Posts for Alyosha

Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
Nice work! Glad the new run has such a major glitch, you really just never know what you'll find out there. Yes vote.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
phoenix1291 wrote:
However, what do you plan to bring more than mGBA for example?
Nothing in particular (although hopefully audio as Sonia mentioned.) Really it's just to have an in house core that is exapandable. Maybe for things like Yoshi's Topsy Turvy (similar to how GBHawk helped for Kirby Tilt n Tumble.)
Fortranm wrote:
Good luck! BTW, do you have plans to edit the DualGB mode so that it can use GBHawk? Or maybe even make it support more than 2 games at the same time?
At this time GB/CHawk is paused until some new test ROMs come up to help fix things that I know for sure are wrong. The fixes should be pretty simple, but I need to make sure everything fits together just right.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
I've had fun working on the GB/C cores recently, so I've decided to start working on the next step in Nintendo handhelds the GBA. I've wanted to start looking at more modern systems for a while and GBA seems like a good place to start in that respect as well. Based on the performance of the GBC core and the increased demands of the GBA, I likely don't have enough head room to make the core run at full speed using my current approach, so I'm hoping this venture will also force me to learn more about optimizing my code. Whether or not this core makes it into releases will depend mainly on how performant I can make it. But at the same time I won't be sacrificing accuracy, and as with my other cores my goal is single cycle execution. Having said all that, feel free to post suggestions, or if you are also interested in GBA and maybe want to try contributing. There's plenty of work on this one for division of labor, and a lot to learn along the way.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
Warp wrote:
I would once again ask: This exact thing works at speedrun.com. Why wouldn't it work here? There, many games have many categories that have technically speaking "arbitrary" rules and limitations, but these have been decided and agreed by the speedrunners themselves. The list of limitations in some categories for some games can be quite extensive (and sometimes not without slight controversies). But nevertheless, it works there, and can result in very popular speedrunning categories (once again Ocarina of Time being the posterboy for this, although it's of course not the only example.)
I think TAS in general is too small for that. If you want stringent category consistency and community governence, maybe looking at the issue the other way around would be better. Why can't Speedrun.com just have a 'Tool Assisted' branch for each category they offer? They already have the infrastructure for it, at least.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
Sonia wrote:
However, there's still another issue. Basically, the game's audio is out of sync. Characters' mouth movements don't sync with their voices. This also happens in mednafen, no matter the dumped image. I once created an account in their forum to report the bug, here's the link: https://forum.fobby.net/index.php?t=msg&th=1571&start=0& According to the last post, this apparently has to do with CD-ROM seek time not being properly emulated. This could prove useful if you're willing to look into fixing stuff.
Yeah, my guess is that the developers just ran the disc on console and just plugged in how long the load times took into the game so everything would sync up. Actually simulating it though is not something I'm going to sink time into. I'll add it as an item to the github issue though just so it's being tracked.
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/46428958365535560 Here is a movie that syncs in the original ROM in the current Dev Build of BizHawk. It's a simple resync of the original only adding / subtracting frames where needed.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
Extrems wrote:
Console-verified using Game Boy Interface.
Cool stuff, that Game Boy Interface is an impressive peice of work. Hopefully it opens the door to more console verified runs and research into emulation differences.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
Beed28 wrote:
I was playing Holy Diver just now, and I got softlocked after the fifth boss. Normally, after the boss dies, the end of level music begins playing and the floor opens up beneath the guy on the cross and you jump down after him. However, in my situation, the music never starts up; the floor doesn't open, and I'm left trapped in the room. I've retried the fight a few more times, but I always get the same result. I'm using v2.2.2(64x), playing the game with the QuickNes core.
Nothing we can really do with QuickNES, try NESHawk.
smellyfeetyouhave wrote:
Despite showing up and showing the domain when in action, the code data logger doesn't appear to work with NESHawk. Is this a bug or was it just not fully implemented? Seems like it should be working with NESHawk of all cores. It only shows the "RAM" domain and despite causing the game to lag up (it's clearly doing something) it's not populating that domain.
