Posts for Alyosha

Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
The A7800 firmware listed is a fast load custom bios that I forgot to switch back to the official one. you can find it pretty easily by googling "atari 7800 homebrew bios". I fixed this issue in master. Maybe we can get a hotfix patch that fixes this issue fir rekease, sorry! Vectrex is work in progress so things are still being built.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
Have GBHawk selected as you GB core, then just load a daul GB xml. FFMPEG seems to be working fine for me for avi though. I don't know how to get to VFW. EDIT: regular avi reorder works fine for me (uncompressed frames)
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
Yellow is basically a different game then red /blue. Just look at the visuals, yellow is made to take advantage of GBC capabilities. It's like how we have TASes for donkey kong country on different platforms. In this case it's less apparent since red / blue is allowed to be played on GBC hardware for console verification.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
GamersTavern wrote:
In Sonic Chaos for both the Game Gear and Master System, the SFX for Tails' flight doesn't play, whereas it does in other emulators such as Kega Fusion. This was tested on version 2.3.1 of BizHawk.
Sorry for not responding to this for so long. This is working in the Dev Build. Not sure exactly where it was fixed but it now sounds correct.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
feos wrote:
I started some work towards release, hopefully this month.
Awesome! Thanks feos.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
What bugs need to be fixed feos? I can focus my attention on them if it means getting a release build out, we've accumulated tons of changes it seems about time.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
Ok, I’ll look into it eventually .
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
Lobsterzelda wrote:
Alyosha wrote:
I'll add it to the list for A2600. Most likely it just needs a database flag.
What is a database flag?
In your BizHawk folder you will find a folder called gamedb. In that folder you will find various lists of games for different consoles. In the A2600 file the entry for haunted house is this:
sha1:1476c869619075b551b20f2c7f95b11e0d16aec1		Haunted House (1981) (Atari)	A26		m=4K;NTSC=true
A database flag would modify this entry to tell the emulator to do different things with the game while loading. The two flags are
SP_RESET=true;
and
SP_FRAME=true;
So, just to be extra clear, the above entry for Haunted House would become either:
sha1:1476c869619075b551b20f2c7f95b11e0d16aec1		Haunted House (1981) (Atari)	A26		SP_RESET=true;m=4K;NTSC=true
sha1:1476c869619075b551b20f2c7f95b11e0d16aec1		Haunted House (1981) (Atari)	A26		SP_FRAME=true;m=4K;NTSC=true
If you want to test and see which one works give it a try. If neither of those things work the mapper (m=4k) is probably wrong but that's much less likely.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
I'll add it to the list for A2600. Most likely it just needs a database flag.
Post subject: The Cowlitz Gamers' Adventure
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
I made a brief TAS of the first game just to pass some time: http://tasvideos.org/userfiles/info/55667676554537417 The game is incomplete compared to the second game so it probably isn't really worth submitting, but here it is anyway. I did 3 loops because the record on speedrun.com did 3 loops, not sure what the justification is I didn't look into it. The second loop at least has a few extra enemies.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
Awesome! I like seeing this kind of technological progress, keep pushing the limits! Hopefully we can get a new BizHawk release ready for the new submission.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
http://tasvideos.org/userfiles/info/55639385766082321 Please replace the movie file with this one. I found a place where I could save one death abuse with player two (and save time since it was unnecessary) and a place where I could swap out player one to take a death abuse instead of player 2 without losing time. In this way I was able to play on hard mode instead of easy without sacrificing any time. Now both players end the game with zero lives and on hard mode. So if one wanted to end the game slightly earlier by killing off one player they could. I still don't like this though. So i didn't do it, at any rate it is trivial now. pretty cool it magically worked out this way.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
With a huge thanks to MrWint, a new version of gambatte has been merged into BizHawk. This version incorporates the improvements made over the years particularly by the speedrun community, into a newer code base that is much more manageable then before. The primary improvement in accuracy is in RTC emulation, with the hope that some gen 2 pokemon games will be verifiable on console now, pretty cool! If you are working on a TAS using the 2.3.1 version of gambatte, I strongly recommend you update to the dev build, especially if you are not too far along.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
config -> cores -> nes -> neshawk Then reboot the core. Should fix things
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
So it turns out that audio related variables were never being savestated in the core, oops! I refactored the audio code to allow easy savestating. Now sounds should play correctly when loading a state.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
Try the dev build, I seem to remember some file stuff changing recently. https://ci.appveyor.com/project/zeromus/bizhawk-udexo/build/artifacts
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
mGBA core is set to be updated eventually, did you try mGBA standalone to see if it's working there first?
