Posts for upthorn


upthorn
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White Label wrote:
Quick question. I don't know if this is something you're able to fix or if it's something written deeper into the image file code. When I try to load a cue file that points to iso/wave files it won't load them and asks me for mp3 files. I can load the iso directly and it works fine. I'm an audio snob and rip my games into wave or flac files. Is this something that can be fixed easily in one of your next releases, or should I just suck it up, compress my waves to mp3 and quit whining?
That depends. If, the lines for your WAV files read like
FILE "Lunar - The Silver Star 02.wav" WAVE
and work when changed to
FILE "Lunar - The Silver Star 02.wav" WAV
Then it should be an easy fix. Otherwise, I have absolutely no idea.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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moozooh wrote:
upthorn wrote:
Actually I was planning to request that two AVIs be published for this movie, one for US soundtrack, one for Japanese.
Two audio tracks can live in the same AVI. ;)
No, that would require a MKV. But the video differs a bit anywy, because of the Japanese bios and 4-ingame frames of difference in Quartz Quadrant.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Desync issues
upthorn
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I have spoken with Puto and resolved the desync issue that he and a few others were having (it was due to an incomplete MP3 set). There is now information in the submission text about how to resolve this desync. Note that you should be able to place any mp3s there with the proper name and have the run sync, but you absolutely must have a valid mp3 for every audio track. In this case, the CD has audio from track 2 to track 35. If you have 34 mp3s named correctly (xxxxx 02.mp3 through xxxxx 35.mp3, where xxxxx.iso is your sonic CD iso name), or are using a binary image with complete audio data, and a properly formed cue, and are still experiencing desyncs, please let me know.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I wouldn't let what Xkeeper says get you too down. He can be a bit overzealous sometimes.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: ASPI ASPI ASPI
upthorn
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Aqfaq wrote:
qqq q qq
upthorn wrote:
what operating system do you use?
Win XP. Tested it again and indeed "background input" seems to be enabled by default. Edit: Oh, also it's ONLY the hotkeys. Controller input is not registered while using other programs.
Bug verified, found, and fixed. Now if only I could figure out why it doesn't do it with controller input I could give gens a "background input" feature...
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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System Error wrote:
N. Harmonik wrote:
Best surprise ever! Can someone please do a run that collects all the Time Stones?
Sure, there are two versions of the movie, but the US version will likely be favored in the AVI, and any of the "reproduced" versions likely won't be bothered to include Japanese version for readjusted music like this one.
Actually I was planning to request that two AVIs be published for this movie, one for US soundtrack, one for Japanese.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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stickyman05 wrote:
Well, from what I saw I would vote yes. However, for both the U and J roms, the game desynched on the second level of the second stage... I don't know why and I tried to troubleshoot but failed. I will withhold my vote until A) I figure it out B) A youtube C) The publish
bkDJ wrote:
I have the US game in ISO+MP3, and the version 2 bios. The file made for version 2 desyncs at the beginning of cc2, I guess the same way it does for stickyman05.
those of you having desyncs, can you send me your gens.cfg files and walk me through the process you used when trying to play the .gmv?
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: ASPI ASPI ASPI
upthorn
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upthorn wrote:
Dammit wrote:
SCD still requires ASPI and ASPI is still unsupported in non-Itanium Win64. Any advice for installing it in XP 64 or Vista 64? I think it's been done before. I tried tinkering with the sys and dll files but still No Drive Detected. Upthorn, can you make a Gens dialog to ask for a CD image directly, without looking at drives? That would be one way around this. We're never gonna use real CDs for recording or playback anyway.
Actually, according to nitsuja, SegaCD will not sync if you use the ASPI stuff. You have to go to file->open rom->(whatever).iso or file->open rom->(whatever).cue
Aqfaq wrote:
It seems that if I have another window active, the Gens on the background is still affected by my hotkeys. I have frame advance assigned to "Q", so when I write "Aqfaq" here on the forum, 2 frames are advanced in Gens.
That doesn't seem to happen for me... what operating system do you use?
upthorn wrote:
Savestate upgrades for all Gens platforms.
So, does this mean that some Genesis games that previously desynched might work properly now?[/quote] yes.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: ASPI ASPI ASPI
upthorn
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Dammit wrote:
SCD still requires ASPI and ASPI is still unsupported in non-Itanium Win64. Any advice for installing it in XP 64 or Vista 64? I think it's been done before. I tried tinkering with the sys and dll files but still No Drive Detected. Upthorn, can you make a Gens dialog to ask for a CD image directly, without looking at drives? That would be one way around this. We're never gonna use real CDs for recording or playback anyway.
