Posts for zhangsongcui


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Joined: 6/27/2008
Posts: 49
Pokota wrote:
Uses Prof. 9's Solar Sensor Patch; this resulted in the following hashes: SHA1:0D3A978EA8FB02A356B98DE51E7AB07BD1AAECC0 MD5:50411EC2A648DA081DABEE3162FC7DEF
As solar sensor has been offically supported by mgba (https://github.com/mgba-emu/mgba/blob/master/CHANGES), I think it's better to use Bizhawk with mgba core instead of a 3rd party patch. Any way, as a boktai fun, I'm looking forward to your run!
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Joined: 6/27/2008
Posts: 49
Pike wrote:
Fz-last invited alkdcY and me to finish this movie together. We have got Final sword. Here is the WIP One the whole, designing routes is the most important part in this movie. The route with Julius beaten is quite different from the one without it. Now we have to make a decision. So we do need a certain answer for whether we should beat Julius, which will influence our following plan.
Just a question: Why did you skiped Blocking Mail? Is it faster?
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Joined: 6/27/2008
Posts: 49
Kriole wrote:
I'd love to know, comparatively, how much faster this run would be than the current one if the conditions were the same?
A boss fight comparation video should be fun to watch:) Yes vote by the way
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Joined: 6/27/2008
Posts: 49
ALAKTORN wrote:
FractalFusion wrote:
Instead of bit.band, maybe use math.floor(iRNG/0x10000)%0x100. This gets the third byte as an actual byte, and not as an 8-bit number times 0x10000. Then you write c=0x84 instead of c=0x840000.
Thanks for that. :) My problem with bitwise operators is that I require a separate file for my Lua to use them. Lua 5.1 doesn’t support bitwise operators, and I don’t know how to upgrade to a newer version.
I've tried to upgrade it by recompiling DeSmuME with newer lua (5.3) headers & libs before, but got some compile error. It seems that lua engine coders are using some functions that specified to lua 5.1 which prevents an easy migration. EDIT: Tried to compile DeSmuME with luajit which is said to be fully upwards-compatible with Lua 5.1, but also failed with #include "lstate.h"
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Joined: 6/27/2008
Posts: 49
endrift wrote:
The new nightly build as mentioned won't be up for another 11 hours or so. They're built at 00:00 UTC every day. There hasn't been a nightly since I posted the changes a few hours ago.
Thanks, but I found I used a hacked rom before. Now it works fine. I wonder that if there are some hotkeys to adjust the light level. It's painful to adjust it using the mouse every time.
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Joined: 6/27/2008
Posts: 49
endrift wrote:
That probably means the emulator thought it wasn't a valid game. I had neglected to add a "failed to load" dialog. I added one just now, so try the next nightly to find out if that's the issue. It's not a particularly stringent check, though, so something must have really gone wrong for it to think that it's not a valid game. As for Boktai 3, that's because I forgot to add Boktai 3 to the list of games that use the solar sensor. I just added this and tested it, so that should be good in the next nightly. I'm planning on releasing 0.1.1 very soon. It's just fixes, though, so it's really only for people who aren't downloading the nightlies. It won't have any new features.
I tried today's nightly build just now. Still nothing happened like before Well, never mind. I found that the rom I had used is hacked -_-!! Found another rom and it works fine now
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Posts: 49
Hello endrift, thanks for your work. Noticed the incoming 0.2.0 change - Support for games using the Solar Sensor in github; I tried the latest nightly build with Boktai 1 & Boktai 2 on OSX 10.10.1, but the game wouldn't run completely. No error messages shown, no logs, no recent opened roms appended on the menu, nothing happened. Have no idea what was going on... Rom tried: 1161 - Boktai - The Sun is in Your Hand (U).gba 1719 - Boktai 2 - Solar Boy Django (U).gba I also tried Boktai3 ( only J ver avaliable ). The game runs, but adjusting light level doesn't work ( I tried Tools -> Game Pak Overrides -> Light -> Brightness ). Nothing changed in game when I edited the value. Rom tried: 2069 - Shin Bokura no Taiyou Gyakushuu no Sabata.gba Other games like Megaman BN and Castlevania Aos works fine. Was I doing anything wrong?
Experienced Forum User
Joined: 6/27/2008
Posts: 49
Watched on the B site, good run and yes voted. I know another combination which won't let you fall on the wall. What's the 4th combination?
