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Alyosha
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natt wrote:
I worry that the tracelogger's notion of timing might be busted after a while; doesn't gambatte's cyclecounter variable occasionally reset backwards to account for 2^32 rollover?
I thought this was fixed, but I checked just now and it is not. Not sure how difficult it would be to make it 64 bit instead of 32.
Alyosha
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Trace Logger gives the same cycle counts for both cores. Looks like gambatte's count is being cut in half for the lua function somehow, I'll look into it. EDIT: Yeah, Gambatte is using master clock rate (~4MHz) / 2 for TotalExecutedCycles. This comes from the audio code it seems like? Not sure yet how to get the count it uses for Trace Logger.
Alyosha
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Second pass through the game. Little over 10 seconds saved. http://tasvideos.org/userfiles/info/63588782110175948 I think worlds 1 and 2 are pretty much done now, but the later worlds still have some work to do. I thought about converting it to GBC mode, but when I do that there are a lot of sprite priority glitches, so not sure what the final product will be in yet.
Alyosha
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Are the TASes in Goldeneye accurate to console? I'd be amazed at a console playback of Goldeneye, even if only one level.
Alyosha
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Palettes are too low a priority for me to focus on. (I'd accept a PR for something like that tough.)
Alyosha
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^ Fixed in master.
Alyosha
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Thanks for the continued testing. Looking at the schematic, even going through the headphone jack adds some more filtering, so there are probably lots of variations in what you can hear. I've always had a weak ear for audio issues, and all the variability just makes it more annoying.
Alyosha
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I made one more adjustment that 'fixes' ready to rumble and cannon fodder (sounds closer to videos I watch.) I don't think it changes anything here. I tried adding a high pass filter, but it didn't sound any different and slowed things down a lot, so I didn't commit it. So I think I'm done fiddling with audio for now unless something sounds very obviously wrong.
Alyosha
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Thanks for testing. Sounds pretty clear on GBA. I looked into the documentation on GBDev, and apparently sound on GBA is produced differently then on GBC, but this particular case shouldn't be effected by it. The popping in Crystal here comes from turning off channel one in the mixer while it is still active. This should definitely produce a pop on all systems, due to DC bias in the DAC. On a real system, the pop is probably attenuated by filtering, but I don't have any filtering so it comes out pretty sharp. I did tune the bias in master though so the popping is much less noticeable, hopefully it sounds better now. (Side note, following the spec here broke sound on two games, ready to rumble and cannon fodder. This is because they turn the wave channel off to update the wave channel constantly. This produces a very noticeable humming. On Youtube I saw a video also mentioning it for ready to rumble, so maybe it's accurate? I believe on GBA these issues wouldn't show up at all because the DACs there are always treated as on. I have not updated audio for GBA mode though, so it will have to stay broken for now.)
Alyosha
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Yes vote again!
Alyosha
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I compared the audio against Sameboy for this. The pops appear in all the same places, they are just louder in GBHawk. I'd be interested to hear what it sounds like on console. Also Gambatte definitely has overall less popping, not entirely sure why.
Alyosha
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An update was made today to Gambatte that fixes a VRAM access bug that prevented a run of WarioLand II from syncing on console. Thanks go to TIKevin83 and the gambatte devs for putting everything together and making a test ROM. jlun2 had posted the issue in the game thread less then a month ago, so seeing this wrapped up quickly and advancing console verification is pretty cool I think.
Alyosha
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I refectored GBHawk audio, so games should sound much better now. There's a bit more popping then in Gambatte in certain cases (like pokemon yellow) but in those cases it is shutting off Wave channel, so not sure why it wouldn't pop. Games and demos that use DC bias and direct volume modulation should in particular sound much better.
Alyosha
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Looks like I forgot to add that for SubGBHawk, fixed in master.
Alyosha
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Wow another very unexpected improvement. Nice work Archanfel.
Alyosha
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Jaguar? Nope that would be a huge investment of time with no real payoff. I realistically only have time to focus on one or two additional systems at most, so I'm not looking to dump time into obscure systems. Waterbox is probably the best answer to a lot of those.
Alyosha
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I've cleaned up a lot of HDMA edge cases and fixed up speed switch timing, almost ready to start checking double speed mode and looking at the pokemon TCG runs. I had looked at TCG1 earlier but failed due to speed switch timing issues (also TCG1 constantly turns the screen off which makes syncing pretty tedious.) Still a lot of work to be done, but I'm hoping some more robust double speed mode accuracy isn't too far off.
Alyosha
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Amazing work! Battletoads is super challenging to TAS and you made it look easy! Definite yes vote. Also personally I prefer just letting down time be down time, you don't always have to be doing stuff (and anything you change will certainly ruin RNG and you will have to redo many sections afterwards.) You're definitely a super talented optimizer, I hope try your hand at other challenging games too.
Alyosha
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Cool run! Impressive level of pokemon knowledge on display as always. Yes vote. Can you actually reset a gameboy player? I'm not sure what the audio issues are (it sounds fine to me.) I'll have listen to it side by side with an older version or gambatte, I've never really gotten an ear for audio issues. Whatever it is I'll fix it alongside Hammerin' Harry, which should be soon. Not really related to this run, but I'm really surprised by how often corrupting save ram leads to useful results.
Alyosha
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Fixed collision detection on catch the ball, maybe fixes other stuff. For catch the ball game 3, it just loads up the game restart sequence, so to me it looks like there is no game 3. Unless someone loads this up on an actual console and gets something for game 3, I'm thinking there is nothing to fix here.
Alyosha
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http://tasvideos.org/userfiles/info/63275868784479312 Finally, here is a WIP that completes the game. This is still quite a long way from being done, but at least now I have a complete file to work with that has all the loading times accounted for so I don't need to spend so much time just re-syncing things. It was quite a lot of work getting to this point, so I'll probably only work on this slowly from here on. this type of long project really isn't for me. At least there's no RNG to deal with. EDIT: here is a 5 second faster WIP that cleans up a few obvious errors. http://tasvideos.org/userfiles/info/63349808160853828
Alyosha
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I had mentioned this in the GBHawk thread, but basically the way STOP is emulated in Gambatte got changed somewhere along the way. It now cannot be un-stopped without an interrupt. However, various test roms require being able to un-stop without an interrupt, just a button press, so this seems to be a regression. See: https://github.com/AntonioND/gbc-hw-tests ,dma_halt_stop_speedchange.gbc I believe the game end glitch can be executed as implemented, but to work on real hardware would need subframe inputs to un-press the buttons before the STOP hits. The original run works in GBHawk in exactly the same way as it originally did on Gambatte (which I believe is also not technically correct, as the buttons are held before STOP, but I need a proper test): http://tasvideos.org/userfiles/info/58687251796716780
Alyosha
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I was wondering, has any dis-assembly work been done on this game to get some strong evidence of where things are optimal or not? It still looks like it's mostly empircal guess work finding strategies and it would interesting to know if there are any really un-intuitive strategies that could still save more time.
Alyosha
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Personally I see these as two different versions, the player pretty clearly has to do some different things in order to win optimally. Seems like there is a lot of room for differences of opinion here. Why not have feos judge one and Memory judge the other one?
Alyosha
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Wow that's a big improvement, nice work! Once again voting yes, this is an interesting category.