Posts for Ethanagor

Post subject: Bizhawk plugins
Experienced Forum User
Joined: 3/12/2016
Posts: 15
Hello all! I am somewhat new to TASing, and I am unsure how to install plugins to bizhawk or even where I might find ones others have made. Specifically, I am looking for a plugin that would show what sprites are currently loaded and the coordinates of them. Does such a thing exist? Thanks!
<distress> why won't my HTML run on here </distress>
Experienced Forum User
Joined: 3/12/2016
Posts: 15
feos wrote:
Here's some hint as to how to control it: when you are appending the movie via drawing, the last frame's input gets stuck as autohold. Another example: https://github.com/TASVideos/BizHawk/issues/534
I haven't found that to be true. It often replicates a frame a small bit prior, or even sometimes a deleted frame. It's bizarre, either way.
<distress> why won't my HTML run on here </distress>
Post subject: Probably the newbiest question ever
Experienced Forum User
Joined: 3/12/2016
Posts: 15
Ok, here goes... *deep breath* How do I convert a TAS to a movie on Bizhawk? I'm sorry I'm such an idiot [img src="https://media4.giphy.com/media/pqCxL43whDKzS/200_s.gif" alt="derp"][/img] Jeez I can't even embed an image properly what a loser XD
<distress> why won't my HTML run on here </distress>
Experienced Forum User
Joined: 3/12/2016
Posts: 15
I haven't had any problems with MarI/O, I thought it was easy to set up, but I have a quick question: Is there any way to change what level it plays? I would like to see how the "species" that was able to beat the default level would fare against others.
<distress> why won't my HTML run on here </distress>
Experienced Forum User
Joined: 3/12/2016
Posts: 15
Samsara wrote:
Thread #17925: Bizhawk issues This thread in the Newbie forum got me to look up how to reproduce the bug being talked about. Quick GIF of the bug in action: Easy reproduction steps: 1. Create a new tasproj 2. Record 20 blank frames 3. Drag down some new input from frame 10 to frame 30 4. Frame advance a few times without going past the end of the new input 5. Drag down a different piece of input from any frame past frame 30
Yea, I think this may be a poorly implemented feature. I'm the one who started the thread you referenced, btw, and I don't want the 'bug' to stop happening, I just want to be able to control it. It is useful in some situations. Also, is there an easy repro setup for a project with lots of input already? That would be great if you knew of one.
<distress> why won't my HTML run on here </distress>
Post subject: Bizhawk tastudio issues
Experienced Forum User
Joined: 3/12/2016
Posts: 15
Hello all! I have been using the Bizhawk TAStudio to create a tool assisted speedrun. I have noticed that occasionally the studio will start setting new frames to have the same inputs as previous ones (e.g. I had the joystick at 127,127 and I create a new frame which automatically has the joystick at 127,127). However, this does not always happen and I have been unable to figure out how to determine what frame it copies. Does anyone know how to do this? Thanks! ~Ethan Note: I tried posting this in the newbie corner because I thought maybe it was a simple thing to fix, but no one knew. Also, Don't interpret this as me not wanting the frame to be duped. I love it, I just want to know how to determine which frame it is.
<distress> why won't my HTML run on here </distress>
Experienced Forum User
Joined: 3/12/2016
Posts: 15
Pokota wrote:
Ethanagor: In Config -> Customize... -> Advanced, is "Frame advance button skips non-input frames" enabled or disabled?
No. Should it be? I don't understand what that has to do with my question.
<distress> why won't my HTML run on here </distress>
Post subject: Bizhawk issues
Experienced Forum User
Joined: 3/12/2016
Posts: 15
Hello all! I have been using the Bizhawk TAStudio to create a tool assisted speedrun. I have noticed that occasionally the studio will start setting new frames to have the same inputs as previous ones (e.g. I had the joystick at 127,127 and I create a new frame which automatically has the joystick at 127,127). However, this does not always happen and I have been unable to figure out how to determine what frame it copies. Does anyone know how to do this? Thanks! ~Ethan
<distress> why won't my HTML run on here </distress>
Experienced Forum User
Joined: 3/12/2016
Posts: 15
arandomgameTASer wrote:
1) When would you need the address for the player name in a TAS? 2) Again, when would you need this? Even wrong warping would be simple trial and error, so why would you need the exact value for it? 3) Those are methods of representing numbers, not storing them. 4) We don't operate Zeldaspeedruns so how would we know?
1) It's for a complicated glitch I am currently working on. 2) See first answer. 3) Yea, I guess that was phrased awkwardly. How exactly does the N64 store text? 4) Jeez, I didn't think you were. I was just curious, thought maybe someone would know. Please refrain from excessive sarcasm and frustratedness, I am an extreme noob.
<distress> why won't my HTML run on here </distress>
Post subject: downloadable TASes?
Experienced Forum User
Joined: 3/12/2016
Posts: 15
Is there anywhere on the interwebs where one can download the input files for a TAS? for instance, the emulator BizHawk saves TASes as .tasproj files. WouldI be able to download raw .tasproj files anywhere? I think it would be interesting to whatch the TAS real-time, as well as see the exact timing for certain tricks utilized. Of course, if I edited it, I would not post one without the creator's explicit permission. So is this a thing? If not, why not?
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Post subject: Ocarina of Time
Experienced Forum User
Joined: 3/12/2016
Posts: 15
Hello All, I realize that most likely no one will see this since no one has posted an OoT run since two-thousand and freaking four, but I, and aspiring speedrunner who is attempting to discover new tricks, have some questions. If you can answer any of them, please do so. 1) What RAM value stores the player's name? 2) " " " the respawn entrance? 3) What format is text stored in? (hex, dec, &c.) 4) Why has the ZeldaSpeedruns.com website been down for a few days? Thanks!
<distress> why won't my HTML run on here </distress>
Experienced Forum User
Joined: 3/12/2016
Posts: 15
UPDATE: I'm a total idiot. It works fine. The lag was caused by me accidentally setting it to 400% speed. Thanks to all for your help. I feel so dumb.
<distress> why won't my HTML run on here </distress>
Experienced Forum User
Joined: 3/12/2016
Posts: 15
I will try another ROM, but I don't think that's the problem because it worked for a while. Now it has stopped working even when I am not running a tas. It has the green check mark in the bottom left-hand corner. I have not tried any other roms on the emulator at all, so perhaps that is the problem. Thanks, all!
<distress> why won't my HTML run on here </distress>
Experienced Forum User
Joined: 3/12/2016
Posts: 15
Hi Niamek, I checked the lag counter, and it counts up from one on every frame so that it is always displaying the frame number minus one. I don't understand why it should be lagging, as it didn't lag until I got around 600 frames, and it takes almost two seconds to load a completely blank frame. I am attempting to run the rom for Ocarina of Time for the N64, if that helps.
<distress> why won't my HTML run on here </distress>
Post subject: BizHawk extreme lag
Experienced Forum User
Joined: 3/12/2016
Posts: 15
Hello all! I recently (yesterday) downloaded the emulator BizHawk. I was attempting a TAS, but I found that as soon as I got over 600 frames (about 10 seconds), the program started lagging. Not just normal, everyday lag. It started taking over a second to load each individual frame. I tried closing out and coming back in. I tried rebooting. I can't figure out why this is happening. If anyone knows the answer, that would be great, as I am rather frustrated at this point.
<distress> why won't my HTML run on here </distress>