Posts for Ilari

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https://archive.org/details/jazzjackrabbit-tas-ilarimothrayasslamo - Primary encode (with embedded subtitles). - 512kb encode. - WebM (mark II) encode. - External subtitles file.
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1113)
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https://archive.org/details/jazzjackrabbit-tas-ilarimothrayasslamo - Primary encode (with embedded subtitles). - 512kb encode. - WebM (mark II) encode. - External subtitles file. Regading atlas encode. Reading camera coordinates from memory is no problem (the existing memory watch scripts do display it, as it is useful for avoiding post-boss scrolling). However, the following things seem pretty hopeless (and would be needed for automated atlas encode): - Reading current level number from memory. - Reading which events are currently active and where those are (looks like coordinates are not on pixel granularity, unlike Jazz coordinates).
Post subject: Re: Lsnes on OS X
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chaos wrote:
Unfortunately there are only windows builds and I tried for hours (actually registering here took me longer) to build it myself but I can't even build the required compiler version.
G++ 4.7-4.9 shoud do (enough support for all sorts of handy constructions appeared only in 4.7). I don't know if recent Clang would do, haven't tried. Some other software needed: - Lua 5.2.X - Boost (iostreams, threads, regex, conversion) (any semi-recent version should work) - Wxwdigets 3.0.X (Haven't had wxMac work, only wxGTK, 2.8 support has probably gotten busted). - Portaudio 19.X - Libsamplerate (could be disabled, causes audio dumps to be of lower quality). - Patched Bsnes v087 (included in another branch in the repository). Unpack to subdirectory bsnes. - Patched Libgambatte (included in another branch in the repository). Unpack to subdirectory gambatte. - Zlib (any semi-recent version should work). - libswscale (any semi-recent version should work). - libopus 1.1.X (could be disabled, would lose commentary track tool). Here's config file I got a build with (might require some adjustment):
CROSS_PREFIX=
OBJECT_SUFFIX=o
ARCHIVE_SUFFIX=a
DOT_EXECUTABLE_SUFFIX=
CC=g++-mp-4.7
LD=ld
RANLIB=ranlib
HOSTCC=$(CC)
USER_HOSTCCFLAGS=
USER_CFLAGS=-g -O2
USER_LDFLAGS=
USER_PLATFORM_CFLAGS=
USER_PLATFORM_LDFLAGS=
FONT_SRC=unifontfull-5.1.20080820.hex
LUA=lua
THREADS=BOOST
GRAPHICS=WXWIDGETS
SOUND=PORTAUDIO
JOYSTICK=MACOSX
SECRET_RABBIT_CODE=yes
BUILD_BSNES=yes
BUILD_GAMBATTE=yes
BSNES_VERSION=085
BSNES_IS_COMPAT=yes
BOOST_NEEDS_MT=yes
HOST_BOOST_NEEDS_MT=yes
NO_RDYNAMIC=yes
NO_DLFCN=
BOOST_FILESYSTEM3=
OPUS_CODEC=Yes
#USE_LIBGCRYPT=yes
NEED_LIBICONV=yes
ARCHITECTURE=I386
#USE_LIBLZMA=yes
I sure could build an executable, but I have no idea what library versions would it would work on.
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Tristal wrote:
The encode video screws up for me at 5:54, is it just me?
Youtube, right? No, I have no idea what went wrong there.
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Weatherton wrote:
Thanks Spikestuff. It does appear to be a site bug though that just uploading a .wch file changes to data types...
Yeah, probably a bug. No time estimate for even being looked at.
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Dimon12321 wrote:
I'm not sure I can TAS all game! Will I have desyncs if I load the state with a long progress (for an hour of length for example)?
Dolphin with GCpad is quite sync-stable, but not absolutely stable. Also, the movement seems odd. You measured that is the fastest movement method?
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Kurabupengin wrote:
Wonder why the game name has the (U) in it...
USA version. But it shouldn't be in the game name. Removed.
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zaphod77 wrote:
seems this will probably verify since a commercial game apparently uses open bus predictably, or am i misunderstanding?
It definitely should not use open bus at all. Being able to send execution to open bus at all is pretty serious glitch.
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CGF95 wrote:
Fog, is there a way to update the base without it giving me 30-40+ "CONFLICT (add/add)" messages?
Conflict add/add? That means both sides are trying to add file with the same name. Something's not right.
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Dimon12321 wrote:
Make an encode, please!
Trying (already got it dumped). http://ilari.tasvideos.org/4321S.webm
Post subject: Re: Overlooked an obvious improvement...
