Posts for upthorn


upthorn
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There is one thing that bothers me a bit about this TAS: Since you were doing an all dungeons run, why not add the little bit of extra time it'd take to turn it into an all items run?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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nineko wrote:
Derakon wrote:
I think it's more that he doesn't like Rapidshare. I think you're reading too much into his statements.
No, he hates me because I leaked a private beta of Sonic 1 Megamix, a hack on which he was working. He made that clear several times also on the #retro irc channel.
No. I hate you for being a hypocrite (as you'll do if you post stuff on rapidshare without author's permission), and pretending that you're not responsible for your own actions (as you did when confronted about the megamix leak). The megamix leak itself I didn't care about at all. It's just your attitude about the whole thing, combined with the fact that you've decided to drag the stinking corpse of that drama here with you.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Hang on a minute here. Bisqwit has as much as said he doesn't want the site associated with sites like megaupload or rapidshare. Shouldn't the authors of the runs in question at least be contacted to ask for permission before uploading their works. For what it's worth, I don't want my runs being hosted on rapidshare or megaupload. I will, however, authorize them being hosted on filedropper and archive.org
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Raiscan wrote:
I tried that. It doesn't work. Why? I don't know.
You have to hit "add code" for it to enter the list and then you have to click on the cheat in the list for it to be activated. Codes that aren't selected are inactive. Edit: "code", not "cheat".
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: 10a RAMWatch/search
upthorn
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Raiscan wrote:
I haven't got around to looking at how to convert the RAM watch values to patch codes
AAAAAA:DDDD A = a digit of the address D = a digit of the data (Hex)
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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After loading an ISO, at the "Press Start to Continue" screen, hit "A" "B" or "C" instead. This should take you to the bios screen.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: Entering the Bios
upthorn
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ZeXr0 wrote:
Is there a way in Gens 10a to enter the bios ? I know that in PicoDrive, you just have to select the bios when loading a rom. But is there a way to do it on Gens ?
The genesis did not have a real BIOS. The first model had no built-in ROM at all. Later models added a built-in ROM that simply displays "Produced by or under license from Sega Enterprises Ltd." There is an option in gens to specify a Built in ROM for genesis games, Options->Bios/Misc Files->"Configure Genesis Bios File"->Genesis But, I don't know why you'd use it. There's literally nothing useful in the Genesis Bios ROM.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Sonic the Hedgehog is disappointingly non-violent. only 75 kills over the course of all 16m 18 seconds, for 4.6 kills per minute.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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That's the point I've been making. I've asked for help from Linux coders, and noone has taken up the call. Without at least one such person on the team, it will be very difficult to make any progress on the matter.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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CrazyTerabyte wrote:
Maybe I'm being a bit too naive right now, but... Can't upthorn make a patch (diff -Naurb old-gens/ new-gens/) between his unmodified (maybe without re-recording support) version and his most recent version? Then, ShinyDoofy could try to apply that patch to the most recent gens for linux version.
I could, but several of the new features rely on features of windows, or directx. For instance, RAM search, and all of the input improvements. So, while you could get a partial port of features by applying the diff to the old linux source, there would still be a good deal of cleanup to do just to get it to compile again. And if you wanted to make all the features work, there'd be GUI code to translate from WINAPI to your preferred Linux GUI library.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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ShinyDoofy wrote:
It's been almost a month since Gens 10 came out. Is there some kind of progress for the Linux build to receive an update, too? Is it even planned to also port the changes to a Linux version? From what I understand, the patch to create avis under Linux should be fairly easy to adapt (dunno anything about the ASM parts).
It has always been my intent to mirror, or assist in mirroring, the windows changes in a Linux-native version of gens. However I have so far been unable to get any version of the linux gens source distribution to compile correctly, so no headway has been made on that as yet. Obviously, things would go faster in that respect if we had an experienced Linux coder with a working build environment on the team.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Zack wrote:
What kind of initiative would be required? I wouldn't mind starting a project like this.
At the moment, the kind of initiative where in someone works out what sort of stuff would need to be done to get a proper tutorial made.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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nitsuja wrote:
LagDotCom wrote:
I like the (J) version more because at least it's trying to be music
ugh what
Don't get me wrong, I think both of them are among the worst boss music I've heard in a game, but I'll take weird disco over repeated evil laughter and burping noises and mashing notes any day, especially with a boss like Robotnik who it doesn't seem is meant to be taken completely seriously.
Personally, I preferr the U version boss theme (because it's more sinister), and the J version final boss (because it's properly dramatic).
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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CrazyTerabyte wrote:
a link to the project homepage.
Oh God! That's what I've been forgetting to do these past few weeks. Oh man, how embarassing! Thanks for reminding me!
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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eternaljwh wrote:
"Oh no. Will Ecco have to collect orbs enough to fill that thing? At least the music's good..." Two minutes later, music change.