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
I'd definitely accept a PR for an updated gambatte, it would be great to be more in line with gambatte-speedrun. Just make sure you are being extra careful with savestates, as in my experience savestate bugs can be hard to track down in gambatte.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
The Pokemon folks have a fixed RTC for their Gambatte branch, but their codebase is quite different from that in BizHawk so I deemed it to tedious to try to implement. Might want to contact them if you are interested. Going forward GBHawk will have an accuracy advantage over Gambatte unless someone makes the effort to fix up Gambatte . You can already see the difference in sprite-scroll PPU timing and other tests. Gambatte will remains more or less as it is , which is acceptable for TASVideos standards but isn’t likely to be hardware accurate for many cases. But yeah GBHawk is considerably slower then Gambatte , speed just isn’t a primary goal, plus C# is slow. Also the loading times are the same, frame count is different only because frames are ended at different points (I feel like I should make a copy-paste thing since I keep having to repeat this.)
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
GBHawks RTC is already cycle based, just do you know, if that helps at all.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
MrWint wrote:
I'd love to also present such a version for this submission, but it's literally impossible due to BizHawk's limitations of only allowing one input per frame. My magic conversion tool tells me that on frame 32344 (EFL timing) this submission would require multiple inputs (a neutral and an A input), which is not representable in BizHawk's input format. A real console has no problems with this of course. I guess you could try to convert it to lsnes which doesn't have this restriction, but it's probably not worth the effort.
Eventually I'll make a SubGBHawk variant like I did for NES which will accept sub frame inputs. It just needs a little more thought given all the debouncing stuff and possibility to have button press interrupts.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
I tried to burn my lives but I only managed to get down to 7 in the time it would take to otherwise climb the rope. It would save time on hard mode, where I'd only have 3-4 lives, but you would have to have one less death abuse with player 2 at some point in the run. So I guess it's mainly a matter of taste, but saving time in this way is definitely possible. EDIT: actually even on easy mode there are points where player 1 is waiting long enough for player 2 that I could burn some lives. I could also give player 2 a couple extra gold without losing time to keep player one from getting another life. So it might save time there as well. But at any rate I don't like the idea.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
That only works for TSAes made in GBA mode to my knowledge. If you are making a new TAS in GBA mode then by all means use that script and maybe the pokemon people who have the hardware setup can run it and see which one works on hardware (if either.) The script just converts your movie to a file that the hardware can use, it doesn't verify anything on its own.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
jlun2 wrote:
Would it help if I ran that console verify script on both versions of the run and post results here?
What is that?
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
You can't directly compare lag frames between gambatte and GBHawk. They deal with time when the screen is turned off differently. If you looked at cycle counts for the loading times / screen transitions they will almost certainly be identical. It's an unfortunate consequence of the fact that the gameboy can turn off the LCD completely and therefore lose the conventional idea of a video frame. The lag in stage 8 is more interesting though. You might want to look at some trace logs around those frames between the cores to see what exactly is going on. Also try GBHawk in the current dev build to see what you get, improvements have been made since 2.3.1. Also that accuracy test table is very outdated, and is missing some very important tests. With so many screen transitions it's probably preferrable to use gambatte since the encode will be more reflective of an actual gameboy, especially with audio, given that there is no RNG. Once there is a method of console verification available for original GB, it can always be revisited. Also as a bit of an aside, 'more accurate' doesn't really mean much, it's either right or its wrong.