Posts for adelikat

adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
For the record, I am not against this idea. Provided it is a kind of "sub section". But I am opposed to the attitude that since it _should_ be that way, we should accept more runs. (I wish I could word that better). Basically, we shouldn't abuse the system in place just because we think it should be the system. Also, I am opposed to unpublishing movies and rejecting improvements. When a new game is published, it is kind of like accepting it to the family. And it gives a pool of games for us to all compete and perfect. I like that someone can find improvements to a game and work on a run without fear that their better movie will get the boot.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I'm glad to see max improving himself as a TASer. 3 minutes is a large amount of improvement. I will watch this when I get a chance.
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adelikat
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Joined: 11/3/2004
Posts: 4739
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What gamer would think infinite jumps might be a part of the game. What game does that intentionally?
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Clearly minimizing jumps is the main priority in a TAS of this game. Wow his landings are slow. You handled the situations quite well from what i could tell. Especially when you had the jetpack. You seemed to be able to use it to minimize as many jumps as possible. The game has some rather clunky aspects but also some really nice TAS moments, like the end of level 1 where you suddenly start slaughtering everyone. Yeah robocop! shoot those bad guys! And how fitting for it to be with robotic precision. I guess I vote yes.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Rick wrote:
I've seen the submission queue this empty once. I was talking to Cardboard one day and then I found like, only four submissions in the queue. I nearly had a heartattack.
Actually it was 6. Making the 4 you saw last night a new record.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Awesome TAS, Lots of actions, fast paced, and looks well optimized. Easy yes vote.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
This was very boring to watch, and a very simplistic game. And has no ending. And no real music. And no action. I don't think this is TASvideos material. Voting No.
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adelikat
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Joined: 11/3/2004
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At this point we are discussing bugs in a interum release. I think for the sake of avoiding confusion, this needs to be taken elsewhere (like the sf bugs list), and leave this thread for 2.0.1 bug reports (and compliments :P)
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adelikat
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Joined: 11/3/2004
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Wow, I did not know the boss could be done in one shot :O If it can only be done with the spread weapon, that complicates things though, since I would need to lose time on previous levels. It would take some planning to figure out if it is faster.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Well, I vote no for "Did you enjoy watching this movie". Maybe this is one of those you need to know the game to enjoy it. Lots of menus I don't have time to read, and no action. As far as publication, I don't know. Might and Magic for NES looks an awful lot like this: menus, stuff I don't understand, somehow teleporting & skipping most of the game. So it seems to be a rehash of something we already have.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
My vote is on Golden Axe 2 or 3.
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adelikat
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Joined: 11/3/2004
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Randil wrote:
Yeah, this is just how I personally keep my ROMs, but maybe it's not the most common way. :) It's just a personal preference.
Well, I don't think I am going to change the default in this case. If anything, because that is why the directory overrides are there in the first place, to set up your own personal preferences :) There are at least as many people who would prefer it the way it is now.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Randil wrote:
The first time you load FCEUX, it doesn't create any folders. If you then go to "Config"->"Directories" and then immediately close the window, it will give an error message for each folder, asking if it should be created.
This isn't a bug. This was changed because the old fceu creates a bunch of folders before you even have a chance to tell it not to. If you operate fceu from a fresh .cfg it will have no default folders (and none created). You go to directory overrides to assign them. It will prompt you before creating any new directory (which I think is nice).
ROMs don't have an initial folder (I personally feel that they should)
Are you saying you think the "ROMs" directory override should be /ROMs? That could possibly be arranged. and the folder for Lua-scripts is named (null), where "Lua-scripts" or something would be better. Memory watch: nice catch! I missed that one. Fixed in the new FCEUX. Reload Lua script: added default as shift+L
blah blah full screen
Full screen is broken. Actually prior to release it couldn't even go to full screen (some recent bug fix must have enabled it somehow). Anyway, obviously it should be fixed, but all of us are concerned about TAS tools, rom-hacking, etc. It just hasn't been on the priority list (especially when all current developers don't even use/like full screen). Please no more reports releated to fullscreen. We know/
EDIT: I found a situation where Lag Counter does not detect a lag frame.
