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Former player
Joined: 9/29/2005
Posts: 460
Phil wrote:
When people doesn't report bug(s) like I do, we are sticked with bugs.
The difference between an order and a request to fix something is quite big, to me it seemed like you thought that Luke's was obliged to fix this bug. I'm not making an assumption, I'm just telling you how I felt when I read your posts. I'm not the only one that thinks that way. That I know.
Joined: 11/26/2005
Posts: 285
Make a "Convert to Game Genie" button at the Cheat menu so you easily can use the codes on a normal NES. Please? :3
Hoe
Joined: 7/31/2004
Posts: 183
Location: USA
Swedishmartin wrote:
Make a "Convert to Game Genie" button at the Cheat menu so you easily can use the codes on a normal NES. Please? :3
The cheats you're searching for modify RAM, while Game Genie modifies ROM.
Joined: 11/26/2005
Posts: 285
Hoe wrote:
The cheats you're searching for modify RAM, while Game Genie modifies ROM.
So, those adresses you see in the memory viewer are RAM adresses?
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
New FCEUmm release .....
Joined: 11/26/2005
Posts: 285
Phil wrote:
New FCEUmm release .....
I sound like an idiot, but what is FCEUmm? At the page it says "modified mappers"... is this based on Luke's release?
199 mapper - (Martin) defined for new dumps
And has this anything to do with me? ;)
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3598)
Joined: 11/3/2004
Posts: 4738
Location: Tennessee
A irritating bug in FCEU if you choose a game from the recent menu that no longer exists you will get an error message "can't find xxx" or whatever. Then if you try to open any other rom FCEU will crash. This sounds like an easy problem to fix. Though admittidly, this error won't be encountered too often. EDIT: and yay 500th post :)
It's hard to look this good. My TAS projects
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
It seems that all of the links given to FCEU 0.98.16 are dead... Maybe it should go somewhere more permanent and be linked to from Emulator Homepages. EDIT: Not anymore. One of the links came back up and there are several mirrors now.
Active player (405)
Joined: 3/22/2006
Posts: 708
Pardon me if my ignorance is showing (I don't know anything about compiling), but I'm wondering why it's better to link both the .16 version and everything you need to compile it with rerecording support, than to just compile it and link to the new files?
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Hyena wrote:
I'm wondering why it's better to link both the .16 version and everything you need to compile it with rerecording support, than to just compile it and link to the new files?
The source should be available somewhere, otherwise nobody else would be able to modify the new version. But right now, nothing is linked to, so nobody can even get the new version. It would be nice if Luke or anyone who downloaded Luke's FCEU would post a working link to it.
Joined: 3/26/2006
Posts: 42
Location: Germany
Yes, that would be nice. I'd be grateful if someone still had Luke's little BasicBot manual in his cache and could upload it somewhere. Well it's not that urgent, but anyway...
Active player (405)
Joined: 3/22/2006
Posts: 708
I have some webspace. If someone wants to send me a zip with the fully compiled exe and other files, I can upload it to my site until a more permanent space can be found.
Active player (405)
Joined: 3/22/2006
Posts: 708
Well, this is disappointing. I was hoping to do a dual-run TAS. If and when there's a working link or exe, someone please post.
Former player
Joined: 11/13/2005
Posts: 1587
Here's the .exe, don't know how long it'll be there though.
Joined: 11/11/2004
Posts: 400
Location: ::1
Guybrush wrote:
Here's the .exe, don't know how long it'll be there though.
Thanks - mirrored here.
Joined: 3/26/2006
Posts: 42
Location: Germany
And even here. Now if only someone still had the sources on his disk...
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3598)
Joined: 11/3/2004
Posts: 4738
Location: Tennessee
1) It was my understanding that the new .16 would not have desynch issues with run that were made with previous verions. Because of this I want to point out: http://tasvideos.org/forum/p/78559#78559 This run was made with .12 but desynchs in .16 2) Probably already mentioned in this thread but I want amply this: You can't record AVI's properly in this new version! This is a rather large problem in my opinion. It should definately be fixed.
