Locked

1 2
5 6 7
10 11
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Megafrost wrote:
Finishing time: 0:43 Items collected: 1%
A 0% run is possible.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Former player
Joined: 5/3/2004
Posts: 366
That's awesome. Megafrost had told me that he doesn't intend to do a serious run until a frame counter is present, although maybe he'll want to tackle this anyways. :)
Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Heh. Red Scarlet in that thread: "Just wait for the bisqwit guys, you know they'll have a coup de gras with this. Hop to it, Ek." There we go.
Former player
Joined: 7/15/2004
Posts: 124
I've noticed a problem with Alpha 4 while working on version 2 of my MF run. Everytime I want to watch my run, I have to close the program and delete the Metroid Fusion save game file. If I do not, I end up with a major de-synch when playing my movie. Namely, I load a save game which completely skips the intro(which I have not done in my run).
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
shaneduddy2 has released a new version of his VBA. You can find it here here Improvements / Bug Fixes: -Fixed issue where playing back a video with a save game present might cause a desync -Fixed desync where ram was not cleared properly (Fixes pocket bomberman) -Added frame counter. Present in Direct Draw modes when recording and replaying movies.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
The frame counter is shown in other applications. That's very annoying. Put a window on the visual boy window and move that window and see by yourself. ;) That's bloody :P
Post subject: Fire man is fired haw ha
Active player (277)
Joined: 5/29/2004
Posts: 5712
Hey, I think this new version fixed the frame skipping bug with frame advance. Now I can use all 9 of MeggyMan's jump heights! As well as a bunch of other calculations of mine that were way off because frames were missing. Though it seems to have introduced a new bug that causes only the bottom half of the screen to be displayed on the first frame after loading a state. Oh well. http://www.geocities.com/ryan_ferneau/fireman.zip This movie was started with the previous version and finished with the latest one, so there may be some inaccuracies in the first half that don't occur similarly in the second half (plus I think I forgot to jump after taking damage once--oops). Anyway, it's worth a watch if only to see FireMan become one of the dumbest bosses in Megar Man history.
put yourself in my rocketpack if that poochie is one outrageous dude
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
I thought VBA already had routines to display info text in the window (such as the text that shows the % speed when in fullscreen mode), why bypass that and use Direct Draw for the frame counter? Anyway it's great that there's a frame counter and those other desyncs and the frame skips got fixed.
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
Another mirror (unless of course you've updated it without updating the link in the first post)
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
bobxp wrote:
(unless of course you've updated it without updating the link in the first post)
Which has happened. It's up to version 5 now, and I think you posted 3.
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
Well, better update the first post then, cos I'm not looking through 9 pages to find it :P
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
It's like the same page as your message.
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Here's a bug report of another GB desync bug (possibly 2 of them, actually, which Bag of Magic Food ran into), which is in alpha 5 of the rerecording VBA. I recorded the following VMV file: http://nvdata.pilif.ch/rmwtest.zip for the ROM "Rockman World (J).gb" To play it back correctly, you need to do the following: * Set the sound to 44KHz instead of 22KHz * Pause the game, choose to play the movie, then hit Frame Advance until the frame counter says 50, and unpause. Try skipping either or both of these steps, and the movie will desync a little after frame 3100, or sometimes it will desync later. (If it plays correctly, the only times I get hit are around around frame 5000 and frame 5100.) So, obviously frame advance is still causing the game to play differently than it should, and the sound sample rate is also causing an unwanted difference. (Maybe the sound sample rate reliance cannot be avoided, in which case it would be nice if the movie saved the sound settings it was recorded with, but the frame advance problem is definitely a bug.) (On the other hand, recording for GBA games is flawless as far as I can tell.)
Active player (277)
Joined: 5/29/2004
Posts: 5712
Heh, kinda funny that we get Game Boy Advance working before Game Boy, huh? Yeesh...
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 1/14/2005
Posts: 17
Not really since the GBA and GB cores are completely different, but still odd. I really should test a lot more before I release versions. I only tested with Wario Ware(GBA) and PocketBomerman(GB) This will be fixed soon. Sorry bout sucking
Player (36)
Joined: 9/11/2004
Posts: 2623
Peh, at least you're coding. I have no other excuse aside from I'm lazy. ^_^
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
shaneduddy2 has released a new version which should fix the issue with frame advance. Acquire: here
Active player (277)
Joined: 5/29/2004
Posts: 5712
Tonight I was testing Zurreco's Megaman Zero movie, but it was running super-slowly. It turned out that playing the movie caused the emulator to switch to 22 Mhz. 44 Mhz made it work fine. Maybe this is why it keeps switching back for Nitsuja.
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
If anyone wants to take a gander at my little test movie for Megaman Zero 1: http://www.geocities.com/aazurreco/ZMM0test.ZIP Uses the Megaman Zero (U).gba ROM Also, I/we noticed an interesting and annoying little flaw in 'record from reset'. After I got really pissed off at not being able to continue from my first test run (dont ask, it just wasnt working and erassed attempt 1, which made me make an even faster movie), I had to start a new recording. I chose to record from reset and made my movie. However, when I replayed it, the movie began like 3 minutes into my first movie. Why it does this, I dont know. All I know is that a few people had this problem and all you have to do to get around it is pause, play movie, reset, unpause. I'm not sure if it is a flaw on my part or not, but I am certain that I chose to record from reset.
hi nitrodon streamline: cyn-chine
Joined: 12/20/2004
Posts: 226
Zurreco, I liked your test movie, but there was one big flaw in what you did. If you take damage on the boss (dash into him) so your life goes down to 1 or 2 units, X will give you the saber right away. I just tried dashing through everything, taking damage along the way and I got a time of 30 seconds (it was done at 100% speed, so it is very improvable). I know this seems kinda anal for a test movie, but I thought this knowledge could be useful when GBA time attacks become a reality.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
When are you submitting your movie to SDA? (I spoke to McBAIN about this a few days ago). I'd love to chat about this, but I wont be trying a serious run for this game until VBA gets a bit more ironed out. Also, I think I will let Ouranos have this one if he decides to try it.
hi nitrodon streamline: cyn-chine
Joined: 12/20/2004
Posts: 226
Zurreco: I will submit the run when I finish my run of Revenge of Shinobi. I really want to submit this run, so if I don't finish my Revenge of Shinobi run within a week, I'll probably just submit it anyways. Since I record to VHS tape, don't expect the run on SDA for at least 10 days,if not more. The MMZ run is an S-rank speedrun, so I don't know if it would help you that much in getting the fastest time (for example I got 0:49 on the first stage). I would gladly try to help if you have any questions. Off-topic: Are you going do a Demon's Crest time attack with the new version of Snes9x? Or does it still desync?
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Yes, Im currently starting my 9th attempt at Demon's Crest. It is a minimalist run. I might follow with a 100% sometime later. I don't know. PM me for any info on MMZ or Demons Crest.
hi nitrodon streamline: cyn-chine
Joined: 1/1/2022
Posts: 1716
This is an off-topic post. I would open a new one, but it'd be a waste because I only have one question: How do you get VBA to open .sav gamefiles? I've changed the save-type to SRAM by going to Options -> Emulator -> Save Type, but it still saves in .sgm format. Any help would be appreciated. Thanks in advance.
1 2
5 6 7
10 11

Locked