Posts for upthorn


Post subject: Re: big list o' suggstions
upthorn
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nitsuja wrote:
Has anybody implemented a cheat search or memory viewer feature for Gens?
Xkeeper wrote:
* Allow read-only to be toggled during movie playback
That's already in the versions 9g and 9h. It's Ctrl-T.
IdeaMagnate has, but it's currently Linux only. I knew there was something I forgot to list that I'm working on.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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err, I meant GMV. Fixed.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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nitsuja wrote:
That other 10% of SegaCD support, of course. (99.9% re-recording stability on SegaCD games.)
Atma wrote:
Some sync options would be nice too if possible. A slight example would be the controller settings ... Maybe sound settings also would fit under this ...
Sound settings definitely make a difference. For example, see this Vectorman submission. If the sound rate is not set to 22050 by 4:02:00 in the movie, the upcoming boss takes longer to appear, causing the the movie to desync.
I'll work on adding sound sync stuff to GMV loading/saving, but unfortunately, this is not currently saved anywhere in the GMV format, so it won't fix people's issues with movies that have already been made. I'll also work on sprucing up the YM2612 save and restore functions. Edit: GMV, not GYM
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Bag of Magic Food wrote:
Unless both are correct somehow.... each in their own special little way....
bolded for answer.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Upthorn's feature request thread.
upthorn
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Edit: List of features and their status follows Edit2: Marked features whose Linux implementations will require significant rewriting. I am still open to requests. The list so far: Previously Implemented
  • numeric save-state loading moved from number to ctrl-shift-number, to free up 1-0 for use as gamekeys (windows only)
  • 2 or 3 player input display using RGB channels. (probably windows only)
  • controller settings loaded from GMV (and restored on GMV close)
  • GMV auto-closes on movie end.
  • Allow read-only to be toggled during movie playback (Nitsuja did this)
Implemented by Nitsuja
  • Graphical layers can be enabled-disabled
  • Sound-soften filters implemented
  • Auto-hold feature implemented (Only works on controller 1 and 2)
  • Auto-fire feature implemented (Only works on controlelr 1 and 2)
  • Frame counter can optionally be displayed in frames instead of MM:SS:FF
  • Option to disable numeric savestate loading.
Implemented before return home
  • No longer warns on different controller settings (windows only)
  • Warns on GMV controller settings unknown (windows only)
  • Stretch while maintaining aspect ratio (doesn't work with full screen blits) (windows only)
  • Config definable full screen resolution (windows only)
  • Option for no resolution change on full screen (windows only)
  • Less cluttered menu style (Slowdown, AVI dumping, and movie playback moved to "TAS Tools" menu) (windows only)
  • (Optional) Movies default to read-only checked (can be configured in config)
  • Movies default to read-only checked can change in Options->Misc (Windows Only)
  • Save and load slowdown speed from config
  • Separate joypad config dialog to allow for reassignment of keys individually (instead of having to go in order "up down left right a b c start x y z mode") (windows only)
  • Merging Nitsuja's changes in
  • Auto Pause on movie end if movie is not in read only mode (to allow for rerecording without having to reopen movie.)
Now Implemented
  • Option to disable movie AutoClose on console reset
Am working on High Priority
  • Bookmarking savestate system (as an alternative to slotted savestates)
  • Adding Sound Rate data into GMV format for correct sync on all games. (and generalized GMV format upgrade)
  • 24 & 32 bit color support (IE, no display change on startup)
  • Porting IdeaMagnate's cheat search to Windows.
Low Priority
  • Sega CD syncing correctly on movie replay (IE, TASable SegaCD)
  • Fixing YM2612_Restore to save and reload states without desyncing certain games
  • Better font for displaying frame counter. (Adding a menu for font choice.)
