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Alyosha
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Make sure you are using the 'proline controller' in the controller settings. The one button (joystick) controller does not work with this game. With the proline controller it works for me
Alyosha
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Can confirm it desyncs in 2.2.1 using those repro steps. But, it doesn't desync in the Dev build (I tried multiple attempts.) Can you try the dev build MESHUGGAH? I'm not sure what exactly might have fixed it, but it appears to be fixed.
Alyosha
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hegyak wrote:
Serial Port? Do you mean the Link Cable Port?
Yes. I actually have all the logic implemented since several games require it to at least nominally function, I just don't have any protocol to actually hook it up to anything. Maybe I'll just copy whatever is done for Gambatte but I haven't looked at it yet.
Alyosha
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With the latest commit to GBHawk I can now passs the test intr_2_mode0_timing_sprites.gb. This is a gruelling test which requires accurately emulating cycles lost to sprite evaluation. My current implementation is only an algorithmic approach. I don't know what each cycle does, but the total cycles are accounted for accurately (at least to the extent possible with the currently available tests. With this, I can pass every one of Gekkio's tests except an obscure OAM bus conflict one and the tests dealing with the serial port since I haven't implemented it yet. Pinball Fantasies still doesn't work. I know that the problem and the solution are, but I need some new tests in order to implement it correctly. I think LIJI28 (Sameboy author) was working on some. At this point I am pretty confident in declaring GBHawk ready for TASing. This should be considered only phase one though. A lot more work is needed and many edge case tests need to be done before I can declare this core 'cycle accurate.' At this point though, it is a solid foundation on which to further develop it into a truly accurate GameBoy core.
Alyosha
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Excellent work once again Challenger! OVer 300 frames is very impressive, yes vote!
Alyosha
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jlun2 wrote:
I'm not sure if it's fixed in the latest interim build, but when using GBHawk, 2 things: 1. When I first changed cores, I noticed I had to reenter my controller settings again. 2. For the game Bishoujo Senshi Sailormoon R (Japan), in TAStudios using this core, sometimes the audio mysterious becomes mute, and the only way to make it on again is to reset the core. Edit: Also it appears the input file generated by Gambette v GBHawk is a bit different.
1. I'm not entirely sure what you mean by this, can you give some more details? 2. I'm not seeing any issues, I'll need some more specific reproduction steps for this one. (And make sure it's on the most recent dev build) Controller: I kept the 'P1' prefixes for now, but I put the controller ordering back to those of gambatte for consistency.
Alyosha
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feos wrote:
Alyosha wrote:
It doesn't work if you close TAStudio after copying to clipboard. It would also be handy if you could copy inputs across different instances of TAStudio (from different BizHawk instances) but I'm not sure if such a thing is practical.
Post #441262 Describe everything that doesn't work about this feature.
Oh it does work, that's cool! Here is what I was doing that didn't work. Open 2 instances of BizHawk. Open 2 instances of TAStudio. paint some inputs in one instance, then copy them. On the other instance Edit -> paste will not be available. (But, right click paste is still possible, as is ctrl+v. After you paste in this way once, the edit -> paste option becomes available.) So I guess it's just a minor anomaly, I should have experimented more.
Alyosha
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feos wrote:
Are you saying it doesn't work?
It doesn't work if you close TAStudio after copying to clipboard. It would also be handy if you could copy inputs across different instances of TAStudio (from different BizHawk instances) but I'm not sure if such a thing is practical.
Alyosha
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Fortranm wrote:
Is it now possible to use GBC bios under CGB on GBA mode? I know the actual bios is still not dumped, but is the hacky solution from Gamebatte Speedrun included?
I think so, it does eveything Gambatte speed run does, what is an easy way to test? EDIT: Oh, now I remember there is an issue on github about this, let me look into it. EDIT2: yes, it does work, the extra world in Wendy, Every Witch way is playable. Although personally I would consider this hackish support for casual play only and not really acceptable for submissions, but that's just me.
Alyosha
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I have just committed some major improvements to Gambatte from gifvex (mcmaeve on github.) The improvement fix Pinball Fantasies on Gambatte, restore BIOS support (and make it mandatory), restores ability to play GB games in GBC mode, and make a few other small accuracy improvements. These improvements should help in creating some runs that work on console. If anyone is interested please try out the dev build.
Alyosha
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Niamek wrote:
For next year, I would love to see an award concerning the routing/planning/research required behind a movie. (Not the actual movie making or luck manipulation).
I think this is a great idea. That stuff is usually my favorite part of any submission, I usually read it even if I don't watch the TAS.
