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Alyosha
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I tried to get this run to sync in BizHawk and it made it all the way up to the glitch itself. But after that it crashed. It crashed at a kill instruction ($72). Execution here depends critically on values in PPU registers/memory and undocumented opcodes. FCEUX seems to be having some serious trouble here. Here are the last few instructions where things depart seriously from NESHawk:
c64248952    A:7E X:FF Y:62 S:FC P:nvUBdizc    $3C78:A8        TAY
c64248954    A:7E X:FF Y:62 S:FC P:nvUBdizc    $3C7A:10 00     BPL $3C7C
c64248957    A:7E X:FF Y:62 S:FC P:nvUBdizc    $3C8C:87        UNDEFINED
c64248960    A:7E X:FF Y:62 S:FC P:nvUBdizc    $3C9E:23        UNDEFINED
c64248963    A:7E X:FF Y:62 S:FC P:nvUBdizc    $3CA0:A8        TAY
c64248970    A:7E X:FF Y:62 S:F9 P:nvUBdIzc       $0029:48        PHA
There are 2 TAY's here that aren't moving A to Y, a jump to $0029 that I can't tell where it's coming from, and execution jumping from 3C8C to 3C9E on the 87 instruciton (which is just supposed to AND X and A.) I read in the original publication of this branch by MUGG that the glitch itself is console verified, but on a different level. Is the glitch console verified on this level?
Alyosha
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sounds fun please sign me up!
Alyosha
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Wow that's crazy! 8D The online version was just too slow to be very useful, but I can see this version being a valuable asset and test bed in the future with a bit more development. Very Cool!
Alyosha
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jlun2 wrote:
Alyosha wrote:
So, did reverting the change fix the problem? feos, jlun2, nrg_zam?
Sorry for the late reply, but at the latest interim, the buttons are back for me.
How about the scroll bars? @feos: In the latest dev build copying/cutting cells isn't working for me and when I do that it just leaves the clipboard empty and pasting doesn't do anything.
Alyosha
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So, did reverting the change fix the problem? feos, jlun2, nrg_zam?
Alyosha
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Wow this is a very unexpected improvement! I never considered death could ever be faster, great idea! I do wish the run could have been done on an up to date emulator version due to how timing dependent RNG is on this game, but oh well. Nice Work!
Alyosha
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An error in what? You can't have a movie/TAS loaded when changing cores.
Alyosha
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For reliable syncing make sure you use NESHawk and not QucikNES. QuickNES is default (look at the lower part of the BizHawk window after you load a ROM.) To change to NESHawk, first load a NES Rom. Next go to NES->Core in the meues and click on NESHawk. Then Reboot the core under Emulation -> Reboot Core Now it should say NESHawk at the bottom of the window. Any movie you make in NESHawk should sync, and if it doesn't do post it and I can debug it. This means you'll need to start from scratch though. You can try posting your existing QuickNES movie to user files and maybe I can try to find the desync, but no promises there. You can upload movie files here: http://tasvideos.org/userfiles/my#uploadfile
Alyosha
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Cool TAS! I played this game a lot as a kid and its nice seeing a TAS of it, voting yes!
Alyosha
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jlun2 wrote:
Edition: Windows 10 Home Version 1607 OS Build: 14393.576 How about you?
I have the exact same. ...weird 0_0 EDIT: Ok I reverted the changes I originally made to the designer, so hopefully this resolves issues with the buttons and scroll bars.
Alyosha
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Everything works and looks correct to me. What OS are you working with jlun2? You and nrg_zam seem to be having the same issue. @feos: do you think my commit that fixed the original issue i was having should be reverted? It seems like it might be cause of problems here. Maybe then i can find a more surgical fix for windows 10, since I'll at least be able to see the problem, without messing things up for other users.
Alyosha
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This looks pretty cool. I hope there are some interesting strategies to let the players split up bit more.
Alyosha
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Woah cool stuff here, keep it up!
Alyosha
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This page might help as well. It looks like changing the select pin pulls some other pins low from the multiplexer output. If you are only changing one pin (9) then it might be messing up the read routine in whatever game/rom you are testing with.
