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Alyosha
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I just recently went back to try to match the RTA world record for game 2. I was able to beat it just slightly with a 49.95. I don't know the programming details of what I changed, I just compared against my old run until I found some improvement. http://tasvideos.org/userfiles/info/42764456087635749
Alyosha
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Debugging is definitely one of BizHawk's big weak points at the moment. Lack of subframe inputs is as well. For in-house cores, the situation is at least tractable. NESHawk for example already has the entire core state available on every single clock tick. I've made progress on making other cores work this way as well. Eventually all in house cores will work this way. As feos mentions though this would require a new ecosystem to have any real use, but it's basically doable. For ported cores the problem seems to be much more complicated. I'm not sure it's really even practical, and the maintanance burden would likely be quite large. But, these are also the cores that people are most interested in, so that's awkward. Maybe we are just seeing the limits of this kind of multi-system, multi-source architecture?
Tompa wrote:
Not sure if this type of thing counts too for you list: With the SNES9X core you are able to disable the Transparency effects. This is very useful to have when TASing dark rooms, as you'll be able to easily see anyway. However, this option does not exist with the BSNES core. If that could be added somehoe, it would be nice.
I think this is already a feature request, not sure if its exactly the same: https://github.com/TASVideos/BizHawk/issues/267 Sounds difficult and unlikely to happen.
Alyosha
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Sonia wrote:
I only did request [URL=https://github.com/TASVideos/BizHawk/issues/960]this[/URL] sometime ago, and pointed out the reasons why. I see it labeled as high priority. Think you can do it, Alyosha? or is there someone else already taking care of it?
Can I waterbox Mednafen's PCE core? lol no. 8D I don't know anything about waterbox or mednafen or any of the relevent infrastructure stuff. natt would have to do that one. I could potentially fix PCEHawk, I've looked into the code base in the past and it's not that much worse then other cores (except for the CD stuff.) It would need a ton of work though starting with a new CPU core. But, there's really no point in having both in BizHawk. If Mednafen's core was ported, it would 100% obsolete PCEHawk. Properly fixing PCEHawk would by necessity make it on par with Mednafen, so porting it wouldn't be needed at that point. I think I'll end up doing Coleco Adam next, so at least on my end the PCE can will be kicked down the road a bit longer.
Alyosha
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creaothceann wrote:
Just for fun I tested SMB on my PC at home (Win10 Pro @ i7-4790K @ 4GHz) 0.0.0.1790: 186 fps 0.0.0.1791: 180 fps 0.0.0.1864: 179 fps 0.0.0.1864: ~3200 fps (QuickNES core)
You win this round QuickNES.... I just added Mapper 114 support for Aladdin SuperGame. I also cleaned up NESHawk a bit, but it didn't speed anything up.
Alyosha
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There is an MMC3 version that is marked as [!] from GoodNES: Aladdin (SuperGame) (Mapper 4) [!].nes md5:505DE5B7465F89013D6797523A079D61 This version hes no lava wall in the last level, it also doesnt run in FCEUX (due to obscure IRQ stuff that I forgot the details of.) Nevermind it seems to run just fine, i must have been thinking of something else. There is also a 'Mapper 114' version which doesnt work in NESHawk. So yeah, seems like one of these 2 would be the prefered version?
Alyosha
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Is that lava level fixed though? It looks terrible in both. Though I agree up until that point it's much better then the current version.
Alyosha
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creaothceann wrote:
My results: https://imgur.com/a/7vpxE 64-bit Windows 7 Ultimate, Service Pack 1
Thanks for the testing, that is consistent with what I would expect. Sorry Sonia but it looks like you just got unlucky :( I'll try to find some general optimizations that will at least get you back up to 1x speed in games like Kirby. A NES emulator not being able to hit 1x, even under abnormal conditions, just seems silly, there must be something I can do to get some better performance.
Alyosha
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So it seems certain that the PPU changes are the culprit here, but I looked over the code again and there just really isn't anything that would slow it down so much. (It's just a mess of 'if' 'switch' and 'for' loops really.) From a compiler / different OS perspective (I do all my testing on Windows 10) the biggest change I made was taking FrameAdvance out of 'unsafe' mode since it was no longer relevent. I suppose there is a chance this could have a real impact on performance for your machine, but I wouldn't know anything about why. In looking over things again I also had a spurious 'unsafe' array I just removed, but I doubt that has any impact. So far the only thing I can see that sticks out is that you are using windows 7. If anyone else with Windows 7 is reading this, can you please try NESHawk and see if you are having any similar slowdowns?
Alyosha
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Thanks for the feedback so far. I'll look into at least getting Trace Logger going in mGBA, that seems pretty important. I'll probably look at Code Data Logger in NESHawk, although that's less important. The debugger more or less needs a rewrite, so that won't be happening soon. Our GPGX build is very dated, That one will need natt.
TASeditor wrote:
Output log (dynamic RAM Watch).
Can you give an example for this one? Still so much to do! 8D
Post subject: Request for Comment: What to do Next?
Alyosha
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Hi all, I'm looking for input on what things people want to see that I might be able to work on in BizHawk. Up until now I've just done whatever without any real direction. But now I'd like to try to do things that people are actually interested in. So, just to be clear, I'm looking for things that people would actually, really use to make a TAS, not just 'it would be cool to have this system in BizHawk.' I really want to focus on something that would actually be used to do some TASing. I've had a request for arcade PacMan, so I'm thinking of doing that, but I'd still like to hear other ideas. Anyway, I'm open to suggestions. I do still plan on working on GBHawk but it's on the back burner until I can muster up the motivation to do the audio. I like to be working on a few different thing at once anyway.
Alyosha
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Hmm, strange stuff. Maybe it's something like anti-virus or drivers, but I can't think of a reason why only NESHawk would be affected. Thanks for trying though.
Alyosha
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smellyfeetyouhave wrote:
If you want, I can check with him to see if that old build still causes issues on his machine and if does, I can have him run the build that's causing Sonia trouble to see if it occurs. Might help track the issue down?
Yes please do, that would be helpful. Hopefully it can provide some lead.
Alyosha
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That's crazy! XD Such a simple yet unintuitive glitch!
Alyosha
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Ah ok, yeah I just happened to be hitting the one screen that wasn't crashing. I do see now that in previous builds the other ones were crashing while in the current build they work fine. Nice.
Alyosha
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Sour wrote:
Completely unrelated, but just in case you didn't see this thread already: http://forums.nesdev.com/viewtopic.php?f=3&t=16507 It's a FDS test rom that validates the IRQ's behavior - Bizhawk currently fails a number of the tests (which causes Kaettekita Mario Bros to crash). Should be pretty simple to fix though.
Fixed. Although Kattekita Mario Bros wasn't crashing for me previously, where was it crashing for you? Maybe I have a different version? Also thanks for the valuable R&D on this Sour!
Alyosha
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Do Zelda TASes have a chance at working on console currently? If not I would consider an any% TAS kind of pointless at the moment anyway, might as well wait for CEN64 (assuming it will eventually be finished.)
Alyosha
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Sonia wrote:
Could you please update it to the correct one?
Done. I tested your build, and did not notice any slow down. Try disabling rewind and see if that helps. Also check CPU and memory usage and make sure they aren't off the charts, although I did that on my end and nothing seems amiss. Also what OS are you using? I'm not sure what other variables might be at play here. Can you try a Dev Build from right before I made all the changes and see if it works fine there?
Alyosha
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Another cool challenge category, nice work. I also liiked how you made sure everything was at least possible on a real N64. Yes vote from me.
Alyosha
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I can't reproduce this so I'm not really sure. If you can zip up the folder you are using exactly as it is and get me a link to it, then maybe I will be able to see what the problem is if it also occurs on my end.
Alyosha
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MUGG wrote:
Ah, I didn't know about joypad.setanalog(nluatable controls, [object controller = null]). Can you give an example for a table "controls" to help me understand how to use this function?
buttons = { };
analog_sets = { };