Am not working on
  • sms/gg support (beyond my current abilities)
Again, feature requests are still open
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Bisqwit wrote:
I got the Sonic camera feature working, on my own way. Patch file is here: http://bisqwit.iki.fi/src/soniccam.txt Example result is here: http://bisqwit.iki.fi/kala/test1c.avi (〜2 MB, is not a permanent URL) So, as for this submission, there are four courses of action to choose from: ① publish unmodified AVI (Sonic rarely seen) ② publish modified AVI (Sonic mostly seen) with unmodified sound ③ publish both ④ publish a dual AVI with unmodified sound and both video tracks side by side ⓪ reject So far, 3 is voted by Brushy, 4 is voted by AdmiranJonB. Other opinions?
if not If is the decision, I suggest using the sound from the unhacked AVI in both encodes
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Phil wrote:
So it's not 100% reliable but 50% :P
Actually, it's about 90% reliable.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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NrgSpoon wrote:
They won't help for making movies though since cd load times still vary, right?
Right. And I'm still looking for a solution to that problem.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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They currently work about as well as Savestates in 32X.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Hopefully it's not too presumptuous to call this version 9H Well, if there's an objection I can change the name. Anyway, I added the following features to Nitsuja's Gens 9G
-Input settings automatically load from GMV unless unknown; no more "wrong controller setting" desyncs.
-Three player input display using RGB channels
	--In two player mode, Player 1 is Blue, Player 2 is Yellow
	--In three player mode, Player 1 is Blue, Player 1B is Green, Player 1C is Red
	--If two or more players are pressing a button at the same time, the colors add (R + G + B = White)
-Based off of my version of Gens with SegaCD savestate support
You can get it here: http://www.savefile.com/files.php?fid=8506757 diffgtoh.txt is a diff format patch which will bring Nitsuja's 9G source code up to this version
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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graviteh wrote:
Ouzo wrote:
I have a question: In one of the Circus levels, when you are standing on the cylinder that bobs up and down, there's a gap that appears you avoided. Why?
Quoting because I want to know too
I believe it's impossible to get through that gap without getting crushed by the barrel's upswing.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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NrgSpoon wrote:
I'd like to see the avi of this made with the screen follow hack, but if it's possible, maybe there could be two avi files available, either with two torrent files, or combined into one.
Or a Side-by-side AVI, ala the Mega Man X & X2 run.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: #nesvideos topic is deprecated
upthorn
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Consider using the ANSI compliant name, _#nesvideos_topic More seriously, though, the downtime is over, and the IRC channel is still +t with the "the site will be down later today" message in its topic.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Truncated wrote:
The last post seems to contain a video that hits the capsule (via debug mode), but nothing happens afterwards. Link: http://rapidshare.de/files/22068515/Untitled3.avi.html
Yeah, the thread was updated after I made that post. Appearantly, if you hit the capsule after defeating robotnik in Marble Garden act 1, nothing happens.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: A solution to the "name problem"
upthorn
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primorial#soup wrote:
Entertainment is valued, certainly. It is my personal opinion that much of the entertainment that comes from watching a TAS is to see the creative solutions the author used to increase speed, and also from precision of movement.
That's another point I forgot to mention. It's what I was trying to explain when I said that the goal of entertainment and the goal of speed are rarely at odds with each other.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: A solution to the "name problem"
upthorn
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Warp wrote:
What people object against is that not *all* videos aim for speed. (Which means "1 video does not aim for speed".) Well, since all the other 315 videos do have speed as a goal, the solution to this "problem" is simple: Create a new "non-speed" category (or whatever you like to name it) and put that one video in it.
