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Alyosha
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Also it looks like this is a prototype for a game called otto's ottifanten - baby bruno's nightmare. Might want to try that one too.
Alyosha
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EZGames69 wrote:
For what it's worth, I confirmed sync on BizHawk 2.4. Strangly enough this game does not work on the dev build at all (I tested that version because it has updated version of Gambette, the game just refuses to load after the bios)
This game isn't working on Gambatte in the dev build? Does it work in GBC mode, or in GBHawk?
Alyosha
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There is only one option for BIOS in intellivision, so if BizHawk is loading the game you have the correct one. I mean go to tools -> TAStudio and use inputs from there. Alternatively also test tools -> virtual pad. These are different ways to give the game input then the keyboard. Another user confirmed that Intellivision in 2.4 is working for them, so it's definitely something on your end, just need to narrow it down.
Alyosha
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What build are you using? Donkey Kong has a TAS made on 2.3 so it was definitely working before. Does TAStudio inputs on the piano roll work? EDIT: Also try switching from analog controller to digital one in Intellivision -> cotroller settings -> standard controller. Then reboot the core.
Alyosha
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Have you tried using player 2 controls? Some intellivision games use player 2 controller as player 1, and I know those games were working previously.
Alyosha
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I can't test it myself right now but I glanced at the code and it looks correct. I suggest deleting your config.ini and starting over, maybe you double assigned something. Also what game specifically? Also check autofire controls and make sure nothing is double assigned there either.
Alyosha
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I've been too busy to do any dev work lately but I did some research to follow up here. From what I can tell there are no mappers in the Odyssey II or Videopac G7000, or even videopac+ G7400. Maximum game size is 12KB of which there are 2 examples (neutron star #55 and air battle #58) There are bank select registers for games over 2 kb, but those are properly emulated from what I can tell. So once again if anyone knows any US (i.e. Odyssey 2) games that aren't working please list them so I can look at them first as they are what should be supported right now.
Alyosha
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How will that effect anything?
Alyosha
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There has to be a better solution here then to have the 'published ' run be the slower one, that doesn't make sense.
Alyosha
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Very unique submission here, I've never heard of or seen anything like it on the NES before. Very interesting optimization, nice work and yes vote.
Alyosha
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http://tasvideos.org/userfiles/info/61698926306049381 Here's WIP 2, going through the rest of world 2 and cleaning up world 1. Time saves include better bonuses in red hot ride collect the stars with a better route and Barrel Bayou bonus with faster kills. Also, the published TAS, the nico video TAS, and all 3 runs on speedruns.com inexplicably miss an intended shortcut at the end of slime climb. I found this pretty funny, ~5 free seconds of savings for me I guess.
Alyosha
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I made some improvements to the linking logic to be more efficient, it runs a bit better now. I'm at full speed pretty much all the time. It's possible that I could run the cores for X steps at a time instead of one step at a time for 4 player linking, but this would complicate the implementation and I'd rather avoid it.
Alyosha
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The adapter itself is the master time keeper, so each console needs to only sync up when its sending out data. I don't have a clean way to do that right now though (everything just runs one cycle at a time.) I don't know anything about threads, but if you can make this : A.do_single_step(); B.do_single_step(); C.do_single_step(); D.do_single_step(); run simultaneously instead of sequentially, that would be where most of the benefit would come from. The linking itself doesn't slow things down that much, but it's just enough to bring it below full speed. Most of the work is being done in those do_single_step() calls and they are completely independent.
Alyosha
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I think it's the same thing as with Oddworld 2 where the sound effects don't work. I haven't figured it out yet so at least this gives me another data point to work with. EDIT: Audio is fixed. It was similar to how Perfect Dark does audio. Oddworld 2 looks slightly different, looks like I need to emulate the DC bias of the audio better to get that to work.
Alyosha
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TiKevin83 wrote:
Oh that reminds me I tried to see if GBHawk would play LIJI''s gbvideoplayer2 demos but they don't run anywhere near at full framerate so I couldn't really tell if they were accurate
Really? I tried just now at it runs at about 3x speed for me. Looks correct. No sound though, looks like I'm missing something there. I'll look into the sound.