I probably broke it somewhere along the way. If you actually need it for something you are working on, then I might try to fix it, but otherwise probably not.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
Game is fixed in master (for NESHawk.) It had a bad header, and there were a couple bugs in the mapper.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
I fixed the other MBC7 game, Command Master, and also fixed the sprite priority glitches that were effecting GBC games, so Kirby tilt n tumlbe no longer has graphicla glitches (and all other GBC games impacted by this as well.)
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
Ok we can now tilt 'n tumble! I think I got everything working with the mapper and EEPROM. Motion controls and centering work, saving works, and TASing is possible. However, I've never had a GBC or played this game, so I don't really know if the controls feel right, or if it gives the proper playing experience. So, if you are interested in this game I would really appreciate some testing and feedback. (I know there are a few graphical bugs, I'll work those out over time, I'm primarily interested in how it controls.) Some notes on controls: You control the angle of tilt directly with the controls. This means there are some nonlinear effects. They aren't really that noticable in casual play though, since the angles are not that large. The control scheme is based around rotating about the up-down tilt access first, then rotating around the left-right tilt second. However, both rotations are around body fixed axes. This means that left-right tilt is coupled to the up-down tilt. The effect of this is that left-right tilt is less effective as up-down tilt increases. This might be an important consideration for a TAS, but so far in casual play I didn't see any serious impact. The current control scheme assumes you tilt slowly (basically the only accelerations on the system are from gravity.) There are no induced accelerations from fast motions. This is one area where there might be noticable differences between real play and emulator. I can simulate them if the feedback is that it's really needed.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
smellyfeetyouhave wrote:
I have absolutely zero experience in emulator development so even if I did make it work, it probably wouldn't be pretty. I may take a look though assuming I can find some good references. I have a metric ton of C64 games in T64 format rather than TAP.
Don't worry about it being pretty, or having no experience in emulation. Just getting things working is the biggest and most important step. It's especially helpful for systems like C64 where we are really lacking the knowledge base needed to move the core forward.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
This sounds very similar to what happened to Silva Saga for the NES. New SRAM was initialized to 0x00 but the game expected 0xFF. It read 0x00 as an existing (and corrupted) file. You might want to try making an SRAM file initialized to the opposite of whatever it currently is. I’ll try myself tomorrow or Friday if it’s not resolved already.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
Yes. Dip switches are part of the sync settings and are not controls like ‘insert coin’. You can find them in one of NESHawk’s menus (I’m not at my computer right now though to check which one .)
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
With some help from gifvex, I got the recent Pokemon Blue run to sync in GBCHawk. That's pretty good indication that I'm on the right track in terms of accuracy. Also I started working on MBC7 for Kirby tilt 'n tumble TASing, but it's not done yet.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
Interesting, I guess with ever increasing technical prowess in researching games this was bound to come up eventually. My opinion would be that as long as the SRAM state needed can be constructively achieved without relying on anything uninitialized, then it’s fine. In this sense it’s similar to a NG+ run, where you still have a setup time but that time isn’t counted toward the run. In SMW you can obviously just get ACE and write whatever you want to SRAM, but generally i would say a set up file is required.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
smellyfeetyouhave wrote:
On another note, does C64Hawk support the T64 format? It's not part of the filter when loading roms, but the core recognizes T64 files as valid files. I can't get it to run any games so I'm guessing it doesn't work? When loading a T64 file, the C64 RAM is populated, but RUN doesn't launch the game. Edit: Looking at the code it looks like the framework is there for T64 files but it doesn't actually know how to handle them. Any plans to support T64 in the future?
I have no plans to do it myself. Probably it would only get done if SaxxonPike returns. Feel free to give it a go if you are interested.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
smellyfeetyouhave wrote:
Sameboy runs the SGB at the SGB1 clock speed, whereas BSNES runs the SGB at the original clock speed. Is BSNES emulating the SGB2?
