Posts for upthorn


Post subject: Re: THIS IS A JOKE: I LOVE ECCO MOVIES AND I VOTED YES
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Xkeeper wrote:
I vote no because this movie is boing, bland, and only people with nostalgia factor will enjoy it. Also it's too blue, features more of the same redundant globe collecting, and is boring to watch for more than five seconds because nothing different happens past that. On that note, can you guys start posting the versions of Gens you used for this crap? Watching the hitboxes would make it better.
The hitbox display is part of the gens 10 source package you need only uncomment "#define ECCOBOXHACK" in hackdefs.h
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Comicalflop wrote:
Ah, Ecco! Scaring little kids with its eerie music since 1994. This is good. I vote yes. I'm curious, with what you're learned TASing this, might an improvement of Nitsuja's ECCO be possible?
With what Nitsuja learned while TASing the first one, he openly admitted that improvements were possible, like he didn't discover the fastest method of accelerating until halfway through. In addition to that, there is perhaps one thing I learned while TASing this that Nitsuja might not have learned from TASing Ecco, which could be used in a couple of places for very small improvements. The problem, though, is that TASing Ecco is an exercise in concentrated frustration, and having to go back and do levels over could bring great men to madness. Which is why this is the first TAS I've ever submitted that didn't involve me starting over from the beginning to incorporate new tricks I've learned upon the way. Nitsuja didn't have the stamina to do so with the original Ecco game, and this one is nearly twice as long, and a bit more annoying because less can be skipped.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
paul_t wrote:
Very nice. Is the cart better for a TAS than the CD?
Yes, because the Sega CD version has longer loading times. Even if not for that, though, the Genesis version has better music.
Derakon wrote:
The movie won't work for the Sega CD - it's a different emulator. :) Even if they were the same, there's probably minute differences in timing that would prevent the movie from working on that version. Use the cart.
I think paul was asking why I chose to TAS the cart instead of the CD, rather than which he should use when playing it back.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
ElectroSpecter wrote:
Out of curiosity, was air management ever an issue? It doesn't look like he needs air in this game, though...
Not really. He does need air after the bit in the third normal level where the screen goes all shaky and it looks like a bomb went off, but it's not really an issue for TAS, because if you do things as fast as possible, there are enough air vents placed around the levels that you'll never have to worry. I actually do run out of air meter at the very end of "The Hungry Ones" (the level where ecco turns into a shark) though. But it's close enough to the end that there's not enough time for my health meter to get totally drained.
Does getting crushed into the walls in the later autoscrollers actually save time? Looks like it makes the screen move differently.
Nope, it's just playing with death for entertainment purposes.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Look, xkeeper and moozooh(!), I'm sorry, but this game is incredibly boring to watch. That's just how it is. After watching this movie I'm really incredibly surprised that anybody voted yes. I mean, when mmbossman says "1/3rd of the action is cursor movement.", that is understating the boringness of the game. There is literally no action in the game whatsoever. The music stinks, the graphics stink and there is no point during the gameplay that less than a third of the screenspace is taken up by boring status dialogs. Might and Magic for the NES barely squeaked by, on the basis of being incredibly surprising. But if you look at the entertainment ratings of the thing, it should not have been accepted. I mean, I think as rules of thumb go "if the submission text is more entertaining than the movie itself, it should not be published" is a good one. An exception was made for the NES might and magic, and the result was regretable. I don't think this case is any more compelling than that one. Indeed, this case is less compelling, because we already have a movie just like this one. I'm sorry, but this game simply is not fun to watch, and there is nothing to be done to correct that. Don't get me wrong, I understand that this run is technically impressive. But this is definitely a case where the theory is much more stimulating than the fact.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
DarkKobold wrote:
moozooh wrote:
Dude. You don't know how it is to be a huge ass snake.
Dude, you don't know how to use hyphens. Huge-ass snake or Huge ass-snake?
Clearly the second was the intended meaning!
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Truncated wrote:
Should I report 10a bugs in this thread? - Even with background input turned off, Gens accepts background input! The input it accepts is specifically shift key, bound to frame advance.
The change I made to fix that bug was accidentally reverted in the next change commited. I thought I got it back in, but it looks like I forgot one line of code.
Truncated wrote:
- Gens 10a no longer seems to differentiate between right shift and left shift, which 9.5c did.
Well, it does when reading, but not when setting hotkeys. This should be a simple fix, let's see what I can do about it.
