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Alyosha
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On the 'Movies by Genre' tab of 'https://tasvideos.org/Movies' the 'Unofficial game' genre does not work (it links to '-uofficialgame' but needs to be '-Unofficial game' for it to work (but judging by the other genres maybe '-unofficalgame' is actually what's intended.))
Alyosha
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Link to video Finally got Rockman World 4 resynced. I think every Mega Man run on GB/C has a console verified version now (not counting the bootleg one) so that's kind of neat.
Alyosha
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Battletoads 2 player warps: cool glitches and RNG manip (especially wind enemies on the last level.) Prince of Persia: not the most exciting but really cool work went into it, good for discussion.
Alyosha
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Link to video I used the blue palette for Rockman 5 (Rockman 4 is giving me some issues) and I think it looks pretty good, there are a lot of sky scenes in this one so blue one makes sense even though mega man is red.
Alyosha
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You don't have to stop on the ladder in the last level: https://tasvideos.org/UserFiles/Info/637901146933867069 This movie can be optimized more, just demonstration.
Alyosha
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Link to video I got GB Rockman World 3 resynced and console verified. However it turns out that I can also change the palette without breaking sync. So for cases where palette changes don't otherwise effect the run, does anyone have an opinion on which palette they think looks best? Personally I like the contrast in the default palette, but admittedly sometimes the green backgrounds don't look very good. Grey scale looks ok but its not as easy to follow everything that's happening sometimes. Maybe some other palette can work? I plan on working on Rockman World 4 and 5 as well, so I'm open to suggestions.
Alyosha
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ViGadeomes wrote:
Here we go with my first console verification and maybe also the first PAL TAS ! The quality isn't the best but I wasn't able to do better without having to put an epilepsy warning.... https://tasvideos.org/1701M : https://youtu.be/RQocCif2IVM
Woah cool new verifications and PAL TASes, good luck! Unfortunately I had to stop watching your encode after a few seconds as the pulsating flashes made it very uncomfortable, but still a good start.
Alyosha
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Well I guess those movies would sync on your (or TIKevin83's) consoles then. Maybe I'll get a better flash cart so I can read out the state of my console and compare.
Alyosha
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Game: GBC Pocket Bomberman (Jump mini game) Emulator: BizHawk: 2.8 (GBHawk or Gambatte) Console Verification Device: Gameboy Player with GBI Movie: https://tasvideos.org/UserFiles/Info/637893651321154009 (GBHawk) https://tasvideos.org/UserFiles/Info/637893650773641622 (Gambatte) Description of Desync: Desyncs randomly in stage 2 at the first boss enemy. Research: The game is effected by uninitialized WRAM. The GBA start up state used in the movies does not produce working results on console. Both floor and ceiling settings were used for dumping inputs in both movies without improvement. It seems start up state is inconsistent. Possible Next Steps: A movie with initial WRAM set to 0 and using a RAM clearing cart syncs right away. Previous research seemed to verify that initial WRAM had a consistent start up state but this does not appear to be the case. Could it be something to do with GBI? Status: Open
Alyosha
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I have console verified the most recent Super Robin Hood WIP (as well as the other existing Quattro Adevnture TASes.) not sure what's left to do for a new TAS, but it should be verifiable whenever it gets done. Link to video Note that Quattro runs use a reset in order to skip the opening code masters screen. In the verifications this is done manually, as it is not too timing sensitive, but it does require an extra poll added to the input file as the bot detects it as a poll.
Alyosha
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I resynced (and console verified) the current 2P NTSC run in the latest BizHawk version: https://tasvideos.org/UserFiles/Info/637883069676489831 After doing so, I realized the first bonus stage could be done quicker by moving Mario to the right once he reaches the top floor instead of to the left. this saves about 40 frames. It can also be used to end input a little earlier on the last bonus stage. I'm not sure about the 2 in between due to ice physics. I didn't feel like resyncing everything again so I'm leaving this here as a known improvement for anyone interested.
