Posts for upthorn


upthorn
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KDR_11k wrote:
It doesn't seem that good of an idea to me to accept a hack that can be glitched heavily when the original game can't, heavily glitching a commercial game is one thing but with hacks it could be just shoddy design or even intentional, we wouldn't know.
For clarification, these glitches can be used in the original game, but even so, players have yet to find a route which allows skipping any normally necessary items.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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jman2050 wrote:
wasn't the any% SDW run published before the 120-exit one?
The difference is that anyone who has ever played Super Mario World will understand what is going on in the SDW any%. Whereas people who have played the original Legend of Zelda will not have much advantage watching this TAS over someone who has had never had any experience with any video game at all. PS: I am voting no because I don't understand what is supposed to happen well enough to appreciate what happens in this run.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Bisqwit wrote:
It is this intention that made me vote "no", and the consequent discussion that made me react. I don't wish it to become a fad that soon all movies have similar scenes and everyone is praising them. Because that reception is immature in my opinion.
Is it really your intention to force your own perceptions of maturity and morality on the entire userbase of TAS Videos? I could see this meriting a maturity warning on the publication page, but if you were to deny publication of a ~30 second improvement (to a ~6 minute movie) simply because you disagreed with the player's entertainment style, I believe it would undermine the site's integrity.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Changelist:
  • Fixed a bug in Ram search which caused it not to display all un-eliminated results when changing size down to 1, or setting "check misaligned"
  • Added a manual "Eliminate" button to ram search, for users who know a search result is not what they are looking for.
  • Added a "Duplicate watch" button to ram watch, to allow for adding several watches based on a template
  • Made "Clean AVI screeen" optional, and added it to the "Tools->AVI Tools" menu
  • Fixed immediate screen update on state load to use correct colors. May cause savestate desyncs in very finicky games.
  • Check mark by "tools->trace tools->trace" now updates properly
  • Check mark by "tools->trace tools->hook ram" now updates properly
Download it here or here.
xoinx wrote:
One thing... the option "0-9 load, shift+0-9 save" doesn't quite work anymore. Saving is fine, but loading does not take place unless ctrl+0-9 is pressed. Is this intentional? Any way to revert back to the original settings?
That is intentional. It seems to me that any hotkey that alters the emulation state should require a "shift" or "control" to be pressed, so as to avoid accidental activation. Intended behavior: 0 - 9 select savestate shift 0 - 9 select savestate, and save control 0 - 9 select savestate, and load
xoinx wrote:
I just did a little testing and realised that if I used savestates made using 9Z, the colours look perfect when loaded on 9.5a... but when the states are made using 9.5a, they look bad whether loaded on 0.5a or 9Z. Any reason for this??
Yeah, there were more variables dumped in a couple of editions of 9z, but the ones that did not seem to affect sync were removed. But the pertinent one has been added back in to 9.5b
AKA wrote:
Its probally too much to ask but is it possible to have the lag counter not to count frames where there is a black screen since often thats part of a transition screen.
Yeah, that would be much more difficult to implement. And besides, you can just note the total before transition and hit ctrl-r to reset it to 0 afterwards. Then none of those frames will be counted.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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TheRandomPie_IV wrote:
Loading a state created with this version seems to mess with the graphics of some games for a couple of frames. Other than that, some very nice additions.
Yeah, that's a partially implemented feature -- you may notice it no longer requires advancing the frame for the screen to display when you load state. However the working palettes aren't currently saved or loaded, so the colors are a little out of whack.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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There's a bit of avoidable lag caused by the dragon's beam attack in level 2, but I'm still voting yes, because 1) It's 28 seconds faster than the published movie 2) It's much more entertaining than the published movie 3) There are only 20 frames of lag here, and they are an acceptable loss when considering that they were incurred in making the game more entertaining.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Gens 9.5 is complete. Changelist:
  • Fixed numerous bugs in Ram search and ram watch. They should now be 100% reliable.
  • Ram Search and Ram Watch now update immediately upon state load
  • Added 32 bit color support.
  • Added "Lag detection" (frame counter flashes red if input was not checked this frame)
  • Added resetable "Lag counter" -- counts frames that input was not checked. Resets to 0 when Ctrl-R is pressed.
  • Added Multi-track recording
  • Ported instruction logging from GensTracer
  • Ported RAM access logging from GensTracer
  • Added Volume control dialog
  • Corrected behavior of Layer 3 toggled full transparency
  • Added a "Sprites always on top" option.
  • Input display, frame counter, and lag counter will no longer show up in AVIs
  • TAB for fast forward is now "Alt-tab" safe
  • Added a hotkey quickreference to the zip file
[edit]Whoops. I forgot to make the lag counter reset automatically on CPU reset, or game change before I released 9.5. New version Gens 9.5a. Links updated. [edit 2]Updated links for 9.5b (see below) Download it here or here. For more information on the new trace features, see the readme.txt in Trace Help folder of the zip file.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I would probably be voting "no" if not for the scene in the middle with the kidnapped family, and the hilariously bad English.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Universal lag detector. (Sort of...)
upthorn
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I recently recieved a feature request to implement a "lag detector" in Gens. Initially I dismissed the request, thinking that it would be far too difficult to implement something to detect all forms of lag. However, there's a very simple way to detect 98% of lag in every game. it works like this: On new frame: Set "Lag flag" on. On controller read: Set "Lag flag" off. If "Lag flag" set at end of frame: Display something. This is a very simple feature to code, and it will come in quite handy while TASing, to know whether or not your input was read on any given frame.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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thegreginator wrote:
stanski: clearly people were predisposed to not like the run based on the restrictions. But the quality of the run and its entertainment value swayed their opinion, which is what should happen. Really the opposite of what you're saying.
