace... Try again, this link seems to work now (slowly).
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I think the SNES game is called "Violinist of Hameln". Looks interesting, but unfortunately pretty slow-moving (unless I'm missing something major) until later finding a form for the girl that moves quickly (like the 4th one, except it can't climb).
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BTW, why hasn't anyone tried a story mode completion of this game like Kirby's Avalanche?
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I fixed 2xSaI to not crash. (v14) Also, I added some new filters that I think look better than hq2x. Compare: hq2x vs. hq2xS: hq3x vs. hq3xS: Notice the differences in the ring and sonic's hair and the life display and red gate arrow and diagonal ground slants and background cloud in the "S" versions. The only things that look a little worse are part of Sonic's hand (maybe a bug?), the back of his shoe (maybe a bug?), part of the ring display border (maybe a bug?), and part of the sky (by design - dithered gradient handling has been sacrificed for better edge detection). Not that this helps anyone with re-recording, I know, but it looks nice...