Posts for upthorn


upthorn
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krocketneo, what language do you speak? We would like to explain some things, and having someone translate them to your native language may help you understand.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I watched this and found it reasonably entertaining. The bosses were the least interesting part, so I would vote for this to obsolete the warpless run.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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xebra wrote:
I think I may have mentioned to Upthorn on IRC that this guy has open source emulators for all of the various chips found in an SMS, as well as a library for handling SMS ROMs.
You did, but if I'm going to be ripping an emu core and adding it into Gens, I might as well rip code from an emulator with some other features implemented to save myself more work.
xebra wrote:
Meka is nice but I seem to recall Upthorn saying the source code was a mess. Plus, the interface is a bit over the top. (It's sexy but not practical for tassers.)
I looked at the source again recently, and I have less conviction that it's too messy now. But the question remains whether it would be easier to implement SMS emulation in Gens using Meka's core, or to add movie (re)recording to Meka, and learn how its GUI works.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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OgreSlayeR wrote:
Thanks noted. It's been awhile I don't remember, but the mouse man can't equip the legendary sword right? I recall you have to use him in the final dungeon. Maybe It won't matter either way though, because I might not need to use it.
As I recall, Mouseman's role in the final dungeon is very very small. Really it was all Lionman, with a room or two of Hawkman
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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RT-55J wrote:
Law of Lists: Whenever anybody links to a site with a list, somebody will always attempt to add something clever to the list.
Corollary: 90% of the time, they will fail. Corollary 2: The list will accept the content anyway, and grow less clever exponentially as the number of users who contribute increases.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: FPS clichés
upthorn
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Warp wrote:
Law of infinite enemy ammunition Even though you can run out of ammunition, your enemies can't. They have a magical infinite ammunition supply. Corollary: Sometimes one of your own weapons has infinite ammo. Usually this weapon is the least powerful and least useful, though. Corollary 2: If a weapon is fixed to the ground and cannot be taken (but can be used), it has an infinite source of ammo. This is because it's an enemy weapon and thus subject to the above law.
This can be rewritten as
Upthorn wrote:
Law of infinite enemy ammunition A creature's least powerful weapon has unlimited ammunition. Corollary: If a weapon is fixed to the ground and cannot be taken (but can be used), it counts as a creature for purposes of the above law.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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SXL wrote:
summary : upthorn tested all the open source emulators, but only Meka gave good emulations results (read : many games were badly emulated on Dega and gens+). then the author of Meka (Bock) came (invited by xebra if my memory is good) and proposed to include rerecording (since savestates are already good at the job). satisfied by this response, upthorn trusted Bock, and denied any proposition to take the job since, because someone was already "doing" it. this was 9 months ago. the long story. upthorn, if you would change your mind, you would be very welcome ;) until then, we will stick with DrSMS. it's poor but it's there.
Actually I denied it because Gens alone was eating up much of my time then, and I didn't want to have to learn another emulator. As for right now... well, I'm still not sure I'm up to it, but I can look through it one more time soon.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Lardarse wrote:
Scoring is 30 * combo step * number of lines of three made in this step of the combo * (level+1) A line of 4 counts as two lines of 3, a line of 5 is three lines of 3.
Let's see a test vid of the best combo you can set up in level 1, using luck manipulation as best you can.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: Columns
upthorn
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Lardarse wrote:
the score isn't likely to get much above 1000 for a basic 3 jewel clear before the run will get boring to watch.
Aren't there any combo bonuses?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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OgreSlayeR wrote:
My thought is assuming this is published, is that if we ever have a real SMS emu with rerecording and this game is done, it should obsolete this one.
It could be like the "obsoleting famtasia runs" project. only it would be "obsoleting DRSMS VBA runs"
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Bag of Magic Food wrote:
It's a Master System game hacked to be a Game Boy Advance game.
This is true in the same way that it is true that Final Fantasy on snes9x is a SNES game hacked to be a PC game. See, DRSMS is an SMS emulator for GameBoy Advance. When you run DRSMS on an SMS game, it wraps the emulator around the ROM, without modifying any of the SMS game code, this can then be written to a GBA flashROM and played in an actual GBA. Or it can be loaded up in Visual Boy Advance and TASed, as Xebra has done. However, there is no precedent for TASing a game that is being emulated on a different console, so there's really no way to tell what Bisqwit's reaction to this will be.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I have absolutely no idea what the policy on emulated emulators is, but the run is solid. If this doesn't get accepted, I'll take to on the project of fixing up an SMS emulator for rerecording. PS: Yes.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Cardboard wrote:
I've watched this, but before I vote, I must know, how is the health represented in the game? By those hearts? If yes, why don't they decrease when you take damage? EDIT: Nevermind, I got it.
I watched and I'm holding my vote because of the same question. Could you explain it to me? Edit: Cardboard explained it to me, yes vote.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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mmbossman wrote:
Deep Loner wrote:
Were you flabbergasted in a good or a bad way?
Oh definitely in a good way, but then again I was really new to the site and was still in awe of how someone could make a movie of a game and go as fast as he did. I haven't watched it in a couple months so I'm sure I could pick out some flaws now since I'm a little more experienced, but from what I remember, it was fun, fast paced, and entertaining. I'm sure yours will be no different.