Truncated wrote:
Request: - Do not include a .cfg file that overwrites the user's settings (key bindings, directories, etc).
That was a one-time mistake.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
pirate_sephiroth wrote:
And my avatar is pretty cool.
You could not be more wrong.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
DarkHunt3rTM wrote:
C´Mon guys.. Please if its quick to someone help me, like upthorn... Please help.. and dont worry about the "IF"s
I've been involved in prolonged discussion about this at TheSonicCenter. It is not impossible to make an emulator that would allow you to verify that the movies were produced with it. However, it could not be open source, or people could copy the code and the movies would become unverifiable again. And Gens' license requires that anything created from its source code must be open source as well, so I could not legally use Gens as a base. Additionally, I would have to come up with an encryption scheme for the movie files, in order to make them verifiable, and that is NOT easy. As for "Don't worry about the 'IF's", well, if nobody should worry about the "IF"s, then why worry in the first place about what happens "IF" someone wants to cheat?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
DarkHunt3rTM wrote:
No, ill use a ResourceHack and change some Texts and Icons of the emulator.. and we will only accept THIS modified emulator. It will work if i can get save/load/cheats off !
But how will you tell that the gmv files were created with your modified emulator? And what happens if someone else uses a resourcehack to put them back in?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
There's always an advantage to frame advance--which is that you can change course with perfect timing so that no time wasted on unnecessary steps and such.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
zidanax wrote:
Enhasa wrote:
I just watched this. I recommend you use snes9x 1.43 v.something instead of 1.51, and turn off the sync to samples or whatever. I had to do that for it to sync.
Personally, I would prefer Snes9x 1.51 if possible, because of it's better sound emulation. Gocha has been working on an improvement of 1.51, which is supposed to help with desyncing problems.
1.51 still has an underclocked processor, according to JXQ's testing way back. And besides, didn't gocha also backport the improved sound emulation to 1.43 as the first part of his 1.43 improvement?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Xkeeper wrote:
Silent_Slayers wrote:
Zzzzzzzz.
Man, I'd love to see this run take another month to get published just to see your reaction.
Even better would be if, when it gets published, the post was simply
NesVideoAgent wrote:
Aaaaaaaa.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
MUGG wrote:
Some videos have a satisfying description, though. I'd say, we tell him to describe all the remaining videos better and authors who don't want their videos to belong to his account should have them removed.
I agree with this. As rogueyoshi is one of the youtube accounts that seems to be allowed to post videos longer than 10 minutes, it could be a great resource to TAS viewers who do not wish to mess around with torrents or emulators and roms.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Solon wrote:
I'm getting the same error as White Label, but my ISOs DO have mp3s, not WAVs. Any idea why this might be happening?
Is there a .cue file with the same name as the .iso? You might try renaming or deleting it. Additionally, make sure that the .mp3 files are named correctly ("isoname xx.mp3", where "isoname.iso" is the name of the iso) and that you don't accidentally have a set of .wav files in there, too.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Gens 10a release
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Mostly bugfixes, but a few minor new features as well. New in version 10a:
  • fix for cue files that refer to iso files that have spaces in their filename (nitsuja)
  • fix for directinput hotkeys not working when a rom hasn't been loaded yet (nitsuja)
  • safeguard against people forgetting to turn on SegaCD Perfect Synchro (nitsuja)
  • Prevented "there is no disk in drive" error spam if a file in the recent ROMs list is on a removed disk (nitsuja)
  • warn about completely missing SegaCD audio when playing or recording a movie (nitsuja)
  • Fixed bug where certain hotkeys would be read when window was out of focus (Upthorn)
  • New RAM Watch UI (adelikat)
  • Autofire now accounts for lag (nitsuja)
  • Fixed bug where CD Audio was very crackly (Upthorn)
  • Extended Sega CD BRAM Autoformat for sizes other than 64kb (nitsuja)
  • New hotkey to watch movie from start (nitsuja)
  • PWM audio volume level fix (nitsuja)
  • Increased audio quality during slow motion and fast-forward. (nitsuja)
  • Some safeguards against file I/O errors (nitsuja)
  • Menu typo fixes and garbage collection (nitsuja)
  • Added Background input option, where all hotkeys and controller buttons will be read regardless of window focus (Upthorn)
  • "Add Sound to AVI" now defaults to on (Upthorn)
  • "Add Sound to AVI" now saves to config (Upthorn)
Executable, with source patch (10 to 10a) included.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
It is incredibly rare for a Mario TAS to sit this long in the queue...
