Posts for Alyosha

Alyosha
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I'll look into it.
Alyosha
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HappyLee wrote:
No one can imagine how pissed off I am to hear some people saying that this is somehow less entertaining than MrWint's run without providing evidence or details. Yes, entertainment can be partially subjective, but at least don't let your feelings go over the facts.
Were it not for the trickery at the end of 5-1, I would definitely be one of the people saying that MrWint's run was more entertaining. I generally find neither run all that entertaining really, the constant shooting of fireballs at everything I find mildly irritating after a few levels. I actually preferred 4-1 and 6-1 in MrWint's version because at least it's a break there. Overall I generally prefer his simpler stlye. The shooting in the castle stages and the jumping into the breakable blocks in 4-2 and 6-2 were also things I consider to detract from the entertainment value. MrWint did that too, I don't know why. Doing more stuff isn't always better. Were some of the meh or no votes drama related? I would guess probably. But I'm also not that surprised if they aren't, as the years tick by newer people just aren't going to find the older games all that interesting.
Alyosha
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I improved the tilt controls in Kirby's Tilt 'n Tumble to include rotation rate effects. Now the controls should feel more realistic. If anyone wants to test I would appreciate any feedback. This would also effect Command Master, if anyone is familiar with how that game's controls feel.
Alyosha
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Thanks for the post mortem Warepire, I'm sure it comes at the end of many frustrating hours of work. Too bad Windows is such a mess, I was really hoping something revolutionary would come out of this project, thanks for trying though.
Alyosha
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That grumble volcano one was pretty cool.
Alyosha
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http://tasvideos.org/userfiles/info/47379906146930089 I resynced the current warps run to run in the current dev build and also added inputs to the end to make sure You vs. Boo is unlocked. (In order to unlock You vs Boo, you need only score 100000 points in the normal game, but you have to end the game, either by completing it or game overing, to unlock it.) I'll try to see if I can get the you vs boo run working now. EDIT: And here it is: http://tasvideos.org/userfiles/info/47383954392527461 note that Bowser 2 is slightly different since the original desynced there. It's the same number of frames total though.
Alyosha
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Sonia wrote:
By the way, can you make Grayscale the default palette for Gambatte (like in GBHawk)? Cause the default pea soup one looks pretty ugly.
That makes sense since everything gets published in grey scale anyway. Done. I also updated the text in the color selector dialog boxes to be 'Default Green' and 'Default Grey' to reflect what's actually happening. I also set 'equal length frames' default to false while I was at it.
Alyosha
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MUGG wrote:
Will GBHawk be prefered to Gambatte in future runs? Does GBHawk have higher accuracy yet?
No and no. The answer to your second question would have been yes 2 months ago, but gifvex and tikevin83 and the pokemon people have done an amazing job in keeping Gambatte up to speed with current developments in accuracy. At this point the only real reason to use GBHawk is for a couple of homebrew and pirate games, Kirby's Tilt 'n tumble and Command Master. I'm not done yet of course. This is what I consider 1.0 for GBHawk. Future work includes GBC improvements, link cable stuff, more mapper support, possibly SGB, and whatever else people come up with the Gambatte can't do.
Alyosha
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With the latest commits to GBHawk Pinball Fantasies finally works. This is an infamous game in GB emulation and a large part of my motivation for starting GBHawk. It was already figured out though by the author of Sameboy long before GBHawk reached the point of being able to analyze it, so once again I was late to the party, oh well. Originally I was going to wait to work on this until after test ROMs are released that test the required behaviour. But there is only one internally consistent solution that makes the game work and passes all the other test ROMs and accuracy checks (such as the pokemon runs) so there was really no point in that. With this, original Gameboy emulation has reached the point where I consider it capable for TASing. So, I'll be putting it into released state once I go over and clean up some stuff. Gameboy Color emulation has progressed significantly, but I haven't really touched double speed mode or associated timing stuff, and there is generally still a lot of work to do there. Maybe I can start on that soon now that I'm pretty comfortable with the original Gameboy part.
Alyosha
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Impressive improvement and perseverence as well. Yes vote. Nice work on 5-1.
Alyosha
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Here are the improvements I found so far: 1-4 improved to 31 moves 1-9 same moves, one turn saved 2-1 improved to 97 moves 3-4 improved to 136 moves I think 2-1 is just a simple oversight. I looked at some of the other levels but many of them are more like just solving a maze, so aren't really that interesting. http://tasvideos.org/userfiles/info/47270114374730904
Post subject: Amazing Tater
Alyosha
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I watched the encode of the currently published run out of curiousity and it looks like there is room for improvement in this run as well. 1-4 for example can be done in 32 moves by pushing the big block first. Not sure I'll try to make a full game run here, I might just look it over from time to time when I don't feel like doing anything else, but thought I'd mention it in case any one else is interested in this game.
Alyosha
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http://tasvideos.org/userfiles/info/47224474954827281 I managed to get the new pokemon yellow run to sync on GBHawk as well. This was a very good and very productive test of GBHawk. With the blue run and yellow run now working, as well as the new Halt test rom, I can be very confident of basic design and implementation of GBHawk moving forward. The next challenges will be emulation of double speed mode timings and the remainder of the IRQ timing quirks like those needed to make Pinball Fantaises work.
Alyosha
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Very impressive. How long did it take to make though?
Alyosha
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Woah, sounds like you all have a lot of cool content in the works, good luck team TASBot!
Alyosha
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Nach wrote:
Test now, please let me know what happens.
Seems fixed now. It's now marked as read after I clicked on it and no more errors. Thank you!
Alyosha
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Nach wrote:
What's the link to your private message?
http://tasvideos.org/forum/privmsg.php?folder=inbox&mode=read&p=98859
Alyosha
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I don't know how I did it, but somehow one of my pm's is marked as unread even though I read it, and now when I click on it I get this message:
Could not update private message read status for user

