Posts for adelikat

adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
For the record, 5 inputs is also possible with SNES9x /SNES games. THough I still don't know any 5 player games made for the SNES.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
FractalFusions issue has been resolved. Anyone with that issue just needs to redownload. As for the backups, no they aren't necessary but they are probably a good idea for now. I wouldn't trust Mednafen too much with keeping a good copy of your movie. I think we weeded out most of the major bugs with my Dragon Egg TAS, but I can't be sure. Dealing with 1000 backups is better than losing your TAS. I've never had the crash issue relating to your savestate problem. That's concerning but I have no idea what might be happening there. EDIT: For the frame counter issue, try -pce.xres 640 -pce.yres 480, or whatever size you prefer.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Asking for ROMs (ISOs) is against forum rules. Locking this topic.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Bag of Magic Food wrote:
Ah, that seemed to come out of nowhere. At first I thought all the extra forums were a late April Fool's joke.
It really didn't come out of nowhere though. It was just that no one was paying attention to the emulator development!
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
For Wonderswan/WSwan Color: BizHawk For Atari Lynx and Neo Geo Pocket: http://code.google.com/p/mednafen-rr/ Note however, that Neo Geo Pocket emulation in mednafen is problematic. There are known emulation bugs and stability issues. Mednafen also emulates Wonderswan but again there are known stability issues For Information on how to use mednafen-rr for rerecording, visit: http://code.google.com/p/mednafen-rr/wiki/MakingTAS
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Moved this topic to the TG-16 forum. And now there is an official emulator for making TG-16/PC Engine TASes: http://code.google.com/p/mednafen-rr/
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Moved topic to the TG-16 forum.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Moved topic to the TG-16 forum! Mednafen is now approved for site submissions.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Currently Turbo Grafx /PC Engine games have rerecording support via Mednafen: http://code.google.com/p/mednafen-rr/ TurboGrafx / PC Engine / SuperGrafx / CD-ROM² / SUPER CD-ROM² / Arcade Card CD-ROM are all supported. Currently mednafen is commandline only which can make it cumbersome to use for Windows users. There is a frontend called Let's Mednafen available here: http://translate.google.com/translate?hl=en&sl=ja&u=http://lhsp.s206.xrea.com/works/frontend.html For Information on how to use mednafen-rr for rerecording, visit: http://code.google.com/p/mednafen-rr/wiki/MakingTAS
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Mednafen is a multi-platform that emulates 11 platforms: This includes all variants of Turbo Grafx: TurboGrafx / PC Engine / SuperGrafx / CD-ROM² / SUPER CD-ROM² / Arcade Card CD-ROM In addition, it supports 5 other platforms currently not TASable with any other emulator: Atari Lynx, Wonderswan, Neo Geo Pocket, Neo Geo Pocket Color and PC-FX As well as the following platforms: NES, Sega Master system, Gameboy, Gameboy Color, Gameboy Advance Currently only TG-16 is rerecordable with for Windows users. The src is maintained via github. Project homepage: http://tasvideos.org/EmulatorResources/Mednafen.html
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Entertaining run! I like it better than the NES Ghouls & Ghosts (Haven't watched the SNES version yet). The boss fights were very nice. This is a case whee using a password is justified and acceptable. Practice mode displaying on the screen didn't bother me. Good ratings from me.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I wasn't able to get into this run. It had an awful lot of walking. Due to the language barrier, was able to understand what was going on when there was action. I couldn't tell there was a bug happening but the description of it sounds interesting at least. I am going to have to rate this low on entertainment.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Very Nice!
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Post subject: 2.1.0a release announcement
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Ok, this issue has been fixed and a new release has been made: http://fceux.com/web/htdocs/ Anyone who TASes NEEDS to download this new fceux. If you were having the large .fm2 issue here are the steps to remedy it: *open your .fm2 with wordpad (or some text editor) *delete all the extra characters in the author field *save your .fm2 Your Savestates that are tied to this movie will still be slow until you overwrite them with new ones. Thanks to FatRatKnight and FerretWarlord for helping me diagnose this bug.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
SNES9x1.51 has major desync problems. I recommend using 1.43 instead. Perhaps ZSNES 1.51 has the same desync error?
