Posts for Alyosha

Alyosha
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That’s a bit concerning, I’m not aware of any sync problems with the genesis core. Can you post the movie file? Maybe it’s something that can be tracked down.
Alyosha
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dwangoAC wrote:
but after talking to the GDQ submission committee it's clear that they really wanted us to have the opportunity to show content that is representative of what can be found on TASVideos and they felt Super Monkey Ball was a better choice.
Memory wrote:
So far the only particularly successful TASes at the GDQ's have been the technical demonstrations. If you want TASes to be at GDQs, prove they can be successful cause so far the evidence doesn't suggest they really can.
I definitely agree that 'normal' TASes would be boring for such an event. But if that's what the selection commitee is looking for, then we really don't have anything to offer. I guess the question for me is, what direction should we be pushing in to get something worthy of being accepted? Should we be focusing on newer systems? More creative ideas for tech. demonstrations? Maybe look more at funny stuff? I was introduced to TASing from a GDQ, it's great exposure while also generally benefitting a good cause, hopefully going forward we can get some idea of what we need to be offering to keep going back while at the same time advancing TASing in general.
Alyosha
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Making it through zexall was way easier then I thought. The new core now passes that test and I have upgraded SMS/GG, ColecoVision, and TI-83 to use the new core. I have tested pretty thoroughly, but I would appreciate anyone interested in these systems to download the latest Dev build and try out your favorite game and make sure everything is in order. I'll be continuing my own testing as well to make sure there are no regressions, as well as checking how well existing TASes sync.
Alyosha
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Challenger wrote:
Nice work with this new core. Although I don't understand about programation, those SMS/GG runs made on the current Z80 core (aka since BizHawk 1.11.9) could sync on the new core?
I'm not sure about sync yet. I'll be looking into it once all the ZEXALL tests pass. My guess is that runs will still sync unless they rely on very obscure behaviour, which many games seem to mercifully avoid.
Alyosha
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Sappharad wrote:
Not sure if you're aware, but there was already a C# Genesis core a few years back with that stuff, but it was highly buggy. It got replaced by GPGX. As to how complete/bad it was, someone has a video of it on YouTube here: https://www.youtube.com/watch?v=eufJpZJjgfA
I was aware of the code but haven't seen it running before, thanks for the video link. That code was removed a while back for being inferior and outdated compared to GPGX. I don't see any point in doing an in house genesis core when close to cycle accurate ones like GPGX are available. Maybe the only reason to do it would be to put a good 32X core on top of it, but that probably isn't a workable approach, I can't imagine such a thing running above like 10 fps.
Alyosha
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Even DKC2 got rejected, that sucks. What were they even looking for that would have been accepted?
Alyosha
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hegyak wrote:
Would this benefit a Genesis core? Since it uses a Z80? And Hoorah for accurate Sega stuff!
I guess it might help a little, but the z80 is probably only about 10% of the work associated with a genesis core. You'd also need the 68000, the sound and graphics chips, and all the infrastructure putting it together. I'd be willing to work on the 68000 but someone else would have to do everything else, I'm not that interested.
Kurabupengin wrote:
Can we also see a new MSX core soon too?
MSX uses a similar graphics chip to coleco and SMS, and I do plan on reworking that chip to be more accurate and making it it's own independent coponenent. So, in that sense a majority of the work towrads an MSX emulator will be done, but I personally don't plan to implement the rest.
Fortranm wrote:
Thanks for your work! Are you interested in writing a Coleco Adam core?
I'm targetting the colecovision core currently, so maybe I'll look into Adam but I'm not sure. Generally speaking, anyone wanting a new core will need to find someone else to do it. If anyone is really interested, I can get them going on the BizHawk infrastructure part, as my current framework is pretty much copy-pastable to a new core, you'll basically just have to do graphics and sound and the connecting bits. I've personally learned a ton so far in doing this kind of development, and you can get to a working core with quite little programming knowledge, so if anyone thinks they are interested give it a shot!
Post subject: New Z80 Core
Alyosha
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I've been working on this for quite a while, but the new T-cycle based z80 core is finally coming together. I'm about 95% done with only some clean up and bug fixes, particularly for flags, to go. This is a modern core which should allow for much easier maintanance (containing about 10K fewer lines of code), expandable to other systems (which might include wait states or other interrupt sources), as well as natural accounting of the WZ register which hobbled the current core. It also contains numerous bug fixes from the old core that ZEXALL didn't catch. It won't show up in the Dev builds for at least another couple weeks, but I thought I would make an announcement for anyone considering making a TAS for systems using the Z80 (GG/SMS, Coleco, TI83) in case anyone is interested in waiting for it. I'm fixing the trace logger at the same time so the new core might help a bit more with code analysis. This is also the first step in modernizing those systems' emulator cores, but that's a longer term project. For now it will just be a CPU core replacement. If anyone has any questions/comments/concerns feel free to post them here. EDIT: I should mention that performance hasn't suffered either, as I can still run SMS at 4x on my laptop.
Alyosha
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That editor is a neat feature. How has the 3D-ification of other games progressed though? Would enjoy seeing a video about some different titles besides SMB.
Alyosha
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Impressive work as always, and that ending was a nice touch. Keep it up!
Alyosha
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I've worked a bit on Game 2, and I am stuck at 49.98. The current record is on video at 49.97. The thing is that the RTA run is much less optimized then my current run but still beats it. In trying to figure out why, I noticed that the time at which you go up / down is also important, not just just how long you hold the button for. I seem to be able to gain several pixels just by moving at the correct location. I don't know the details, but this seems like an important mechanic to figure out to get an optimal run.