Alyosha
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Alright! After some debugging and code cleanup, I added the border and I managed to pass the intellivision MTE test cart! With this I am not aware of any bugs in the intellivision core and am pretty confident in declaring it ready for TASing. As always I'll be available to fix bugs as they pop up, but I'm not sure I'll put too much more effort into this core. So, things like intellivoice, Intellivision II, ECS, keyboard, system changer will not be actively worked on (at least not by me, anyone else is welcome to try!)
Alyosha
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Nice work! Glad a better optimized run with that new zip is done.
Alyosha
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Ok! After a lot of debugging I finally fixed Pac Man! As a bonus I also managed to get the homebrew Ms. PacMan working as well. On top of that I made a lot of accuracy improvements that really make the emulator a lot closer to the hardware. It's not quite cycle accurate but close enough that only edge cases (like timing code to change background tiles midframe) would reveal any errors. The only remaining challenge is the MTE201 test cart, which I htink should be pretty easy to pass with a few more tweaks.
Alyosha
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Thanks for the continued testing! Lady Bug reminds me that the STIC does output a border that is part of the screen, I'll have to make sure to add that. Some of the music sounds like it pops a bit, maybe I can look into that too. For pacman, I posted in AtariAge so maybe I can get a response there, but what do you mean by z-order? All the collision detection seems to be working. PacMan and the ghosts do collide in the sense that their respective bits in the collision registers are set, but nothing happens. I must be missing some detail somewhere.
Alyosha
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There have been lots of changes to lots of cores recently. First thing I would try is using the same BizHawk version on both computers just to limit variables. If that still doesn't work then maybe try copying your config.ini file from the first computer to the second, could be something in there that is messing things up. If that still doesn't work, might be a version difference. What versions are you using?
Alyosha
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wow you already saved more frames then I did over the previous run! Shows what I know about optimizing 8D Nice work!
Alyosha
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Nice and fast TAS (except for pac man and pong.) Nice work voting yes!
Alyosha
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Alright! I added in the last bits of code and cleaned up some stuff and now TAS tools are available in Intellivision! You should be able to play and TAS any game you want by now without bugs (except for Pac Man where I don't have any idea what is wrong yet.) In my testing so far everything seems to work without desyncs. Note that for TASing purposes you'll want to pick the standard controller from the Intellivision menu. There is still a long way to go to clean up the core and get things in proper shape and improve accuracy on edge cases, but as a whole its basically a working intellivision emulator. Have fun!
Alyosha
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Thanks for the testing! Some games require mappers that aren't implemented yet. I just implemented Pac Man now as the first test of mapper support and it worked fine, so in a couple more days I should have all the mappers in there. Controls and video dump will need adelikat to fix them. Intellivoice is not implemented currently, and I don't know if it will be. EDIT: ok, I fixed Pole Position and added many games to the gamedb. At this point all games should be playable. I also noticed that pacman passes right through ghosts, so that's a bit of a problem. :) I'll try to sort that out soon. With mapping done I now have access to the test cartridge too which should help.
Alyosha
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I looked at some trace logs to see where differences came from that makes this run de-sync in most recent versions of bizhawk. AS far as I can tell, it comes from right here: 817D: ED LD A, R AF:0040 BC:1400 DE:50E3 HL:733C IX:C300 IY:DD03 SP:DFE4 Cy:204661845 cnp-h-Zs The R register is counter that increments on instruction calls, and and the timing fixes to the z80 means it has a different value at this point (2704 instead of 2C04 in the previous versions.) This seems to change the boss pattern. So the desync is unrelated to interrupts or SRAM, it appears purely cpu timing related. I don't know how/if this effects judging, the current cycle timings are indeed more accurate in the current version, I just thought I'd point this out so its documented.
Alyosha
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Challenger wrote:
My Bizhawk 1.11.9 desncys this TAS during the Boss 1 battle. Anybody up for encode?
Some changes have occured to SMS inbetween 1.11.4 and now. Quite a few timing fixes to the Z80 core happened. I also fixed SRAM and interrupt handling, which was pretty far off before and worked largely due to luck in how games used interrupts conservatively. I don't know which of these is effecting sync on this game, maybe I can look into it tomorrow.