Posts for slamo

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Experienced Forum User, Published Author, Reviewer, Expert player (2438)
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I can confirm sync on this. The only hiccup I had was that you need to change mem_size to 8192 in the cfg (and also the hard drive/CD paths like usual), otherwise this is pretty straightforward.
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Just as an addendum to my sync issue, the reason my desync was happening is that my PCem was pulling the default NVR file from ~/.pcem/nvr/default/. Normally this folder wouldn't ever be there, but I must have manually put it there at some point during the PCem testing process. This folder is not present in the PCem-st build but is there if you download the regular PCem v17 Linux source code, and the default NVR file is indeed not zeroed out. If I remove tandy1000sl2.bin from this folder then the movie syncs with no issues. Also, I like this Tandy config so much that we might officially adopt it.
Post subject: Early 80s config?
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Thanks to Sand's recent Mixed Up Mother Goose submission, it brought to our attention the Tandy 1000 SL/2. We are missing an early 80s config and I think this would be perfect for it. It has MS-DOS 3.30 built directly into the ROM, so it doesn't require any bootable drive to work. It should be able to run any game that can run directly off the floppy, and I've confirmed it also works with the self-booting IBM PC game disks. This would be a much simpler setup than the other configs, essentially only needing the config file and the game disk(s). Here's what I'm thinking, based on Sand's config and the SL/2's specs: Machine: [8086] Tandy 1000 SL/2 CPU: 8086/8 MHz Memory: 512 KB Display device: Built-in video Sound device: None (would just be PC speaker) HDD: None (unnecessary with ROM) FDD1: 3.5" 720k FDD2: 5.25" 360k (did not come with this, but can be added) The only thing we would need to supply is the .cfg file. There is some NVR (/nvr/tandy.tandy1000sl2.bin) but it isn't really necessary for what we're trying to do, and can be deleted.
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Thanks, I'm getting it to sync now. It was indeed the .bin file, it doesn't initialize with all 0x00 for me for some reason.
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I'm unable to sync this, can you please post the contents of your cfg file? I also suspect it may have something to do with ~/.pcem/nvr/tandy.tandy1000sl2.bin - this is the contents of the Tandy's EEPROM that contains personal BIOS settings. I don't think it would be a bad idea to share that either, since the NVR can cause desyncs on other systems as well.
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These ones strike me as going particularly off the rails. [4780] GBA Dark Arena by tapioca in 04:55.48 [4881] Linux VVVVVV "20 trinkets" by Elomavi in 13:25.19 [4831] NES Alwa's Awakening: The 8-Bit Edition by aiqiyou & J.Y in 05:55.87 - Not on the "heavy glitch abuse" list but still worthy imo.
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[4730] DOOM Doom II: Hell on Earth by almostmatt1 & Zero Master in 10:19.40 - Relentless manipulation of enemy behavior. [4834] INTV Tower of Doom "The Fortress" by Winslinator in 00:12.55 - A pretty clever way of instantly winning with an extremely unlikely setup (reading the notes is recommended). [4800] PSX Final Fantasy VII "no slots" by Lil_Gecko in 6:10:51.06 - RPGs normally have a lot of RNG manipulation, but this one stood out to me due to some of the manipulation being planned hours ahead of time.
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[4809] GBC Donkey Kong Country by DeathKontrol in 41:47.66 This one stands out to me, not only from the entertainment value but also the sheer technical prowess that went into it.
Experienced Forum User, Published Author, Reviewer, Expert player (2438)
Joined: 5/21/2013
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Experienced Forum User, Published Author, Reviewer, Expert player (2438)
Joined: 5/21/2013
Posts: 414
Experienced Forum User, Published Author, Reviewer, Expert player (2438)
Joined: 5/21/2013
Posts: 414
This synced for me on the GoG version of 1.04, using the executable /game/bin64/CyberShadow. All I did for prep was opening the game natively and setting it to windowed, although it doesn't look like that makes a difference. It's absolutely necessary that the working directory is set to /game/, otherwise it won't even launch.
