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Messages - feos

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31
Mapping Tips/Guides / Re: SNES mapping - backdrop color solved!
« on: October 27, 2012, 12:54:07 am »
Looks like you didn't try to open Graphics Debugger. And what's "map viewing"?

32
Mapping Tips/Guides / Re: SNES mapping - backdrop color solved!
« on: October 26, 2012, 07:46:21 am »
Nice! It's a shame that SNES emulators still haven't quite caught up to the functionality of even VBA.
Did I mention BizHawk is BEING DEVELOPED right now? Probably I forgot to say:
REQUEST FEATURES!

33
Mapping Tips/Guides / Re: SNES mapping - backdrop color solved!
« on: October 25, 2012, 09:58:04 pm »
To speed up the emulator you need to disable things like Rewind, that take some of the powers. I managed to get full speed for snes. I don't know about additional chips, probably it does support them.

It took years because rerecording emulators were developed slowly, by few people, and independently from each other. BizHawk unites the comunity's powers, as well as platforms, to emulate as much as possible as well as possible. And it's currently VERY actively developed, features are implemented in days after you request them, so join in and request some.

34
Maps In Progress / Re: Alien 3 and parallax backgrounds
« on: October 25, 2012, 07:47:10 am »
Hi, I created a thread announciing that this problem for SNES games was solved, now backdrop color is a matter of 1 click.
https://www.vgmaps.com/forums/index.php?topic=1859.0

35
Mapping Tips/Guides / BizHawk emulator - mapping feature requests
« on: October 19, 2012, 10:40:20 am »
EDIT:
You can talk to BH developers (zeromus, natt) at tasvideos
http://tasvideos.org/forum/viewtopic.php?t=13464
#tasvideos or #bizhawk on freenode
or just post in this thread, I will bring all requests before their eyes.

I compile interims here:
http://code.google.com/p/feos-tas/downloads/detail?name=BizHawk.zip

OLD POST:
BizHawk provides the most accurate SNES emulation (bsnes core) and TONS of features (still developed though). The must important for us is custom backdrop (canvas) color, available through Graphics Debugger dialog when SNES ROM is loaded. Doubleclick to change the color. Note that switching layers is possible via hotkeys. And screenshots can be saved to clipboard directly.

http://i1139.photobucket.com/albums/n547/feos-theos/GraphicsDebugger.png

Latest release:
http://code.google.com/p/bizhawk/downloads/list
Install prereqs at first:
http://code.google.com/p/bizhawk/downloads/detail?name=bizhawk_prereqs.zip

Request other features please!

36
I contacted to an experienced person, he told me I can add this feature myself (I don't know C++!). I did it and asked TASVideos admin to apply my patch. He told me I can do it myself too, and counted me in as a committer. Weird, huh? What's more funny, I never player Sonic!

37
There you go. Default hotkeys for layers are Ctrl+F1 (Scroll A), Ctrl+F2 (Scroll B), Ctrl+F3 (Sprites). Will think about inbulit zero layer color switch.
http://code.google.com/p/gens-rerecording/downloads/detail?name=Gens11svn.zip

38
Why would you need to switch layers so often? I thought one makes the main layer map, then the parallax, then adds sprites. I can try falling on my knees begging someone to add this feature, but I need the answer about reason for the one who potentially can code it. Those coders guys tend to doubt about the weight of our reasons.

39
http://code.google.com/p/gens-rerecording/issues/detail?id=64
http://code.google.com/p/gens-rerecording/source/browse/trunk/+gens-rerecording/Gens/luascript.cpp

Quote from: Revision 277 log
implemented new lua functions vdp.readpalette([line][,count]), vdp.writepaletteline([line,]palettedata), palette.new(), palette.getcolor(palette,index), palette.setcolor(palette,index,color), palette.rawdata(palette), and memory.writebyterange(address,[length,]data)

Quote from: Revision 276 log
implemented vdp.writecell lua function, takes address and a vdp cell or table of vdp cells, returns number successfully written, changed return format of vdp.readcell, now returns a lua_integer number of successfully read cells and a table of userdata vdp cells, instead of a table of tables of pixel values, with index 0 as the number of successfully read cells.

