Posts for adelikat

adelikat
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Joined: 11/3/2004
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:)
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adelikat
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Joined: 11/3/2004
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Labeling the previous publications as "first level" sounds like a good idea, so they aren't misleading at least. There is no precedent or code infrastructure to wipe a publication from history and restore it to a submission (and set to rejected). And even if there was, there are encodes, streaming sites, and archive.org to consider. A retroactive unpublish/reject would be a big effort and a huge precedent setter. I don't think this situation warrants it.
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adelikat
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Joined: 11/3/2004
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Sounds like you are opening the .bin instead of the .cue.
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adelikat
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Joined: 11/3/2004
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Marmotte wrote:
For instance the Fullscreen command line works great with NES games, but not with the N64 (issue described above).
Works fine for me. Tested Sm64 with Glide, Rice, and GlideMk2 I need more information, maybe it was the game you were trying? Your computer specs?
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adelikat
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Thanks for pointing out the movie rules inconsistency. .bkm files are supported for site submisison. And Genesis is fully supported for the Mac version of Bizhawk as far as I know. I will point out that the latest version of Bizhawk is 1.6.1 as of this post. If Sappharad sees this he can maybe point you to the Mac build of this, I didn't see a download on the sourceforge page.
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adelikat
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Joined: 11/3/2004
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If you are right about the time difference being small, it might look better overall if it were no damage. Since the lack of damage might look better overall compared to a handful of frames of savings. However, my experience tells me that if you go the extra mile and try to make use of damage, you might find more savings that you expect :) I don't know the game well enough to tell you which I'd rather see, but I generally prefer the use of damage taking especially if it has to be carefully planned.
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adelikat
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Joined: 11/3/2004
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So realtime + IGT will merge again? And is only separate because nobody has man'ed up and made a good enough movie? A problem solvable with badassery. That's fine by me, we just need someone to step up then.
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adelikat
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I'm under the impression that the subject is about obsoleting the IGT run, by something. Not specifically the submission from which this thread was split.
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adelikat
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You can add me to the pro-obsoletion club.
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adelikat
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Joined: 11/3/2004
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Always run the preqreq installer, if you didn't, you should have :)
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adelikat
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Did you re-run the prereq installer?
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adelikat
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Joined: 11/3/2004
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You don't see the word console in the image you posted? :P
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adelikat
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Joined: 11/3/2004
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I voted no on entertainment. But I am glad this run was made, and thus fixing a big oversight we had with the current publication not "completing" the game.
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adelikat
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While I agree that the validity of the IGT branch is worth debating, isn't it a bit off topic in the context of this submission? The only plausible solution is a retroactive obsoletion by an existing movie, as it has no real intersect with this movie and shoudl be discussed in a another forum thread. (Unless I'm missing something).
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adelikat
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Does the game expect you to press start? I Just noticed yesterday in fact, that Reset is "Start" on game gear. The ui isn't clear on that, and Reset is in the console tab (unmapped by default in 1.6.1). Map that to a button and you should be able to start your game.
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adelikat
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Joined: 11/3/2004
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I will also add support for double obsoletion
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adelikat
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Joined: 11/3/2004
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Flawless apparently doesn't mean playing at a high level, not a single human world record is even achieved despite the "tool assisted" play.
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adelikat
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Joined: 11/3/2004
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Does it work in bsnes? Because that's all we do, is run bsnes. Is it's SGB emulation "complete"? No. Then again, what do you mean by complete, because no emulator is...
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adelikat
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Joined: 11/3/2004
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Weatherton wrote:
Note: the most noticeable limitation of any physical N64 controller is the angular limitations (e.g. [128,128]). The actual N64 controllers are octagonal and reach, perhaps [90,90] while the input limits are square.
Does anyone know the actual physical ranges of a neutral'ed N64 controller? (or a good approximation of those ranges)
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adelikat
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It can get tricky how to compare two runs that end input differently. Let's say someone makes a smb1 warps where the only "improvement" is ending input earlier. Well, that's not an improvement, that movie would be rejected. But let's say a movie ends input early, and does so in a clever manner (say gradius and pretend speed is the only factor). And someone else figures out an even more clever manner to end input. Is that an improvement? I might consider that as a legit improvement. But, we've never really had it be an issue. Because when is this the only significant difference between two movies? In general an improvement is an improvement because it is a bigger technical achievement, regardless of ending choice.
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adelikat
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Joined: 11/3/2004
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The fate of light gun oriented TASes hasn't been good. I would say it isn't a particularly interesting TAS concept. So yeah, I"m leaning towards releasing peripheral support like this even without movie rerecording support since it isn't a high priority rerecording feature anyway.
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adelikat
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Highly probable that the 1.7 release will have SMS light phaser support for casual play. For recording into movies, that's less likely. That needs either a big change to the movie system or another hack workaround that will make a big change to the movie system even harder.
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adelikat
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CoolKirby wrote:
Lot's of detailed and awesome information
Thanks! This is exactly the kind of information I was hoping for.
Quicknes gets 227 FPS when throttled, which is awesome!
That probably sounds less awesome when you find out I get 1500 fps <_<
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adelikat
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I found the glitch funny (and thus entertaining), though I certainly didn't watch more than about 30 seconds after input end. You can reach max score 15 minutes faster though? But this at least shows off a neat trick to come up with a clever early input. So there's some value to doing it this way.
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adelikat
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Oh, so to be clear: 1) Bizhawk has a way to pause av and you like that, 2) And you would like someone to add this feature to snes9x
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