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Former player
Joined: 11/13/2005
Posts: 1587
Phil wrote:
As far as I know, 0.98.17 is the latest version.... but Luke didn't make the change in the about box.
I haven't heard anything about .17. And Luke disappeared with .16's source code. :/
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Major bug with FCEU 0.98.16. "Power Blade 2 (U).nes" does not play at all. Just a gray screen. The same rom with 0.98.15 works fine.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Active player (277)
Joined: 5/29/2004
Posts: 5712
And is there a fix for the bug where the colors are backwards in fullscreen yet?
put yourself in my rocketpack if that poochie is one outrageous dude
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
and i'd like to have a floating window where i could see the loaded sprites into memory!
Joined: 11/26/2005
Posts: 285
And I'd like to have a built-in extensions system like in Mozilla Firefox so that you can make extensions like the one that FODA said but you've never responded to this earlier in the thread so I bet you all hate me by now!
Joined: 11/11/2004
Posts: 400
Location: ::1
And I'd like to have a pony! :)
Active player (277)
Joined: 5/29/2004
Posts: 5712
And a golden teddy bear! I DEMAND a teddy bear made of solid gold.
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I would like it to boost my PC, more memory, higher cpu frequency. Oh and 1 million dollar. :P
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Bag of Magic Food wrote:
And is there a fix for the bug where the colors are backwards in fullscreen yet?
This happens to everyone? Man that's a relief. Kind of.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
yes, it is a bug that has been reported long time ago.
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
(Ok, at first I thought I found a .17, then I thought about it and figured it might be the same as the .16 posted earlier here, but now I'm not certain anymore. In either case, the version listed below has a build date (in the about box) of 2 days later: april 21 2006, but Power Blade (U) still remains gray...)
Guybrush wrote:
Phil wrote:
As far as I know, 0.98.17 is the latest version.... but Luke didn't make the change in the about box.
I haven't heard anything about .17. And Luke disappeared with .16's source code. :/
http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-3452.html But no download link exists, the 50web site is down. aep-emu only lists the .15 release under downloads (but perhaps it's .17 in disguise? I haven't checked). On top it says "build 14/04/2006", which would be sooner then the 21st... After changing the google search to fce 0.98.17 there were quite some more hits, like this one. The about box of this version lists 0.98.16, but the date lists april 21 2006. Also lukes website is listed under it. So um... is all the above foolish? Or what? :) Still no source code though.
qfox.nl
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Actually... Luke's source and last posted binary are still working links (the ones he posted here http://tasvideos.org/forum/viewtopic.php?t=1020&postdays=0&postorder=asc&highlight=basic+bot&start=340). Wait a little until the freaking site loaded, ignore all the php errors and press the link to the file. I just downloaded it today. Date on the binary also says the 21st of April, so I think that is the last one that was released. I have a feeling the sources of those links are of the same version, but I'm not in a position to check this. Neither do I know whether the SF project is using this source or the .15 one, but I just wanted to correct the misconception that "he ran off with the sources"... (And I just needed to see a tutorial on the bot, which are included in those links :D). I'm gonna play with the bot now, seems like a great thing if it works as intended :D
qfox.nl
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
I guess media2.uploadjar.com came back to life sometime recently. (Direct link to source)
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
But are you one of the active people on the SF project? I mean, you should be... I'm thinking about trying to play with the Basic Bot addon. I could really use a setButtonProbability function (increase the odds of going left if you went left the last frame) etc. It also seems to me like there are quite some efficient machine learning strategies that could be applied in the tas field (I'm thinking genetic algo's, or clustering perhaps). It's just been quite some time since I've done anything in C-ish, and I am not really going to have the time to work on it anyways. A setProb command would be very welcome though... At least the SF project is seeing activity, now just waiting for a release.
qfox.nl
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Oh! I was reading the source to see whether adding that setProbs function would be hard and noticed a thing I had overlooked... the probability fields are also evaluated! So this function is already implemented, albeit not very userfriendly. But to increase the probability of pressing left when left was pressed the previous frame, something like this works _fine_:
((left button > 0) ? 800 : 300)
And you could add that this button not be pressed (probability 0) if the last frame had right pressed. This _also_ allows for some more control (I was already wondering why there were 24 fields of 1k size). Like in that 3D battles of ... game, there is a small range of bytes dedicated to gaps. Whenever a gap is coming near, a byte is set. If you are still on the ground when the last 3 bytes are being set, you'll die. With the above knowledge you can actually read the memory mentioned, and press jump when you're on the edge of the gap! Guess I'm gonna have to figure out how to detect enemies as well, and then I might actually be able to put some more sophisticated bots to work on this. Damn, this is more powerfull then I thought! :D
qfox.nl
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
Direct link to FCEU v16: http://media2.uploadjar.com/uploads/fceu.zip Direct link to FCEU v16 source: http://media2.uploadjar.com/uploads/src_1.rar Thank you very much, qFox.
