Posts for Alyosha

Alyosha
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I'll fix the screen color (I just set it to black when I first wrote it and didn't update it at all.) It's slower then Gambatte primarily since it's written in C#. It's probably as fast as it's going to be. My goals are accuracy and maintainability, not speed, although I do try to optimizae where I can. I realize this is a pain especially for longer TASes. Honestly as long as you know it works on console you might as well stick with Gambatte, especially if gifvex continues to be able to keep it updated. Maybe somewhere down the road GBHawk will really start to pull ahead in terms of accuracy, but I don't think we're there yet. Still cool to have Pokemon Yellow syncing though, let's go for a full run!
Alyosha
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I just committed some improvements to GBHawk that allow the game Airaki to work. This is a game by Furrtek, which is known for their anti-emulator checks in their games. This game did 2 things. First, it checked that reading from the Cart was disabled while DMA is in progress and DMA address is from ROM space. Second, it checked if the timer divider register is being used to clock the length in SQ1 in the audio. (You can prevent clocks by constantly resetting the DIV register.) These are both well known behaviours, but aren't commonly implemented in emulators I guess, at least at the time the game was made, Sameboy for exmple runs it just fine.
Alyosha
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Gambatte has gotten a pretty important improvement today with a newly discovered glitch in Halt behaviour being accurately emulated. This glitch is relatively uncommon but it's impact can be fairly large, since it basically causes a second Halt to occur. So if anyone out there is working on a GB or GBC run in Gambatte, I would strongly encourage you to check out the dev build and see if it effects your run. The recent Pokemon Yellow run desynced on console due to this glitch in an otherwise unremarkable section of normal bike riding, so it is an important accuracy fix to be sure.
Alyosha
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feos wrote:
TASTUDIO USERS PLEASE TEST AGAIN I tried to fix stuttering leftovers, please give it thorough testing once again! Also fixed accidental removal of state for last edited frame. Link to interim build is in the OP.
I was having some trouble with stuttering that seems to be fixed now, it occured when going to back to the start of a movie when the current frame was several tens of thousands of frames later. I'm guessing these commits fixed it so thank you feos.
Alyosha
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http://tasvideos.org/userfiles/info/47030679356753062 Here is 3-10 in 422 steps (4 better then Nitrodon's improvement to 426.) That's probably about all the effort I'm going to put into this game. If GBHawk becomes acceptable in the next BizHawk release I'll likely just submit what I have.
Alyosha
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I've been struggling through trying to implement new information found by gifvex. So far I can pass a new test ROM that is supposed to verify this behaviour, but ultimately I don't match the expected console behaviour in Pokemon yellow for some reason. I did re-organize the CPU to poll the INT line on the correct cycle though, so that's good since it needed to be done eventually anyway. Unfortunately though this didn't actually solve any problems, oh well. So if anyone notices any regressions in the latest dev builds do let me know.
Alyosha
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Nice run! It's god to see another run brought up to speed with RTA. Yes vote.
Alyosha
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http://tasvideos.org/userfiles/info/46919445429283957 1 move saved in 3-9. (I also improved the intro menuing.) I looked over the other levels but couldn't find anything, so it's on to 3-10. If anyone else decides to try to run a solver, I would be quite interested in the results for some of the higher move count levels, although some of them do seem to have only one 'fast' solution path.
Alyosha
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4 to go. Glad to be done with psychic world that was a grind.
Alyosha
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Mothrayas wrote:
I'm not getting the movie file to sync, using BizHawk 2.2.2 and the same ROM MD5 as in the movie header. The movie file has no sync settings. Is there anything in there I may be missing?
SMS -> Display Type -> NTSC I supposed to fix that for 2.2.2 but never got around to it.
Alyosha
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mklip2001 wrote:
Any chance at an encode? I really like this game, but I haven't been able to get emulators set up. No hurry though.
Sorry but my net right now is too slow to upload this long of an encode. Although, it's visually almost identical to the original, so there isn't much point really.
Alyosha
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http://tasvideos.org/userfiles/info/46805336826281923 I found improvements in 2-1 and 2-4. I'm thinking the improvements cybershadow found were these plus 2-6, so that list of 5 levels would be: 2-1, 2-3, 2-4, 2-6, 3-2 There is also the improvement I found in 2-7, and the knwon improvement in 2-2. So that's 7 levels improved so far. I looked over most of the other low move count levels but didn't see any obvious improvements. So the only other known improvement is in 3-10 which I haven't looked at yet. I'll probably look over the other levels up to that point first.
