Posts for adelikat

adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Wooow, a response! And it only took 2 years! The funny thing is that I completely forgot I even made this test run. Glad to see that someone thinks it is a TASable game. At this point though, I don't know if I have any interest pursuing a more optimized version.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Awesome, so our smb3 movie is more violent than Rambo. /me slaps a parental warning on it :)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
j0hnn13b123 wrote:
yes I am , how do I upload my files to it
You hassle DeHackEd to add .fm2 support.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
What server are you talking about? also, .fm2 files are text. There is no need to use a movie editor. You can use something like wordpad instead (or better yet a code editor like crimson editor so that you have the benefit of line numbers)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Zack wrote:
What happened to the original idea of making a TAS tutorial website? I think it could be a great idea, and give a lot of aid to new TAS runners and intermediate runners. I think it's an idea worth opening up again.
I think almost everyone thinks it is a great idea. That isn't the road block at all. It is the back that nobody is taking any initiative on it.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
the "trick" you speak of is starting the game from dirty sram, and it is very much not allowed.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Are you trying to load a savestate from a previous FCEU? They are not compatible in fceux movies.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Request denied. This naming system has been in GENS for years and is a good system. If you want to load a state into another movie, just use Load State As
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
It is now a feature called "Play movie from beginning" and mappable to a hotkey. I think the default mapping is Ctrl+R?
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adelikat
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Joined: 11/3/2004
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zggzdydp wrote:
It should give that boss a flying knee, I tested it's faster than making the boss walk straight.
My tests were slower. I guess I made an error.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
FODA wrote:
That's how I always killed the first boss :) Btw, was it impossible to do the double knee at the end of the shadow mansion? At the disappearing platforms part to reach the door faster and skip a platform?
Unfortunately no. 1) You can't use an attack to propel an enemy to a platform higher than he can jump to. 2) The platforms are on a timer. Skipping over one accomplishes nothing as you still have to wait for the last platform
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
symbolic X wrote:
Damn it! I was almost done with the first quarter at 24-0 and then FCEUX crashed. =/ I'll have to downgrade FCE back to 0.98.25 and give it another shot.
Or perhaps you could explain how it crashed, and maybe we could look into it. Also, fceu.28 is the latest version of that branch.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Nice improvement, yes vote.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Highness wrote:
Every time you press the trigger on the zapper the screen goes black. If there is anything on the screen that is possible to shoot at, those things are shown as white rectangles. Would it be possible somehow to make a patch that doesn't show the black images with white rectangles in them? I hate to get epilepsy from playing those games. :)
Why would we want to remove this? This is correct emulation of the game.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Another good movie by mmspiderbossman. Entertaining, yes vote.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
HIGHLY entertaining movie. This is the epitome of what a good platforming TAS should be. It also portrays how I imagine such a superhero would look like. If/when published this movie will get a 9 in entertainment from me.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I don't think this topic should have changed to FCEUX. It should remain a FCEU.28 branch topic. Perhaps a spearate one for bugs in FCEUX? But the Sourceforge bugs page serves more adequately and is current and maintained. EDIT: it is also confusing to have 2 discussions about the most current emulator.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I wonder if it isn't something related to the auto-fm2 detection. Try going to config > directories and changing your movie folder to something (preferrably an empty folder) and see if that prevents the crash.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Ouch, something got messed up between the coding and the making of a release binary. If you compile the current svn code it works just fine. We will get this issue fixed ASAP. EDIT: Actually, I can not recreate a crash bug on movie replay. Can you elaborate? Does anyone else have this problem? EDIT2: Have you tried different .fm2 files? Can you send me one that crashes?
