A2MT Discussion: OW, Bosses, and Gimmicks

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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby Septentrion Pleiades » 02 Aug 2012, 00:04

alex2 wrote:a final boss that is somewhat decent.

Touhou is somewhat tough for causal players to beat. Breasts are somewhat appreciated by straight men. Gunshot wounds somewhat hurt.

I have to agree with alex2 on the emulator. It's worth getting a better emulator, so I will be getting a emulator just because of this. That would be true even if I had no part in it's making.


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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby alex2 » 02 Aug 2012, 00:07

It works on Snes9x 1.52/1.53 and bsnes. I haven't tested it on any of the more obscure emulators.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby Septentrion Pleiades » 02 Aug 2012, 00:21

alex2 wrote:It works on Snes9x 1.52/1.53 and bsnes. I haven't tested it on any of the more obscure emulators.


It's really more of the emulators creator job to make sure it works when you have already made it function with so many popular emulators. How many SNESes did Nintendo make their games compatible with?

Don't worry to much about save-state font with science either. It's cool enough with popular ones copied, and I can't imagine the obsurce emulator people will be in anyway offended.


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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby Ometeotl » 02 Aug 2012, 01:17

alex2 wrote:I don't care who plays it, in all honesty. I just want this hack to have a final boss that is somewhat decent.


And yet you're basing it on a gameplay mechanic that has nothing to do with the gameplay of the rest of the game. Most people hate that in a final boss, which should be the culmination of all you've done in the game thus far.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby alex2 » 02 Aug 2012, 01:19

Oh well!
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby Septentrion Pleiades » 02 Aug 2012, 01:23

Ometeotl wrote:
alex2 wrote:I don't care who plays it, in all honesty. I just want this hack to have a final boss that is somewhat decent.


And yet you're basing it on a gameplay mechanic that has nothing to do with the gameplay of the rest of the game. Most people hate that in a final boss, which should be the culmination of all you've done in the game thus far.


All we've done in the game so far? Jumping for the win!


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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby Wyatt » 02 Aug 2012, 15:22

Alex, does the final boss still lag in zsnes if you do the per2exec trick? If you or anyone doesn't know what I'm talking about, changing the line "per2exec=100" to "per2exec=150" in zsnesw.cfg eliminates most lag, provided you don't load a savestate made before doing the change. If this does fix the problem, we should just explain that in a readme or something.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby alex2 » 02 Aug 2012, 17:08

Even if that did work (I haven't tried it), it still lags on older versions of Snes9x.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby alex2 » 03 Aug 2012, 05:08

I'll be gone on vacation for about eight days, starting tomorrow. I'll have my laptop, but I don't think I'll have internet access. Just a heads up.

Summarised progress update:
- I might be able to pull off that game mode problem...it's apparently easier than I had anticipated! Evidently, the only thing I'll need in the game mode's code is the boss's main routine and a few bits of code for Mario's movements. I'll need to manually upload graphics to VRAM as well, which is the biggest hurdle right now.
- Progress on the new OAM management system is coming along smoothly! Should be done by the time I get back from vacation.
- The boss is now on the background layer, giving me quite a few more OAM slots to use.
- Status bar is now disabled.
- I'm in the process of learning HDMA windowing.

I'm sorry that I don't have anything physical to show you guys--I've been working hard on all of the behind-the-scenes stuff.

Also fuck my old "hard deadline." There's no way that's happening. My deadline is around the 28th of August, but I'm not making any promises. Weekly updates are still going to come, as promised.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby Chdata » 03 Aug 2012, 08:58

Septentrion Pleiades wrote:
alex2 wrote:It works on Snes9x 1.52/1.53 and bsnes. I haven't tested it on any of the more obscure emulators.


It's really more of the emulators creator job to make sure it works when you have already made it function with so many popular emulators. How many SNESes did Nintendo make their games compatible with?

Don't worry to much about save-state font with science either. It's cool enough with popular ones copied, and I can't imagine the obsurce emulator people will be in anyway offended.


I'm fairly sure Nintendo made their games compatible with the SNES, not the other way around.

However, certain emulators should conform to standards.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby Chdata » 03 Aug 2012, 09:02

Also, I think functional progress should be shown even if it isn't finished just to see what it's like, especially before a big decision like that. I've never seen anything from you besides images. All in all I'm fine with forcing emulators.

If I remember correctly the way to tell the difference between emulators was to either look at unused SRAM or maybe even RAM counts.

I think ZSNES defaults to 55 01010101 while SNES9X defaults to FF 11111111 or vice versa. Something you can easily find out anyway.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby alex2 » 03 Aug 2012, 10:34

Nah.
Code: Select all
SED
LDA #$FF
CLC
ADC #$FF
CLD
CMP #$64
BNE NotZsnes
<code for ZSNES>
NotZsnes:
<code for good emulators>

ZSNES can't math, so this is how you detect it. Detecting Snes9x is quite a bit harder, I believe.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby Septentrion Pleiades » 03 Aug 2012, 13:45

Chdata wrote:
Septentrion Pleiades wrote:My words

I'm fairly sure Nintendo made their games compatible with the SNES, not the other way around.

My point was they didnt have to make thier games work on multiple systems, so alex shouldnt worry about obsure emulators.


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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby AUS » 03 Aug 2012, 13:51

Which obscure emulators?
Regardless of that, an analogy comparing emulators to multiple systems just doesn't hold up. It would be comparable to the Game Boy Color through Game Boy Advance SP, you know, if any of those consoles didn't have backwards compatibility.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby alex2 » 03 Aug 2012, 14:07

Obscure? Since when are ZSNES and Snes9x 1.43/1.51 obscure emulators?
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby Septentrion Pleiades » 03 Aug 2012, 20:49

alex2 wrote:A decision needs to be made: whether or not to fix this issue, or to just leave it. Normally, I would say that something should work on all emulators before it's considered for a game. The reason I'm hesitant to fix the problem is because of how much work it would entail.

What I was saying was mostly based on this one part. Let's just forget this for now.


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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby AUS » 03 Aug 2012, 20:58

It should work on whatever tasvideos.org considers their current standard.
why? because elitism. (just throwing this out there, idgaf)
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby alex2 » 03 Aug 2012, 21:16

ZSNES isn't an obsolete TASing emulator yet.[1]
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby AUS » 03 Aug 2012, 21:29

That may be so, I just mean that if it doesn't run on lsnes, that things and stuff.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby alex2 » 03 Aug 2012, 21:37

I'm going to try and get it working on ZSNES and Snes9x 1.43/1.51.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby alex2 » 04 Aug 2012, 04:17

Just a heads up: not going to have my laptop while on vacation.

Fuck.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby alex2 » 15 Aug 2012, 03:00

<Chdata> I have my computer back and pily's files

He then proceeded to /quit.

What an asshole.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby raocow » 15 Aug 2012, 15:04

sounds like a reasonable thing to say/do.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby kil3 » 15 Aug 2012, 18:23

Reading those huge ass posts reminded me of something. You mentioned lagging every other frame. A lot of shmups have hit detection coding where each frame only half of the bullets have their collisions detected. Next frame, the other half are processed, and so on. This usually doesn't cause problems unless the velocities are so fast that you can travel through an entire bullet in one frame. It does wildly reduce the amount of processing per frame though. (You can also do this with bullet DRAWING, but then they flash of course since they're only displayed every other frame). Maybe that could help you somehow? Either way, good work on all this stuff no one has else has the ability/motivation to do.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Postby alex2 » 15 Aug 2012, 19:29

The hit detection idea was brought up in IRC a while ago. I didn't really give it much thought, but I'll consider it.
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