Posts for upthorn


upthorn
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Baxter wrote:
You will eventually end up at some level where it's not possible... what would be the goal of the run? To play until it's not possible anymore? To complete the game with as few combo's as possible?
I'd imagine that the goal would be to make the maximum possible combo on each level (without luck manipulation).
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: ArtMoney: mupen external memory watch?
upthorn
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comicalflop wrote:
I noticed that even though mupen would be paused, the values in the ram addresses would change every now and then, and other values were in the millions. it did not seem that it was exactly what I was looking for, and it seemed the 4 addresses I found were not specific to the game, because they kept changing even though they shouldn't since mupen was paused.
The addresses you found were addresses within mupen.exe's RAM space, rather than addresses within the virtual N64's RAM space. Theoretically you could use artmoney to watch values that are used in the game, but that depends on how much of Mupen64 is allocated dynamically versus statically.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Guybrush wrote:
I still don't get it why do you ask others to do things for you which you could just as easily do yourself :S
Quoted for emphasis. I would also note that this sort of behavior has gotten users banned from tasvideos in the past.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Point 1: WarCraft 3 Point 2: The current Blizzard dev team has no experience within the past 5 years that applies to anything other than MMORPG tweaks and expansions. Conclusion: Pray they never make a StarCraft 2.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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emu wrote:
So here are the comments: General: - every head of the flying levels does the same amount of damage - compared to the biplane, the laserhead moves faster and the birdhead more slowly - they don't start shooting neither immediately nor at a fixed frame number after button pressed (sometimes 3 or 4 frames)
Slight elaboration. The heads fire on fixed frames. For instance, the laser head will only fire on frames that are divisible by 4. If you press B on those frames, it will fire immediately (which, because of the genesis frame buffer, takes 2 frames), otherwise it will fire at the next multiple of 4.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Raiscan wrote:
Theres only one thing that caught my eye and its not even speed related. The tunnel area where you just fly through without killing everything is fine, but it was a tad boring. Might have been more amusing if you destroyed nearly everything in sight, but its not important at all.
I felt the same way. Additionally, though, I would suggest hugging the walls -- you already do that when they're in the way, but then you don't follow them back up or down. I think it would be more entertaining if you did.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Zurreco wrote:
jaysmad wrote:
AKA wrote:
I think Game to Movie adaptations are worse than vice versa because movie makers don't try to make the game fit in with the movie and often make the wrong decision in trying generalise it so it appeals to the regular audience.
Here's a good example, House of the dead?
No, that movie was terrible because Uwe Boll had something to do with it. You could have given him the script to Lock, Stock, and Two Smoking Barrels, and he would have ruined it beyond belief. Then again, Uwe Boll thinks his ticket to fame is making video game based movies, all of which are terrible.
Perhaps his becoming famous for making terrible video game based movies has something to do with this belief...
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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SRAM problem isn't one. There's already a published movie for Harmony of Dissonance which starts from SRAM in order to use a different character. Oh. Different problem than I thought. Nevermind.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Deep Loner wrote:
moozooh wrote:
Enter the IRC channel for a change, you'll understand it immediately. ;)
Another one of Deep Loner's stupid questions...
But seriously. Enter the IRC channel.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Its faster AND it kills more monsters?! A dream come true! Yes vote.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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jaysmad wrote:
Sorry if this has already been asked but... Is there or will there ever be a way to soft reset while recording?
This has been asked before, but that's not what bugs me. What bugs me is that the question was answered in the first post (which, you may notice, has not been edited even once), if people just read the format spec that "GM2" links to. here, let me save you the trouble.
GM2 format spec page wrote:
Frame segment order:
  • console buttons
  • Player 1 (if recorded)
... Console data:
  • 1 byte: power cycle, reset button, SMS Pause button
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Deep Loner wrote:
mmbossman wrote:
arkiandruski wrote:
People say that about art and science all the time, and they are constantly proven wrong.
Professor Frink (circa 1970): Well, sure, the Frinkiac-7 looks impressive, don't touch it, but I predict that within 100 years, computers will be twice as powerful, 10,000 times larger, and so expensive that only the five richest kings of Europe will own them.
Or Bill Gates's famous quote about 64 kilobytes of RAM...
fixed.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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nitsuja wrote:
It could actually be fixed by making the emulator display 2 frames ahead, which would make TASing slightly less tedious by always giving more immediate feedback, but that's currently harder to do in Snes9x than in Gens or VBA.
Which reminds me, I managed to get rid of the staticy sound issue that Gens had when the S3K camhack used a similar method.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: Is this normal for frame advance?
upthorn
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Floogal wrote:
When using frame advance, I've noticed a two-frame delay from the frame I press a button and the frame the game actually responds to it.
This is normal. The game has to wait until it actually reads a button press to respond to it. So when you hold a button and advance a frame, you don't see it respond on that frame, because it didn't read the button being pressed until then. Instead, you see it update the next frame after that. For Sega Genesis, there is a delay of one more frame, because the Sega Genesis prepares one frame in advance. This is even more the case with the Sega 32X attachment, which prepares an additional two frames in advance. You get used to it, but having RAM watches (which do update instantly) on important values (like speed, and position) can help.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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How about a wip that completes level 1, and then don't do another one until you're through level 3?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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VirtualAlex wrote:
You thought 12Motion was a cool name? One of the other things that bothered me is often people would think (not on this forum though) that the 12 is a 1337 speak R instead of an actual twelve. And I H8 1337 SP33k!!! VirtualAlex matches my website, and gives people a short name to call me, which matches my real name: Alex. I think it was a positive move over all, and I gave it a lot of thought.
