Posts for GhostSonic

GhostSonic
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Posts: 61
jlun2 wrote:
GhostSonic wrote:
The only way to truly be sure if this works on console is to actually try and verify on console. I don't own the game so I can't go and do that. For posterity, though, here's a short list of what runs do and don't sync on the new PPU, all tested on PRG0: Orignal by CoolKirby - Syncs TASeditor 38.44 - Syncs MESHUGGAH 38.35 - Syncs MESHUGGAH 38.3 - Syncs was0x 37.39 - Syncs TASeditor 37.27 Personal note: wrong person - Syncs CoolKirby 37.26 Note: One FRAME - Crashes to a garbled screen MUGG 36.39 - Crashes to pink screen TASeditor 36.37 - Crashes to garbled screen.
Hey Ghost, in case you ever get to console verify this, it seems that the movie I tested synced well (until the crash) when I replaced the reset with a soft reset (by holding Start+Select+A+B).
What do you mean by reset? Was there a reset in this movie? Sorry if I sound naive.
GhostSonic
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The only way to truly be sure if this works on console is to actually try and verify on console. I don't own the game so I can't go and do that. For posterity, though, here's a short list of what runs do and don't sync on the new PPU, all tested on PRG0: Orignal by CoolKirby - Syncs TASeditor 38.44 - Syncs MESHUGGAH 38.35 - Syncs MESHUGGAH 38.3 - Syncs was0x 37.39 - Syncs TASeditor 37.27 Personal note: wrong person - Syncs CoolKirby 37.26 Note: One FRAME - Crashes to a garbled screen MUGG 36.39 - Crashes to pink screen TASeditor 36.37 - Crashes to garbled screen.
GhostSonic
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GhostSonic wrote:
GhostSonic wrote:
This syncs on PRG1 too. I just thought that was worth noting.
This is no longer true as of the latest improvement by TASEditor. Crashes to a pink screen.
It also doesn't sync on the new PPU, just crashes to a garbled screen. Interestingly, the older runs I tried do sync.
GhostSonic
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GhostSonic wrote:
This syncs on PRG1 too. I just thought that was worth noting.
This is no longer true as of the latest improvement by TASEditor. Crashes to a pink screen.
GhostSonic
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This syncs on PRG1 too. I just thought that was worth noting.
GhostSonic
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Warp wrote:
GhostSonic wrote:
I've got a small Genesis verification here.
I think next time you should switch the autofocus of the camera off. The constant change in focus is quite annoying.
I just figured out how to actually stop the autofocus on my S4 after I recorded that. I kind of want to rerecord the SMW video because of how bad the autofocus was acting during it.
GhostSonic
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I've got a small Genesis verification here. Link to video Maybe I'll be able to do something with Sonic 3 and Knuckles next.
GhostSonic
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jlun2 wrote:
1. You got a multi-tap/fourscore/the multiplayer extension just for this? That's really nice of you. :)
I was able to do this without the multi-tap, I just had the data-out for two of the shift registers connected to the secondary data pin of the controller ports since Super Mario World doesn't actually do the necessary stuff to read from the other two possible controllers on the multi-tap.
GhostSonic
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Finally managed to replay the recent Super Mario World run on a console. Apparently bsnes isn't 100% accurate so a slight change had to be made to the input sequence at the very end in order to sync properly on console. It's still the same exact amount of frames (5994), syncs on both bsnes and console, and is visually identical to the published run. Link to video
GhostSonic
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jlun2 wrote:
Hey GhostSonic. Do you happen to own a copy of Earthbound? I would love to see this run on console. :)
I really want EarthBound considering it's one of my favorite games ever, but the cost of a copy is way too expensive nowadays. Also that run is made Snes9x. I wonder if it'd be possible on lsnes.
GhostSonic
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<insane_coder> just put some safety pins in the controller ports, and take turns licking them Context can be assumed but is not required.