Yeah, that was also my least favorite part of making the run. Because you have to do the same exact thing 23 times, but each time it takes totally different input to do. So not only is it boring and repetetive, but it's boring and repetetive and you have to pay very very close attention to exactly how boring and repetetive it is, in order to TAS it.
eternaljwh wrote:
Was that little ball-meter a gravity indicator?
Yes.
eternaljwh wrote:
Surprised that the autoscroller in alien technoland let you squish through so many walls (though it visibly protested by coloring the screen)...how did you manage that? It looked as simple as "is turning, don't die".
Wherever two wall collision boxes meet without overlapping, if you line up with the "seem", you can make the screen push you through. If you are not properly lined up, you will die when the screen gets too far ahead. The screen turning red is the game's way of saying "WARNING: MOVE NOW OR DIE!"
eternaljwh wrote:
Are there supposed to be that many or are you just ruining the illusion by moving to the next spawn point quickly?
Well, they won't appear at the spawn point if the old one is still in memory, so yeah, I think I'm ruining an illusion there.
eternaljwh wrote:
*looks up what secret password does...can't find* What does the "secret" password do?
According to the game's creator, in an interview here. The secret password was intended to give you a bonus at the beginning of the third game. However, the team was never allowed to make a third Ecco game. The 3D Ecco game was handled by totally different people.
eternaljwh wrote:
Shouldn't this be listed as "plays on hardest difficulty"?
... yes, yes it should.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Paused has it basically correct, there are two ways to get the good ending in Sonic CD. The first is to get 50 rings in at least 7 stages, and collect all the time stones in the special stages. The second is to go into the past in every non-boss stage and destroy robotnik's time projector. Both of these possibilities would provide very different routes from the main TAS, and very different routes from each other. The question is whether all three are side-by-side publishable and, if not, whether the "destroy the machines" or the "collect the time stones" version would be most entertaining.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Man, I leave the internet for one hour to eat dinner, and when I get back I find my Sonic CD TAS obsoleted. I'd have commented sooner but I had a task to complete before I could watch. Anyway, very good work. I'm especially fond of the new Wacky Workbench routes.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: Alternate input file
upthorn
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nitsuja wrote:
Might as well comment on the movie too. I enjoyed it (fast + weirdness overload), although I thought the first game made for a better paced movie.
Thanks. I think you're right about the first game making a better TAS -- less repetition, more glitching and skippable stuff. But it's nice to know this can be enjoyable for what it is.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Zereth wrote:
KDR_11k wrote:
So, was that helix thing you built just a McGuffin or was it supposed to do something that you glitched out of?
I agree, some explanation of the plot and such would be nice. (Especially if you manage to skip anything the game thinks is required.)
For those of you who have not played this game before, and want to follow along with the story, this gmv is now available. Aside from delaying input a bit in several places so that every screen of dialogue is readable, in this version, Ecco sings to two more dolphins for a little bit of extra exposition. EDIT: Upon reviewing the textual GMV this morning, I noticed that a couple of the delays weren't long enough to read all the text without pausing. So I have updated the GMV to fix that issue.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I am slowly, but surely, hex-editing the GMV to produce a version in which all the text is readable. And cutscenes viewable as well.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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stickyman05 wrote:
Upthorn scares me.
Why so serious? :}
FanoTheNoob wrote:
woah, chill out, I didn't mean any offense by it, sorry if I came off as rude.
Well, it is extremely disheartening for those of us who spent months fixing bugs and adding features between the 3.0 release and this final one for it to be dismissed so readily. That said, a lot of what I was responding to in that post is stuff that happened over at sonicretro, and you wouldn't even have been aware of, so... yeah. I overreacted. But your signature still violates the forum rules, you might want to review them.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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FanoTheNoob wrote:
well the thing is that only the first and second levels have any real difference, the rest seem untouched from 3.0 (from a viewer perspective, maybe some stuff changed, but it's unnoticeable.
Of course, two additional playable characters, porting to CD, a completely redone second zone, and misty maze running smoothly aren't noticable changes. Actually, I don't even know why we bothered to release this final version, since it's not like there are any significant changes whatsoever. Actually I'm not even really sure why we cancelled it, since, according to Sonic Retro Forums members, problems as minor as the complete dissolution of the dev team obviously mean that tweaker should just take a short break and then return to work as normal. Also, your sig violates forum rules. But why would you ever bother to read those?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Solon wrote:
Is there a list anywhere of where each track is from? I've been curious since I downloaded v3.
Soundtest screen -- go to options, select the sound test, and press start.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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After a lot of thought, I've given this a weak yes vote. It's a pretty game, it sounds good, there's a good bit of action. And while a little on the unoptimized side, it's not appalingly slow, or difficult to watch at all (except for the three headed dragon fight).
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I found this run fairly entertaining, but at one point it looks like you go out of your way to pick up a health potion you don't need, and that three headed dragon fight really looks unoptimized. Your bullets really have that short of a range that they won't hit his weak point if you stand a couple pixels further away so you won't get hit by his fire breath?
How fleeting are all human passions compared with the massive continuity of ducks.