Alyosha
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I like how they surrounded dwango with mics at the third interview. XD Too bad first one has no audio. I only got to see Super monkey ball live but it was really cool! Dram 2 was really cool as well, impressive work to all involved! (Still hoping to see DKC2 at some point) Sounds like everything came down to the wire again for both runs, glad it all came together in the end.
Alyosha
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Looks like this is a V2 of the game. It mis-reports the number of files for side B (0x13 instead fo the expected 0x14.) If I change it back to the expected 0x14, it works. This kind of trickery does not work well with how the core processes FDS files. I think the core will need to be re-worked to not get fooled by stuff like this, making it closer to how a real FDS actually behaves. It would be a pretty big re-write though, I can't give a timeline on when it might get done.
Alyosha
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Occasionally yes black screens are due to that, but that isn't the case here, some black screens are happening without switching disk sides. I think it's related to the same issue as Graphical Editor Hosuki, where the game purposely reports an incorrect file length to lessen loading times, but I haven't had an opportunity to really sit down and sort it out yet. What is that video trying to demonstrate? @Sonia: Doki Doki Panic works fine for me, what version / hash are you using?
Alyosha
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feos wrote:
I ask because Hourglass-Resurrection is now effectively dead as well (sorry if you only know it from me), and Linux TAS tools are gonna be the only chance for PC games. Well, unless we decide to install Windows on computer emulators and TAS that instead.
Is it really dead? D: I was really hopeful for that one. I hope there will be some kind of post mortem if this is the case.
Alyosha
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feos wrote:
Not demanding anything, but it might make sense to also try to contact nEilfox. Participation of a person capable of beating Aglar's times (twice in a row) isn't something one can overestimate.
Couldn't hurt, I have sent a PM.
FractalFusion wrote:
I think nEilfox's username is spelled nEilfox, not nElifox.
I have always seen it as 'nElifox' 0_0 Thanks for the clarification, fixed.
Alyosha
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your movie file desync in 0.0.0.1978 http://tasvideos.org/userfiles/info/44400275527937644 here is a movie file that makes it up to that point without glitches, maybe see if you can recreate the glitchiness at this point.
Alyosha
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Nice work! Here is a replacement file containing that improvement: http://tasvideos.org/userfiles/info/44400194329423720 I'll add Challenger as co-author.
Alyosha
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I have a .crt version of moon patrol with MD5: 88C7544BF0121C0042A9B7F5619E8191 As of the most recent commit, I do not see that glitch.
Alyosha
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Challenger wrote:
The glitch used on the elevator (after the first barrier) doesn't work on the other elevator (after the second barrier).
I meant the grappling over the spikes part, which is slower then the original since I coulnd't fix the positioning after getting the scond barrier skip.
Alyosha
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The A2600 homebrewers always impress with what they are able to get out of the that system. yes from me, nice TAS.
Alyosha
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Challenger wrote:
...I managed to improve that transition: http://tasvideos.org/userfiles/info/44378091249856675
Nice, but with that method the shot from the guy in the next room (that we need to skip the second barrier) is much, much slower, so that's definitely not an improvement over all. I currently don't see any way to get both the quick elevator and the quick bullet. If you can improve the second transition after the second barrier though that would be a definite improvement.
Alyosha
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http://tasvideos.org/userfiles/info/44367370341976366 Ok that silly error is fixed, please replace the movie file with this one. @Challenger: thanks for the temp! sorry I messed it up now but at least it's only the last 2 minutes! @Aglar: yes both transition areas after the barriers are different (and slower) then the oriignal. I was completely unable to recreate the strats nElifox used there, I think due to different positioning and scrolling at those points. If someone else can somehow improve them by all means do.
Alyosha
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Koston wrote:
On the second Youtube video, at 2:13-2:25 nothing meaningful is done and should be removed. Just proceed directly right to the first barrier skip.
ahahaha shows what I know! Thanks for pointing that out I'll fix it later today.
Alyosha
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Woah cool, thank you for all the testing Sonia! This will greatly help me in sorting out FDS issues, obviously it isn't quite up to speed with the rest of NESHawk. Also I don't know anything about multi-disk compatibility, I didn't even know such games existed. EDIT: fixed grand prix II and time twist, those were just IRQs firing a couple cycles too early. I don't know why exactly IRQs should be delayed by a couple of CPU cycles, but this is the case for these games to display correctly. Other games that only show black screens all seem to have the same problem, in the same form. They scan through the disk but the disk reaches the end before the routine they are in finishes. They are IRQ based, so once the disk runs out there is no more IRQs happening so it just kind of loops forever. Not sure what the solution here is yet but once it's figured out all those games should work.