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
ShinyDoofy wrote:
youtube.com wrote:
This is a private video. If you have been sent this video, please make sure you accept the sender's friend request.
:(
I imagine i thas to do with
qFox wrote:
drawing was vertically off by 8 pixels :( I'm fixing stuff now.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
qFox wrote:
Sure, except that the hitbox for the moving platform would no longer make sense. I think. But you are right, the offset is not important. This is just how they are found in memory... I doubt _they_ are subtracting 8 pixels before putting them there :)
my point is that there's no assurance that the hitboxes use the same coordinates that the camera uses, and if the difference is constant, it might be better to align the two.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: Super Mario Bross Hitboxes Exposed
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
qFox wrote:
And no, that's not wrong, that's simply how they work. It becomes somewhat more obvious with moving platforms, which have a hitbox underneath as well (and you only stand on them when your hitbox lies on them).
the thing about this statement is that, you can be off by a small value, and as long as the amount of the error is consistent for all the boxes displayed, it will appear to behave correctly. Incidentally, this means that you could subtract say 8 pixels from the y component of all displayed hitboxes and have a display that is equally useful, but is not distracting in its placement of the boxes.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Whelkman wrote:
Incidentally, once Sega actually had adequate capacity to store voice samples, why did they drop gears to FM synth for their "Sega!" shoutout?
Because on Sega CD, the Sega shout out screen is actually part of the bios code, rather than the game. And the sega CD bios only has 128KB of storage, most of which is consumed by the graphics for their SegaCD graphical rotation demos.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: Important thought(s) of TAS'ing a PSX ISO
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Nitsuja has demonstrated with gens and its SegaCD support that it is entirely possible to make the emulator ISO read-times deterministic. That is not the issue with TASing CD platforms. The issue is the lack of a GoodROM set such as GoodNES or GoodGen, which would allow viewers to determine whether or not they have the correct rom image to play the input back with.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
SmashManiac wrote:
I'm using Windows XP SP3 and I'm having desyncs issues when attempting to play this video. At first I thought that it was because I was using Gens 9.5c, but even after upgrading to Gens 10, checking U+D/L+R, removing the SRAM, and making sure that Perfect SegaCD Synchro was checked and that the sound was enabled and set to 44100 kHz, I'm still getting desyncs. Also, since I have a dualcore CPU, I even tried locking Gens on only 1 CPU through the Task Manager, with no luck. I'm using ISO+MP3s roms, and I have all 34 MP3s named correctly. I've tried all 3 gmvs included in the author's comments, using all combinaisions of roms/bioses listed, but it still doesn't work. This is what I see: A new game is started, Sonic looks up for no apparent reason, then starts running right, jumps, and fails to pass the 1st loop. For U(1.10) and U(2.00W), Sonic eventually dies twice, and suddenly the title screen appears. For J(1.00), the game (not the emu) crashes when the in-game timer reaches 4'20"58. Anybody can help?
My first guess would be that your bios files do not match the ones I used. I would advise you to try replacing those with ones from a trustworthy site, and see if that corrects the issue.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Try deleting the .cue file. It sounds like the exact sort of problem caused by a malformed cue sheet.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
eternaljwh wrote:
Watching avi...two questions... Having never played Sonic CD, which soundtrack is used in this version? edit: it would seem the Japanese, because someone was complaining about chanting in Tidal Tempest's US, and there is none, but I still could be wrong...
The US version is used in this AVI. Though I am requesting that a second AVI be made with the Japanese soundtrack, as well.
eternaljwh wrote:
In the bottom left, there are a pair of equal signs [and, early on, some loading messages when the bgm changes]. Is this intentional/unavoidable?
They are the emulator version of the SegaCD status lights. The green one indicates that a CD is present, and the red one indicates that the CD is currently in use. Raiscan asked Adelikat whether they should be included in the video or not, and there was no conclusion reached, so they were left on during encoding.
eternaljwh wrote:
Oh, and why does Sonic's extra-lives-head turn into an F sometimes?
The F stands for future, which is the time zone that all the boss fights take place in. If this run travelled into the past, the icon would be a P in thos sections. As for why this happens, you'd have to ask the game designers about that... Edit: Oh, looks like KungFuJesus beat me to the punch. Incidentally, "Fast Car" was my favorite part of the 06 experience.
How fleeting are all human passions compared with the massive continuity of ducks.