It's hard to look this good. My TAS projects
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
adelikat wrote:
This run was made with .12 but desynchs in .16
It also desynchs in .15 and probably in .14 and .13. The fceuMM mapper additions included changes to existing mappers, one of which is what that game uses.
adelikat wrote:
Probably already mentioned in this thread but I want amply this: You can't record AVI's properly in this new version! This is a rather large problem in my opinion. It should definately be fixed.
I didn't see this mentioned anywhere, but maybe I missed it.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3598)
Joined: 11/3/2004
Posts: 4738
Location: Tennessee
adelikat wrote:
Probably already mentioned in this thread but I want amply this: You can't record AVI's properly in this new version! This is a rather large problem in my opinion. It should definately be fixed.
I didn't see this mentioned anywhere, but maybe I missed it.[/quote] Then I am glad I mentioned it :)
It's hard to look this good. My TAS projects
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
Vatchern's Rockman 3 movie also desyncs with FCEU 0.98.16 This might be troublesome when making the mm3456 run, since DeHackEd plans on encoding it, and he doesn't have 0.98.16...
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
OK. Here's the scoop. I don't know if this is the right thread for this, or if I should be making a different one, but I thought it should be put here anyway. I was going to be doing a Dudes With Attitude/Trolls on Treasure Island speed run, but there's a couple of problems with the game and how it's emulated in FCEU. Yes, I know the two games are rather trivial ones compared to more popular games, but I still find them to be interesting enough, I guess. *Shrug* Anyway, here's the problems. 1. The map screen is mostly blacked out, aside from small tiles where the game's levels show up. The same occurs in Trolls on Treasure Island, only everything but the tiles and the animated waterfall are visible. The rest is completely blacked out. 2. Any hints that scroll overhead on Dudes With Attitude are partially garbled with bits of map screen scrolling by, then when it gets to about 3/4ths of the way across the screen, it "reveals" itself to be words. Those are the big aesthetic problems with the game. There is also a major bug in the emulator with the games where, although this has no place in a speed run at all, any levels that you create are immediately wiped out as soon as you finish naming your level and giving it a time limit. The name redirects to "Custom Level 1", the time is set for 000, and any objects or anything that you placed are just gone. You either exit the level or die. That's about it for me. Again, excuse if this is the wrong thread for such matters.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Rick wrote:
The same occurs in Trolls on Treasure Island, only everything but the tiles and the animated waterfall are visible. The rest is completely blacked out.
Looks like something's missing from the emulation of mapper 79. Huh, even Nintendulator has this problem. (Unless the ROM is at fault, but don't think it is. Both Nestopia and Nessie appear to handle it correctly.)
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
Hmm, alright then. I'll just put it on hold for now until the mapper gets fixed (if it does, anyway). Thanks, nitsuja!
Ambassador, Experienced player (696)
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
http://fceultra.sourceforge.net/ Looks like there are a few people who have actually planned out a few things to do in FCEU development. I just read through this thread and it seems like we could benefit from a more organized development effort on our emulators. Is anyone interested in joining the sourceforge team? Several of the features they are discussing have been done long ago by blip and nitsuja so they could get a good leap just by taking our most recent version. It seems like we would be best off collaborating with these guys because many of our features are general enhancements. Since most people download from sourceforge we will have more people testing. I bet we can work it out so that the main version of FCEU will have all the basic TAS features and then perhaps we could separately maintain a TAS patch which will have more advanced stuff like Bisqbot, etc. One more thing, does anyone have the latest source for our 98.16, preferably something I can get to compile under Linux? (If we were using sourceforge this wouldn't be a problem...)
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
As far as I know, 0.98.17 is the latest version.... but Luke didn't make the change in the about box. Edit: I was wrong. Luke did released 0.98.16 then 0.98.17 then 0.98.16b. It is rather confusing.
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