Dude. You're failing to understand something. Yes, just about all of the videos on this site have speed as a goal. However, on all of those videos, there is another goal, which is to be entertaining. In fact, the entertainment goal takes priority over the speed goal. This is the reason we don't just have bots make all the runs. The bot would never do tricks during wait periods, or waste six frames to do something in a much more fun way. It is rare that the goals of entertainment and speed are at odds with each other, but when they are, (for instance, someone submits a faster played, but less interesting run), entertainment prevails over speed. The fact that interesting runs will sometimes get obsoleted by faster, equally interesting runs does NOT prove that speed is more highly valued. Especially when there are multiple (as in more than one) cases where a fast, but boring movie has been obsoleted by a slower one. If you still don't understand, please, just shut up. You're the only person on this site who doesn't get it, and it's quite aggravating for the rest of us to read your constant whining tripe complaining of an inaccuracy which doesn't exist. (Apologies if that was overly harsh -- I can get a bit mean when I go without sleep) PS: This would have come earlier, and probably phrased a bit nicer, too, but I actually had to reread the threads to realize that all of that complaining was from a single voice.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Someone on OC Remix just found a glitch in Sonic 3 which allows the player to fight Marble Garden Zone act 2's boss in act 1. So far he has been unable to make the fight occur in a location where the capsule is reachable afterwards, so it is unknown what would happen if the capsule is hit. Edit: forgot to link the thread http://www.ocremix.org/phpBB2/viewtopic.php?t=85278&sid=5d8cda499a17577850621cb3507b00b4
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: Stop using Lols, AFAIRS, WOOT
upthorn
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AngerFist wrote:
Lol? Laughing out loud? what the hell man = wtf? Look even I can't stop with this shit. STOP!
Even if we understand and agree with your reasoning regarding lol, imo, afair, wtf, and other internet shorthand; why should we stop using w00t?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Or, google to find a gameshark code creator's forum, and then request it there. Edit: But the important thing is, even if google didn't exist, this would not be an appropriate place to ask for a gameshark code. (Although it would be an appropriate place to ask where you might be able to find one.)
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Supposedly HyperCam works decently well, for a free program.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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gbagcn wrote:
So what determines the height you get when using the Sonic/Cream tag action after jumping off ground that isn't sloped?
From what nitsuja says, it sounds like the height of the Sonic/Cream tag action is determined by how high sonic would normally jump. When sonic isn't on a slope, his speed doesn't affect his jump height. So the Sonic/Cream tag action will always give the same height when you're not on a slope. Well, unless boost mode lets you jump higher
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Bock wrote:
SXL wrote:
I'm not an expert, so I'd show 2 main criterias : - chance that the emu gets accepted on the site/submission system - time needed for the coder (you atm) to convert the emulator's source code and maintain it Meka's GUI and source code both fail those criterias (in that respective order),
I don't understand the first criteria, what acceptance are you looking for? Upthorn:
Cons: No gamepad support (unless it emulates a joystick)
What do you means? What's the difference between a gamepad and a joystick?
The major difference between a gamepad and a joystick is that a gamepad doesn't have a stick, instead it has four buttons underneath a directional-pad. Which, I think, would return boolean "is pressed" values, rather than integer axis values. I may be wrong, though.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Paused wrote:
There are only 6 emeralds. Plot wise its why you can turn super and that. Its the purple one thats missing IIRC.
Actually, the colors of the emeralds changes every game. But yeah, in sonic 1 there are only six. In sonic 2+ there are at least 7. (In sonic spinball, there are what, 20?)
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Bisqwit wrote:
Dan_ wrote:
My main beef with tasvideos.org is that TAS stands for tool assisted speedrun, and yet it's been said over and over again that the main goal of these movies isn't speed. However, you're directly contradicting yourself by giving the site a name which implies its contents will be speed oriented, when within the said site the rules say that speed is not the primary goal. Unless TAS stands for something else, that is.
That's a good argument. My defence is that the movies are mostly speed-oriented, but do other things as well, and not all movies need to be speed-oriented. Just like a video rent store may sell candies.
Don't forget that S can stand for Superplay just as easily as it can stand for Speedrun
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: grrl: no more wine-ing
upthorn
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IdeaMagnate wrote:
* ram search and onscreen display (won't work with 32x or SegaCD for now, see grrl_info for details)
Can I get a heads up on where you put those ram search functions, those sound really useful, it'd be nice to have them working in windows. Plus, I can probably help with 32X and SegaCD support.
How fleeting are all human passions compared with the massive continuity of ducks.