Another way to look at it is that all those people had low expectations, and it surpassed them. I had very high expectations of this run, (I was predisposed to like it). And they were not met.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I'm of mixed feelings. On the one hand, all of the new glitches are extremely awesome. (Block duplication especially). On the other hand, all of the old glitches are extemely repetetive, and the fact that the authors chose to make this an all-exit run doesn't help. But back on the first hand, a run which went for fastest route wouldn't be able to show off all the new glitches to their fullest extents. So basically 1) I want to see a movie published with all of those new glitches 2) I do not want that to be this one.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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NrgSpoon wrote:
Let's restart the discussion. Take something like the high-res texture addons for n64 games. Could something similar to that be done with older consoles?
It's possible, but it would involve something very different. With N64, the graphics card is actually capable of processing those high-res textures so long as it can be made to fit in memory (and with emulation, you can just increase the emulated video RAM size). Whereas the NES video card is not capable of processing more than 25 colors per line, or handling resolutions higher than 256 x 240 pixels, so something rather more complex would have to be implemented, which would involve running pattern matching algorithms on each line as it's rendered, and replacing the patterns with the high-res versions. This would be slow, inaccurate, and rather difficult to implement.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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rollingface wrote:
Raiscan wrote:
http://www.nero.com/nero6/eng/WNASPI32.DLL.html Copy it into Gens' directory. I don't see the need to put it into a system directory if you only need it for Gens.
It works! Thanks! Tell me the fact that I have Nero 6 is a coincidence though....
By the way, if you move it into c:\windows\system32\, it will still work for Gens, and you won't have a repeat of this problem if you get new programs that require ASPI
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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AKA wrote:
upthorn wrote:
AKA wrote:
From watching the run I really do find the whole thing too suboptimal to be enjoyable, voting "meh"
AKA: what problems did you notice? Are they any different than the ones that JXQ pointed out? If not, would you even have noticed them if JXQ did not point them out? Are you aware that this is already almost twice as fast as the currently published movie with this character?
The problems I had were * Everything was being turboed through, meaning you can be pretty sure that frames aren't optimally being hit. * Dashing was used quite a bit when it seems sliding is faster * Enemies are not effectively being dealt with * Boss battles were somewhat questionable * The nature of the whip launch in terms of how it was activated and pulled off is somewhat questionable as well I'm aware that its twice as fast as the previous run purley becuase of the whip launch but it doesn't automatically mean its twice as good in terms of technical quality.
Thanks for the clarification. When you didn't explain what you found suboptimal, it looked sort of like you were just being a jerk. Now I see that is not the case. And I agree on the boss battles, it seems like most of them take quite a while. (Of course, that's after watching the CotM runs, where boss battles are like BONE... BONE... BONE.)
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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emu wrote:
Haunted castle done. Two glitches (first and third level) saved a lot of time.
<strike>The movie linked here ends between the first and second boss. Can you reupload the gmv and post a new link?</strike> Nevermind, I downloaded again and it worked fine.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I'd actually guess it has something to do with ASPI, perhaps. Check c:\windows\system and c:\windows\system32 for wnaspi32.dll If that's not the problem, I don't have any idea.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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AKA wrote:
Boco wrote:
3 shots on hole 18 is very possible (go over rather than under, it requires you to slingshot out of bounds) and maybe even 2..
I don't think the game will allow you to go out of bound in order to cut back in again.
It will, just as long as you don't fall below the bottom line. The difficult part is actually getting it to let you out of the top. (which means you have to be going rather fast when the arrow hits the bound)
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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AKA wrote:
From watching the run I really do find the whole thing too suboptimal to be enjoyable, voting "meh"
AKA: what problems did you notice? Are they any different than the ones that JXQ pointed out? If not, would you even have noticed them if JXQ did not point them out? Are you aware that this is already almost twice as fast as the currently published movie with this character?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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There's a red target sign that you want to hit, when you do that, it should give you a screen with your score, and let you go to the next level.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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creaothceann wrote:
Why do primary creators hold all rights to redistribution? IMO this is a convention from the "real world" where redistribution was almost always associated with (monetary) gain for the distibutors.
If an author doesn't want anyone to see a manuscript he made, he has the right to prevent distribution of it, even if he has no intent of ever selling it for money. This is part of a concept called "privacy", which you may have heard of.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Boco wrote:
MikeRS wrote:
Blublu wrote:
(assuming the Wii accepts 60 inputs/s.)
Very few systems actually accept input that slow, so it'd just be a really-fast turbo :)
Wh What? Can you please name a single system that accepts input with more resolution than 60 Hz?
NES, Super NES, Sega Master System, Sega Genesis, Nintendo 64, home computer. Most games only poll the input once per frame, though.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Three strikes laws in general are not a good idea, but especially not in conjunction with a crime that really ought to be no more than a misdemeanor.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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emu wrote:
1) toggle: display currently used savestate I sometimes forget which savestate I use (memorizing frame numbers, or after a break). Clicking file -> change savstate to check up sometimes becomes a little frustrating.
why not just hit f6 and then f7?
emu wrote:
2) some kind of lag-alert This would be easier to locate and prevent lag. Example: you know somewhere in the following 200 frames there will be 2 frames of lag. You watch this part in slowmo and the "lag-alert" makes a signal, whenever the game lags -> you can find the source of the lag. This one might be difficult to implement.
That one's really not very feasible...
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Phil wrote:
Here A+ = 100%
Actually, I'd say that, at TASvideos, 100% is a B-
How fleeting are all human passions compared with the massive continuity of ducks.