Posts for adelikat

adelikat
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Joined: 11/3/2004
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I don't have a 360 controller so I can't say for sure here. But I know that the analog (left) pad is hard coded to the ...uhh, non-analog pad, on purpose. That purpose was because vec likes it that way and we never fixed it, but that can be changed. Is this the problem you are experiencing? Or are you saying that the right analog pad (is there one? I only know ps2 style pads!) also hard-coded to the left analog?
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adelikat
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Joined: 11/3/2004
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Dooty wrote:
Mr. Kelly R. Flewin wrote:
Going to stick around and adapt and show how much ass you can kick?
I just hope we don't have our asses kicked :) The only difference I'm experiencing so far is the hotkeys, but no big deal. oh, oh... is there any way to assign hotkeys to an Xbox360 controller without causing conflict with the game controls? I like to save\load on the digital pad, but it's already assigned to "character movement", is there a way to clear this assignment? edit: it seems to be hard coded; even clearing the assignment manually it still controls the character and save\load the run on the same button... any suggestions?
Is this a question about using bizhawk? If so, this is not the place to be discussing it
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adelikat
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Joined: 11/3/2004
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Tompa wrote:
I'm unable to change the controller settings for Autofire Joypads for the SNES. First an error message, then everything is blank.
That would be because I neglected to hook them up! (oops)
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adelikat
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1) Every core has its own speed. While the NES core may struggle to get 60fps on slower processors, the GB core could run at like 800fps. 2) Older versions of BizHawk have linux builds. Those come without lua, and some of the tool dialogs, but otherwise work. Linux support is poorly maintained since the guy doing the builds mono builds is interested in it for Mac. I have no idea what raspberry is, but it is plausible that you could get it working, minus a few features.
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adelikat
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Rewind has a limit of how many frames back it goes. The limit is rather high though. And it minimizes resources by doing delta compression. Also, the rewind feature is actually intended to be a casual gamer's tool not a TAS tool. But it does come in handy for TASing too.
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adelikat
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Merged topic with an existing one that has the answer to this problem.
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adelikat
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Yes, the core speeds vary wildly, and games within each core can vary. For instance, smb is a good deal faster than flintstones due to the mappers each use. In summary though, the nes core is the slowest of the cores we have. And 1.x ghz simply isn't enough to power it to full fps. The 2nd slowest is snes of course, because it is bsnes. It should be common knowledge at this point that this core is very slow but very accurate. For the SNES core though, try turning off rewind. That should be enough to get you to full fps
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adelikat
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Joined: 11/3/2004
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Yes, in theory. If a new movie is of superior technical quality and a real "improvement", but still slower due to lag differences, you will see a longer movie obsolete a shorter movie. Note that this scenario has already happened with some SNES9x 1.51 movies obsoleting some 1.43 movies.
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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
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BizHawk 1.1.0a hotfix Released! If you recorded a movie with the SNES or GB cores yesterday, kill your movie savestates. They are missing the frame count which can cause issues with save/loadstating during a movie! There's also a few other goodies in this release, see the Release Notes
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adelikat
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FractalFusion wrote:
I noticed a bug (tested in both BizSNES and BizGB) where, after pressing a controller button, sometimes it remains held down even when I release it. Then again, BizSNES runs 10-15fps for me (half lsnes speed) and BizGB also 10-15fps. So it is probably my fault and not any fault of the emulator.
Considering that the GB core gets about 1500fps for me, I'd say yeah, you are doing something wrong! Did you run the prereq installer? One of the things it installs is directx. Without it, bizhawk will still run but uses GDI which is slower (granted, like 10% slower, not 1000000% slower....)
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adelikat
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Joined: 11/3/2004
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Install .NET 4.0 The prereqs installer doesn't always do this properly for some reason. That should fix your problem. And that is assuming you've run the prereqs installer in the first place. As for chasing the bat, that sounds like a great idea, I'm sad I didn't do that now.
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adelikat
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Joined: 11/3/2004
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Let's be clear though. This is NOT released, and should be considered experimental. Also, TASing on this core is a bad idea right now. However, we are getting very close! I'm very excited about this core particularly ^_^
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adelikat
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Joined: 11/3/2004
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lsnes would still be needed for linux most likely. Currently it is the only alternative for Mac users as well (but sappharad is working on trying to get the bsnes core working on mac). For Windows, I would recommend BizHawk over lsnes. Also, lsnes will allow subframe input, where BizHawk doesn't yet do this (it is on the todo list though!). So in the case of Chrono Trigger glitched, lsnes is the only alternative.
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adelikat
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Joined: 11/3/2004
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Ask as you shall receive!
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Post subject: BizHawk 1.1.0a including SNES/GB/GBC cores Released!
adelikat
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BizHawk 1.1.0a Released! This release features SNESHawk (using BSNES v87) and GBHawk (GB/GBC core using Gambatte r344).
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Post subject: BizHawk 1.1.0 Released!
adelikat
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BizHawk 1.1.0 Released! In this release we have imported bsnes (v87) for a SNES core, as well as Gambatte (r344) for GB and GBC cores! I assume everyone is familiar with bsnes and is accuracy reputation. Gambatte is the most accurate open source GB/GBC core we could find, as evidenced by the GB Accuracy Tests In addition there is a massive list of features and fixes. Too many to summarize in this post, so see the Release Notes
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adelikat
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adelikat wrote:
ventuz wrote:
Is this the place to report inaccuracy emulation? I tried first nes rom, The Addams Family and saw line flickering at bottom right of play screen, it shouldn't be there.
Sorry to bump a 5 month old post but I did some research on this. While FCEUX does not have this graphical issue, BizHawk, Nestopia, and Nintendulator all have this. That leads me to think that this is an actual flaw in the game. I tried to look around on youtube but playthroughs of this game seem to be on an emulator. However, I will trust nestopia and nintendulator over FCEUX any day, so I suspect this to not be an emulation error.
Update: There is definitely a graphical glitch in the game itself as evidenced here: Adams Family on real HW It isn't exactly the same as what emulators do, but I think it is more correct that it is there than not.
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adelikat
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http://code.google.com/p/progenitor/ This seems to be what the guy is using to tas. There is no binary available. If anyone gets it compiling, please provide a binary! I haven't tried to get it working yet, though I keep meaning to...
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adelikat
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He is hours slower than the SDA record due to letting all cut scenes play on purpose and playing all the missions. From what I watched there was some obviously tool-assisted moments, though I doubt it is super optimal. But either way, I love watching it and it is bad ass. And I really really want to TAS this game!
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adelikat
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Dude, I really like what you have so far. Keep it up! I look forward to the submission.
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adelikat
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Bizhawk, for the NES core, has the ability to toggle on/off sound channels (but not the ability to adjust their relative volume).
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adelikat
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I voted yes, and I think this is a good category, very analogous to the current SMB3 warpless movie. The goal is very defined, don't use the cannons, and that simple rule dictates a route that shows a good portion of the game while still allowing interesting and potentially surprising route decisions. I also think this could co-exist with an all coins run (preferably) and maybe a full warpless movie (not preferably). But that is a discussion that should happen if such a movie ever gets made.
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adelikat
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I don't think a real-time run would be worth it. The differences would be minor, and slower clock times is less impressive. (imo)
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adelikat
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Also, 99% or more of the site is centered around aiming for fastest real time. As such the site is programmed to show this. In rare cases like this movie, real time doesn't accurately reflect the goals or achievements in the movie. Rather than accommodating fringe cases, we simply put the times in the description. I can see how this causes a bit of confusion though. If aiming for real time were the goal however, you would be right about Bear Hugger, and probably several other fighters.
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