Posts for upthorn


upthorn
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deltaphc wrote:
A minor problem though; dragging an object too quickly will likely "let go" of it, because the mouse position is outside of the box. I know there's a solution to this, but it's escaping me at the moment.
When clicked, save the ID of the object that is clicked (ID in this case being base RAM address, or index in the Sprite Status Table). Until you check input and find that the mouse button is not held any longer, drag that object to match the cursor.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I don't believe that's possible in any gens rerecording version that's been released so far, because it isn't in line with the site's goal of unmodified output. I could look into implementing it as an option, but it's not exactly the top of the priority list.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I also always leave the game's sound on, because it can contain useful in-game information, but I usually listen to other music at the same time, only turning it off when I'm really absorbed in the TASing process and want to eliminate all distractions. I've never bothered with typing frame counts into a text document. If there's a reasonable TAS to compare my effort to, I'll just have it open in a second copy of the emulator, and advance the two movies by the same amount, advancing the comparison movie to catch up when my improvement effort reaches a good comparison point ahead of it. When more information, (like knowing the solution to a formula) would be helpful, I usually write a hack into gens to help me with that (although I'm hoping now to be moving away from that and more toward Lua scripting). I make use of all 10 savestates, although it's rare for states 6-8 to get used. My system is that 0 is the start of a level, 1 is the start of the current section of the level, 2 is for testing the optimal start time for things like jumping, 3 then tests the optimal time for something dependant on 2, like releasing the jump button, or rolling into a ball on the downward surface of a loop. Then 4 is dependant on 3, 5 is dependant on 4, and so on until 7. When I get a result from all this, I save it in slot 9, and then try reaching the same comparison point in a different way. If it's faster it replaces slot 9. On rare occasions I will also end up using slots 8 and 7 for comparisons, although I cannot currently think of a case that would require me to do this. Then, when I finish the game, if I haven't TASed it or something similar before, I'll usually start over from scratch using all the techniques I've discovered in the process. Repeat until I make a full run without discovering techniques that could be useful before I discovered them. I usually only have one TAS project at a time, although when I got really demotivated on Ecco 2, I ended up completing three other TASes before coming back to it.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Gens Rerecording 11a release
upthorn
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A few bug fixes, one somewhat major. New in version 11a:
  • Loading roms and such from command line no longer requires use of the -rom [or relevant] command line switches (nitsuja)
  • More emulation variables properly initialized on ROM load (nitsuja)
  • FrameCounter positioning now adjust so that it will not run past the right edge of the screen. (upthorn)
  • Fixed automatic gmv backup bug where [movie_name].bak.gmv would become the current version and [movie_name].gmv the unmodified backup. (upthorn)
  • Added desync warning when playing a movie from a savestate that has no input data saved in it whatsoever. (upthorn)
  • Fixed bulletproof rerecording and desync detection compatibility with savestates from recently obsoleted gens versions. (upthorn)
Get it here: Executable, with source package update patch included. Still looking for a linux coder. Send me a forum PM, or email me at upthorn@gmail.com if you can program for Linux and are interested in joining the gens rerecording project.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Aqfaq wrote:
upthorn wrote:
My personal feeling, though, is that in a game like this, I would prefer to watch the cutscenes if possible.
I agree that the cutscenes are quite interesting in this game, but on the other hand they slow down the progress. It is easy to make two versions and let the judges decide whether to include them or not.
That would be great.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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As it turns out, that was the only spot that required editing, but it was off by four frames, not just one. As for my impression of the TAS... it's entertaining, but it seems that there are a few places where there are cutscenes, which are (understandably) skipped. My personal feeling, though, is that in a game like this, I would prefer to watch the cutscenes if possible.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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DDRKhat wrote:
nitsuja wrote:
Also, now that there's Lua support it's entirely possible to write a Lua script that loops through the level's screens and dumps out an image of it.
But this would have the character actively moving at the period, would it not? So objects such as badniks (in this case) would not always be in the same location?
My approach to this problem was to hack the game and remove all the motion, rather than hacking the emulator to paralyze the game. Although Sonic CD would almost have to be an exception to that approach, since each time zone of each act of each round is a completely separate program.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Sonic games don't like forced leftward or upward camera movement. make a savestate at the left edge, and always scroll right/downward. Though I actually have commited to the SVN a version that fixes that for Sonic 2 (but only Sonic 2).
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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for what it's worth, I'm using a bin/cue version of the game (only version I could easily find), not an iso+mp3 version, so deleting a track isn't a possibility. It is loading from the cue file, and cd audio plays, but perhaps binary image redbook support is not fully sync compatible with mp3 produced PCM support?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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DDRKhat wrote:
upthorn wrote:
Disable numlock.
Already did. still not able to move the camera. it moves a little bit but I still seem to be in control of sonic.
