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upthorn
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Uh... chamale, I don't think dosbox can run things that require win95 or later.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Rupert wrote:
I never updated DirectX before or after this started happening, it's been 9.0c for the longest time. Same for my video drivers.
Well, I guess the only thing I can suggest is making a list of everything that changed between the last time you opened gens successfully, and the first time it didn't work.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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pilif wrote:
Mechuyael wrote:
Then I have no idea why there's a difference in naming.
If I was to guess, I'd say it's because of Fusion's "special" handling of items and progression. [...] While it's impossible to complete Super Metroid with a 0% score, it's possible to do that in Fusion. So I guess that's where the perceived inconsistency comes from.
Even so, a consistent naming scheme would call the Super Metroid low% run "Low%" and the Super Metroid 100% run "100%", not "minimalist" and "all items" respectively.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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upthorn wrote:
I can't think of anything else that might cause it except maybe an incompatible directx version.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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moozooh wrote:
Actually, it doesn't change the picture much, since most of the items can still be gotten at different times — it's only a matter of choosing an effective route, which exists for SM100% as well — the other matter is that it's harder to predict the SM routes due to its overall nonlinearity (but the fact that there's only one fastest route for either of the games still stands).
It may not change the TAS description much at all if the fastest route is the normal one, but it makes a huge difference to entertainment, because entertainment in TASes mostly comes from the player doing very surprising things.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I tried to post this info the other day, but kept getting "invalid session. please resubmit the form."
X Pixel(left)	00FFE358	2-byte	unsigned
Y Pixel(top)	00FFE35A	2-byte	unsigned
X Pixel(right)	00FFE35C	2-byte	unsigned
Y Pixel(1-bottom)	00FFE35E	2-byte	unsigned
X Pixel(center)	00FFE364	2-byte	unsigned
X subpixel		00FFE366	1-byte	unsigned
Y Pixel(center)	00FFE368	2-byte	unsigned
Y subpixel		00FFE36A	1-byte	unsigned
X speed		00FFE36C	2-byte	signed
Y speed		00FFE36E	2-byte	signed
As for the boss HP. The boss will load into a different part of RAM depending on how many objects are in memory when the boss loads.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Bob A wrote:
concerning which version tu use: actually, i was thinking that using the japanese version would make it easier to compare to the unassisted run. if i do make a run in japanese and everyone wants to see it in english, i'll also do one in english; maybe then i'll submit both and see which get published.
Two points: 1) Why would you be comparing to the unassisted run instead of the assisted one? That goes against the spirit of TASing. 2) Language selection is very, very important in RPGs. English is understood by 98% of this site's users. Japanese is understood by <10% of this site's users. Please consider this when selecting your rom version.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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HHS wrote:
I'd like Address Error emulation.
You're going to have to explain what that is for it to happen.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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N. Harmonik wrote:
nitsuja wrote:
And the SEGA screen should have been more entertaining, but you didn't do anything at all there.
If Vectorman moved at all at that point, wouldn't the title screen be delayed?
Not as long as the player keeps pressing start to test for the first possible "skip" frame
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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For the record, the reason there were 0 votes after the questions for my post were answered is because I'm still planning on voting no, but wanted to watch through more carefully one more time to get together a full list of complaints. Edit: It occurs to me that even just the data moozooh gained from testing shows that you didn't find the optimal movement in all situations (like the very start, for instance). And then the fact that nitsuja managed to find 15 seconds in day 1 alone. I mean, he is nitsuja, but 15 seconds is still a rather large amount. Okay, let's combine these two statements: Mmbossman says: Shooting downwards slows descent but does not modify horizontal speed. Moozooh says: Horizontal speed is uncapped while in air, (or at least is capped much higher than while on land). Were both of these statements true, it would be possible to do nearly every level much faster. However, shooting downward while in air does slow vectorman down if his speed is above 512... (but this method might still be useful in day 3 for making a couple long jumps)
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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univbee wrote:
I'm not too clear on what the 16-frame rule is, though.
From what I gather, it works more or less like this: The game only checks once every 16 frames to see if a marble has entered the goal. If the marble is 1 frame late, there would be a 15 frame delay before the level ends. But this also means that if you get to the goal 15 frames earlier, there will be no change in the total length of the run. Whereas if you get there 16 frames earlier, the total run length will be about a quarter second shorter.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: #1477: mmbossman's Genesis Vectorman in 12:36.15
upthorn
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mmbossman wrote:
This game has been known to suffer some desynching issues, so make sure you use the right ROM and correct version of Gens just to make sure. I had several problems with desynchs, especially with the Day 6 boss, so I hope things work for everyone.
The major desync factor that's exclusive to Vectorman is the sound rate. I was able to watch this run properly with 44100 hz sample rate. At 22050 there is a desync in day 3. At 11025 there is a desync in day 2.
mmbossman wrote:
My Goals: Primary: Take no damage. Secondary: Complete the game in the fastest time possible. Tertiary: High score.
Are you aware that the game gives an additional "pacifist" bonus at the end of levels if no shots were fired? Using jetboots to destroy enemies doesn't prevent this bonus.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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... I just found a way to save ~400 frames on Metropolis 3, and there are a couple other places that can be done faster. (CP2 at the start, AR2 and some other bosses, perhaps some other acts of metropolis zone...) I think I'll make this a project once I've got Gens 10 done.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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asteron wrote:
Any game that integrates online features into the core game should be TAS-proof.