Alyosha
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feos wrote:
I mean DriarNROM(UE).nes used in the previous submission is newer judging by file metadata, it's mentioned in fm2 metadata, linked from the submission, and didn't require adding delay.
I'd be fine with using the version from the nesdev thread, but it seems like that version is not the author's original work. I guess it's recompiled with different settings? Should the author's version should be preferred?
Alyosha
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-removed superceded by movie below- If anyone is interested here is a run that implements the above route Morrison mentioned. It doesn't actually beat Kraid, but it at least gets there. Here is a link to the lua file as well to see what's happening: https://www.speedrun.com/resourceasset/p57a4 Anyone can feel free to use this file, I don't really plan to work through the rest of the resyncing.
Alyosha
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I tested two more Super Mario All Stars runs, both desync: Lost Levels Luigi: Luigi gets hit by a fish in 3-2, seemingly deterministically (3/3 trials.) Mario 3: Mario gets hit by the second goomba in 1-1, seemingly deterministically (3/3 trials.)
Alyosha
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ViGadeomes wrote:
This movie didn't console verified so I'll probably ask for a delay to change the inputs if needed whenever the problem is fixed. Thanks !
Always interesting to see which seemingly benign games end up desyncing. It looks like in TIKevin83's attempt it desynced at around 1:30, the girl moves differently on console then emulator. I'll look into it if it doesn't get resolved, but my guess would be that input timing just needs to be fiddled with.
Alyosha
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My opinion is to leave it as rejected, it's clear and to the point.
Alyosha
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MESHUGGAH wrote:
- Resync cost 5 frames: I only knew about + 2 frames I wrote in previous submission text and this post https://tasvideos.org/Forum/Topics/18797?CurrentPage=3&Highlight=507317#507317 What is the extra 3 frames? I mean I guess it's because of better emulation I'm just interested in details.
I'm not sure exactly, there were a couple spots with extra lag, and 2 stages desynced as I was progressing through the game, but I wasn't really keeping an exact log, 5 is just an approximate number.
Alyosha
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I'm glad at least a couple major glitches survived into the final run, cool stuff. Really looking forward to seeing what your bot can do with other games as well.
Alyosha
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Morilli was able to make a test build where I can change the clock speed of co-processor chips so I could test the impact on some of the desyncing runs. The behaviour of MMX3 definitely changes with different CX4 speed, so that's something, but I have no way of measuring what the clock rate of my cart is, so I can't really do too much else except note that it's an important variable. For SMK Star Cup run, I didn't see any change in behaviour. The default clock rate is 7.6 MHz, and I ran the run at both 7 and 8 MHz with no difference. I'm not sure what the variability of a ceramic oscillator is, but 5% seems like a lot, so I would think if it was the clock rate I would have seen some difference, but it's just a guess, maybe I'll try a wider range. EDIT: the run syncs in a range from 7-8.2 MHz. It desyncs at 7.95 and 8.3 MHz due to bad item RNG on the first level, so seems pretty unlikely this is a clock issue.
Alyosha
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Interesting and novel submission, nice work. But that shaking makes it unwatchable to me. Is that in the emulator or just the encode?
Alyosha
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NESHawk would in theory work, but before going down that road, consider the amount of time you think this will take with QuickNES. and then multiple that by at least 10, and consider if that is an amount of time you want to spend on this one game. I won't even have time to shake the dust off the C++ version for another month, so additionally it would have to wait for then. To me it seems like a more feasible approach would be to run your bot in smaller sections and turn glitch inputs on or off depending on whether or not you get correct results when testing in NESHawk. It would be a hassle but at least you could still get correct results and glitch where possible. Going with option A also seems reasonable, I think the results from that would still be pretty cool.
Alyosha
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Please add the console verified flag to this publication. (video link to verification in submission)
Alyosha
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KIL (JAM) [HLT]
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
Stop program counter (processor lock up).
