Posts for adelikat

adelikat
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Joined: 11/3/2004
Posts: 4739
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FractalFusion wrote:
Is this functionality a bug?
Yes
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adelikat
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Joined: 11/3/2004
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Excellent run! Glad to see this movie improved. Also, after watching it, I too suspect 1 player might end up being faster. I think the main benefit of 2 players is the boss fights, but looking at those fights maybe a lot of time wouldn't be lost with creative use of weapons (throwing the trash can, hitting him, have the trash can rebound into him, etc) I hope you attempt a 1 player run :)
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adelikat
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Joined: 11/3/2004
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Warp wrote:
Having skimmed through this thread once again, I'm leaning towards changing my earlier opinion (which was that it's ok to use a branch name in a descriptive manner, even for the "default" fastest completion.) (Now) I think it would a good idea to name publications in a consistent manner. In other words, either: game in time by author or: game "alternative branch" in time by author The first form would indicate the "official world record" version, ie. the fastest completion of the game by any means, within the rules of the site. The second form would be any other TAS of the same game. The branch name in quotation marks always uniquely and unambiguously defines that particular branch (such as "100%", etc.) and its presence indicates that it's not the "default" WR. (It wouldn't be impossible for an alternate branch to be actually faster than the "official WR". It just means that it uses something that disqualifies it from being the official WR, eg. starting from a savestate.) Descriptive tags ought to be limited to the movie classes.
I agree with all of this! And I would be interested in which edge cases cause problems for this naming convention.
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Post subject: 1.6 release link updated
adelikat
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Link updated with version with a fixed build (I guess I goofed the build before?) also has a few minor fixes in there.
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adelikat
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Known issue, that has been fixed. Please use 1.6.0 (beta)
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adelikat
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It is built in, and has been since the release of 1.0... Just drag and drop your .gmv onto bizhawk, done. Does it work? Well, nobody has used it since the 1.0 release, so yeah. Let me know if you run into any issues.
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adelikat
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Ok, I updated the link in the first post. If you downloaded it before reading this post and were using GenesisHawk you need to redownload, all your savestates have been invalidated. Sorry, for that, trying not to do any fixes that affect savestates (or sync).
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Post subject: 1.6.0 with Genesis!
adelikat
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So made a build for 1.6.0, since I haven't decided where to officially host the build I haven't officially released. But I will unofficially release this "beta" build now: https://dl.dropboxusercontent.com/u/75355/BizHawk-1.6.0-beta.zip It is only beta because I reserve the right to fix any easy/small bugs reported from now until I host it somewhere (but nothing that would affect sync in anyway so this is safe to use either way) The featured part of this release is the uses of GenesisPlusGX for the genesis core. This core reflects a significant improvement over Gens in terms of accuracy (and much better sound). For Genesis and Sega CD, this would mean deprecation of Gens. Though it would still be needed for 32X, since GenesisPlusGX unfortunately does not emulate that.
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adelikat
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Joined: 11/3/2004
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Can't do github either, as I wont' be able to get support from other developers for using GIT. And GIT having a higher learning curve isn't helpful for trying to get good help. In summary, I don't intend to move from googlecode, just host the binaries elsewhere
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adelikat
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NO thanks, I won't be using sourceforge, ever again.
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Post subject: Re: Some RAM Watch bugs
adelikat
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CoolKirby wrote:
In BizHawk 1.5.3, when I make and save a RAM Watch .wch file with ColecoHawk or SMSHawk and then load it up again later, all of the data types reset to Signed (though their sizes are kept). GBCHawk's RAM Watch gives this error when attempting to load a wch (but loads it anyway) and this error when you try to save said wch (but saves it anyway). Also, in Atari2600Hawk, something I did caused me to get this error while trying to save a watch file and the wch did not save. I haven't been able to reproduce it though.
All these have been fixed in what would be a 1.6 release. For those reading this, a 1.6 release will feature GenesisHawk, but will disable TAStudio. If anyone was productively using that dialog (I can't imagine that being true), let me know, but for the time being it will have to be disabled. The only reason it hasn't been released is that googlecode is lame and removed the ability to add downloads, we are waiting for a good solution for tasvideos housing the release builds. But I may release and host it temporarily on dropbox, if anyone has opinions, please discuss.
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adelikat
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I voted meh, overrall I liked it but it did drag a bit. However, I really appreciate you made this! More Coleco imo! One suggestion though, there are times where you wait for a while for the "exit" to appear and go in, maybe you could move around a bit to keep the "dead air" to a minimum? Or maybe this causes lag or costs time in some way?
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adelikat
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Also, the intellivision core isn't being worked on, I wouldn't anticipate that happening any time soon.