40
The Russian guy who gave me that unique script seemed to be reading from source codes, a.k.a. lua engine of gens-rr.
http://www.emu-land.net/forum/index.php/topic,34000.msg697761.html#msg697761
VDP handling was added in version 11b only. I doubt hacking the ROM to pull out maps would be easier than my flying around.

41
TerraEsperZ, lol looks like you are living in the Palaeolithic :D
All latest revisions of Gens-rr (just use my link above) allow to switch off any layer, swap layers, show sprites above everithing. That's how I record a movie, switch off layers 1 and 3, dump avi from that movie, feed it to screenshotautostitcher, fix flaws. Then I leave layer 1 only and dump canvas map. I only couldn't color the zero layer to pink, it is still blue in Sonic.

And working with layers is not only impossible in lua, but it even allows no hotkeys. Gens-rr is kinda forbidden by dev. I asked about adding some Kmod stuff, but ended up with that script for zero layer, it was the only thing really lacking in Gens-rr.

Code: [Select]
p,t=vdp.readpalette(1,1)
c=pal.getcolor(t[1],1)
c.R=255
c.G=0
c.B=255
c.A=255
pal.setcolor(t[1],1,c)
vdp.writepalette(1,t[1])

I added it to main script.

42
Script for Gens-rerecording. Here lies the emulator, use version 11b.
http://code.google.com/p/gens-rerecording/downloads/detail?name=Gens11b.zip
Copy the code, paste into a text file, change filename to Sonic-Pos-Hack.lua
Drag the script into emulator window while running any of these 4 games.
Uncommenting a line means removing -- before it. That way emulator would read this line. Use Notepad++ or any other text editor.

Pressing X, Y, Z or Mode you can move Sonic all over the screen. The timer is frozen. Will edit the script, if I can make Sonic invincible all the time.

Code: [Select]
-- feos, 2012, for Gens-rr
-- Sonic position hacking for mapping levels
-- May be recorded to emulator movie

emu.registerbefore(function()
keys = input.get()
buttons = joypad.get()

-- Uncomment that if you use Sonic 1
--xAddress, yAddress = 0xFFD008, 0xFFD00C

-- Uncomment that if you use Sonic 2
--xAddress, yAddress = 0xFFB008, 0xFFB00C

-- Uncomment that if you use Sonic 3 & Knuckles
--xAddress, yAddress = 0xFFB010, 0xFFB014

memory.writebyte(0xFFFE25, 50)
x = memory.readword(xAddress)
y = memory.readword(yAddress)
if buttons.X    then memory.writeword(xAddress, x-3) end -- Right
if buttons.Z    then memory.writeword(xAddress, x+3) end -- Left
if buttons.mode then memory.writeword(yAddress, y-3) end -- Up
if buttons.Y    then memory.writeword(yAddress, y+3) end -- Down

-- Color zero layer to pink
p, t=vdp.readpalette(3,1)
c=pal.getcolor(t[1],1)
c.R=255
c.G=0
c.B=255
c.A=255
pal.setcolor(t[1],1,c)
vdp.writepalette(3,t[1])
end)

43
Maps In Progress / Re: James Bond Jr.
« on: June 14, 2011, 10:07:55 am »
And the last one. Gonna submit these maps, would you wish/suggest anything before?

All objects & items were ripped for the 2nd quest, so there aren't any big hamburgers.

44
Maps In Progress / Re: James Bond Jr.
« on: June 13, 2011, 11:27:45 am »
Yeah, it stays mystic for me, that some games had reduced brightness on NES. Seems they're intended to be dark, which looks much worse.

http://tasvideos.org/forum/viewtopic.php?p=269840#269840

45
Maps In Progress / Re: James Bond Jr.
« on: June 13, 2011, 05:31:31 am »
New revision of maps was ripped via FCEUX Nametable Viewer, which ignores darkened palette.
But is shows the actual map from the memory, each room consists of 1 or 2 screens & is shown entirely in NT Viewer, no scrolling required, also parallax parts don't move.

For now I have the 1st Level finished, with all objects & items.

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