Joined: 11/26/2005
Posts: 285
So are we gonna join the FCEU Sourceforge project or what?
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Oki... I've been working on Basic Bot and increased robustness of the parser. The binary can be found here. Except for the about window, the ONLY change was made to the Basic Bot code. I can't fix bugs, I can't add stuff. Heck, I can't even modify the BB dialog right now :( Anyways, a changelog was included. I have a lot of plans for the Basic Bot, but probably won't have much time the coming days. When I have something new, I'll post it. The source code (basicbot.c and basicbot.h) will be uploaded to the SF fceu project, as soon as the main guy comes back online etc, so you can check it in the repository later. Anyways, please feel free to test the current code. All commands stayed in, includes some changes (read changelog). Mainly fixed some huge bugs in parsing. The about window tries to make clear that it's not a new version except for BB. PS. Not only did I not fix/add anything else, I didn't even look at the other code. It's simply the last sourcecode Luke released, with a modified BB. Somehow I did not need the SDL libs to compile it (is that a Linux thing?).
qfox.nl
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Ok I've worked on it some more. In the process I had to move to VC8, because that seemed to be the only way to edit the GUI. As a result I had to work with the source of the SF project, since I could not get Luke's code working in VC8. The result is a unstable release with a pretty stable bot. I'm sorry about that. If you want to compile the stuff yourself you can download the sources from sourceforge. Linux users don't need to bother for the bot, I've been told the GUI is windowns only. I will try to create a crossplatform GUI in the future, but right now I simply don't know how. That said, here is the new binary for BasicBot 0.2.1 The emulator is rather shakey at the moment (for instance, dont turn off sound... ;). The bot seems to work pretty good though, so as long as you don't try anything odd with the emulator yourself, the bot should work fine. Changes are below. It'll be the last release for a couple of days at least. Don't know when I'll have the time to work on it again, but I will. As said before, this is _not_ an official release! It's meant to test the bot and get feedback, bugreports and perhaps wishes FOR THE BOT... --
Changelog 0.2.1:
Built binary is the work in progress at fceultra.sourceforge.net
No guarantuees are made that any of the other stuff actually works. In fact, I'm quite certain most of it doesn't.
This is not an official release! It's a test-release intended to test the Basic Bot part of the program, and only that.
You have been warned.

- Change - Commands  - ')' now also resets hexmode and negmode.
- Change - Source    - Updated the source to no longer supply arguments that I threw out the previous time.
- Change - Source    - Cleaned up comments, commented entire document.
- Change - Source    - Removed several redundant pieces of code.
- Change - Commands  - Removed ram().
- Change - Behaviour - Previously, the goal would be reached if the result of the "end when" line would be greater then a random number between 0 and 1000 (there was actually a chance for it to be impossible to reach its goal: when that random number was 1000). I don't see the added value of the random part, you either reach your goal or you dont. If I hear any protest this can be put back in easily.
- Fixed  - Commands  - "stop" now works.
- Fixed  - Errors    - All errors now stop future attempts (until the run button is pressed again).
- Change - Source    - Used defines for max frames, codelength and resultwindowsize. Now we can easily change these limits.
- Change - Source    - Changed several ints to bools, when they were used as such anyways.
- Change - Behaviour - Clears debug when starting.
- Change - Source    - The code lengths are currently set to 1k each. I've changed this to one variable (hardcoded), however this would mean paying attention to loading older files. Especially if we're to decreasing this size. Size will be increased in the future.
- Added  - Errors    - New error introduced: 1004. Thrown when the occurences of '(' is not the same as the number of ')', same for '?' and ':'. The characters () and :? always need to be pairs. The code does not explicitly check proper nesting (yet...), but I think that's done implicitly by parsing.
- Fixed  - Behaviour - Negative numbers work, prefix 'n' does too. Something like "n5+6 echo" shows 1, "n5 -1" shows -6. I forgot that C has signed numbers :D
- Added  - Commands  - Added memw(n), which reads two bytes from the memory: ((mem(n)<<8)+(mem(n+1))), memh(n) and meml(n) read half a byte (a nibble) (they (value&0xF0)>>8 and value&0x0F the values before returning). Note that the memh() will also return values 0-15. Is there anyone who thinks memi() for 32bit numbers is really usefull?
- Added  - Commands  - Added j and k. j returns the loopcounter of a nested loop, k returns teh loopcounter of a nested loop inside a nested loop.