The camera is not controlled with the joypad buttons... it uses IJKL. (also . to refocus on sonic and , to teleport sonic to screen center) You said it wouldn't move no matter what you pressed so I thought you had, like, tried pressing keys other than your pad assigned ones.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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DDRKhat wrote:
Raiscan wrote:
I still have a very odd bug that I've had from the beginning though; when compiling gens from scratch VS always fails to link pwm.asm. if I try building again (not rebuilding) it links fine and finishes building gens.
DDRKhat wrote:
they will run into a issue because of pwm.c if they simply rename it to pwm1.c in the studio, then it'll compile fine.
Tried the SonicMapHack, looking through the source I need ScrollLock enabled. However even if I do, it doesn't matter what I press, the screen will NOT move.
Disable numlock.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I'm getting a desync pretty early on. But I can't tell if it's at the title menu, or at the acid lake just after you get the whip... He gets to the screen with the acid lake, then stands around for a while, and then just runs to the left and falls in the lake...
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Try going to the project properties->configuration properties->C/C++->optimization and setting "optimization" to "Disabled (/Od)"
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Is it happening with the released executable, or only when you compile it yourself?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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DDRKhat wrote:
I seem to have some bizzare issue. I've compiled this fine however when I run the created Gens.exe , whenever it applies a rendering mode (even when it's first loading up) it for some bizzare reason takes the entire width of BOTH of my screens.
That is pretty bizarre, though I think we have gotten some dualscreen complaints before. What OS do you use?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I've updated the executable link to include lua_samples, in which lua_manual.html resides. I'm leaving the lua documentation zip file up, though, for the people who downloaded the original archive already. It is good that you mentioned this now, because after a few days, google code archives downloads and no longer allows them to be replaced.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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adelikat wrote:
-rom loads a rom file Adding that is also probably why people can't drag and drop a rom into a gens shortcut.
Yeah, perhaps the -rom commandline option could be removed and replaced with just, y'know, the file to load. And gens will know that it's the rom file being specified, because it will be the only one without a -option before it. Sort of like how I can always find my baggage at the airport claim because it's the only set that hasn't been specially marked.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: Gens Rerecording 11 release
upthorn
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ShinyDoofy wrote:
upthorn wrote:
Again, because none of the project members have any experience coding for Linux, or a working Linux platform to test builds on, it is Win32 only.
Unfortunately, win32 only it is indeed. You practically removed everything needed to even start compiling. There's no Makefile anymore and the glade directory is completely vanished.
Jyzero did that years ago.
Anyway, I'll try my best to get this beast running to some degree. Including avi support for encoding purposes will be a totally different thing, I guess.
My suspicion is that the best way to go about this would be to work from an existing Linux source code. (Ask Bisqwit or DeHackEd for theirs, use IdeaMagnate's Grrl, or download Gens212a1SrcL.zip from The official Gens sourceforge repository, and apply Bisqwit's original rerecording patch.) And then start work on porting over the changes. I would be glad to help you in this, but I have had... less than good luck in getting Linux to install stably on any machine I have ever tried it with, so the type of assistance I am able to provide may be somewhat limited.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: New release, change of venue
upthorn
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Gens 11 has been released. See this post for details. Further releases will be announced using the GENS Emulator Development thread, so that the team can update the first post to reflect current releases. It would be appreciated if a mod could lock, or unsticky this topic (but not both).
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Mostly new features, but a few major bugfixes as well. New in version 11:
  • Optional compensation for game drawing latency. (nitsuja)
  • Added configurable default RAM Watch directory to options. (Upthorn)
  • Optional automatic loading of previous RAM watch file. (adelikat)
  • RAM watch now prompts to save changes when you close gens. (adelikat)
  • Fixed bug where framecounter resets and movie closes if you cancel opening a ROM. (nitsuja)
  • Fix for menu squashing game window if fonts are too wide. (nitsuja)
  • RAM watch now has recent files list. (adelikat)
  • Fixed bug where "next render mode" wouldn't select past EPX. (nitsuja)
  • Actually fixed bug where certain hotkeys would be read when window was out of focus. (Upthorn)
  • Fixed crash to desktop on AVI splitting. (Upthorn)
  • Option for frame advance to skip lag frames. (adelikat)
  • Frame search (same feature as VBA) (nitsuja)
  • Screenshots optionally no longer use the wrong resolution in 256x224 display mode. (nitsuja)
  • Screenshots no longer affected by render mode. (nitsuja)
  • Error messages when GMV can not be loaded. (nitsuja)
  • Fixed file handle leak in mp3 code. (nitsuja)
  • Autopause works correctly again. (Upthorn)
  • Fixed bug where saving a state, closing gens, reopening it, and reloading the state would sometimes corrupt the z80 state. (Upthorn)
  • GMV files again truncate properly to last recorded frame. (nitsuja)
  • RAM Watch window optionally remembers position. (adelikat)
  • Fixed bug where movie splicing produced 2 frames of garbage at the splice boundary. (nitsuja)
  • RAM Search window now shows which rows will be eliminated by the current search condition. (nitsuja)
  • RAM Search now has a modulo comparison operator. (nitsuja)
  • Now possible to select and eliminate a range of rows in RAM Search. (nitsuja)
  • Added undo/redo buttons to RAM search. (nitsuja)
  • Various RAM search bug fixes (nitsuja)
  • Movie length now displayed with framecount. (nitsuja)
  • Various RAM watch file bug fixes (nitsuja)
  • Fixed sound buffer looping when a frame takes longer than expected to render. (nitsuja)
  • Lua scripting support (nitsuja)
  • Added -play <gmv file> commandline option to begin a movie playing automatically. (adelikat)
  • Added -cfg <config file> commandline option to automatically load a non-default config. (adelikat)
  • Added -loadstate <gst file> commandline option to automatically load a specified savestate. (adelikat)
  • Added -pause commandline option to open the emulator with emulation paused. (adelikat)
  • Project now explicitly includes all required files, so no user setup is necessary to compile the svn source. (adelikat/nitsuja/upthorn)
  • Added configurable default directory for Lua scripts. (nitsuja)
  • RAM Search and RAM Watch no longer require a frame to advance between being opened and displaying correct values. (nitsuja)
  • AVI split filesize now configurable. (nitsuja)
  • AVIs no longer use the wrong vertical resolution for NTSC games. (nitsuja)
  • AVIs optionally no longer use the wrong horizontal resolution in 256x224 display mode. (nitsuja)
  • Screenshots now saved as PNG files. (nitsuja)
  • Roms and movies can now be opened from inside zip, rar, and 7z files.
