Posts for upthorn


upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
Well, it does take a while to upload video, depending on your connection speed. On my connection it takes about 30 seconds per megabyte, which means for large videos it can be 50 minutes or more. What I have noticed, though, is that recently I have to click the "if you're having trouble with the uploader" link in order for the upload even to start.
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
I knew I was taking too long with my own Sonic 1 improvement, (it's only through LZ3, and it hasn't got the MZ3 improvement yet) but it's more optimized in a few places. For instance, my MZ2 time is 0:34 and 52 frames, and I saved another couple of frames in GHZ. I also decided to switch to Rev 01, because it has more interesting backgrounds and less lag in most levels (except LZ). I was also planning to submit it as multiple authors (JXQ, Upthorn & Carretero) because of the shear amount of material that both you and he have provided.
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
Snes9x improvement 11 includes this, and does not have any downsides (unlike Snes9x 1.51 which breaks emulation sync). I would strongly recommend that version over this one.
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
AngerFist wrote:
Would everyone be okay if I would unsticky this topic?
No. I specifically requested Bisqwit to sticky it after, in the gens forum, recieving 3 complaints about AVI creation (all by Vista users) -- each with its own new thread within the space of a couple of weeks.
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
pcc wrote:
- When in frame step mode, update the screen when the user loads a savestate and not one frame later.
This is harder than it sounds, as it essentially means that I would have to store the contents of the screen in the savestate. But I'll see what I can do.
Uh, the contents of the screen should already be stored, in the form of the VDP's pattern RAM, palette RAM, registers, and nametable. All you should have to do is call the function which actually turns the VRAM data into a rendered screen. Or possibly copy the relevant stuff from wherever it normally happens during a frame being called, into a new function that only does the rendering, without changing anything's emulation state.
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
DeHackEd wrote:
My own suggestion would be to support drawing on the screen. If coordinates are calculated by a script, they could be rendered visually. gui.drawpixel(x,y) and gui.drawline(x1,y1,x2,y2) would be simple enough.
This would be my own suggestion, although I'd also suggest a gui.drawrectangle(x,y,w,h), or possibly gui.drawrectangle(x,y,w,h,anchorpoint) simply to avoid requiring multiple calls to C from LUA, which would presumably incur a performance hit. For reference, anchorpoint would be an enumeration representing top-left corner, top-midpoint, top-right, center-left, center, center-right, bottom-left, bottom-midpoint, or bottom-right. Additionally, I would add an RGB color arguement to each of these, so that, in the case of multiple hitbox and/or hotpoint types, they can be color coded
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
System Error wrote:
Geez, can't you people handle a little sarcasm?
It's not the sarcasm so much as the hyperbole that's been commented on.
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
system error, if this is your reaction to a simple "skip to next level" glitch, you are definitely in the wrong place. That said, I don't like it that the ending is skipped. Plus, this is improvable, and the author is already at work improving it, so I'm going to vote no.
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
Saturn wrote:
Posting a smv proof makes no sense now, as it won't be convincing anymore.
It would be more convincing than claiming to have done these things and never posting any proof at all. Just a thought.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: (offtopic)
upthorn
He/Him
Emulator Coder, Experienced Forum User, Published Author, Active player (388)
Joined: 3/24/2006
Posts: 1802
PitKidIcarus: have you read the rules regarding sigs on this forum? I believe yours is in violation of a few.
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
Kuwaga wrote:
I'd even go as far as saying that the vast majority of gamers are immature.
This is exactly as true as the statement "the vast majority of people are immature." Which is not to say it is false, just that the link between gaming and (im)maturity is tenuous at best.
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
I call for a tiebreaker, wherein everyone who voted for MZM, S3K, or SMB1 gets to reassign their vote to either SM 100 or SM64 0.
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
Kriole wrote:
moozooh wrote:
Kriole, http://en.wikipedia.org/wiki/Sarcasm.
Ok. Allow me rewrite it in a language that you will understand: I reckon that Fano should not start any new projects. Pasting immature and clichéed wikipedia links is getting old. I think the best way to determine a decent route is to make a run with a route that you think up as you proceed through the game. From there it is easy to pinpoint possible improvements and mayor changes to the route. Atleast that is what I have learned to be the most effective. All the best.
Kriole. Moozooh's linking of the "Sarcasm" article was to correct your misinterpretation of his previous post. Namely, to explain that
moozooh wrote:
Yeah, wtf people what are you waiting for? Make Fano a 100% route, nao!
was sarcasm, and he does not think people should be making routes for Fano. With the possible implication that if Fano needs routes made for him, he shouldn't even take this on as a project.