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Upload it to userfiles please, from there I can manually change the movie file.
Experienced Forum User, Published Author, Reviewer, Expert player (2438)
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Pontus, if you'd like, you can truncate your movie file to the last input needed to trigger the credits - I believe this should be at VI 171847. This would let the time better reflect how long it takes to beat the game. We can still keep your current movie and use it for the official encode, since there is the small bit of dialogue after the credits.
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This syncs for me on ScummVM 2.6.1 with files from this good dump.
MD5: 538b8c45297a3c340217c2c18ebbd7d8	
SHA1: dab71c3435f5c74ad45df4099cf28690dece6511
The CD is a little weird because it's dual-use for the Mac version as well, so it has different files depending on how you open it. But I can confirm that opening it through Archive Manager gets you the Windows files.
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Have you tried this? Apparently you can snipe the guy, it looks like it might be faster. Link to video
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I think in any case, the window at least needs to be resized to use this. This run clicks outside of the game window without resizing it, which is obviously not reproducible on an embedded or standalone player, and only works when fed as a mouse coordinate through libTAS.
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So, like the current Hedgehog Launch submission, this movie also uses mouse inputs outside the bounds of the intended game resolution (550x440) for several holes. Maybe this is possible if you resize the Flash Player standalone window, but we will first need to resolve whether we should allow this or not. Personally, I think we need to limit the mouse to the native resolution of the game. While this input might be possible in the standalone player, the reality is that 99% of Flash games were intended to be played in a browser where the mouse cannot move outside the intended area. This capability can be exploited in many games, and the game's author often won't account for this happening.
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I got curious and looked at the decompilation, and I found the formula for the countdown.
Language: java

enemy_count_to = int(Math.random() * 3) + enemy_round_ko * 3 + 10 * (enemy_round_ko == 3) + 10 * (opponent == "bowl");
Where enemy_round_ko is the number of times the enemy has been KOd in that round. You can see there is indeed a random element to it, with the minimum for the first KO being 4 (I think they're rounding up) and the minimum for the second KO being 7. I think the audience animations are random so this should be manipulatable.
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I would definitely prefer it to be redone. Doing a run on a middle difficulty is an unusual case, but if it's the fastest difficulty, then you should absolutely use it.
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Have you tried higher difficulties? It looks like the ball moves faster in them. Medium especially looks interesting, because the ball moves faster but the opponent does not, so you get some freebies when they fail to even touch it when the ball is served.
Experienced Forum User, Published Author, Reviewer, Expert player (2438)
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I added a temp encode for anyone that wants to take a look. This syncs fine for me on the 22-10-07 nightly with -g gl. The 10-26 build doesn't work with GL and doesn't sync on Vulkan for me.
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Syncs for me! Here are the settings that worked for me (located at ~/.config/FEZ/Settings): https://pastebin.com/4t7QDpZY
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I don't know what the game hash in the DTM is, but this movie syncs all the way through on the USA Rev 1 version, as seen on redump.
MD5: 09ab792ad383280a0b5fba8f5d34ff97	
SHA-1: bfd468160eff04622f70d845ac539b042e55e7b2
Experienced Forum User, Published Author, Reviewer, Expert player (2438)
Joined: 5/21/2013
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I've synced it as well (on the GOG version, which matches the hash), and I can confirm that turning Flashing LIghts off is what did it for me. Setting the graphics level to anything other than High desynced pretty quickly. The settings file is located in ~/.config/deadbolt_game/prefs.ini, here are the contents of it that worked for me: https://pastebin.com/jS7p3Gnx JAG, you can adjust the ending if you'd like. If you truncate the input at the last one needed to trigger the credits (seems to be frame 70506) then it will run through the credits and then slowly display the stats for the final level, which I think would be a suitable way to end the movie. It would also make the movie time better reflect the actual time it takes to complete the game.
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Thank you! I've updated the file.
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