Status flags: -

Addressing  |Mnemonics  |Opc|Sz | n
------------|-----------|---|---|---
Implied     |KIL        |$02| 1 | -
Implied     |KIL        |$12| 1 | -
Implied     |KIL        |$22| 1 | -
Implied     |KIL        |$32| 1 | -
Implied     |KIL        |$42| 1 | -
Implied     |KIL        |$52| 1 | -
Implied     |KIL        |$62| 1 | -
Implied     |KIL        |$72| 1 | -
Implied     |KIL        |$92| 1 | -
Implied     |KIL        |$B2| 1 | -
Implied     |KIL        |$D2| 1 | -
Implied     |KIL        |$F2| 1 | -
These are also JAM. I imagine there will be no more glitch endings after these opcodes correctly halt execution, but I'm still looking forward to new results, good luck! I'm also interested what other games this can be applied to, haven't seen this level of bot work in a while, I hope it finds some other cool stuff.
Alyosha
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I checked trace logs at the first glitch. NESHawk and QuickNES agree in execution up to opcode $72, which QuickNES treats as NOP but NESHawk treats as JAM. Sources I look at all agree that $72 is JAM. EX: https://www.nesdev.com/undocumented_opcodes.txt Relevent Trace: NESHawk:
Language: asm6502

EAE7: 99 F0 FF STA $FFF0,Y A:06 X:03 Y:06 SP:EB P:25 nvTbdIzC Cy:78887518 PPU-Cy:0 EAEA: 60 RTS A:06 X:03 Y:06 SP:EB P:25 nvTbdIzC Cy:78887523 PPU-Cy:0 FFEA: 68 PLA A:06 X:03 Y:06 SP:ED P:25 nvTbdIzC Cy:78887529 PPU-Cy:0 FFEB: A8 TAY A:01 X:03 Y:06 SP:EE P:25 nvTbdIzC Cy:78887533 PPU-Cy:0 FFEC: 68 PLA A:01 X:03 Y:01 SP:EE P:25 nvTbdIzC Cy:78887535 PPU-Cy:0 FFED: AA TAX A:06 X:03 Y:01 SP:EF P:25 nvTbdIzC Cy:78887539 PPU-Cy:0 FFEE: 68 PLA A:06 X:06 Y:01 SP:EF P:25 nvTbdIzC Cy:78887541 PPU-Cy:0 FFEF: 40 RTI A:00 X:06 Y:01 SP:F0 P:27 nvTbdIZC Cy:78887545 PPU-Cy:0 A872: 9E ??? A:00 X:06 Y:01 SP:F3 P:26 nvTbdIZc Cy:78887551 PPU-Cy:0 A875: 1E 0F 15 ASL $150F,X A:00 X:06 Y:01 SP:F3 P:26 nvTbdIZc Cy:78887556 PPU-Cy:0 A878: 00 BRK A:00 X:06 Y:01 SP:F3 P:26 nvTbdIZc Cy:78887563 PPU-Cy:0 FFEF: 40 RTI A:00 X:06 Y:01 SP:F0 P:36 nvTBdIZc Cy:78887570 PPU-Cy:0 A87A: 18 CLC A:00 X:06 Y:01 SP:F3 P:36 nvTBdIZc Cy:78887576 PPU-Cy:0 A87B: 0F ??? A:00 X:06 Y:01 SP:F3 P:36 nvTBdIZc Cy:78887578 PPU-Cy:0 A87E: 03 ??? A:30 X:06 Y:01 SP:F3 P:34 nvTBdIzc Cy:78887584 PPU-Cy:0 A880: 00 BRK A:30 X:06 Y:01 SP:F3 P:34 nvTBdIzc Cy:78887592 PPU-Cy:0 FFEF: 40 RTI A:30 X:06 Y:01 SP:F0 P:34 nvTBdIzc Cy:78887599 PPU-Cy:0 A882: 00 BRK A:30 X:06 