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adelikat
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PJ64 makes no difference. We use mupen64plus, whatever it supports we can support. Would be nice if someone looked into this, especially before assessing what should be done about it :)
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adelikat
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Does this plugin work in mupen64plus? It drops support for a lot of plugins
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Post subject: Re: What does "memory corruption" mean?
adelikat
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Masterjun wrote:
On that note, how do we use the appropriate categories: Foregoes memory corruption & Corrupts memory?
The connotation of "Forgoes memory corruption" is "Forgoes time-saving memory corruption" so perhaps the category should be changed to precisely that. The reverse would be "Corrupts memory to save time" ? Any tag with the word "forgoes" is the same intent. For instance, we are tagging time-saving death, dying as a way of playing around doesn't count. So there maybe other tags in need of a change
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adelikat
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Warp wrote:
This means that this hypothetical being ought be able to somehow affect the initial RAM state of the console as the game starts. Is this even physically possible?
It doesn't mean that this superhuman and CONTROl the random initial state. He only needs to be unbelievably lucky. The super human turns on the NES and it just happens to start in the perfect configuration for his needs.
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adelikat
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I personally support the notion of a TAS being able to control the initial (and arbitrary) ram state. And I be willing to support the notion in BizHawk and convert this movie into a movie that does not need to start from savestate. At that point the only criteria that keeps it out of the vault is the Game show rule. And that rule was written to be conservative at first. Given the amount of complexity of this run, maybe at that point it would be worth seriously considering it.
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adelikat
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BadPotato wrote:
Yep, exactly. Just like when you press the stop button with your mouse.
Aren't you already in control of this? Simply exit the script and it will turn off. I'm assuming you are in an infinite while loop. When you want to "stop" the script, break out of that loop. I don't think you need to tell the emulator to stop your script, from your script...
waitToNext() to get the same thing as pcsx.suspend.
seems like you are on the wrong path to even be considering needing this, sounds like the equivlant of fixing a javascript error with SetTimeOut() (a function that is almost always used as a hack rather than its intended functionality). You shouldn't be thinking in terms of milliseconds, but rather definable events in the emulator. If you can give me a valid use case that I can't argue as another event, then I'll consider it. For instance, maybe you are really just wanting event.onpaint() to make sure on screen stuff is drawn even while paused between frames?
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adelikat
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This also starts from savestate, that isn't vault friendly either.
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adelikat
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This type of run has been asked for, for about the past 7 years. I'm glad someone finally made it. About 7 years ago is when megaman TASes became so glitched that there isn't really any megaman gameplay left. It is a popular game and people actually wanted to see the game. However, once you remove the glitches and show the game. You show how mundane the TAS value is in normal gameplay. I found the movie's entertainment value mediocre and eventually predictable ("oh there's an enemy I bet he's going to run into it, and do the select trick. Yup, he did"). Constrast that to the glitch-full movie which is exciting, unexpected and one of the most popular TASes on the site. I found this movie lacking, and so I voted "no" because I was not sufficiently entertained.
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adelikat
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I changed it to "low glitch" which is the convention for movies that avoid game breaking glitches while still doing minor time saving ones. Imo though, this is glitchless.
I'm more concerned about the fact that this run actually does use glitches: pause tricks to prevent damage knockback and to reset boss invulnerability periods.
The first one you mention is a pretty clear cut case of a "trick", not a glitch. The 2nd I would argue as a trick too, I don't think it is unintended behavior that select doesn't freeze timers, and the trick simply takes advantage of that observation. But I would be willing to concede to a minority opinion on that one, but the first is clearly not a glitch! Also, I very much agree with the glitch choices in the goals of this movie. And glad to see this TAS finally made.
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adelikat
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The problem with the past demo section was it was poorly defined. It was never clear what movies would qualify, or more importantly which would NOT qualify. As such, any movie that was facing a rejection was suggested as a demo. For this tier to come into existence is MUST be clearly defined. Such that we could take a 100 movies at random and determine their eligibility with a clear consensus of opinion.
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adelikat
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That error message is actually outdated. Just put your bios in /Firmware Use config -> firmware to manage firmware files, instead of path config.
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adelikat
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Joined: 11/3/2004
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BadPotato wrote:
I'll suggest a function like emu.quitscript(), to directly stop the script. Currently, if you use multiple script(by using something like require'myscript'), you can't easily stop the script, despite using coroutine.yield() but this isn't a good pratice if the script already use coroutine for other means.
Based on this description, I'm not sure what you want built. You just want a script to be able to be in charge of stopping itself? couldn't existing the while loop do this? Maybe I need an example of what you problem you are having.
Also, sometime you need somekind of realtime timer to perform specific task, without doing a "busy-wait" function inside lua. At some point, I did a pcsx.suspend(int cycleToWait) function to suspend a lua script(without suspending the whole emulator) for a x number of cycle, but there's probably a better way to do this.
In this example, what unit of time is a cycle? A cpu cycle from the core?
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