  • Automatic movie backups once again back up _before_ file truncation. (upthorn)
  • "Swap Scroll layer" option now swaps priority of the correct scroll plane. (upthorn)
  • Workaround for BRAM size option causing Sega CD desyncs. (nitsuja)
  • Drag and drop support for lua scripts, RAM watches, roms, gyms, savestates, cfgs, and zip/rar/7z archives containing them. (nitsuja)
  • Added -lua <lua script file> commandline option to automatically load a specified lua script. (nitsuja)
  • Added option to temporarily disable SRAM emulation. (nitsuja)
  • Included manual/reference for Lua scripting. (nitsuja)
  • Autofire and autohold modifiers again behave the same for enabling and disabling holds (nitsuja)
  • Hotkey configuration now recognizes three versions of modifier keys (ctrl, alt, shift, win), L, R, and generic. (nitsuja)
  • About window displays correct version information (nitsuja/upthorn)
Note: The handling of "modifier" keys (ctrl, shift, alt, windows) in hotkey assignment has changed. Previously pressing either of the keys would assign the hotkey to, for instance, "shift". And then pressing either of the keys would trigger the hotkey. Now, however, left shift and right shift are recognized as separate keys. To assign a hotkey to generic shift, press both left and right shift keys at the same time during key assignment. Ditto this for ctrl, alt, and windows keys. 11a has been released, links updated. Executable, with source package update patch included. Source package. Again, because none of the project members have any experience coding for Linux, or a working Linux platform to test builds on, it is Win32 only. If you are a Linux coder interested in working on the Gens project, please contact me either by forum PM, or email to Upthorn@gmail.com
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: Corrupted savestates can't recover GMV movie file
upthorn
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Mitjitsu wrote:
I was recently TASing something when 3-4 savestates started to become corupted on GENS 9.5b. The main problem seems that the savestates are specifically linked to the .gmv file and I can't play the .gmv because it has all it's data wiped except for the author name. I only know know this because I viewed in on a hex editor. I tried starting a new file but because of the linked savestate stuff, all the save slots are empty. I know some of the savestates are still intact but I can't reload the movie from them because I can't play the .gmv. I've also had a look at undoing my laptop, but I didn't have system restore enabled. Does anyone know any way to get round it?
If you had autobackup enabled, there should be a [moviename].bak.gmv file which might still have good data. It sounds like what happened is you played past the end of the movie and then forgot you weren't recording. You should really be using Gens 10, it has safeguards against that kind of thing.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Expect it within the next couple weeks. Basically just needs documentation for the lua.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: Mega Man X6
upthorn
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nitsuja wrote:
(Infinity Mijinion and his level were absolutely ridiculous although maybe that's because I beat him with X at the very beginning of the game...
As I recall from when I played this game in Megaman X collection for gamecube 3-4 years ago, Infinity Mijnion is definitely not recommended as the first stage, but is still pretty ridiculous even when you have the right weapons and such.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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This quiz concept sounds absolutely horrible.I'm not even going to download the songs because I don't want to subject myself to clipping. In fact, the only reason I looked in this thread is that I thought that maybe when you said "noise" you meant "sound effect". Like there would be a bunch of sound effects and we would guess what games they were from... That would have been cool.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Wockes wrote:
I just noticed a discussion about savestates getting disabled. Will this effect TASing of this game?
Some guy who has nothing to do with the project mentioned it as a joke, and people responded in "I read it on the internet, so it must be true" mode.
How fleeting are all human passions compared with the massive continuity of ducks.