Posts for feos

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I think the universal latest interim link could be added to the OP. https://ci.appveyor.com/project/zeromus/bizhawk-udexo/build/artifacts Great progress!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Fixed everything, update guys!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Samsara wrote:
jipjups wrote:
Thing is SMW is the only game I actually know how to TAS.
Nobody knows how to TAS any game until they pick it up and start TASing it. The methodology is almost always the same.
Right. http://tasvideos.org/TasingGuide/TASArt.html
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Fixed your bugs by changing how "editing during scrolling" is done. Please test the latest build!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Invariel wrote:
While dragging A upwards, auto-saving triggered, and when auto-saving was done, A was drawn for every frame in the movie.
Was it the first save for that file, with popup dialog, or just a silent save? EDIT: I don't think it's related to autosave at all. I get that if I draw above the view over the greenzoned area.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I think I fixed everything related to history, despite of my fears: complicated wrong behavior was a result of a tiny bug. So emulating new frames and actions that extend the movie length should now undo and redo well. TASeditor: your bug occurs on the latest build too?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Then it's clearly a false positive: the release build I had to pack by hand, while the appveyor one was made by the tool that only uses the source files.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Posted the mirror there.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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https://sourceforge.net/p/fceultra/bugs/741/#5164
Damian Yerrick wrote:
I think I've found another use case for sub-frame input. I have been handed the source code of an NES game that is failing to see Zapper trigger presses, and I am expected to fix it. I have been told that it detects all presses in emulators but misses about 20 percent of them on an NES. So I sat and thought of possible differences between the emulation environment and the hardware environment. One cause of failure to read input happens when a particular control is read multiple times during the frame. An NES input device can change the input at any cycle, while an emulator usually changes once per vblank. A dependency on when in the frame a button is pressed can be tested in an emulator by varying the scanline number on which the input is changed. It doesn't often happen with games that use a controller because a controller is often read only once per frame, compared to a Zapper that has to be read every 10 lines or so to detect light. The "Display on scanline:" field in PPU Viewer allows changing the scanline on which the pattern table viewer reads video memory. I hereby request the same feature for when presses on the standard controller and the Zapper take effect.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Arcree2 wrote:
Do you continuer to develop hourglass resurection ? :)
https://github.com/Warepire/Hourglass-Resurrection/branches/active
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Alyosha wrote:
Try downloading and building from master
https://ci.appveyor.com/project/zeromus/bizhawk-udexo/build/artifacts
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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It was coded from scratch and has nothing to do with fceux's legacy, so I think it doesn't apply.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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TEST TEST TEST TEST TEST!!!!!!!!!!!!!!!! https://ci.appveyor.com/project/zeromus/bizhawk-udexo/build/artifacts
thematrixeatsyou wrote:
Add that return statement and Perfect Dark should work as well as it says on the website... which is, every time you finish a mission, press "Decline", as "Accept" causes the game to stop responding.
So a brief story of what was done.
  • Wyster started a TAS on Mupen64, with resets, that never synced for him.
  • bkDJ reported he managed to sync it while dumping AVI. Once.
  • nfq finished the project and submitted in 2011, with segmented encode.
  • No one ever managed to sync it since then.
  • Mupen64plus core was ported to BizHawk in 2013, it was way more stable than old Mupen64, but Perfect Dark wasn't still working on it. That happened, because when the core was released in BizHawk, it was upgraded to version 2.0, which was the version where Perfect Dark broke in Mupen64plus.
  • After nfq reported the game doesn't work in BizHawk, we were under the impression that it does work in original mupen64plus.
  • I asked micro500, the main person behind N64Hawk, to help, but he was very busy with ADGQ 2017 stuff.
  • I remembered how I did a hacky trace log (that only logged the PC register) to Genesis+GX core, which didn't have the disassembler, and that helped me to fix a bug in its internal savestates that was breaking determinism.
  • I decided to add trace logger to Mupen64plus too, and after I did so, I was in a mood to add it to PSX and Saturn as well, all of those are released now.
  • After the release, I decided to actually try fixing Perfect Dark with the trace logs I did, but it all wasn't making sense, buttons that caused the game to freeze did affect gameplay, so it was impossible to figure out what is intended and what is not, no matter how well you compare the trace logs.
  • I asked null_ptr to help, he spend an evening debugging it and couldn't help but assume it's related to events.
  • I started testing this game again on other frontends using Mupen64plus, and finally discovered this bug is present in m64p 2.0, but not in earlier or later versions!
  • Finally I decided to google once again, and among the first links it gave me I found this: mupen64plus-user-issues#552 (comment).
  • The fix was found back in 2013, but it seems it was only applied in 2015.
  • See how googling for a few minutes resolves the problem that was there (in different forms) since... 2008?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Re: Some issues to the last build
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Niamek wrote:
2nd I don't know how, but I made a movie that when I click somewhere, it always go back to the 0th frame instead of the clicked frame.
Fixed.
Niamek wrote:
3rd: So here is the situation: I am TASing a game and have to manage lag. So I avoid lag by jumping in X frame. When I replay it from 0th frame, a lag magically appear. By deleting and reinserting a frame before, the lag is gone. So to make sure I did not mess up my movie, I will have to watch it from beginning every single jumps I do... Not practical.
You definitely should post an issue with your project linked and describe what steps create different lag picture.
Samsara wrote:
Easier repro steps for what I think is the same bug: * Clone, insert, delete, etc any frame of a project * CTRL+Z This is the only problem I've run into so far and it's at least one that can be easily recovered from.
Works fine for me.
TASeditor wrote:
Cause a fatal error: This is some test with few greenzone states, so set it up so it only has 5 or less of them, I tested on SNES. State gap was 0, but probably doesn't matter. Add branch 0 Playback for a few 20+ frames, so the greenzone near branch 0 dissapear Add branch 1 Load branch 0 Load branch 1 Load branch 0 Playback
Works fine for me.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Finally used! By how it looks, probably memory corruption might be done faster, but I don't want to dig into this.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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http://forums.sonicretro.org/?showtopic=29892 Would be insane if this thing became a part of an emu. Feels very close to antialiasing, resolution increasing and anisotropic filtering, but towards audio! I don't expect that to ever happen though, so just leaving it here for people to enjoy, if someone hasn't seen it yet.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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What's the whole message of the exception? Note: not loaded libraries, just the first paragraph.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I tested my delegates thing and it still gives zero speedup overall, so whatever.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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henke37 wrote:
Sadly, many games are incompatible with Gnash for the simple fact that they use the modern actionscript vm. There are other flash player replacements, but I have no idea how much they like hourglass.
Gnash is shit, Lightspark too, the only thing that's really stable and compatible is flashplayer.exe itself, it just needs to be figured out what is lacking to support it. I discussed that with Warepire and he's just busy with usual HGR stuff, so we might get to this later when he has more free time (or helpers).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Hetfield90 wrote:
feos wrote:
I tried it a bit starting a fresh PSX project (that I saved, loaded, edited), and it behaved normally. But I observed something like this with N64 before. Can you figure out the exact repro steps for PSX?
It happens every time I play the TAS I'm working on. Do you want to try playing my WIP to see if it happens for you as well?
Fixed, update your build.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Wait what, NesHawk works at full speed again for me?! It was running at 20fps even after building the Release target!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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