At least without a TASer made wrapper that intercepts the internet requests and feeds back predetermined data. Actually though, here's how you make a game TAS proof: 1) Allow the player to save game and reload a prior save anywhere, anytime 2) Only poll the input data once every 15 frames, so that any thing that's possible to do in TAS is doable in real time with only a mild amount of practice.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I've found and fixed this bug. I'd upload the resulting snes9x build, but I don't want to step on anyone's toes, nor do I wish to become the general maintainer of snes9x while Nitsuja is busy. Instead, I'll describe the fix here: in gfx.cpp change line number 3611 from
string[strlen("P?: ")+i]= ((IPPU.Joypads[J] & mask)!=0 || (IPPU.Joypads[J+5] & mask)!=0) ? KeyMap[j] : ' ';
to
string[strlen("P?: ")+i]= ((IPPU.Joypads[J] & mask)!=0) ? KeyMap[j] : ' '; //Removed an array out of bounds check that screwed up input display
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Have you tried redownloading Gens? There's a chance yours might have become corrupted. I can't think of anything else that might cause it except maybe an incompatible directx version.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: Gens won't work!
upthorn
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chupapi wrote:
i never had this problem before, im trying to start gens like i normally do, but i get nothing, it doesn't even show the tv noise that normally appears when there's no rom loaded, it shows just an empty window that is not responding. i have changed my display drivers (downgraded them in fact) but nothing changes, i did my driver and registry cleaning perfectly, but i still can't get GENS to work, i've tried the official release but i got the same problem with that too. what in this world is happening?
It sounds like Gens is somehow failing to set the bit-depth properly. Try changing your display settings to 16-bit color and see if that does anything.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Truncated wrote:
>The current Blizzard dev team has no experience within the past 5 years that applies to anything other than MMORPG tweaks and expansions. Well, when they made WoW they had not experience with anything other than making RTS fixes, and it seemed to work out fine anyway.
Actually, they had put out an action RPG (diablo 2) less than five years prior, and there was also an pseudo RPG style scripted map that came with the War3 expansion. Whereas currently, blizzard has not released a new game in five years, nor even worked on a game besides world of warcraft. (except I guess to tweak the balance of starcraft, again...)
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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So has anybody actually watched this submission? Edit: I watched this submission, and I have to vote no. It seems pretty sloppy and inconsistent, with missed shots during boss fights (while the boss is vulnerable, no less) and no clear criteria for deciding when to destroy an enemy, and when not to. Also, it looks like it could benefit in a few places from killing some more enemies in order to reduce lag from the number of sprites on screen
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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DarkStimpz wrote:
umm n.n; i have one final question then i wont bother you guys anymore when im using frame advance it pauses the game which i know it should, but how do i turn it back off or at least let it make the game play normally again?
Hit the emulator pause button to unpause the emulator. For SNES9X, I believe the default is "pause" (this rarely used key is located near backspace) Also, feel free to post questions on the forums, but if your post is the last post in a thread, it's generally better to edit the existing post than to create a new one.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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laughing_gas wrote:
I'm sure atheists won't consider it blasphemy if you don't have "GOD" in your name.
But a dyslexic agnostic wouldn't know whether or not to be offended by someone whose name contains "dog"
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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DarkStimpz wrote:
frame advance is just shift and + in snes9x correct? n.n; personally i still cant see how anything changes (like it still be the same without it) sorry for all the stupid questions, and asking for help etc.
Consider the following case: In Mortal Kombat, in order to perform a fatality, you need to hit a complicated sequence of buttons in a very short time period. In real time, this can be very difficult, because of human reaction time, and the physical limitations of your fingers. However, in frame advance, you have as long as you need to hit each button before advancing the frame, so performing the difficult fatality manuever becomes very simple and relaxed. But I think you're confused. shift and + in snes9x increases the frame rate. Frame advance is when the game executes for one frame, and then pauses until you hit the frame advance button again. I am not sure what the default button in Snes9X is, but you can change it to anything you want by going to "Input->Customize Hotkeys" You should also be certain that you are using the TAS modified version of snes9x. (available here).
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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DDRKhat wrote:
Well after taking AKA's in-complete TAS. I did a poor run through Labyrinth 3. You can skip Robotnik completely. http://dehacked.2y.net/microstorage.php/info/4202/S1GenGen_L1%282%29.gmv Take note, I wasn't really trying, just curious if it was possible so this recording is poor. and you will want to skip to frame 25000
Err, you know, there's a complete TAS that I did, which is linked on the first page...
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I really really liked this run... up until about halfway through, when biospark starts going far out of his way to collect all the items that were previously inaccessable. See, up until then, they were always very minor detours enroute to completing some objective in that part of the station (which was cool). But then there's one last segment where the length of the station is travelled, picking up useless items (which was very boring and nearly put me to sleep). Anyway, I'm getting the impression that Fusion really doesn't need a 100% run. Voting no. Edit: I feel compelled to note, however, that a lot of the strategies used are brilliant and insane, and I would love to see them in an any%, or an obsoletion of the current 0% run.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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AKA wrote:
unfortunatley I can't continue any further, here's what I've got.
When you say you can't continue any further, do you mean because of the illegal instruction thing? If so, that only happens because you're making the screen go down after you pass the signpost.
How fleeting are all human passions compared with the massive continuity of ducks.