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Alyosha
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I didn't expect to see an improvement to this game, nice work. Console Verification: Link to video
Alyosha
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I'll be using this thread to keep track of work I'm doing related to GBA emulation and testing with the goal of console verification of GBA TASes. Code: https://github.com/alyosha-tas/GBAHawk This summer I had spent a lot of time working on GBA emulation. I figure this is the next most likely console to see new console verification progress, so I decided to make an emulator core myself to understand the console and hopefully use to make console verified TASes. Originally I wanted to experiment with a modern time keeping / task scheduling style used in other GBA emulators, but after looking over the specs on GBA Tek, there looked to be too many moving parts for me to easily keep track of. So, I went with my usual approach of emulating the whole system one clock cycle at a time. I'm glad I did, as there a lot of nuances, and I spent pretty much all my time focused just on accurate timing of the basic building blocks (cpu, timers, dma, prefetcher) and I haven't even gotten to the ppu or sound much yet. So far though I have really enjoyed the process, this console does a lot of cool things, and I'm really impressed with how everything is put together, and it has been fun learning about a slightly more modern architecture than what I am used to. Anyway, I have just enough working to present some early results. So far I can pass the Aging Cart tests, get 2020 on mGBA suite ( https://github.com/mgba-emu/suite ) timing tests, and 1256 on the DMA tests, but other emulators can already do that. Additionally, I can get 936 on the mGBA suit count up tests, pass the irq_delay and isr tests ( https://github.com/destoer/gba_tests ) and pass the AGBEEG cart tests ( https://github.com/GhostRain0/AGBEEG-Aging-Cartridge ) all of which I believe no other emulator can do so far: PPU emulation is my next goal, I only have enough timing details down to pass the basic tests, a lot of work left to do. I haven't properly started rendering yet either, so I have a long road ahead of me. That's about it for now, my next immediate test goal is the misc. edge case tests on the mGBA suite, which aside from PPU timing I also need to sort out a few details on open bus emulation for. I'm hoping to be able to make a decently detailed post every month or 2 with progress and ideas.
Alyosha
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Everything in the previous movie besides the final boss fight was done by Aglar and Randil, so if anything only they need to be added as authors, although personally I think its fine for eien86 to remain sole author.
Alyosha
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Wow what a great improvement, the fight looks so smooth now! Thanks for taking on this challenge, this is some really impressive work. It's really cool to see general purpose botting advancing like this, it's something I wouldn't have considered possible even 5 years ago. Console Verification: Link to video
Alyosha
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eien86 wrote:
Not really sure. I hear suggestions!
I think it would be really interesting to see what it can find on the last boss of [2777] NES Ironsword: Wizards & Warriors II by Aglar, Randil, Alyosha, rchokler & Samsara in 07:14.32. EDIT: Updated Console Verification Video: (removed, re-verified with improved movie) I also looked into the pacifist run, but it desyncs in the latest BizHawk version.
Alyosha
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TAS is console verified! (Took ~10 tries) -EDIT: video updated below I forgot to turn on 60 fps recording so the quality isn't very good, I'll replace it with a better one later this week. Really cool to finally see a verified Castlevania run, what game do you think you will try your bot on next eien86?
Alyosha
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Amazing work, great combination of innovative botting combined with deep technical knowledge of the game. Great write up too. There are already several console verifications of games with RNG as you describe here, its not that bad. Chance of success is something like 1/4 or 1/8. I'll try it assuming no one else does it first and I can figure out what a PRG0 cart looks like.
Alyosha
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hndfhng wrote:
Is 1 audio channel missing a normal thing for this game?
For some reason I had one of the audio lines disconnected to my capture device. Strange, I'll re-encode. EDIT: Done
Alyosha
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I converted the movie to work in bizhawk 2.8 and in GBA mode in gambatte. I tried to console verify and it fails. Tried both floor and ceiling in the dump script. I also made sure SRAM was set to 0xFF. The movie also syncs in dev build. It desyncs in the first level, donkey kong gets hit by an enemy shortly after collecting the 'K'. I'll try and see if I can narrow down what's going wrong at all, would really like to see this one verified. Turns out I was initially using a wrong version of the script. Using the correct version it still fails though, desyncs at loopy lights. Console verified! Link to video
Alyosha
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https://tasvideos.org/UserFiles/Info/637948905739299716 saved a couple more frames in 4-1 with better jumping at the start, but i messed up the ending and don't know how to fix it (fade out takes longer), i think the level can still be a bit faster too. Also since you can clip in 2-3 now, can the 1.1 version be used?