Actually, according to nitsuja, SegaCD will not sync if you use the ASPI stuff. You have to go to file->open rom->(whatever).iso or file->open rom->(whatever).cue
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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mz wrote:
So, what about this stupid rule?:
Emulator Requirements wrote:
The games used by the emulator should be convenient to handle. Currently, we don't allow systems that require CD images in excess of 100 MB (such as PSX) because those are inconvenient to handle.
(from here) By the way, I voted no.
It says right on the page that the number is arbitrary, and the rule is stupid (and therefore presumably subject to change without notice.) Did you vote no because of the rule, or because you watched it and disliked it? I'd like to call to your attention the equally-if-not-more important rule listed just above every poll: (Vote after watching!)
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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pokecapn wrote:
I'm pretty sure I'm the only one who reads the descriptions on these, so your callout nearly fell on deaf ears. I thought I had an account already, but I guess the forums were good enough for unregistered users.
Huh. I would have figured medibot to be the most likely one to read these. Good work on the Sonic 06, by the way. I hope this TAS restores some enjoyment to your experience with the sonic franchise.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Soulrivers wrote:
Wait, so... Did nitsuja actually help you produce this or did you just use some of his already-made levels when you couldn't figure out something faster, and therefore included him as an author?
Nitsuja wrote:
> Upthorn Wrote:
>> It does, in fact, work. And your movie syncs for me. At least, it gets through all three acts.
>> A better test might be to see if http://dehacked.2y.net/microstorage.php/info/701610319/Sonic%20CD.gmv
>> syncs for you, since it's longer, and more frame precise.
>>
>> EDIT:
>> Providing a list of times for each level, so as to possibly narrow the >> search for desyncs, should they happen.
>> PP1: 0'21"35
...
>> CC1: 0'25"73
...
> That played fine for me.
>
> Here are two improvements I found:
> http://dehacked.2y.net/microstorage.php/get/272073171/PP1.gmv 21"01 (pretty minor)
> http://dehacked.2y.net/microstorage.php/get/1113197814/CC1.gmv 15"83 (a bit more surprising)
Note that none of these movies will sync in the current, released version of gens, due to changes in the nature of the CD emulation between the time they were made and the present.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I think he's trying to do the same thing that FerretWarlord was trying to do with http://tasvideos.org/forum/viewtopic.php?t=1630.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: #2037: DarkKobold's Genesis SEGA CD Dragon's Lair in 10:
upthorn
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>:[
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Post subject: Gens Rerecording 10 release (and Google code page)
upthorn
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New in version 10:
  • Debug menu reenabled
  • Debug menu items fixed not to cause crashes
  • Sega CD GFX debug screen updated to support 32x32 stamps as well as 16x16
  • Ram Search and Ram Watch menus no longer close on reset, or game reload
  • EPX render mode fixed in 32bit display mode
  • All other render modes updated to support 32bit display mode
  • Sega CD emulation now supports BIN/CUE as an alternative to ISO+MP3
  • Sega CD emulation now sync-robust
  • Savestate upgrades for all Gens platforms.
  • Slight disassembler output bugfix
  • Bug where 32X palette was sometimes not updated in 32-bit mode fixed.
  • Bug where 32X PWM volume was too low fixed
  • Hotkey configurability: All hotkeys now assignable to any keyboard key or gamepad button.
  • Bug where enabling "instruction logging" or "hook ram" would sometimes cause gens to crash has been fixed
  • GMV playback now clears saved SRAM at start.
Executable and source are available from http://gens-rerecording.googlecode.com. Many, many thanks to Nitsuja for appearing and providing Sega CD rerecordability, hotkey configurability, savestate updates, BIN/CUE support, and numerous other minor fixes and updates.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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FODA wrote:
I don't think NES videos are interesting for people that aren't NES junkies.
I've never been a big fan of NES, but I have enjoyed watching several TASes of it, even of games that I'd never heard of before watching the TAS. I really cannot imagine this being the case with any Atari 2600 game that I know of.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Maximus wrote:
Upthorn, if your computer's descent (2 gb of ram or so), you could just install a linux distro in a virtual machine and use that for testing. If you don't have access to VMWare, VirtualBox is free from Sun and is a pretty good alternative (and open source to boot :P)
Yeah, the problem is that Linux hates me. I've tried installing kubuntu on my desktop, and it refuses to set up properly. I can't even get it to run make scripts that I haven't heard of anyone else having trouble with, ever. I doubt that setting it up on a virtual machine would alleviate the issue of Linux simply refusing to be configured properly no matter what I tell it to do. The result of which is that I can't even compile code to test it.