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ars4326 wrote:
I really jumped the gun on this and feel that I've wasted everyone's time by overlooking this :/ It's a 376 frame improvement that I don't want to leave uncorrected... FractalFusion, can I go ahead and cancel this submission?
If it takes a long time to correct (or has serious effects further on), then yeah, cancel it (otherwise request replacement).
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WST wrote:
When will TheYogWog become a «player»? Can’t wait to monitor his score.
In about one hour.
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1113)
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solarplex wrote:
Hmm.. im at like what 12k now or something within 4 minute? lets see 21 million in fares will take..... 3k/min, 116.6 hours.. that math is probably way off
Well, even if it is order of magnitude too large, that is still way too much.
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Dimon12321 wrote:
Maybe because of containing russian not english letters in the derectory!? Some software can require this!
Yeah, I have seen software that fails (on Windows) if any parent directory of some file to open/create contains any non-ASCII character. Basically, the problem is that normal Windows filesystem functions can't handle such things, one would have to use some exotic Unicode variants (and these aren't using any sane character set either).
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Dimon12321 wrote:
When I try to dump AVI on Dolphin 4.0.2, it writes me "Error dumping frames to AVI!". How to fix it? All folders in my documents are already created!
Any other log messages? That error is given if AVI dumper fails to create the AVI file for some reason.
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PCachu wrote:
Yeah, sometime after posting (because Zarquon forbid anyone should stop and f***ing think before posting on the Intertubes) I realized that's what had to be happening, given the sync issues in previous runs. If the choice is between "auditory nightmare fuel" and "audio runs way ahead of video", I suppose this one works better overall.
The problem is that Dolphin sometimes only emits 160 (I think) samples in a time when it should emit 168 (numbers may vary by game). I think this is caused by some kind of emulation error in sound DMA handling.
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Like what movies?
Post subject: Re: Free android games without spyware?
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Tub wrote:
Any other suggestions? Emulators are obviously acceptable, open source preferred. I've only found a bunch of commercial ports or "free" demos without quicksaving, are there any others?
Maybe too obvious (and thus already checked), but Retroarch?
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STBM wrote:
Also, what framerate does TASvideos use for GC games ? This is (I think) something like 58.7fps... is that right ? I thought it would be closer to 60 ?
It is 60. But from controller frame count, not video frame count. The true GC framerate is unknown. Dolphin targets 60fps, and gets very close to 60fps (some rounding effects change it a bit).
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sack_bot wrote:
Is this Level%? It's not entirely clear.
This is any% (i.e. get credits as fast as possible). No game-breaking glitches are known.
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Zowayix wrote:
Does jumping into Open Bus depend specifically on a running chuck? I.e. I'm guessing a jumping chuck gets a goal orb while a running chuck gets a Lakitu Cloud; is that right?
Eating a running chuck is unavoidable jump into open bus (it gives you lakitu cloud, and routine triggered by collecting that points to open bus). Eating a jumping chuck gets you goal orb. I have no idea where that one jumps to (I presume it jumps somewhere).
Zowayix wrote:
Dwedit wrote:
If this is relying on Open Bus, I'd really need to see this get console verified before I make any votes on this run.
What exactly is Open Bus? I still don't get what's happening here.
Open bus is range of address space where no device (Work RAM, Cartridge ROM, CPU registers, PPU, Sound processor, etc...) responds. As consequence, if CPU tries to read from that address, no device will place anything on data bus (causing the read to give what happened to be on data bus before). What is on the the data bus changes in response to reads from non-open bus (since responding device will write to data bus) and writes to any address (even if open bus, since CPU will write to data bus). There is possiblity that if data bus is not used for anything for a while, various parasitic conductances will drain the parasitic capacitances, causing the value that CPU would read to change.
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Derakon wrote:
So, any opinions about having a movie published to Moons that is currently obsoleted by a movie that's in the Vault? In other words, can we have an obsolete movie show up in the official "current publications"?
Well, I didn't quite parse that, but technically the limits are: - A run can only be obsoleted by one run (not multiple) - One run can obsolete multiple runs. - Obsoletions don't need to be in time order. - Obsoletion chains need to be non-cyclic.
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Urgh, regarding the music: DTK alert.
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McBobX wrote:
I have a question:What is interlacing?Is it like deblink? What is the defferent betwen interlacing and deinterlacing?
Interlacing is old technique for reducing analog TV transmission bandwidth (basically only sending half of the lines, alternating between even and odd). When digital revolution came, it should have been taken out and shot, but apparently wasn't. Basically, if you can avoid dealing with it, avoid it.
Post subject: Re: Should i ?
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ScienenceFX wrote:
I was thinking a 69 Exit TAS to make the GBA game Super Mario World: Super Mario Advance 2 .
Why 69 exit?