DEBUG MODE

SQL Error : 1690 BIGINT UNSIGNED value is out of range in '(`nesvideos_forum`.`users`.`user_unread_privmsg` - 1)'

UPDATE users SET user_unread_privmsg = user_unread_privmsg - 1 WHERE user_id = 8061

Line : 384
File : privmsg.php

Backtrace:
  includes/functions.php[743]: ErrorPrintBacktrace()
  privmsg.php[384]: message_die(202, {string(53)}, string(0) ""
, 384, {string(45)}, {string(91)})
I can't delete it either because it will give me an error message if I try to do that too:
Could not update user pm counters

DEBUG MODE

SQL Error : 1690 BIGINT UNSIGNED value is out of range in '(`nesvideos_forum`.`users`.`user_unread_privmsg` - 1)'

UPDATE users SET user_unread_privmsg = user_unread_privmsg - 1 WHERE user_id IN (8061)

Line : 960
File : privmsg.php

Backtrace:
  includes/functions.php[743]: ErrorPrintBacktrace()
  privmsg.php[960]: message_die(202, string(33) "Could not update user pm counters"
, string(0) ""
, 960, {string(45)}, {string(106)})
Any ideas how I can fix this? Other pm's work fine so it's not a big deal I guess, just kind of a nuisance.
Alyosha
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Ah, yeah I should have thought of states when I was doing it as well. I added the new variables to the state now so let me know if it's fixed (remember that you'll have to delete the greenzone file in the .tasproj or else it will automatically crash from not matching state size.) Also I found a whole bunch of test roms here: https://github.com/AntonioND/gbc-hw-tests So looks like I have a lot of work to do! I'll look at the other commits after I sort everything out here and can look at exactly what is happening. EDIT: I finally found the bug in mode 3 timing during windowing and now I am syncing up with Gambatte. Problem solved! The new test roms also revealed a couple other minor bugs so things have been really productive all around. Incidently, the test halt_if relies on the same halt bug that is needed in pokemon yellow, so this information was out there (although obscured) 3 years ago! Kind of funny how information is just strewn about out there.
Alyosha
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Yes I just converted the VBM. Then I had to adjust the start point a bit for loading (and BIOS of course.) After that the gameplay was identical except for the very end where I adjusted the input by random guess and check until I got the glitch. I briefly tested SML1 and it does look like it would sync with only adjusting for load times (I made it through the first few levels anyway.) Well, the movie as it is published now is definitely not accuracte, since the current inputs do not even come close to hitting correct timing, so in that sense yes VBA is bugged, but the new movie still needs to be confirmed on console somehow to be sure.
Alyosha
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Uh oh , I was really hoping it would just get to the end without issue. Yeah please do try Gambatte and see what happens, I’ll look at it this week and see if I can anything funny going on. EDIT: I manually resynced the gambatte version to see if things diverge anywhere, it turns out they diverge at 177475 (GBHawk) or 178390 (gambatte). This is right when you are using cut to clear a path after doing a bunch of shopping. Once again the point of divergence is mode 3 timing. I seriously need a test rom to figure out what's going on there. Of course I don't know for sure if what gambate is doing is correct either, I'll need to wait and see what TiKevin83 comes up with.
Alyosha
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Nice work re-doing this so quickly. That second boss fight looks so smooth now! Yes vote!
Alyosha
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Ah, thank you that script did help in finding proper frames. With it I was able to get a game end glitch: http://tasvideos.org/userfiles/info/47098069959194767 It works in both gambatte and GBHawk, so it's pretty likely it also works on console. Unfortunately, this is only in DMG mode. I haven't found even a close hit in GBC in GBA mode (the one where console verification is easy to check.) Maybe it's possible to directly check on a regular GB but I don't know, seems pretty likely though.
Alyosha
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MUGG wrote:
I verified the pause glitch also works on Bizhawk (gambatte core). $A201 onward are executed on rare occasion when doing the bug, and depending on the values of those addresses, various things can happen, as was the case in VBA. I didn't manage to do the credit warp by editing memory to C4 C3 05 ... C0 though. I only did manage to leave the level early by C4 BC 05 ... C0. This could be because of the glitch being stubborn or because of emulation differences, I don't know. I tried with five different scenarios and it barely works. I remember the bug was more compliant in VBA.
MUGG, do you still have a bk2 of this? I'm interested in seeing if this can be made to work now that there is a fairly robust console verification pipeline available.
Alyosha
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TiKevin83 wrote:
I should also mention I'm getting a lot of audio problems with GBHawk right now, it seems to speed up and slow down a lot which in turn makes the pitch sway wildly.
That's because during loading when the screen is disabled multiple audio frames are squeezed into one input frame. When made into a video encode and played back it should sound fine since multiple video frames will be used as needed to account for the length of the audio sample.