Posts for adelikat

adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Dwedit wrote:
Regardless of anything else, adding something that connects to the system bus is more like adding a Game Genie than a controller.
If I recall, Ilari and I discussed this back in 2013 and came up to pretty much this exact conclusion. And there's a reason it isn't actually supported in lsnes
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Post subject: 1.12.1 Released
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I voted oink
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adelikat
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Joined: 11/3/2004
Posts: 4739
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I fixed up the movie file. I tried to get it to sync on neshawk but after adding a frame in the opening it still desynced during the crab fight. So I kept it on quicknes but gave it proper sync settings and the hash of the verified good dump. As for the submission, huge yes vote. This was a very well done movie. I thought the lack of homing missiles was a clever idea, and the protect the children level playaround ideas were hilarious :)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
That is because I've been forgetting to update the page it checks. I fixed that now. I didn't realize anyone even used that feature :)
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Post subject: BizHawk 1.12.0 Released!
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
BizHawk 1.12 has been released! For more details, see http://tasvideos.org/BizHawk.html.
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Post subject: 1.12 Released!
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Version 1.12.0 has been released! Changelog: http://tasvideos.org/Bizhawk/ReleaseHistory.html#Bizhawk1120 Downloads: https://github.com/TASVideos/BizHawk/releases/tag/1.12.0 This release features a new core, Intellivision!
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I don't think the intent of the topic is to suggest it is an issue to use pausing. Rather it is to suggest that we add a new tag and mark games that utilize the game's pause feature with it. (I personally don't think we need it as it is so common, but I just wanted to attempt to clarify the topic)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
arandomgameTASer wrote:
Well! Publication of this should be interesting. Its identical to the anniversary hack adelikat did, so maybe it should obsolete that?
I'm supportive of this idea. The anniversary hack was basically a poor substitute for not having the arcade version. This one is superior in every way.
Spikestuff wrote:
I'm still more interested in watching it go to Kill Screen as this is the Arcade version. But if it becomes its own thing and has 2 different branches for the Arcade version so be it.
I'd be highly interested in a kill screen version, more so than this version. Personally, I'd argue that it is a must for this game, since the game continues to increase in difficulty rather than simply repeat.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Version 1.11.9 has been released! Changelog: http://tasvideos.org/Bizhawk/ReleaseHistory.html#Bizhawk11191 Downloads: https://github.com/TASVideos/BizHawk/releases/tag/1.11.9.1 This release fixes mGBA memory domain reading. There is some nice additions to NESHawk including VS support! Also, as usual, lot's of improvements to TAStudio as well.
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adelikat
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Joined: 11/3/2004
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You have no idea how excited this makes me :)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I think your reasoning on unflagging Gimmick is very sound, and I agree with that decision.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I officially added Mothrayas as Admin Assistant. He's been unofficially doing this role for awhile now, so it is about time we made it official :)
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Post subject: Re: 1.11.8 Released
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
jlun2 wrote:
adelikat wrote:
jlun2 wrote:
Using the mGBA core on 1.11.8 seems to give me "Loadstate error!" on any savestates, even if I just made new ones.
The issue has been fixed, and 1.11.8.1 has been released. The post has been updated to reflect the new build.
Selecting mGBA then restarting core immediately crashes for me.
blehhh So that is fixed now, and I updated the link to point to 1.11.8.2. Hopefully we are done patching now :)
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Post subject: Re: 1.11.8 Released
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
jlun2 wrote:
Using the mGBA core on 1.11.8 seems to give me "Loadstate error!" on any savestates, even if I just made new ones.
The issue has been fixed, and 1.11.8.1 has been released. The post has been updated to reflect the new build.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Version 1.11.8.2 has been released! [EDIT]: Updated link for 1.11.8.2 that fixes mGBA savestates Changelog: http://tasvideos.org/Bizhawk/ReleaseHistory.html#Bizhawk11182 Downloads: https://github.com/TASVideos/BizHawk/releases/tag/1.11.8.2 This is a major update for N64 because it now includes GLideN64 support! In addition there are some big accuracy improvements to NesHawk (specifically improvements to match real console behavior on console verifications). Also, we updated to mGBA 0.5, and as usual, numerous TAStudio fixes and improvements.