- Change - Commands  - You can now nest loop() twice, so you can do: "5 loop(i loop(j loop(k echo)))". Any more loops will still result in 1002. To check: "rc(10) 5 loop(5 loop(5 loop(5 ac(10)))) c(10) echo" should be 625 (5x5x5x5).
- Change - Errors    - Error 1002 is now thrown when nesting loops 3+ deep.
- Added  - Commands  - Added value. Completely transparent, like a nop/noop (no-operation). Can be used to use in iif's (1?500:value). Note that "value echo" is the same as "echo", value doesn't change anything, just improves readability. It is accepted as number though (unlike echo).
- Change - GUI		 - Redesigned it a little bit. Still not quite the way I want it though.
- Added  - GUI		 - Refresh button. When the bot is running and you want to change parameters to see whether it improves, you can change the code in the GUI and press refresh. The bot will then refresh its internal code with the GUI.
- Added  - GUI		 - Botmode button. Toggles "external mode" on/off.
- Added  - GUI		 - Added some more information. It shows the score of the last attempt. There is a debug section and an error section. The averages for score and tie1-3 are shown next to them.
- Change - Source    - Had to change to vc8, because I know no other way to change the GUI. As a result I can no longer compile Luke's old code, but am stuck with the SF project files. They work, but may be even more buggy.
- Added  - Commands  - Added "lastbutton", or "lb" short, which returns the button pressed in the previous frame. This will not work for the last frame pressed before the save-state, so at the first frame, this value is always 0.
- Change - Behaviour - BB can now compute up to 2k frames (was 1k). I intend to enlarge this number greatly, but need to check out possible memory issues before I do.

Known issues:

- Player radiobutton is not selected on load. Has no effect on the code, player 1 is set by default.
- External input button starts with "toggle" instead of its state.
- External input button text will not be updated if the external input is toggled anywhere else (currently impossible, but hey).
- Check button is disabled because it's too much code now, and will be much easier to do later.
- Load behaves like update: when the code is running and you hit load, it will put these values to the memory and the GUI. This is a designflaw, but you'll have to live with it.
- Hexmode/Negmode issue remains the same, except for ')', as mentioned.
- Old botfiles, for whoever has them anyways, will load except for the extra2 field. You'll need to paste this into the one field.
- All fields still max out at about 1k, will be enlarged in a future release.
- Code does not check for the presence of an argument for functions. If no argument is present, it will take the value 0.
qfox.nl
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
While playing a movie on more than one fceu, and pausing it a little later, the frame counter will show slightly different values for the different fceu's. It can be avoided by playing at very low speeds, but it's still very unpractical while making a bigame tas.
Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
We (me and Baxter) just began working on our quad run. Issue/bug I had was that when you press start every frame, there will unfortunately occur unpresent result as pausing another fceu (we obviously run 4 fceus for our quad run). Can this issue quickly be resolved? Its rather important because we will obviously do a lot of start, weapon switching and stage selecting.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
AngerFist wrote:
when you press start every frame, there will unfortunately occur unpresent result as pausing another fceu
That doesn't make much sense in English... what's it doing, again? And what does pressing start every frame mean, holding it down?
Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
nitsuja wrote:
AngerFist wrote:
when you press start every frame, there will unfortunately occur unpresent result as pausing another fceu
That doesn't make much sense in English... what's it doing, again? And what does pressing start every frame mean, holding it down?
Honestly, was it so difficult to understand? It was very very late last night when I wrote that. Instead of writing unpresent, I should have typed: "unpleasant". Thats how late and tired I was. I do exactly as I wrote in the above quote. I press as in aim my finger on the start (Enter) button and hold it down every frame (=I've enabled both pause and start button on the same button), that means Nitsuja, hope Im being clear now, otherwise we would have to either draw a picture or do a clip of what Im doing, that Im pushing the start button from frame 1, to frame 300-400. Why? Because Im trying to find the fastest frame to get to the menu selection. In the process of doing this, 4 FCEU's are open, and while pressing start every frame, sometimes two FCEU's will cooperate my commands, sometimes three will, sometimes all of them will. Note that this issue is so far regarding for the start button, I havent experienced this while shooting, jumping sliding etc.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Player (36)
Joined: 9/11/2004
Posts: 2623
If you've set the Enter key to be both the emulator's Pause button and the "Start" button, then the solution is clear. Change your key mappings to where those buttons do not conflict. There's no good reason why those two functions should be occupying the same key.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
But that has never been a issue for me and I dont believe thats the problem. Problem is that when I hit the start button numerous times, the other FCEU's wont register my input after a few frames.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
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