Really? I remember downloading that run when I first got into the site, and being very disappointed by how slow it seemed. Admittedly the first movie I saw was SprintGod's (now obsolete) S3K run, but Deep Loner's WIP thus far is living up to the expectations of speed before I watched the first run.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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RT-55J wrote:
Is there any way to calculate the time of the movie without the lag?
Sure. watch the movie in frame advance with windows calculator open. Add 1 every time the screen doesn't update for a frame. Afterwards, subtract that number from the movie's frame count, and divide the result by 60 for the number of seconds.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Ash Williams wrote:
I hope you don't mind me asking, but I was curious if it is a known bug in gens_20061213 that doing a ram search with the data size set to 2 bytes freezes the program. This usually happens when I try to filter the initial searches.
I know that was a problem in one of the versions, but I thought I released a fix. The build I'm working with right now doesn't do that, let me make a quick update. Edit: Done, updated the zip file and mirror linked from EmulatorHomePages
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: #1447: YtterbiJum's SNES Star Fox in 19:47.37
upthorn
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N. Harmonik wrote:
Just out of curiosity, would a Tool-Assisted-Speedrun of the neither finished nor released Star Fox 2 be accepted?
Fixed. and I would guess no, for reasons explained in the fix.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Baxter wrote:
Upthorn wrote:
If someone can get me the ram addresses of the camera coordinates, and the player coordinates...
I think getting the right RAM adresses was the main problem.
Perhaps, but if anyone's familiar enough with the game to guess at a good search strategy, it'd be you.[/quote]
Baxter wrote:
Upthorn wrote:
This would put it in the same category as currently published concept demos like the "warp cheat" crystalis, and new-game+ Chrono Trigger.
Ehm... no it would not. The movie starts with clean RAM or predifined savestates, unlike Chrono Trigger. And people are saying the crystalis run shouldn't have been published in the first place, and I certainly wouldn't want to put it in the concept demos for such a reason. IF it goes in the concept demos, it wouldn't go there because it's like Chrono Trigger or crystalis but for a reason of its own. I however wouldn't put it in the concept demo section at all. I'd just put it in this cathegory. (Or should they all be in the concept demos???)
SRAMs and passwords are two different implementations of the same thing -- saving and/or unlockable extras. All of the password using movies there (with the sole exception of Boulder Dash), use passwords to unlock extras, most commonly harder modes, that are hidden, and not a normal part of the game -- at least not he first playthrough. Boulder Dash and this Biker Mice From Mars TAS use passwords to skip directly to the hardest part of the normal game. Boulder Dash should probably be in the concept demos category. Please understand that when I say that the password puts it in the category of concept demos, that doesn't mean I would be against its publication otherwise, simply that it seems like one of the primary purposes of the category is to allow very entertaining TASes to be published, even though they don't start from the beginning of the game. Also, there seems to be an irrational stigma attached to concept demos. What's with that?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Deep Loner wrote:
What bothers me is the use of the password. After completing five tracks, we read:
Excellent! You survived 30 races and won it all!
This, along with the upgraded bike parts, does make it feel like the author cheated. I understand the reasons for this, but... I just don't know.
This would put it in the same category as currently published concept demos like the "warp cheat" crystalis, and new-game+ Chrono Trigger.
Deep Loner wrote:
upthorn wrote:
If someone can get me the ram addresses of the camera coordinates, and the player coordinates, a crude (and somewhat inaccurate) camhack should be a fairly simple matter.
Wouldn't nitsuja have already thought of that?
Perhaps the difficulty is that Nitsuja doesn't have the time to implement it, right now.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Despite being a rail shooter, this does have a few moments of excellence. Though the majority of the run still feels rather repetetive. This is just on the yes side of the border between yes and meh.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Truncated wrote:
This movie demands a cam hack. But I guess if nitsuja couldn't make one there aren't that many other candidates...
If someone can get me the ram addresses of the camera coordinates, and the player coordinates, a crude (and somewhat inaccurate) camhack should be a fairly simple matter.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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funguy10 wrote:
So why aren't you people TSing them then?
perhaps because the only person with the necessary time and interest keeps expecting other people to do it for him.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Brilliant. I like how you lap the camera on the final lap of the final track. Definite yes vote, whether or not a camhack is developed.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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laughing_gas wrote:
So the ending credits also counts towards the time?
No. Just lag, and scorecounts, and level fadeouts. [Edit] PS: in the sonic 1 submission in question, in game frames that did not increment the timer account for for 637 frames (or ~10.6 seconds), scorecounts and level fadeouts make up approx 20467 frames (or 5 minutes 41 seconds). (I multiplied standard level fadeouts, rather than taking a separate count for each level, so there is some margin of error here) This actually totals up to more than the difference between the in-game time, and the real-time movie length, so I must have gotten a high estimate on some of the fadeouts.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Deep Loner wrote:
Anon in his Sonic 1 run Microstorage page wrote:
Uses the (J) rom. Why? Parallax.
I've never even heard of a (J) rom for Sonic 1. The only two ROMs I could find were tagged "(W) (REV 00)" and "(W) (REV 01)". Will your movie work on either of those two?
Rev 01, though it works on systems in all regions, was only released in Japan and is hence also known as the (J) ROM.
How fleeting are all human passions compared with the massive continuity of ducks.