while true do
	buttons = joypad.get();

	analog_sets["P2 Zapper X"] = "30.5";
	
	joypad.setanalog(analog_sets);
	
	console.writeline(buttons);
		
	emu.frameadvance();
end
Here's the simplest example I can come up with. In this example the zapper is plugged into player 2 on the NES. In this case the joypad.setanalog simply locks the X coordinate at 30.5, as you can easily verify on the game window by turning on input display. You can just use the console.writeline(buttons) by itself to see what analog controls are available.
Alyosha
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MUGG wrote:
Yoshi Topsy Turvy requires tilting and apparently you can't bind tilt controls to the keyboard or use lua to tilt. I think last time I brought this up, zeromus told me to use a joystick. But why should I have to use a joystick to TAS? I request that tilting be assigned to keyboard keys and/or support for tilting cntrols be added to lua.
There is no mechanism to assign analog (float) controls to keyboard keys, so that's certainly not happening. There is a lua function joypad.setanalog, does this not work?
Alyosha
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feos wrote:
What I suggest though, is to try to present this thing on some GDQ-like event. Running TASes on console is precisely what such events want, so why not give it to them? Then maybe some day a person with a solution moves in and saves us all, who knows...
I think this is a great idea. That would be very cool to see. As for TASVideos, I don't really see an issue with this. Our technical standards are already quite low, this would be closer to console then like 95% of our current TASes.
Alyosha
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I've made some more improvements to the core and fixed a few bugs. Sync of older runs will not be possible if they use the R register at all. The new core corrects several bugs in the old core and this primarily impacts the R register (which counts up every instruction call) and is sometimes used as a souce for RNG. At this point we could really really benefit from having console testing of SMS and coleco to precisely test behaviour, but I don't see that as likely to happen any time soon.
Alyosha
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@Sonia: I tested build 0.0.0.1830 and the performance matches my local build , which is about 5% slower then 2.2. For comparison SMB runs at ~135 FPS on 2.2 and ~130 on dev build. So, I'm not entirely sure why your performance has suffered that much. Does it affect any other cores or only NESHawk? Did you compile it on your own or did you use the appveyor download? @Sour: Ah, thanks for reminding me about that, I was following along when you all were first writing the tests, but then I got distracted by Z80 stuff and totally forgot. I'll try to work through that eventually.
Alyosha
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That shouldn’t be the case, last time I checked the performance hit was minimal, I’ll look into it.