Alyosha
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similarly around frame 23080, take a small jump off the spring then a big jump up the ladder.
Alyosha
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Pretty neat game, could use some sound effects though. Around frame 7450, its faster to make a small jump up to the ledge and then jump up the ladder.
Alyosha
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Wow super impressive homebrew with cool boss fights, TAS is also quite good, nice work.
Alyosha
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Wow really good looking game, pretty impressive. A little on the shaky side but still watchable. Lot's of neat tricks, great work on this.
Alyosha
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We've now passed 250 currently published runs with console verifications. That's ~10% of all current publications, which I think is a pretty impressive milestone. About 230 of these are NES or GB/C though, so while verifications for these systems are now common, other systems haven't progressed much or at all. I looked through some of the previous console verification threads and it looks like true put quite a bit of effort into SMS and Genesis, but they have highly non-deterministic start up states, much worse than NES, so probably only games not timing sensitive will work. I had another SNES that I thought was broken turned out to be working, so I tried Super Mario Kart again, and got the same desync on Vanilla Lake 1. A while ago I had also tried to verify [4389] SNES Super Mario All-Stars: The Lost Levels "warpless, Luigi" by DaSmileKat in 34:45.63, but got a deterministic desync in the water level of world 3. So while SNES suffers from a lot from non-determinism, there are also definitely some deterministic issues keeping some games from working, but no idea what they could be. I've set aside SNES work for now though, as it has been a huge time sink with few positive results. There are still more NES and GB/C verifications I want to do, so onward to 300 for now.
Alyosha
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Link to video Console Verified!
Alyosha
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So what did you guys end up showcasing? Was there any feedback on what people found interesting?
Alyosha
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Thanks for making this work in NESHawk. Console Verified! I hope you try to tackle the other games in the series too.
Alyosha
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Good to see someone taking an interest in this. One of the big loose ends here is how the second bonus world is supposed to end. When I originally put together the code I made the level end in an arbitrary way that matched the ending of the first bonus world (being in a certain spot., in this case the upper right corner of the last room.) For the first bonus world this makes sense since there is an opening in the wall there, indicating an exit. But, for the second bonus world, there is no such indication. If you look at the second bonus world map, there is no indication of where an exit should be either. So what's happening? Is the level unfinished? Am I missing a subroutine call in my decrypted code? Figuring this out might make working backwards more plausible.
Alyosha
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Nice optimizations, yes vote again.
Alyosha
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CoolKirby wrote:
That blue palette (<) looks good; bright and easy to look at. I can't think of a better palette for those games at the moment. Dark blue (A+<) as tested in BizHawk just looked dreary.
Alyosha wrote:
I got GB Rockman World 3 resynced and console verified.
Are these ready to add to movie descriptions? By the way, how much "resyncing" is acceptable for it to still be considered a verification of the original run? For example, GBC SpongeBob had ~3 seconds added to allow for the BIOS and LCD on/off, though there might have been one where more was changed. Possibly Sonic Advance? Or if every verification is valid in regards to timing, etc., could I go ahead and add ViGadeomes' Asterix verification to its movie description?
Personally, I don't add the verified flag if I have to change the movie file in any non-trivial way (and the only things I consider trivial are adjusting for a small number of lag frames or start up time.) I'm not sure there is any standardization to it though. I had to do significant RNG manipulation in the Rockman World games, so I didn't add the flag to them. I'm not sure about Asterix, I think it would be better to have a video without that pulsating white light, but that's just me.
Alyosha
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Cool! The submachine games were some of my favorite flash games when I was younger, pretty neat to see them TASed. Yes vote from me.
Alyosha
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MarioAtWork wrote:
https://tasvideos.org/UserFiles/Info/637914247853512136 Thanks for pointing those out, no idea how I passed over them (though I only managed to save a single frame on level 8). I think I also saved a few more frames in other stages since lag frames changed and entire levels needed to be redone so the total timesave is 32 frames
But you didn't get the left most coin first in level 8. https://tasvideos.org/UserFiles/Info/637914350042523770 Here is a file that does so, as well as improves the last level with a different route. It also has other miscellaneous improvements.
Alyosha
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Really neat homebrew, a bit short but looks really polished. Run is a bit unoptimized though. Level 2 has an obvious wasted jump, and level 8 is faster by getting the left most coin first. I still vote yes though, looking forward to seeing some more homebrew TASes.
Alyosha
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https://tasvideos.org/UserFiles/Info/637911057476180327 Here is a file with improvements in level 2 and 5. In particular level 5 is improved by jumping off ledges to fall faster, which is a pretty common technique to be aware of. (I don't want to be added as co-author.)