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Alyosha
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Ok, so aside from fixing the sound I also fixed Intellivision aspect ratio, and added a power and reset button. @TheWinslinator: I'm not sure what the glitch you are reffering to is, nor do I know the specifics about how reset is different from Power to cause it. For now I just assumed that reset didn't clear RAM, but let me know the details of the glitch you want to do and I can adjust it as needed.
Alyosha
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Battletoads 2 player warps seems to sync pretty reliably on console from True's testing, so it might be a good candidate to play while talking more about how how TASing and emulation work while also being entertaining for the audience. I'm willing to work on anything NES related though.
Alyosha
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Weegeechan wrote:
Just came back here to give this thread a bump! Just curious if any progress has been made. I assume you guys have a lot more discussion on this in IRC so I was just wondering if there has been any advancements.
Nothing lately. NESDEV is where most of the action is happening right now, but progress has stalled out due to a few serious bugs in VisualNES. There are a few other interesting developments in effective write timing in the ppu, but nothing exactly groundbreaking. My time has been pretty chopped up with Intellvision and ColecoVision and DTC6, but I do plan to continue work here once I can focus more.
Alyosha
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I can't actually attend the event due to a prior commitment, but I would definitely like to help in organizing and preparing. So as long as there are presenters available count me in towards helping make this happen!
Alyosha
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Ok, I figured out what went wrong here. Turns out that this game has the wrong iNES header, indicating the wrong mirroring mode. NESHawk ignored the iNES header and booted from nescartdb, which has the correct mirroring information. QuickNES though does not have this option and uses the iNES header to try and run the game (along with other emulators such as FCEUX and punes.) So this is entirely a problem with iNES and nothing to do with the emulator (except for relying on iNES.) I'll need to decide the best way workaround this, or find out whatever way I'm supposed to submit corrections for ROM headers, if such a thing exists.
Alyosha
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How did you make all the previous videos that did not have any graphical issues? I'm a bit confused on where exactly things went wrong. It looks like QuickNES is not mirroring Nametables properly for this game, so I might be able to fix this. The mapper is NROM so it's already as simple as it can get. EDIT: Nope it's worse then that, looks like I can't do anything about it sorry. I'll at least add the game to the QuickNES blacklist though.
Alyosha
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Is it not possible to import the input log from the Bk2 into NESHawk format? Or is it a matter of desyncs?
Post subject: ColecoVision Turbo Controller
Alyosha
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As of the latest Dev Build, the Turbo Controller (steering wheel) is now functional for ColecoVision. This should allow playing (and TASing) of games requiring it, such as Turbo and Desctructor. It seems to work, but I would appreciate any testing from anyone who has interest in this system/these games.
Alyosha
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In your opening post you also mentioned infinite lives not turning off, is this sorted out as well?
Alyosha
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BryGuy wrote:
I know this is an older topic, I'm wondering if anybody can help me with this? I'm interested in TAS running on real hardware and I've had quite a bit of success so far. I have an Arduino board running at 64MHz and I'm using the interrupt pins to capture the pulse and latch signals and sending out controller output to the data line. My goal is to TAS run Super Mario Bros. on real hardware, and I'm a little disappointed right now that it's not consistent. I often get through the first couple levels, but that's not a guarantee. The farthest I have ever gotten is about half way through World 8-1, eventually some frame trigger fails and I have no idea where the randomness is coming from. Does anyone know of what may be causing my frames to be captured incorrectly? I understand lag frames, but is there anything that may cause like a random lag frame?
Unfortunately, there are quite a few things that can go wrong on a NES for console verifications. The problem with trying to TAS directly on hardware is that initial state has several variables that you can't control. And it is quite possible that differences can go unnoticed until later levels. The benefit of TASing on emulator is that you at least have an exact state to work with, then when you go to run it on a console you just hope it starts up in the state you want. Hope this helps, if you want more info check out ppu/cpiu alignment and cpu/ppu power up state on NESDEV wiki, there is a lot of valuable info there. EDIT: Oops just saw your post in NES thread, guess you got it sorted out, ok!
Alyosha
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dwangoAC wrote:
This is just something I'm throwing out there. I have the spare console and I'm not currently working on NES projects so I can set this up if it sounds intriguing. Thoughts?
This sounds amazing! I would love to have the opportunity to use this environment, thanks for putting it out there. :) I'm a bit short of time at the moment, so I can't put too much thought into yet, but I'm already excited with the possibilities!
Alyosha
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Pretty cool how far this is getting. Any plans to improve the command scripting to get more optimal movement? How many unique commands do you think are needed to get optimal looking movement while still being relatively easy and fast to input?
Alyosha
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Oops I don't know how that bug got by me, working on sound fixes should be done when I have a bit more time . At first I didn't anticipate a need for power/reset but knowing a glitch is possible will motivate me to add it. I'll work on it at the same time I add PAL support. Thanks for the feedback! EDIT: Sound is now fixed, please try the dev build.
Alyosha
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Cool didn't see this coming , nice run! Another run to take off the list!