12Motion was unique and creative. VirtualAlex... well, Virtual is cliche and Alex is not an uncommon name.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Deep Loner wrote:
function FormatMovieLength($length, $show_subsec = false) 
{ 
  if(!($length >= 1)) return 'unknown';
  $to_round = 0;
  if($show_subsec) $to_round = 0.5; 
  $i = (int)($length + $to_round); 
  $res = sprintf('%02d:%02d', (int)($i/60)%60, ($i % 60)); 
  if($i >= 3600) $res = sprintf('%d:%s', (int)($i/3600), $res); 
  if($show_subsec) $res = sprintf('%s.%d', $res, ((int)$length)-(((int)($length))*100));
  return $res; 
}
First, shouldn't that
if($show_subsec)
be an
if(!($show_subsec))
Other than that, I'm sure it would work, but why not simply...
function FormatMovieLength($length, $show_subsec = false)
{
  if($length < 1) return 'unknown';
  if($show_subsec) $length = ($length - 0.5); //prevents rounding if subseconds are shown
  $i = (int)($length + 0.5);
  $res = sprintf('%02d:%02d', (int)($i/60)%60, ($i % 60));
  if($i >= 3600) $res = sprintf('%d:%s', (int)($i/3600), $res);
  if($show_subsec)
    $res .= preg_replace('@^[0-9]*(\..+)0*$@U', '\1', sprintf('%.2f', $length));
  return $res;
}
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Well, since 12motionVirtualAlex and AngerFistShowTime have started a trend on these forums of changing from cool names to stupid ones, I'm tempted to request a name change to Otaku714.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Deep Loner wrote:
DK64_MASTER wrote:
Are you missing the "<" sign on your keyboard?
You're going to find a way to be a wise guy, aren't you? ; ) No, I'm actually trying to post a commentary of the code found here.
Yeah, I saw the same solution, but refrained from posting because I wasn't sure that ! means the same thing in PHP as it does in C++.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: Reading japanese (Final Fantasy X2 Int. + LM)
upthorn
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ventuz wrote:
If you are wondering why did I order a Japanese game without me knowing any Japanese language, please put a little research on this game.
Because it's a shitty sequel to a shitty sequel to a shitty sequel to a sequel to a sequel to a sequel to a sequel to a sequel to a sequel to a once-interesting and innovative game, which is basically completely unplayable if you don't understand the text? Ah, of course, no wonder you couldn't wait for them to translate it.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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mikwuyma wrote:
I downloaded the new Gens and even downloaded the .gmv file again, but it still doesn't work for me. This is what I see: http://s40.photobucket.com/albums/e209/mikwuyma/?action=view&current=Contra-TheHardCorpsJ_000.jpg BTW, is there any chance that using your last bomb on the final boss would let you end input earlier? P.S. Don't tell me controller settings or wrong rom because I checked them both.
The last two frames should be A at 5:01:41 and B at 5:01:42 If this is not the case, redownload the submission.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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tmnt9999 wrote:
The first part should read something like 'Sonic accelerates at a rate of 12 "x" per "x" per frame.'
The number is the amount by which the RAM address that holds the velocity value changes. RAM addresses do not contain information about what units they represent. Also, since you know from context (indeed, it is explicitly stated multiple times) that the information pertains to a speed value, the units do not matter, whether it x was inches or miles, the ratio, and therefore the time savings, remains the same. Also, your example template of an acceleration unit is incorrect and incomplete, a correct example would read 'Sonic accelerates at a rate of 12 "x" per "y" per ("y"/"z"),' where x is a unit of distance and y and z are units of time. Now I'll satisfy your curiousity by explaining that the stored velocity value represents subpixels per frame. There are 256 subpixels per pixel, but a subpixel is not 1/256th of a pixel. A change in position by 12 (or even 255) subpixels does not actually constitute motion from the perspective of the game engine, unless it overflows the subpixel value, increasing the pixel position. However, in the future, I would appreciate it if you expressed your curiousity by asking a question, rather than incorrectly telling me that I had made a mistake, and that my information was useless. I had deliberately chosen not to attach units to the numbers because (1) RAM addresses don't contain information about what units the number represents, and (2) Explaining subpixels midsentence would be distracting, and, conversely, make it more difficult to understand the important point, which is that the speed jumps from 0 to 128 in two frames instead of five to eleven. (I will, however, now edit the submission text as I forgot to point out that Sonic's acceleration is doubled while in air).
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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laughing_gas wrote:
It doesn't sound like something he would post...
You are obviously not well acquainted with xebra.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: Valediction
upthorn
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Xebra, this had better be an elaborate joke. The run was good, and in few short months there will be a submission-acceptable emulator to remake it with.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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upthorn wrote:
If this doesn't get accepted, I'll take to on the project of fixing up an SMS emulator for rerecording.
Well then, I guess it's time to start reviewing the options. I'll get started on SMS soon -- either adding tools to Meka, or adding SMS to Gens. Don't expect results right away, though.
How fleeting are all human passions compared with the massive continuity of ducks.