Alyosha
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I optimized GBHawk's cpu core a bit and now 4x is a bit more stable. Wave Race still struggles though, I think because it does more complicated stuff with the screen. Ultimately I'm just running up against the fact that GBHawk and C# are slow and doing 4x as much as normal plus linking logic is really a lot of stuff. Still I'll try a little more to get wave race up to speed, maybe there is something obvious I can do that I'm not seeing yet. At any rate the CPU improvements were a necessary step that would have to happen sooner or later just because the previous implementation was pretty sub-optimal.
Alyosha
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Great at least the DLL error is sorted out. I'll come back to this once the current round of GBHawk upgrade are done and O2 is sorted out. And yeah mapping hardware isn't supported yet, it's probably the first thing I'll do.
Alyosha
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Thanks to Shonumi's documentation, the 4x adapter now functions in the current dev build. You can now play 4 player GB games in BizHawk. I tested f1-race, rc pro am, and wave race and 4 player functionality works for them. I tested 2 player on micro machines and it works. I tested 2 player on Yoshi's cookie and it does not work, not sure why yet. EDIT: Yoshi's Cookie is not responding to the four player adapter pings. I'm guessing it's not really compatible with it. I was testing Yoshi not Yoshi's cookie oops. As you can see from the screen shot, it doesn't quite run at 60 fps on my laptop, I'll try to do some optimizations to get the speed up, but for now if anyone is interested feel free to play around with it and let me know of any bugs. This should still be considered WIP. EDIT: the 4 player adapter is the default connection setting in 4x mode. You don't have to press anything to get into the 4 player adapter. This is the last major peripheral I wanted to implement personally in GBHawk. It probably doesn't have any TAS potential, I just thought it was cool. I'm not really 100% certain about the networking algorithm, I just did what made sense and followed Shonumi's documentation and it seems to work pretty well, although almost certainly not hardware accurate. I know there are a lot of other peripherals in the gameboy domain, but I'm not super interested in them. Some of them are probably TAS worthy, If anyone feels inspired to implement more of them I can help along the way.
Alyosha
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The missing DLL error seems to have been sorted out (Thanks to zeromus and TIKevin83.) Download and run the updated prereq installer and it should work now hopefully.
Alyosha
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Nice work and research, yes vote.
Alyosha
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adelikat wrote:
Do you have any docs on mappers? I haven’t been able to find much.
Nope. Which games specifically are you referring to? I should be able to guess at a mapper implementation with trace logger. Also do you know of any US games that don't work? I see the above list consists mostly of EU (videopac) games which technically aren't implemented yet but is next on the lsit.
Alyosha
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Thanks for testing, I'll start looking into those bugs and mappers too. And yeah work on this has been slow and inconsistent, I'm trying to knock things off my todo list so I can focus a bit more.
Alyosha
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SubGBHawk is here! Subframe inputs and resets are supported. By necessity, it works a little different then SubNESHawk. Every 'frame' has an input validity time. Any buttons pushed during that time are registered. Power button is also registered during this same time. If a frame end event happens, the validity time is truncated. This will be registered as a lag frame, however input will still be processed during time. So it's not actually lag, it's just a visual representation of where GBHawk is ending the frame (it's actually an audio frame strictly speaking.) So by example, lets say you pick a validity time of 200 Then you will have: (end of current frame, shown as lag frame) 200 *some inputs* 200 *some inputs* . . . 200 *some inputs* (another 'lag' frame 70224 cycles later.) you can change validity time whenever you want, it can be anywhere from one to 70224 (a normal frame time) with default of 70224. When power is pressed, it will act as pressed until the current frame ends. This is new so some testing is required, but it seems to be working correctly. This was one of my goals when first starting GBHawk, so it's nice to have it almost done.
Alyosha
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Good idea. I don't have time right now to bot it up though. Are you going to give it a try? If not I'll look into once I have finished a few of the other things higher up on my TODO list maybe in a couple months.
Alyosha
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Wow I'm dumb, I didn't even realize that I was looking at the completely wrong set of values. I just tried 8,0,0,2 in GBC and indeed it makes it to the end. So I guess GBC version can be submitted since it's faster. Too bad good values are so much slower in the GBC in GBA version. Here's a file: http://tasvideos.org/userfiles/info/61505883417763093