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Hurray an actual A7800Hawk submission! 8D
I actual tried playing this game manually during development, I barely got by the first obstacle. Voting yes.
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I think what you are seeing feos is more apathy then ignorance. We've been down this road before and there is nothing at the end of it.
I think we all trust you to make a suitable definition.
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Cool! Good luck with development!
As feos already linked, the TAS editor in FCEUX is the best place to start.
Also, since you are thinking about it from the ground up, it would be a good idea to keep in mind being able to do sub-frame inputs natively. there is a lot of potential and demand for this right now that BizHawk can't meet.
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Ah, yeah results will vary by game. Kirby's Dream Land is pretty intense with sprites. I only get 260 on the title screen in GBHawk (Gambatte is hardly bothered at 1650.) GBHawk does everything one cycle at a time, so things take significantly longer if there are sprites to process.
Of course! I'll be adding all the bells and whistles as things progress. That's part of the point of going in house with this.
Having said that, if anyone is interested in jumping in and helping with development, there is still tons of stuff to do. Despite the lack of audio, the core is fairly mature and robust from an architecture standpoint, and really it's matter of building up capability, so now is a good time for people who want to try their hand at development to give it a go.
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I don't know. I think Sameboy would serve this purpose better then Gambatte, but we'd need to set it up for GB support to see. I doubt it would approach 1700 fps since Gambatte is a speed machine, but it might be worth it since it would be maintainable and has a comprhensible code base. Plus we don't really need 3 GB cores.
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Posting an update since I'm back to working on this. I've cleaned up MBC1 emulation and added multi-cart support for Bomberman collection and Mortal Kombat I & II.
Next step will be finally tackling audio which is the last step before the core is nominally functional.
Going forward, GameBoy emulation will be disabled from Gambatte and and switched to GBHawk. Color GameBoy emulation will continue to be provided by Gambatte. This should allow time for bug fixes and improvements to the core before I add CGB support to GBHawk and remove Gambatte altogether.
Also I have removed BIOS support from Gambatte since I don't think it's worth the time to sort out the bugs.
I expect I'll be able to start making Dev builds within the next month.
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This was one of those games that had banks swapped internally. Added to the internal list with the others like Congo Bongo fixes it.
The failure actually occured at the function that tries to differentiate between NTSC and PAL. Probably I should do something so silent crashes like these are avoided.
EDIT: Done. Now the core will throw an error when a frame seems endless instead of just looping forever.
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Indeed. Ok I'll set aside other stuff and prioritize finishing GBHawk. Obviously my attempts to add BIOS support to Gambatte resulted in too many bugs to be useful. It's about time anyway, Gekkio has done so much new research that Gambatte now looks really outdated.
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I see this line in the publication (and looking up I also see it in the judgement.)
This is not the case. The movie is longer because StarvinStruthers was able to end input sooner without costing an in game timer tick. I on the other hand had to hold the fire button until much later. Emulation accuracy is not at issue here, it is purely game mechanics.
This might seem counter-intuitive, and well, it is, so maybe the assumption was that it must be due to emulation differences. But no, this game is just weird.
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Thanks for the repro steps. I suspect these errors are different from the original one though. Still an error none the less.
Hmmm, that sounds bad. I'm surprised this wasn't reported earlier. I'll try to sort it out, or maybe I'll just buckle down on GBHawk so we can deprecate Gambatte, at this point it's quite outdated anyway. Either way I'll put this on the issue tracker since it seems pretty serious.
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Good on you for deciding to step away and let some things go. It can be difficult to stop doing things you feel responsible for, even when the alternative is crashing and burning. Hope you find a good balance and get rested!
I think maybe you are being a bit too hard on yourself here. Perhps aside from DKC2, I would say that we really didn't have anything to offer, and I don't think that would have changed if someone else had taken your place. I would offer up the opinion that TASBot, much like TASVideos itself, has more or less run it's course with what's currently possible. We need some serious R&D before we are in a position similar to 2014 where there was novel and exciting stuff to offer.
Anyway, good luck with the prep!
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Yeah, it's extremely obvious just from your uncharacteristic posts. Take a break man. D:
As for the actual info, cool stuff! Nice work to team TASBot for making the most of limited opportunities.
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It looks like the crash happens when going from 'enable BIOS = true' to 'enable BIOS = false'. I'll look into it.
EDIT: It looks like the core is not able to properly dispose of the state pointer for some reason. I don't know why yet.
EDIT2: I don't know, now it just seems to happen randomly. I rebuilt the emulator several times, sometimes it happens, sometimes it doesn't. What does this imply? Compiler bug? Memory management issue?
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Agreed with the sentiment that technical gimmicks aren't likely to hold many people's attention anymore. I don't know, the selection committee said they wanted typical TAS stuff, but I'm not sure they really actually do.
My personal opinion is something interactive is needed to boost interest. Like, maybe we can do the SMB in SMW ACE, but give TASbot real time control of various aspects of the game, like enemy behaviour, to make it super hard and trolly. Then we can have a race between SMB runners to see if they can beat TASbot-SMB.
Well, just an idea for something different.
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The story surrounding Todd Rogers' Barnstorming time is filled with as much intrigue as Dragster.
Basically there are 4 times at issue:
32.04: Originally enterred into the databast at TwinGalaxies. Obviously impossible but still took a lot of effort to get it removed. I guess this was at a time when belief in the 'human factor' was still quite strong and Todd Rogers' reputation still un-blemished.
32.74: The 32.04 was changed to this since the thought is that 32.04 was just a typo and 32.74 is the lowest readily achievable score, which Todd probably legitamitely achieved numerous times (but I'm not sure if a specifc instance was used as justification for changing the 32.04 to this instead.) 32.74 is the current record according to TG.
32.50: This is one of those legendary times that there are claimed witnesses to but no evidence other then hearsay. There would need to be some kind of serious glitch discovery in order for this score to be achieved. At some point this score was the world record but was removed for reasons I'm not clear about.
32.67: Another legendary time, but this one is borderline believable. RTM, the former chief referee at TG, claims to have witnessed it personally. And actually, it might legitamitely be possible. There are several spots in my current run where it's possible to gain time, but I cannot maintain it throughout the run. Perhaps if someone really understood the games mechanics, they could work out how to improve the time here, it might even be decided in Todd Rogers' favor, who knows.
But, I'm not interested enough to bother. My only motiavtion here is that the current TAS fails to beat the RTA record, which is even recorded on video, so it's a bit embarrasing that the published TAS should fail to beat it.