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
I have no idea what my ideal sandwich is, but I'm pretty sure it's listed somewhere on this menu: http://www.roysplacerestaurant.com/menu.html
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
Also voting yes, this is a far cry from the snorefest that was the original spinball publication.
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
JXQ wrote:
I would prefer date of publication to version number, because version numbers rely on the obsoletion chain
This is actually the reason I prefer version number - a quick glance at the filename and you learn something about the movie. Knowing the date it was submitted, or published, doesn't tell you anything except the order in which to sort the files. Also, date requires 7 characters more than version, in what is already shaping up to be quite a long filename.
Truncated wrote:
Examples from this topic (dates are made up): * rockmanandforte-tas-100cd-20061225-parrot14green * rockmanandforte-tas-20021030-gigafrost
If the game has multiple selectable characters, and the TAS does not switch characters midway somehow, the character selections hould be included with the categories. so those would become * rockmanandforte-tas-rockman_100cd-20061225-parrot14green * rockmanandforte-tas-forte-20021030-gigafrost
moozooh wrote:
I'd prefer having movie# instead of date, just to be able to locate the appropriate publication page far more conveniently.
This is a better arguement than the arguement in favor of date, but unless tasvideos radically and badly redesigns the site layout, it's not too difficult to find the publication page if you know the system, game name, author, and length of input -- which are all easily available to someone who has the input file. And, except for the utility of being able to go directly to the publication page, the movie# ends up just being another number to sort-by, which has a 100% correspondence to sorting by file modification date and, as you pointed out, the date is already included in file metadata, so that someone can already sort by that if they so choose.
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:
Did you completely miss my suggestion to have categories added to the submission queue?
No, I intentionally disregarded it, as it adds needless complication to the submission process, and the judges generally override the submitter's category choice at publication time anyway.
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:
What benefit is there to doing that? You end up having a mess of movie names that make no sense, unless you download the publication movie file again.
As I understand it, the average viewer only actually watches published movies. So for them it would be a nonissue. Perhaps submissions could also be given a standardized, but different filename format, say "gamename_date_author", since not all the information is available at time of submission that is available at time of publication (categories, obsoletion or published-alongside, etc...)
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:
...assuming that the submission queue also uses the same naming scheme...
Uh, no. Submissions would be named however the author names them before zipping them. Only publications need to have consistent file naming. The submission page link could be updated to the new zip (containing the renamed gmv) at time of publication. Also, in response to date sorting better, that test fails if you give the version number a fixed length. Say, two hexadecimal digits, so you have v01, v02, ... , vFF
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
Right, but what I'm proposing would be to have the movies versioned by categories, independently of author. So that, for instance, what's currently published as "knsonic3-tasv2-nitsuja" would be renamed "sonic3knuckles-sonic_noemeralds-v4-nitsuja"
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: I don't see why you consider version number to be useless trivial cruft. Version number should be a movie's position in the chain of obsoletion. v1 if it's the first of it's game and category. And, say, 12 if it's like SM64, SMB1, or MM1 where there've been numerous publications worth of refinement.
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
Agreed. TASvideos is in dire need of a unified naming scheme, and Game - categories - version - author(s) seems like the best format. Though, using the full rom filename seems a little excessive. As an example of how I'd suggest doing it, let's take the currently published Sonic 3 & Knuckles movies. Nitsuja's would be "Sonic 3 & Knuckles - Sonic (no emeralds) - V4 - Nitsuja" My own would be "Sonic 3 & Knuckles - Knuckles (all emeralds) - V1 - Upthorn" Or, avoiding capitals and special characters, as is currently done, "sonic3knuckles-sonic_noemeralds-v4-nitsuja" "sonic3knuckles-knuckles_allemeralds-v1-upthorn" Edit: appearantly three people posted between the time I finished writing this post, and the time I actually hit submit.
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
No rings is impossible for sonic. However, it is possible for the Knuckles in Sonic 1 hack that JXQ TASed. Pacifist would be rather boring, as the badniks don't make much of a difference except to bounce on for super long jumps. Minimal rings might be worth exploring, as it could force radical route changes in some levels, but it's an open question whether the result would be at all fun to watch.
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
How about having the user enter the ratio of input frames/real frames after editing? It's their movie, so they should know what the rate is at the spot they're modifying
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
Every motion sonic makes on the ground is either running or rolling. I guess the game might be possible to beat while jumping continuously, but it would be incredibly pointless.
How fleeting are all human passions compared with the massive continuity of ducks.