Alyosha
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I meant all the 7800 games but I guess I can only count to 3 >_> I'll look into ninja golf and see what happened.
Alyosha
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It will probably be pretty difficult to seperate emulation differences from strategies unless you can resync the original run (which would also not be easy) The old run was made at a time when 'frames' were whatever time passed between v-blanks. This is some what variable in A2600 games. At some point frame definition got changed to 262 scan lines . Hero uses 263 scan lines per frame. I briefly tried to resync the run and did not make it far , so probably other emulation changes are effecting this run .
Alyosha
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StarvinStruthers wrote:
um ok well then let this be the start of a thousand questions.. so i need to download bizhawk 1.5.3? download your bkm? and it will just run no problem? never heard of a bkm but i assume its about the same as bk2 that being said i dont know how to get a bk2 to play on tastudio i've only been able to get tasproj to run on tastudio reminder i'm new there's no way to get your tas to work on the latest bizhawk? is this due to the emu lag and inputs getting desynced or for other reasons?
Atari 2600 emulation got an overhaul a few months back. It won't be easy to sync the former run on any newer builds. Yes you should be able to run the bkm in 1.5.3. Bkm is the precursor (or maybe just renamed) bk2. I'm not sure what utility you'll get out of this though. To get a bk2 to play in tastudio just open the bk2 and then open tastudio (or the other way around works too.) TAStudio will automatically import the bk2 into a TASproj.
Alyosha
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micro500 wrote:
At the beginning of 2016 I started working on TASLink in an effort to make robust hardware that we could use at these live events to avoid annoying problems we have had every year, including parts breaking, or generally being unprepared for the event in terms of cables or visualization. I spent the better part of the year improving it and helping make it do everything we wanted. But then at the last minute it was decided we would use different hardware. We ended up having a number of the same problems we have had in the past, including parts breaking and having to fix them, and the hardware was largely untested and we had to work around annoying bugs that we didn't have time to fix in the week we were there. It hurt to have had put all that time and money into building solid hardware only to go to an event I cared about and not use it at the last minute. Overall I did not enjoy myself at the event. It was all work and no play mixed with sleep deprivation. This past year has worn me down much further than is healthy, and I am exhausted because of it. I have decided I will no longer be working on hardware including TASLink, I have stepped away from the TASBot community, and I have no plans to help out at another GDQ event.
This is a real shame. I'm sure I'm not the only one who was looking forward to TASLink to bring some rejuvenation and standardization to console testing, not to mention ease of use. Well, thank you for your hard work and time up to now. Hope you can find something fulfilling to do with your talents.
Alyosha
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I tested with 1.11.7 and it does seem to be the case that it runs much faster. There are only a couple of commits to A7800 between then and now, and nothing that looks like it should be slowing anything down from a brief glance. Maybe something is being logged in the background by accident somehow, that sometimes the cause of slowdowns like this, I'll look into it. EDIT: yup, the EMU7800 stuff looks like it got compiled in DEBUG mode which was causing a lot of extra background stuff to happen. I recompiled it in release mode and the speed returned to normal. I don't know how to fix this in the repo so I'll make an issue about it and it should be fixed pretty easily by someone who knows what they are doing.
Alyosha
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MrWint wrote:
Hardware verification at least for this TAS is very unlikely, the precision required to sync the inputs it up is likely to great. In general, I think it's a reasonable question though whether an actual Game Boy could do what this run did, at least in principle (i.e. rule out that emulator inaccuracies were exploited). The best you can do to test that would probably be to create a custom ROM that does these things without any inputs and flash it onto a cartridge that you can play in a Game Boy. That isn't really a fair test, since the cartridge itself is part of the system under test, and you exclude the whole joypad input side, but it would at least determine the plausibility that GB hardware can achieve what is seen here.
I know it's impractical, but I do kind of wish TASes like this had some kind of requirement for hardware verification to be accepted. The very nature of the run is to push the limits of the hardware, something just seems lacking if it doesnt actually work on it. I know most runs on the site wouldn't work on hardware anyway, but ones like this that represent the pinnacle of what a TASer can do just seem that much better with a verification movie (like SMB3 or Mario Kart.) Well as True says I don't think there is much of a hurdle on the bot end, just a matter of emulator development, I do hope it gets there someday though!
Alyosha
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Nice work improving this. Now we can have the 'O' back in POWER! voting yes.
Alyosha
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I like challenge runs like this. Especailly for a sonic game I find this way more interesting and entertaining then a typical sonic run, and the movement isn't as stop and go either. Voting yes!
Alyosha
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Very Impressive. Technically masterful and entertaining at the same time. Would love to see a console verification of this, if such a thing is even possible. Seeing those last two scenes on hardware would be truly amazing.
Alyosha
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feos wrote:
Fixed.
Thank you feos! Those bugs were really annoying, glad they are fixed.
Alyosha
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feos wrote:
Test!
Frame zero marker is back! It now also makes a .tasproj file from the .bk2 on opening. However, the title at the top of TAStudio still says 'default.tasproj' I'm not sure if this is just not being upodated, or if it is actually running in default.tasproj.