Maximus wrote:
Using a cross-platform toolkit for ui would probably be a good move as it makes it easier to maintain in the long run, though the initial investment of time is high. I'm sure someone could cobble something together in gtk or qt to handle the basic functionality ... assuming the current core emulator code is nicely decoupled from the ui code :)
The GUI is pretty much disconnected from the core emulation. However, I am not comfortable with converting it to an API that I am totally unfamiliar with. And I've always been of the opinion that if an OS provides a native GUI toolkit, then applications should make use of it, rather than requiring additional libraries, or bloating the executable. I am not opposed to maintaining two or three separate GUIs, but I need assistance getting the initial Linux platform GUI(s) in there.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: ADDA.W and SUBQ.W disassembly errors
upthorn
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smozoma wrote:
Some instructions are disassembled in the trace incorrectly. this applies to 9.5c as well. ADDA.W with an immediate value is decoded incorrectly sometimes -- sometimes it shows you just a byte, and sometimes it shows you a long (and sometimes it shows you a word, correctly..) for example, assembly code "D4 FC 03 64" gets decoded as ADDA.W #$64,A2 instead of ADDA.W #$0364,A2 this form is wrong sometimes, too: ADDA.W $00(A2,D0),A2 -- wrong (though right in this case) ADDA.W $0000(A2,D0),A2 -- right also ADDA.W #$001051CA,A1 -- wrong (51CA is the next instruction!) ADDA.W #$0010,A1 -- right SUBQ.W has a tricky error: This instruction is made to work with values from 1-8. It uses 3 bits to store that 1-8 value (but 3 bits can only say 0-7). When the value stored is 0, it actually subtracts 8! SUBQ.W #0,A2 -- wrong SUBQ.W #8,A2 -- right
I was aware of the SUBQ/ADDQ bug (which also affects any other instruction where there's a 0-7 value encoded in the instruction to represent a 1-8 operand). I hadn't noticed the ADDA problem, but I just looked into it, and I think I've fixed it now.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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SXL wrote:
why not using a cross-platform toolkit like WxWidgets ?
Because I don't want to have to rewrite the entire Gens GUI by myself without even having a working test platform.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Well, I'll say that they are changes that affect movie sync, allowing movies to sync that would not previously have done so, (but not breaking compatibility with old gmv files). I would prefer not to make the full nature of the changes public before the emulator is released, for reasons that will become appearant when the chanages become public...
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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LagDotCom wrote:
vive la CRPG Honestly the last time I played a RPG with a good plot is... uh... that's a harder question to answer than I thought. Final Fantasy X?
BZZT! Wrong. The correct answer was Planescape: Torment.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Who said they don't like Mario 64?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Ferret Warlord wrote:
Capcom is really getting retro with this. It seems to have been inspired by Megaman 2's European boxart.
It also bears a passing resemblance to
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Bisqwit wrote:
-- Somehow, the taxi fares between Croton-Harmon and the IBM research center had risen by a few bucks between Monday and Wednesday. I wonder why.
The taxi fare is based on a conglomerate of distance travelled and time of trip. Note that distance travelled is how far the cab actually goes, rather than the direct distance between the start and end points. The result of this is that the fare between any two points can fluctuate with changes in traffic patterns, and depending on the specific routes with which the driver is familiar. Assuming, of course, that the driver isn't deliberately taking a slightly longer route in order to squeeze some more cash out of a passenger who's not familiar enough with the city to catch on.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Soulrivers wrote:
I would understand your vote if you didn't actually like the game, and you thought it shouldn't be published at all because the game sucks.
If that were the case, I'd have voted no. As opposed to meh.
But this? You don't notice a 5+ sec improvement in a 5:30 video. You vote "meh" because you didn't see the difference.
Yes. I didn't see any difference, so I don't care one way or another whether it's published, so I voted "meh". instead of "yes" or "no". Are you saying that I misunderstood the poll choices, and "meh" should be reserved for runs that I have the utmost disrespect for?
CtrlAltDestroy wrote:
This movie is in frame wars now, so being un-entertained just because you have seen a previous version of the movie is... kinda biased.
Frame warring is ridiculous. People should put their efforst into making new material, not making minute changes to old material. Basically, I hold the opinion on movie improvements that most people hold on additional TAS categories: If you can't see a significant difference from the old version, then it shouldn't be done. Think of how much unnecessary work the encoders have to devote to making each AVI that's published. Think of how much the queue gets clogged. Think of how much work the TASers are putting into making the same old wheels a tiny bit smoother when they could be working on the engine of a totally new car. Granted, this is perhaps not the best of examples, since there is, appearantly, a difference that is visible to everyone but me, but dammit man, wouldn't you rather see something new?
How fleeting are all human passions compared with the massive continuity of ducks.