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Joined: 6/27/2008
Posts: 49
Hello all, I have a question of lua: Bobo the King's code is good but it ignores other buttons when the turbo button is being pressed. I'm trying to write a lua script but it doesn't work. Here's my code:
Language: lua

print("Turbo, B: H; R: U; Y: A") local PressDownA = false local PressDownB = false local PressDownR = false gui.register(function() local KeyPress = input.get() if KeyPress["H"] or KeyPress["U"] or KeyPress["Y"] then local Buttons = joypad.get(0) if not emu.lagged() then if KeyPress["H"] then Buttons["B"] = PressDownB PressDownB = not PressDownB end if KeyPress["U"] then Buttons["R"] = PressDownR PressDownR = not PressDownR end if KeyPress["Y"] then Buttons["A"] = PressDownA PressDownA = not PressDownA end else if KeyPress["H"] then Buttons["B"] = PressDownB end if KeyPress["U"] then Buttons["R"] = PressDownR end if KeyPress["Y"] then Buttons["A"] = PressDownA end end print(Buttons) joypad.set(0, Buttons) else PressDownA = false PressDownB = false PressDownR = false end end)
I'm a programmer but this is my first time writing lua. I write some logs and it seems everything goes fine. Emu used: v23.6 SVN480 Thanks
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Joined: 6/27/2008
Posts: 49
Kriole wrote:
Pretty damn long ago I started an improvement to the old any%, just because I thought it was supbar. I'm looking to maybe continuing it now. Pie Looks pretty good thus far, I really stepped up the optimization level. I noticed a cute trick involving the red area doors, where you can save a single frame by just being in a really good position while the door is opening. The walk to the actual blackout of the door transition is then 1 frame shorter. 229 frames ahead of my old run at this time. I stopped earlier because I brickwalled at the Catoblepas. The soul is really close, just can't seem to pinpoint it cause the stupid Ectoplasms make the room change rng like 6 times per frame. Edit: Uuh, I got the soul after like 20 minutes of dicking around. Time to progress I guess. Edit2: Nevermind, skipping this Catoblepas to get a glitched level-upscreen after the Yoko cutscene.
I love this pie! How's it going?
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Joined: 6/27/2008
Posts: 49
zeromus wrote:
This seems to happen if you enable config > gui > single instance mode. Guess this feature isn't working properly. Disable it and the problem goes away.
That's it! Thanks
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Joined: 6/27/2008
Posts: 49
zeromus wrote:
zhangsongcui wrote:
I'm new to BizHawk. I always get an ObjectDisposedException when I'm closing the application What's wrong with that?
Please provide more information. Look at spikestuff's post down a bit as example.
I just started the application then closed it. Then I got the exception. I'm using Bizhawk 1.5.0, and seems it happens in the older version too. All I can see is the call stack I'm using a Chinese system
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I'm new to BizHawk. I always get an ObjectDisposedException when I'm closing the application What's wrong with that? OS: Win7 x64, .NET 4.5
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Joined: 6/27/2008
Posts: 49
darko21 wrote:
thx everyone I got 1'12'71 now Sub 1'12 is definitely possible sub 1'11 if new strategy sub 1'10 is impossible without giant bat glitch I guess
I used to make a BR run several years ago: http://dehacked.2y.net/microstorage.php/info/171653208/AoS%20BR%20Run.vbm Hope it helps:) EDIT: You can find the original post here
Post subject: Re: DeSmuME 0.9.9 released!
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Joined: 6/27/2008
Posts: 49
gocha wrote:
DeSmuME 0.9.9 released! http://sourceforge.net/projects/desmume/
DeSmuME wrote:
Yes, it’s been a while since the last release, but we haven’t been completely idle. There’s a brand new jit cpu core which yields some impressive speedups, and a ton of work on the OSX port! Head on over to the download page and check it out! Also, please don’t post bug reports in the comments. It’s a terrible venue for that, and there are other places specifically designed for it, such as, say, the support forum. General/Core: !!!: add optional arm cpu jit (functioning on x86 and x64 hosts only) bug: we're not going to list 70% of the emulation fixes, as is traditional. bug: savestate reliability fixes related to halt states, gxstat, firmware bug: lua: fix readbyterange, gdscreenshot functions bug: commandline slot-1 handling straightened out enh: fixes and additions to resize filter options Graphics: enh: opengl 3d driver compatibility improvements bug: fix giant regression from 0.9.7 that left garbage from previous frames on the screen in some games bug: 3d: fix some single poly pixels bug: 3d: fix some polygon and texture coloring bugs on big-endian systems Windows: bug: fix some full screen stretching bugs enh: add xaudio2 output driver enh: add opengl display method (as opposed to directdraw), with controllable bilinear filter enh: upgrade archive handling system, lzma2 supported enh: reorganize main menu quite a bit enh: add rotation hotkeys, and hotkey to control mouse cursor visibility enh: memory viewer improvements and fixes enh: improve interface for rom eject to prevent accidents and improve usefulness (hide in slot-1 config screen) Cocoa: bug: fix missing display when running on OS X v10.8 Mountain Lion bug: fix possible sound crash when using Dual SPU Synch/Asynch bug: fix File menu items being disabled after the file migration sheet is used bug: fix window resizing issues bug: fix text rendering in About box enh: show the icon and name of the loaded ROM enh: add Support Request and Bug Report forms to the Help menu enh: add more detailed info to the About box enh: add OpenGL as a 3D rendering option enh: add support for MSAA when using OpenGL as the 3D rendering engine enh: add V-Sync option enh: add Display Orientation, Display Order, and Display Separation options for Combo Display mode enh: add HQ4xS filter enh: completely revamp the user interface for Input Preferences enh: many emulator commands may now be mapped enh: add ability to map an input to user-defined touch screen coordinates enh: add support for saving and applying input profiles enh: add support for using an audio file for the microphone input enh: add sine wave tone generator for microphone input enh: add support for multiple display windows (File > New Display Window) enh: add support for SLOT-1 devices (Emulation > Show SLOT-1 Manager) enh: overall performance and stability improvements enh: miscellaneous user interface improvements
JIT mode breaks HP/MP bar in Castlevania DoS when block size > 15 OS: Windows 8 x64
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Joined: 6/27/2008
Posts: 49
Kriole wrote:
Hello! I've started planning for a 100% run for this, just trying to edge out my fundamentals. First of all, I don't get the new movement pattern at all. Are you supposed to do it as fast as possible or what, cause that turned out to be slower than the old one.