Alyosha
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I'm not familiar with the game, but would it be possible to slow down earlier on while still doing stuff in the run to slowly eat up those 8 minutes? I would not support debug mode. Putting a timestamp in the encode at the end of the waiting period seems sufficient to me.
Alyosha
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Oh that's cool! I think it would be great to have a new TAS with the full game, hopefully someone takes up the challenge.
Alyosha
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That jumping glitch is so cool to watch! It makes the end look so much smoother now. Great work on the new run all around. Yes vote!
Alyosha
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Warp wrote:
TASing has always been about overcoming human limitations, and show what it would be like if a perfect superhuman were to play the game to its absolute perfection. And Ocarina of Time any% would be the absolutely perfect place for this. When did this change?
For me at least, I do think the 'absolute perfection' part should change. I would gladly exchange optimization for more ouput of newer games. In re-reading my above post I definitely wrote it in an overly gloomy way when that wasn't my intention. I would consider a shift away from traditional frame perfect TASing a very positive thing and hope it leads to some cool new content (at least for newer games which are longer and far more complex.) I don't think it makes sense to spend an eternity on movement optimization when you can relax on that a bit and actually make something really cool that's still super human. The present run being a perfect example.
Alyosha
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Synx wrote:
The OoT topic on the forum here has been dead for a long time.
Most game topics on the forums are dead, even for popular games. And especially in the case of OOT, the speed running community is just way too good, and has superceded TAS long ago. The only thing left on the TAS side is boring movement optimization. I expect this trend to only grow in the future. TASing modern games is a long, tedious process and TAS in general is so far behind RTA in almost every game that there is no catching up. TASes will probably fade out for modern(-ish) games altogether except as a research tool (as in LOTADs etc.) and will have basically nothing to do with TASVideos, as is quite frankly already the case. So, I can understand your wanting a return to times when threads like OOT were bustling with activity, but sorry I don't think they are ever coming back. Challenge categories like this one are the best approach/use for TAS at this point in my opinion, it keeps things fun.
Alyosha
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smellyfeetyouhave wrote:
Action 52 is broken as of a few versions ago it appears. Still broken in the latest dev build. It launches into one of the minigames and you can't make it to the main menu. This is in NESHawk and QuickNES doesn't support it.
Fixed in Master (for NESHawk)
Alyosha
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Omnigamer wrote:
Good job! Are you doing anything in particular to track horizontal position or speed?
Nope, just minimizing up / down presses by hand
Alyosha
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What is the significance of this category? Why no doors? All the categories are made up, and the doors only matter because we will them to.
Good enough for me! Voting Yes! I do enjoy these kinds of challenge categories, although admittedly like most puzzles figuring out the solution is more fun then seeing it solved.
Alyosha
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http://tasvideos.org/userfiles/info/42010515158802928 I managed a 32.72, which I believe is the first confirmed evidence a time below 32.74 is possible. EDIT: With some refinement I think a 32.70 might be within the realm of possibility, I think the 32.72 is probably human achievable with a lot of luck in timing maneuvers right. EDIT2: http://tasvideos.org/userfiles/info/42024964093355238 Yup, 32.70 is possible. Probably not human viable though, as this seems to be almost frame perfect. And we are also a very long way from 32.69.
Alyosha
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I just tested my movie on the release build of BizHawk and it synced with only minor start up correction. So, I guess 32.74 was possible all along D:
Alyosha
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Omnigamer wrote:
One further question - for the purposes of the oninputpoll event, what counts as an Atari input? Is it just controller inputs, or also system inputs (reset, difficulty select, etc)? Going through the code I see far more direct calls to just the button and the system inputs than there are polls occuring per frame.
Currently only joysticks count for input polling. If it's needed console switches could easily be added just by putting the call in "ReadConsoleSwitches" in Atari2600.core.cs. Is this something you want? joystick one, joystick two, and console switches are each their own event in this sense, so you have to be a bit careful when looking at / counting polls.
Alyosha
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Nice research on this. Based on everything you have presented, my guess is random bit flip in $03FB. Since the effect is un-noticable until you reach the boss, and only requires a single bit to change to occur, and can happen at any time before reaching the boss, hardware error seems like the most likely possibility.
Alyosha
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Oh Yeah, I was working on Grand Prix as that time seems by far impossible, but TG people seem to think it can even be beaten, but won't say how. Anyway, the current release build of BizHawk runs constant length frames for A2600. In other words, all frames are 262 scanlines long. This causes some adverse side effects for some A2600 games because start up times can vary and put frame boundaries in the middle of video frames. Also some frames in games are 263 scanlines long, so this causes a cycling effect. By pure coincidence, I was working on another bug and realized that it could be solved by only changing frames on video frames, so this is the current implementation in the dev build. So, in that build, frames change at the falling edge of VSYNC. Side Note: A2600 core originally changed frames on video frames and at some point was changed to constant length frames. And now I changed it back, we aren't very consistent! EDIT: http://tasvideos.org/userfiles/info/41923259965218113 Here is a movie that gives a 32.74 in the Dev Build. I'm not sure a 32.74 is possible in the release build.
Alyosha
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Omnigamer wrote:
To clarify, I don't think sub-frame is necessary for improving the current TAS, but may be necessary for true optimality later on. I believe Alyosha mentioned he could produce a 32.61, so that's at least an improvement. Sub-frame would be nice, but I understand the difficulty in making that happen from an emulator development perspective. At least, a better understanding of the system would make it possible to reason a theoretical limit, assuming sub-frame inputs were possible.
I did? 0_0 I forget about 90% of everything I do, but I don't recall doing that. I can however at least reproduce a 32.74 on the latest Dev Build of BizHawk that always changes inputs on video frames, so maybe that's a start.