I don't think it is. SGB in BizHawk needs some work in general.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
That was fast. Nice work! Good to see another open end wrapped up. Edit: I noticed you used the difficulty switches to manipulate the geeese, but this isn’t allowed RTA, do you know what the best time is without switching ?
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
I added compatibility for the Bootleg game Rockman 8. This is easily one of the most ridiculous bootlegs I've seen, probably not even worth adding, but I got a laugh out of it at least. I'm not going to spend much time on bootlegs but this one was really easy.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
I've made some more commits to GBC, and finally fixed the long open bug with Sachen Beast Fighter. It turns out the GBC Warriors of Might and Magic was doing the same thing as Beast Fighter, so it was pretty easy to work out what the intended behaviour was.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
Fortranm wrote:
Thanks for the hard work! Are you gonna implement a hacky support for the GBA mode, or are you gonna wait for the actual bios dump?
GBA mode is supported in the same way as it is in Gambatte, by replacing a few bytes in the GC Bios with ones that seem to correctly reproduce hardware timings. It's probably correct aynway, although technically it's not known for certain.
Post subject: GBCHawk alpha
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
Over the past few days I've been expanding GBHawk to have GBC support. It's now in a fairly presentable state so I thought I'd make an announcement in case people want to try it out. It's still a bit buggy but I'm hoping to iron things out over the next couple days. All of the grunt work of sorting things out between GB and GBC is done though, and all of the basic GBC functions are in there (except IR port.) Originally I was going to hold off on doing this until some new test ROMs became available to properly fix PinBall Fantasies, but I don't see them yet and I wanted to get started on GBC while I have a little time to focus. GB is still the primary accuracy component of the core, but I'll be working on GBC accuracy as the core becomes more mature. In terms of performance for me it currently runs about 130 fps, while the GB side runs around 210. I think 130 isn't too bad considering double speed mode, HDMA, and colorizing things makes the core do considerably more work. Maybe some optimizations here and there can improve things a little more, but Gambatte is still 10x faster anyway. _____________________
Kurabupengin wrote:
http://hhug.me/gbx/1.0 Someone is is making a new file format for Game Boy games. I don't know if it's a good idea if GBHawk could support it.
I won't be supporting that. The existing GB ROM header seems perfectly sufficient.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
Neat, I'll give it a yes. If you are interested MrWint, you might want to try to get 32.67 in Barnstorming. It's another legendary Todd Rogers time but this one is probably possible, although no one else has reproduced it yet. Should be kind of straight forward from a bot perspective though.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3572)
Joined: 11/30/2014
Posts: 2744
Location: US
phoenix1291 wrote:
This is the reason why I wonder, since M.A.M.E is "soon" being integrated, this emulator and this one have not been tested for integration since the "waterbox" exists for BizHawk. And WinUAE seems perfectly suited for such integration, but nothing seems to be planned. We need a CPC emulator as I mentioned earlier, and a Game & Watch emulator, and that would be almost perfect!
Things are added to BizHawk based on the interest of people adding them. Personally I've never even heard of the CPC before, so I have zero interest in working on it. Realistically it would take someone like Asnivor who is really interested in the system to come in and build the core for it to become a reality. (At this point many common chips, such as the z80 and AY-3-8910, already exist in BizHawk in various forms. And probably a lot of architectural elements from the Spectrum could be borrowed for the CPC, but even still it would take a good 15-20 hours of effort to make work.) natt is the only person who can do the waterbox stuff, so it's really up to him what happens with it. Also there just isn't much demand for old computer emulation. Apple II and C64 have a combined 10 TASes. Having said that, if you happen to know any enthusiasts who are interested in working on emulation, now is a good time to jump in. There is low hanging fruit like MSX where there is basically 100% commonality with parts from other cores. It would mostly just involve learning BizHawk's system to make that one work. From there other systems are not that far off.