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adelikat
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Joined: 11/3/2004
Posts: 4739
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I too tried to make a TAS of this back in 2008 and failed miserably. The technical complexity of this run is immense. I've been eagerly awaiting an all-cups TAS for 9 years now and this was certainly worth the wait. Absolutely impressive and very awesome to watch. Huge yes from me.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I Just want to emphasize the huge improvements in accuracy to the A2600 core, and that no one should be tasing on previous version due to how drastically better it is. Ditto with NESHawk vs older versions of it. Also I want to just say again, amazing work to Alyosha for doing these improvements!
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Alyosha wrote:
Clearly ~10 times of having this happen hasnt taught me anything. I think I will only stop causing this problem when there are no more old FCEU runs left for me to convert files from. 8D
Also I want to point out that the author says Phil :) Perhaps you could clean up the header info of your movie file? (.fm2 is just a text file you can easily modify this info yourself)
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adelikat
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Joined: 11/3/2004
Posts: 4739
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Nice improvement :) The elbow is uber-useful, glad you found a strategy that allows getting it sooner. All the hard work was worth it !
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
You can't use outside in the guardian shrines. You can cast return to the last refuge and walk from there, but it is actually slower by about 300 frames. Not leveling the hero saves a lot of time but also the time it takes to select an action for him and for him to attack. His attacks are dwarfed by Taloon and so he really serves no purpose by the time I get the Sword of Decimation. He's left alive up to the guardian fight because I need him to get to the Zenithian castle, then I keep him around for the Radimvice fight for his Expel spell.
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Post subject: Re: The Combatribes
adelikat
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Joined: 11/3/2004
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Samsara wrote:
Alyosha wrote:
It should be noted that 'Super' difficulty is accessed by holding down some buttons on controller 2. This seems to be the hardest difficulty, but if anyone sees any reason why this feature (I guess technically a password) should not be used now is the time to say so.
This is perfectly acceptable and maybe even preferable.
Agreed :)
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adelikat
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Joined: 11/3/2004
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I wasn't aware of this JP tas, I assumed any tas of that game would utilize the baloon glitch, I'm not sure if this one does or not though, I think it would save considerable time. As for 5.5 minutes, that is EASILY accounted for in less text. Text typically scrolls at one character per frame, and the tas is all text scrolling.
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adelikat
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Joined: 11/3/2004
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So just an update. The Sword of Decimation was in fact a good idea. And I did finish the TAS! ...Then instead of submitting, I restarted. It just really bugged me that there were some sloppy things in the early chapters I could improve and that I could improve more things based on knowing that Alena and Ragnar aren't going to be used in chapter 5. As of right now I'm already back up to the Chapter 5 balzack fight. I saved over 2900 frames as of the beginning of chapter 5 compared to the wip I've posted here. In chapter 1 I made sure to manipulate less HP for Ragnar so I could kill him off in 1 hit in chapter 5. Also, all the level ups in that chapter are after the boss fight, so I made sure not to waste any frames trying to maximize strength or agility. Any delay frames I used were to avoid stat ups, and to lower HP. The big time saver is chapter 2. In the previous versions I get into a metal babble fight to make the tournament faster. The reason that was a good idea is that those levels I would get anyway in chapter 5, at most it costs me 1 level up by the end of the TAS. Knowing that I won't use Alena, this time I avoid the metal babble fight. It saves about 30 seconds, plus it makes the TAS more interesting since Alena goes into it even more under-leveled. Also, in general the delay frames are far less this time, by the end of my previous TAS I had really refined my bot scripts and luck manipulation techniques, so I was able to apply those techniques this time around. It is grueling going through the TAS yet again, but I'm glad I did, it looks a lot more polished this time around! This game deserves the highest quality TAS even if it is an insane amount of work :)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
thommy3 wrote:
Wow, it's crazy how fast you get these improvements out. Great work. I've a question though, is an emulator passing all those above tests perfect in the sense that it behaves like real hardware? Or is it just that he passes all pubished test roms but there might still be differences to real hardware because maybe those roms didn't cover every hardware aspect?
In the case of NES test roms, they most definitely test edge cases that are beyond anything games utilize, for instance certain undocumented opcodes. The nes test in general are very well established and the hardware is very well understood. Passing all tests would generally mean high "game compatibility" as well as very accurately emulating the hardware. I air quote game compatibility because in reality the nes also has a insane number of cart types to support and that generally dwarfs the core emulation in terms of developer effort.
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