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
lol I guess we wouldn't even need an avi, just put that up as the screenshot and we are done.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Lol, so fast that NVA couldn't handle it. Congrats on an unbeatable shortest submission record :P Pretty meh unfortuantely. If it had been a large grid that was luck manipulated into a 1 move win, that might have gotten a yes from me. But 2x2, pfff I guess this violates the "play on hardest difficulty" rule :P
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Post subject: 2.0.2 release (major update)
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Ok, FCEUX 2.0.2 release. This is a massive update and address most every bug/complaint made in this thread Important note, ifyou are using FCEUX 2.0.0 or 2.0.1, change the name of your .cfg to fceux.cfg if you want to keep your settings! Fixed Crashing Bugs * restore savestate error recovery functionality. Will prevent crashes after savestate error messages * Fixed - Low speeds (1%) crash FCEUX * fixes bug where palflag 1 in .fm2 files crashes fceux * FCEUX no longer crashes when attempting to open a non movie file * Buffer overflow (change vsprintf to vsnprintf) Minor Bug fixes * SRAM not wiped on power cycle (during movies) * Moviefilenames without extension now automatically get fm2 * auto-fill .fcs extension in save state as dialog * FCM>FM2 converter releases file handle * fix a new bug in windows build which caused fourscore emulation to fail in some cases * Player 3 no longer inputs when not used * prints a special message when trying to open an FCM reminding user to convert. * fixes bug where Avi recording with no sound messes up the format * Fixed bug where Convert .fcm didn't do special characters * fixed the (null) in the default lua directory listing * Ctrl+X now works in the memory watch dialog * Dialog window positions won't "disappear" (-32000 protection on all dialogs that remember x,y) * fixed View Slots bug - will now always show the used slots * added shift+L as default hotkey for reload lua script * added input display to the FCEUX main menu * change config filename from fceu98.cfg to fceux.cfg New Features * restore IPS patching capability which was lost when archive support was added * restore ungzipping (and unzipping in sdl) capability which was lost when archive support was added * re-enable an "author" text field in the record movie dialog * re-enable support for old-format savestates. (Note: can not be loaded into a movie!) * Added new toggle - frame adv. - lag skip (menu item + hotkey mapping + saved in config), will cause frame adv. to skip frames where input is not read * Added support for loading movies from archives (just like ROM files). Note: Movies loaded from an archive file will be read-only. * movie replay dialog displays fractions of a second on movie length * Savestates now save the Lagcounter information. * added a mute turbo option in sound config * add an option to pick a constant color to draw in place of BG when BG rendering is disabled (look for gNoBGFillColor in config). Mappers * remove cnrom chr rom size limit for homebrew roms * mmc5 - 64KB WRAM games now work correctly * mmc5 - use of chr A regs for BG in sprite 8x8 mode is fixed * upgrade to cah4e3's latest mapper 163&164 code to fix a crash in a game Debugging Tools * Debugger - restore snap functionality * Debugger - add FORBID breakpoints - regions which block breakpoints from happening if they contain the PC * Debugger - debugger window is now resizeable * nametable viewer will display correct NT,CHR,ATTR data in more cases (specifically, including some exotic mmc5 cases). Lua * Savestates remember Lua painting * add memory.readbyterange to emulua SDL only * SDL: fixed --input(1-4) options. input1 and 2 are regular inputs, input3 and 4 are famicom expansion inputs * SDL fix configfile woes. configfile now goes to ~/.fceux/fceux.cfg * SDL: fixed segfault when opening .fcm files * SDL: Saner sound defaults for less choppy sound * SDL: "--special" option fixed for special video scaling filters * SDL: cleaned up the SConsruct * SDL: fixed issue where fceu would lock up when file dialogs were opened during fullscreen * SDL: fixed bug where fceux would close when file dialogs were closed * SDL: File open dialog is now used to movie playback * SDL: File open wrapper now takes a titlebar argument * SDL: Cleanup of usage * SDL: rename options --no8lim -> --nospritelim and --color -> --ntsccolor * SDL: Screenshots now always prepend the game name. * SDL: Changed default A/B from numpad 2 and 3 to j and k. * SDL: Enable frameskip by default * SDL: Fixed a bug that would crash fceux if the emulation speed was overincreased * SDL: New default hotkeys to more closely match win32 defaults * SDL: Added lua script loading hotkey (f3). Non win32 SDL requires zenity for this to function. * SDL: Build script cleanup; also added option for DEBUG builds.
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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
At the start you take a LOT of time to hit enemies when you could have just kept walking to the left without losing time. You take damage later, so it isn't a no damge run. The same thing in a few spots in the beginning of level 2. Looks like you started out thinking of doing a no damage run and then changed your mind. No way that first boss fight can be optimal. (around 7500). The whole thing looks like a rough draft and needs better planning. Also, this game is horrid for making a fluent looking TAS. It takes forever to turn around, you can't jump onto or off ladders, ducking takes forever, if you jump off a platform, about mid jump the game saps all your x velocity and you drop straight down! These elements are not TAS friendly at all. they make it look sloppy even when it is not. I have to vote no for the TAS, and a most likely no for the game. Oops, I voted yes by accident (note to whomever judges)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
eternaljwh wrote:
Yep. Pretty much a direct copy of Wonder Boy: Monster World for Master System. Thought those screenshots reminded me of something.
Whomp'em?[/quote] except Whomp Em is a much better game and much better TAS. This game is quite...bland. Slow walking to the right. The damage boosting was nice, but not enough for a yes vote.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
alden wrote:
I didn't mean to imply otherwise.
I didn't mean to imply that you were the one that implied it ;P
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