Lag counter looks for frames where the game is not responding to user input. On these frames it displays red and increments by 1. Obviously this isn't 100% indicitive of "lag". On the lag frame you speak of, apparently the game still responds to your input, even though it freezes teh screen for 1 frame (which for your fastest time goals, is bad).
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adelikat
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Joined: 11/3/2004
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That is what I am wondering too. A run shouldn't be set to publication underway and this sit this long. I guess I'll encode it myself.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I didn't have luck with keeping it in sync either. I was going to covert to .fm2 where I could more easily edit and try to add frames to compensate for the extra fadeouts and see if that worked.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Samoht wrote:
Angry video game nerd theme on OoT
Lol, I really wish there were some wait times in a TAS where this could be done :)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Nice game for TASing, fast paced, lots of strategy, and the character can grapple! Yes vote.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Swedishmartin wrote:
I didn't think FCEU would get any overhaul like this, but it turns out I'm wrong! Love all new things, especially the cheat search and the help files.
Thanks, a lot of hard work went into this new version :)
But there's one thing: With previous versions I used to hold down frame advance to play the game in slow-mo, so that I could pause just by lifting my finger and not having to reach for anything. But now holding frame advance makes the game full speed instead of choppily slow. Is there some way for me to get that old "functionality" in this new version?
Sorry, but no. Auto-frame advance moved painfully slow in the old version due to sloppy programming. It was intentionally fixed to be the speed it is now (60 fps). If you want the game to go slower, slow down emulation :P
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Andypro wrote:
1) FCEUX seems to detect the majority of my roms as PAL even though they are NTSC. Is this a problem with my roms or with the emulator's detection mechanism (the roms I'm using are quite old - probably 13 years).
Yes, this is probably your ROMs. Using Goodnes3.1 I haven't encountered any trouble with FCEUX deciding the correct region.
2) The latency slider in the Config -> Sound dialog is locked with some note about a system config. I've tried restarting the emu, but the slider always remains locked. This doesn't appear to be documented.
The latency is disabled. Though system config change did happen since that was locked XD. I think it wasn't resurrected because it either was no longer relevant or still buggy. Either way, removing it would have been the better choice, but we forgot about that somewhere along the way.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
CtrlAltDestroy wrote:
* Maybe a feature to help prevent savestate conflicts between FCEU instances, for example, while watching a movie and recording a movie of the same game at the same time, and trying to use rewinds in both (a common activity in TASing)
Already done, read the list in the first post (yeah its long, I know :P). Savestates now include the movie filename. So, for instance, you are recording smb.fm2 on smb.nes ROM. You make a savestate with saveslot 0. The filename is smb.smb.fc0. If you make a savestate on th movie you are comparing too, klmz-smb0.fm2 the filename is smb.klmz-smb0.fc0. This way you can't load a savestate from the wrong movie. It also means you have 10 saveslots you can use in each movie. In addition each .fm2 file has a GUID number now, so FCUEX will error if you attempt to load a savestate from the wrong movie anyway.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
\m/ \m/
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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
2.0.1 released Fixes: adelikat - reorganize display toggle options in the menu adelikat - autofire fix (autofire will work without setting a autofire pattern) zeromus - homebrew mmc5 games now have 64KB of exwram instead of only 8KB zeromus - fix crash related to player2 in lua scripts qfox - fixed player2 in lua scripts EDIT: Unless any more major crashing bugs are discovered, we don't intend to update FCEUX until a 2.1 version sometime in the future.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Subtitles are on the to do list. Frame numbers would be meaningless if you think about it, due to movie splicing. If you want line numbers simply open the .fm2 with a code editing program (such as notepad++).
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Phil wrote:
The problem is that it didn't convert the author info well. "Côté became" "Côté" It seems like the converter, or FCEUX doesn't support UTF-8. Or it's just the new movie file format that is too "ASCIIed"!? Special characters are important.
Noted, added to the bugs list.
I think being editable within FCEU would be the best.
but think about it. When would you add this? In the movie replay dialog? How would it look? Whatever system we thought of just amounts to doing the same thing that notepad would do. If you have some nice GUI idea, I'm all ears.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
alden wrote:
except buried in the documentation.
It is in the .chm! And the whole point of the .chm is for information to not be buried. I recommend everyone read it. It will answer a lot of questions.
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