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
FatRatKnight, thanks. I know exactly what the problem is now (and it wasn't me that did it, yay ;) ) For now you (or anyone with this issue) can fix the problem by deleting those extra null characters at the author field (or better yet, delete the author field entirely so they don't come back). There was 27.8 megabytes worth of those! I'll get a fixed release for this asap
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
22mb is certainly wrong! I didn't not knowingly do anything that should have ballooned the movie or the savestates. Would you mind sending me your 22mb .fm2 and associated savestates (the ones that are larger than normal). EDIT: Also, btw, .fm2 is a text based format. So you can open your movie in something like wordpad and get an idea for yourself what is going on.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
alden wrote:
adelikat: Good idea. I'll record and verify it in real time while I'm at it. Expect an update in 2024.
Actually, I was thinking you should probably watch in slo mo (10% or so) just to catch any potential mistakes.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I think you should go for max hours. Which by my theory is 65535 hours. So redo it to get to that number, then watch your movie to verify that it syncs. Then I'll happily publish ;)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Oh. Then Hex Editor can do just fine with that feature. So Randil is just complaining about having to scroll down to the address. In that case, I like the idea of a Go to address (with ctrl+G hotkey) feature.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Ferret Warlord wrote:
It would seem that the problem states are ones attached to movie files, and the further along the movie the state is, the longer the state takes to load. Plus, it recently went from two or three seconds to nearly ten to load one, even though I hadn't moved.
Obviously movie savestates would be slower since they are storing movie data. However, they shouldn't be that slow unless you have a really slow computer! IIRC, you have vista. Problem is, no developr does. So Vista is in a "Use at your own risk state". (Perhaps there is a Vista user would be willing to help fix Vista related bugs)
*Explanation: when I saw how many .dll files were in the zip, I decided to try and give them their own folder to keep from cluttering up the main folder, which apparently didn't work out. Do we really need this many dll files? If so, I would like to set a directory for them, if such would be possible.
If you want to use Lua, you must have all those .dll files in that folder. If you don't use Lua, delete all of them but 7z.dll and you will be fine. You can set them to another directory. Acmlm & I tried to get them to be read from another folder but that failed. In a future release, I hope to find a way to get it set up that way.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Randil wrote:
*Memory poke: This still works in FCEUX, but I found it a bit more convenient in the old FCEU. In FCEU, you could enter a RAM address in field A, and enter a hexadecimal value in field B. When you press "Poke Me!", that address was instantly set to that value. This can still be done in the Hex editor, but I find it a bit more inconvenient because it can take some time to find the right address. Perhaps a solution where you keep Hex editor as it is, but add this "Poke me!" feature that FCEU had?
I don't know if you are familiar, but you can right-click a value and select "freeze". I think a better way of implementing your idea would be to add a "Freeze As.." menu option under freeze.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I'm curious what all you are thinking for funny. If it works, it could be publishable (see River City Ransom) As far as tricks/glitches: *That weird "ladder" in level one comes to mind. *The "get lots of hearts" trick in level 2. More interesting if you can find other places to abuse that just to show it off. *In Level 3 the first blue cave room. You can knock enemies off the ledge on the left. That one comes to mind because I tested it for a TAS and it was a bit slower than the published TAS method. But I thought it was neat that the left of the screen was in fact a ledge. *In Level 4, the glitched weapon trick that allows you to have a weapon for the machine gunner. It is useless for a speed oriented trick, but could be cool for a playaround.
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Post subject: FCEUX 2.1.0 released
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
The long awaited FCEU 2.1.0 is now released: http://fceux.com This is a major release that features a multitude of fixes and features for TASers. See the changelog for details (its massive and I don't want to paste it here). One note though. If you use your pre-existing fceux.cfg, most of your hotkeys will be "off by 1". My apologies!
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
You have a AMD dualcore. options: 1) Go to config > video > sync > lazy wait for vblank 2) Wait a few days (hopefully) for a 2.1 FCEUX release
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