Posts for Alyosha

Alyosha
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So in looking at the 1 player run I took a look at RTA runs, and they use a trick where if you press up + select + A + B at the same time you can instantly kill your character. In the manual it says that this is used if you get stuck and can't progress (not sure how this might come up, maybe like you can only get to an area with a certain character but that character dies after getting there so you can't get back.) This saves a lot of time in backtracking but you need to spend ammo to revive your character. This opens up a lot of routing possibilities for the TAS.
Alyosha
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Levels 1-3, console verified. The trick I mentioned above seems to save ~10 frames overall, so is an actual improvement. (At least where I chose to use the damage boosts, possibly there are better locations.) --superceded, see later videos-- Movie file: https://tasvideos.org/UserFiles/Info/638037217184361367
Alyosha
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dekutony wrote:
Pretty awesome that you're doing this. I tried to resync the TAS a couple of years ago and I was unsuccessful. I'll be rooting for you. By the way, if you ever finish the full resync, besides sharing the input file for archival purposes, I would highly, HIGHLY recommend using a different palette for the game because the custom made palette for these Kirby games is... not very pleasant to look at, to say the least.
I think the palette looks fine, which one do you think looks better? As long as you pick the palette on the first possible frame things seem to sync ok. I found a potential time saving strat in lvl 3: --removed, see later videos-- This only costs 2 frames in the water section, but saving the hit saves 2 health compared to the original, so potentially 2 extra damage boosts available. Not sure where to use them though.
Alyosha
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Working on Kirby games for console verification. I resynced the existing run up to start of level 2 and it works on console. There are quite a few added lag frames compared to the original, which is expected since it was made in VBA. I don't intend to work on this too actively, just as a side project since Kirby games are some of last GB/C games I want to see verified. Note that I am using JPN version since carts are much cheaper, but I did check if it works on USA version and at least for level 1 it syncs pretty easily.
Alyosha
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Challenger wrote:
You forgot to remove Kendo Rage too, since the published run was obsoleted months ago. Meanwhile, good luck with the next project ;)
Woah how did I miss that? Thanks to Samsara for working on it! Thanks for the good luck, these Gameboy games were a horrible grind, some of these next few are more my pace, so hopefully the pace picks up a bit.
Alyosha
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Cosmo Tank done! This brings the total back to 15, with no more Gameboy games on the list. It's possible I'll try Rolo to the Rescue, the only remaining Genesis game next, or maybe Wai Wai World one player to once again obsolete 2004.
Alyosha
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Cool game, very satisfying sound effects, and good puzzling, nice work on this.
Alyosha
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Fortranm wrote:
How different would it be if this is done on the GBC version (EU release of Konami GB Collection Vol. 1) instead?
Well it would be more colorful, but it takes about 7 seconds longer to start the game, and I don't think there are 7 seconds of lag that could be saved.
Alyosha
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For some reason my name doesn't show up in any of the 'FromYYYYByAuthor' pages.
Alyosha
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Minor update, I tried changing the IRQ timing a bit without success. The best I can do is beat the first boss but I don't get correct RNG on the orb drop. This one will need to wait for better MMC5 emulation.
Alyosha
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ThunderAxe31 wrote:
Bigbass wrote:
Worth noting that [3936] NES Code Name: Viper by XTREMAL93 in 10:56.62 does not sync in the latest Bizhawk version.
Now I wonder if the latest BizHawk version can produce verifiable movies for this game.
Seems like a pretty standard MMC3 game, of which numerous examples have been console verified, so most likely it would work. But yeah anything pre-2.8 isn't really worth comparing against for accuracy.
Alyosha
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Game: Castlevania III (USA) Emulator: BizHawk: 2.8 - NESHawk Console Verification Device: TAStm32 V3 Movie: https://tasvideos.org/7743S Description of Desync: Randomly spawning enemy spawns differently on console compared to emulator ~ 1.5 minutes into the game. Research: Presumably the error is in MMC5 IRQs, as this game uses MMC5 which has not been tested or updated in some time. Possible Next Steps: Test ROMs needed Status: Open. Closed. resolution: Innacuracy in reading back state of DMC channel caused the desync. Test ROM confirmed correct timing. Additionally, unemulated open bus behaviour caused desync later in the run. This is also fixed. MMC5 IRQ timing also verified.