Alyosha
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Config -> Speed/Skip -> (set the speed you want)
Alyosha
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Huh, not sure what to suggest then, maybe you have a bad rom? That message pops up when a rom is in Quicknes’ blacklist, but I don’t see Mario 3 there
Alyosha
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thommy3 wrote:
CyberShadow had a bot search for better solutions and mentioned it in this thread. See my old post for a 2-2 tip. It might be exactly that position the screenshot is showing. Then going for the left 3x1 block will be even faster.
Ha, nice catch, I didn’t even see that! So someone already coded a solver for this ... 9 years ago 0_0. Man, there is so much lost or abandoned work out there, it’s kind of sad. EDIT: I managed to figure out the improvement in 2-3 to get 98 steps. I implemented the 205 step route in 2-2. I also implemented the 2 step improvement in 2-6 from thommy3. I haven't looked at the 3-2 yet which cybershadow listed as 180 steps (5 step improvement.) Nitrodon also mentions an improvement of 3-10 to 426 steps that I haven't looked at. CyberShadow originally mentioned 5 improved levels I don't know if the 2-6 and 2-7 improvements are part of those, so at best 1 more improvement is out there and at worst 3. EDIT2: http://tasvideos.org/userfiles/info/46783748064223941 It took some effort, but I found 180 moves in 3-2. Only one more (stated) improvement to find.
Alyosha
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Here is a movie file that syncs in GBHawk in the current Dev Build. I included the above time save, and also found a 3 step faster route in 2-7. I might spend a little more time looking at the other levels, but so far nothing else has stuck out at me as being obviously improveable. Also Kwirk does some stuff with audio mixing (cutting off the wave channel mid sample) that results in some obvious popping. I'm guessing there is some kind of filtering I should be doing to mitigate this, but I haven't looked into it yet.
Alyosha
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arkiandruski wrote:
Good news. Switching the core to NEShawk didn't desync the movie at all. Continuing with new core. But if NEShawk is more accurate, why is QuickNES the default?
Oh nice, glad it synced up for you, that's lucky. QuickNES is like 20x faster so is more accessbile for regular (non-TAS) users and those with weaker hardware.
Alyosha
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Woah it's been over 2 1/2 years since I looked at this game, time sure does fly! New run looks really smooth, although since you are starting from scratch I would recommend using NESHawk instead of QuickNES for the much higher accuracy, but it's not required so up to you. Anyway good luck!
Alyosha
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Switching cores for Mario 3 works fine for me. Try downloading the most recent BizHawk version (2.2.2) and see if it works there. If it does, then it must be something the RTC is doing.
Alyosha
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I was testing out GBHawk with this game and I noticed that there is an oversight in Level 2-2 in the published run. The published run takes the blue route, but it's faster to take the red route. Curiously, the 100% run on speedrun.com also makes this mistake. I'll probably look over some of the other levels as well, but puzzle games generally aren't my thing, so if anyone else wants to jump in and look for other improvements feel free.
Alyosha
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Star Tropics 2 is done! I also removed Street Fighter 2010 while I was at it and updated the list of people working on stuff to my knowledge. 10 to go!
Alyosha
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Congratulations Ferret Warlord, job well done! The fact that this run syncs on Majorly different versions of BizHawk gives me some confidence that it would work on console. A nearly hour long console verification would be pretty impressive, hope it happens!
Alyosha
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natt wrote:
Hold the phone. There's code in Bizhawk to hook up the tilt sensor and the vampire sensor to the mgba core. Is that not working? If so, it's probably a 5 minute fix for me. Did someone report this? I don't see anything on the issue tracker with "tilt" in it.
I just tried it now, and when I bind tilt controls to the mouse for example, then try to record inputs in TAStudio, I get the error:
oops
System.FormatException
.
.
.
in BizHawk.Client.Common.Bk2ControllerAdapter.SetControllersAsMnemoic
So yeah, some kind of controller definition problem I guess.
Alyosha
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endrift wrote:
I'm not sure why writing a new emulator is required to get the peripherals that mGBA already supports working in BizHawk. Wouldn't it make more sense to fix up the mGBA integration and hack on the already fairly mature mGBA?
Yeah, but I wouldn't have any fun or learn anything doing that. Even if it doesn't prove useful enough to make it into BizHawk main branch I'd still like to have a go at making it anyway.
Alyosha
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MUGG wrote:
Good luck with this project. However, I don't see the point since mgba already aims for accuracy. Can you elaborate what you mean by "for things like Yoshi Topsy Turvy"? Because I already started a WIP on the mGBA core which worked out fine (although a luascript is required to make tilting work). Link to the Yoshi Topsy Turvy thread
I didn't know you could do that. 0_0 Geez, seems I'm always two steps behind. :/ Oh well, I'm doing it anyway! Maybe it will have some unforeseen benefit somewhere down the road.