I am looking forward to it;)
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Posts: 49
Sappharad wrote:
1. Disabled DirectSound 2. Disabled DirectInput 3. Disabled Direct3D, so it reverted to GDI+ drawing
How about OpenTK?
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Joined: 6/27/2008
Posts: 49
Bag of Magic Food wrote:
Then would avoiding all random encounters be enough to avoid the bug?
All random virus battles, perheps...
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Joined: 6/27/2008
Posts: 49
Mothrayas wrote:
I've heard that the MMBN4 errors on non-GBA systems only applied to one of the two game versions. So you'd be fine using the other version. Weird, I know.
Yes. It only applied to the Blue Moon Version. In Woodman event, you cannot encounter a battle or the game will be freesed. I heard that VBA 1.80, which VBAM(-rr) is based on, fixed the problem. If the author decides to redo this run, I prefer using the hard mode(a five-star save is needed) because the enemies have more HP. Sorry for my poor English:) Edit: Oh, Navi chips...
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Joined: 6/27/2008
Posts: 49
Great job! When fighting Chaos, is Mana Prism helpful? You can get one in The Top Floor , On a room in Chaotic Realm where there is one Iron Golem blocking it or by fighting another Demon Lord. You may set a great axe on Frame 84291, and then use a Mana Prism, or just use it when fighting Chaos' second phase.
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Joined: 6/27/2008
Posts: 49
You are right. When submitting a run, I must beat all existing records. The goal is 1:07:86, mine is far worse. Then I have to entertain people, I must do something different than others. When I decide to submit a run(now I have no thought about it), I will make a save from the existing all-soul run, a .vbm file is required. Thank you guys, I'll keep trying.
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Joined: 6/27/2008
Posts: 49
About BR that skips bosses(glitched), the fastest one I know for now is 00:41:61 ver. made by klmz, and due to some new tricks discovered it can also be improved a little. http://v.youku.com/v_playlist/f2734669o1p0.html It's a Chinese website so I don't know if you can watch it. As for a BR speedrun, I think people like to see how fast the bosses can be defeated more but how fast the bosses can be skipped, right? To Derakon: I agree. But in order to use new tricks, switching souls and equipments is necessary. If you just aims for real-time, it will be more like a normal run that you just see a big axe circling and circling. It is very boring that keeping repeating one thing. I think switching souls very fast also makes people exciting, doesn't it?
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Thanks for the reply! I'm happy if it does save time. There's an idea that I have thought for a long time. Is a boss rush speed run acceptable(glitch and glitchless)? An all-soul save has been available. A ultimate save for BR speed run is not so hard to make because you just have to hunt for some useful equipments. I think a BR speed run aims for in-game time can be very entertaining due to some new tricks that usually cannot see in normal runs.
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Joined: 6/27/2008
Posts: 49
Hello everyone! First post here. I think not only the Chaos door, but also Headhunter, Big Golem and maybe other bosses that trick works. And I think if the Blocking Mail is useful? Pro: you don't need to wait to kill some enemies. Cons: have to open the menu to change equipments, get less experience, etc. Oh another small tricks. There is one frame that after defeating the first form of Chaos can hit boss. For example in current all-soul run, press B in frame 88787, you will decrease Chaos' HP by 20 points. You can also press Up+L to perform a hippogryph for fun if 20 damages cannot save time. If you turn left, press Up+B to set a Red Minotaur hitting boss twice.