Alyosha
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Unfortunately this run desyncs on console. About 1/4 of the time I correctly get the holy water, but then I get hit at the random spawning monsters about 1 minute later. In 4 trials of successfully getting holy water I get hit by the same enemy in this area and fall in the pit. This is presumably an issue with MMC5 IRQs, which have not been tested to the same level of precision as MMC3 IRQs. Disappointing, but thanks for making the effort to get it to work on 2.8 for testing anyway scrimpeh.
Alyosha
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Oh cool you were able to do it, awesome! I'll try to console verify when I get a chance (maybe this weekend.)
Alyosha
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I was able to get up (almost) dracula without too much trouble (only one enemy is visibly different between the resync and the orignial, I flying skull in level 3) with no added frames. However I got a desync on the scroll glitch right before dracula. It looks like a controller input is missed and causes a desync in the tiles generated in draculas room. I don't know how to fix precisely, if some other approach can be used, or if dracula can be fought another way. Here it is if you want to try, I think this is as far as I can go with my limited game knowledge: https://tasvideos.org/UserFiles/Info/638016425343155312
Alyosha
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Look like this game has a 'press select until you get what you want' type of RNG. I was able to resync up to the first boss in 2.8 but can't get the orb to fall as fast as in this run yet. I'll keep trying though, would be cool to be able to console verify this.
Alyosha
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Patashu wrote:
Probably lots of game-end-glitch/crash type stuff. Isn't there some glitchy warp stuff in Battletoads that isn't fully maxed out, or did it all get figured out by now?
I'm not sure there is anything noteworthy left in battletoads (game end glitch run already verified, so probably nothing time saving anyway.) Here is a SMB3 glitch that would be cool to replicate (around 5:30 in the video): Link to video Also I recall a boss despawn in blaster master: https://www.twitch.tv/gamesdonequick/clip/OilyTiredPorpoiseNomNom?lang=it Of course with no movie backing them up these could be hardware error, but it would be amazing if they really are re-creatable.
Alyosha
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Console Verified! Link to video Really cool to see a mystery solved through the power of Jaffar bot, and bring together a known improvement on top of that. I wonder if there are any other mysteries that could be resolved in this way, I couldn't think of / remember any off the top of my head though.
Alyosha
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A masterpiece, certainly the most impressive thing ever done with controller inputs. I also really enjoyed reading through the explanations and watching the videos about all the tech involved. The amount talent and tech that went into making this is amazing, really inspiring stuff. Unfortunately not entirely reproducible, which i guess is fine for a demonstration, but really too bad emulation couldn't do much to help things along here, and thus doesn't leave much afterwards either. Oh well. I'm also fascinated by the combination of real time runners and tool assistance. I think this would be an interesting direction for TASing to go in for more modern games, to still get super human results in moderate amount of time compared to doing everything frame advance for endless hours. Anyway, all around amazing, great project!
Alyosha
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Console Verified! Link to video
Alyosha
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I console verified this run with the improved movie, old one removed, publication page updated.
Alyosha
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Another Ninja Gaiden improvement nice! Again thanks for putting in the effort to make it work in NESHawk, those DPCM effects do matter for accuracy. Hopefully you don't have to encounter a case where the conversion isn't possible, that would be a shame, but I guess we can cross that bridge if we ever come to it. Anyway I'll work on a verification eventually if no one else gets to it first. Great work!
Alyosha
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More impressive bot work, nice! The bot driven races do look a bit rough though, maybe the fact that you can just bounce off the cpu's to keep pace is effecting the search (ex 25:57 in the encode.) Still cool to see another type of game tackled by your bot. Maybe try puzzle games? I wonder what it could find on ex. Adventures of Lolo games.
Alyosha
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https://tasvideos.org/3589M It looks like your first fight is faster, so maybe you can improve the other 2 from there, but you certainly don't need to do the training sequence.
Alyosha
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Huh, the improvement looks so obvious once you see it. Seeing stuff like this always makes me wonder what other seemingly simple tricks and optimizations are being missed out there. Nice work.