Y:01 SP:F3 P:34 nvTBdIzc Cy:78887605 PPU-Cy:0 FFEF: 40 RTI A:30 X:06 Y:01 SP:F0 P:34 nvTBdIzc Cy:78887612 PPU-Cy:0 A884: FE FE FC INC $FCFE,X A:30 X:06 Y:01 SP:F3 P:34 nvTBdIzc Cy:78887618 PPU-Cy:0 A887: 04 20 NOP $20 A:30 X:06 Y:01 SP:F3 P:B4 NvTBdIzc Cy:78887625 PPU-Cy:0 A889: 72 ??? A:30 X:06 Y:01 SP:F3 P:B4 NvTBdIzc Cy:78887628 PPU-Cy:0 6502: PC, machine code, mnemonic, operands, registers (A, X, Y, P, SP), flags (NVTBDIZCR) 6502: PC, machine code, mnemonic, operands, registers (A, X, Y, P, SP), flags (NVTBDIZCR) 6502: PC, machine code, mnemonic, operands, registers (A, X, Y, P, SP), flags (NVTBDIZCR) 6502: PC, machine code, mnemonic, operands, registers (A, X, Y, P, SP), flags (NVTBDIZCR) 6502: PC, machine code, mnemonic, operands, registers (A, X, Y, P, SP), flags (NVTBDIZCR)
QuickNES
Language: asm6502

EAE7: STA $FFF0,Y A:06 X:03 Y:06 P:04 SP:1EC EAEA: RTS A:06 X:03 Y:06 P:04 SP:1EC FFEA: PLA A:06 X:03 Y:06 P:04 SP:1EE FFEB: TAY A:01 X:03 Y:06 P:04 SP:1EF FFEC: PLA A:01 X:03 Y:01 P:04 SP:1EF FFED: TAX A:06 X:03 Y:01 P:04 SP:1F0 FFEE: PLA A:06 X:06 Y:01 P:04 SP:1F0 FFEF: RTI A:00 X:06 Y:01 P:04 SP:1F1 A872: ??? A:00 X:06 Y:01 P:04 SP:1F4 A875: ASL $150F,X A:00 X:06 Y:01 P:04 SP:1F4 A878: BRK A:00 X:06 Y:01 P:04 SP:1F4 FFEF: RTI A:00 X:06 Y:01 P:04 SP:1F1 A87A: CLC A:00 X:06 Y:01 P:04 SP:1F4 A87B: ??? A:00 X:06 Y:01 P:04 SP:1F4 A87E: ??? A:30 X:06 Y:01 P:04 SP:1F4 A880: BRK A:30 X:06 Y:01 P:04 SP:1F4 FFEF: RTI A:30 X:06 Y:01 P:04 SP:1F1 A882: BRK A:30 X:06 Y:01 P:04 SP:1F4 FFEF: RTI A:30 X:06 Y:01 P:04 SP:1F1 A884: INC $FCFE,X A:30 X:06 Y:01 P:04 SP:1F4 A887: NOP $20 A:30 X:06 Y:01 P:04 SP:1F4 A889: ??? A:30 X:06 Y:01 P:04 SP:1F4 A88A: CMP ($8D),Y * A:30 X:06 Y:01 P:04 SP:1F4 A88C: LDA ($04),Y * A:30 X:06 Y:01 P:04 SP:1F4 A88E: PLA A:00 X:06 Y:01 P:04 SP:1F4 A88F: CLC A:6E X:06 Y:01 P:04 SP:1F5
Edited by feos: Apparently we have 6502 highligher now!
Alyosha
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Very impressive bot work, but I'm a bit skeptical of the accuracy/legitimacy of results. QuickNES isn't well suited for the type of glitches you describe, and as it desyncs on NESHawk I definitely think it needs a closer look. I did make a C++ version of NESHawk some time ago, but it still only has 1/10 - 1/20 the performance of QuickNES so probably not much help for botting. It's really a shame that there isn't a fast and accurate emulator for cool stuff like this.