GhostSonic
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zaphod77 wrote:
just need a bot wired to two multitaps to verify it, i would think. :)
It should be possible to verify without owning any multitaps, due to the way the multitap works and the fact that Super Mario World isn't actually programed to use it.
GhostSonic
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Potato Stomper wrote:
How can this be acceptable, if it uses non-existent buttons? Even a perfect player could not make buttons appear out of thin air.
You could potentially mod or create another controller that has these buttons. This demonstration Masterjun linked to uses these "non-existent" buttons, so it's not out of the question by any means.
GhostSonic
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jlun2 wrote:
Also, console verify this please. :D
I plan on trying this, I just don't actually have the stuff necessary to actually do four controllers at the moment.
GhostSonic
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Just to note, I should theoretically be able to console verify any SMW run that was made in or can at least be played back in lsnes.
GhostSonic
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Master of Puppets wrote:
Edit: Also earlier you said that it wasn't working and then it did. Is the movie you posted a once in a while thing or it now works every time?
It's pretty consistent, but sometimes it'll just desync anyways. The video I posted is actually the second time in a row I played it back, I just had issues with the first recording.
GhostSonic
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WST wrote:
It would be great to see a Genesis run console-verified someday…
Ok. Link to video Granted, the run is obsolete due to the newer runs using rev01 which was only released in Japan. Maybe I'll find a copy of that some time. Had to modify the file a bit to get to sync in a few places. That file can be found here.
GhostSonic
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So I attempted to try and sync this older run of Sonic 1 since it uses Revision 0. After having to mess with the file just to get it sync past the title screen, it will play all the wall until Labyrinth Zone and then desync almost instantly. I suspect water as being one of the culprits behind this. Edit: Ok for no reason at all it just suddenly synced at Labyrinth zone without me even touching the file, then it desynced at Starlight Zone due to input happening too early.
GhostSonic
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Voted yes, but I would be more impressed if you created a gui interface and tracked an IP address.
GhostSonic
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Guga wrote:
[23:37:24] <Guga> Spikestuff I told you to stop talking to me [23:38:28] <Spikestuff> well fuck you too [23:38:55] <Spikestuff> you act like a typical teenage girl that wants to block her friends out [23:39:04] <Spikestuff> and that's fucking something so fuck you
theenglishman starts shipping Guga/Spike for giggles <theenglishman> I'm sure I could get some nice hurt/comfort stuff out of this pairing <theenglishman> maybe a little sex-violence interplay
GhostSonic
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I doubt I'd be able to afford going to Denver in the summer, as much as I'd like to. And, as Ilari stated, there's not a very sizable selection of verification candidates.
GhostSonic
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feos wrote:
[1945] SNES Super Mario World "game end glitch" by Masterjun in 02:36.40 Happy now?
That's a lot less misleading. I'll be sure to verify an optimized run if one ever comes about.
GhostSonic
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Masterjun wrote:
GhostSonic wrote:
Also, I'm afraid that saying the Super Mario World video was verifying the currently publiczed glitched run was in error. It was only showing an unoptimized run that Masterjun made to prove the glitch worked on lsnes would also work on a console.
<TASVideoAgent> Movie [1945] SNES Super Mario World (USA) "glitched" by Masterjun in 02:36.4 edited by feos: Set flag Console-verified --> http://tasvideos.org/1945M.html <Masterjun> not sure about that change <Masterjun> since not that exact run was verified, but my unoptimized lsnes run [...] <feos> err, well, everything still works out on a console, I'd let this edit be
Well, alright then.
GhostSonic
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On the Genesis side of things: I tried Rocket Knight Adventures by Upthorn, desyncs as soon as it reaches the first midboss, can't see any way around it. I feel as though Genesis verifications aren't going to happen unless a much more accurate emulator comes about. Also, I'm afraid that saying the Super Mario World video was verifying the currently publiczed glitched run was in error. It was only showing an unoptimized run that Masterjun made to prove the glitch worked on lsnes would also work on a console. I will definitely try to verify an optimized run if one ever comes about though!
GhostSonic
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Ilari wrote:
GhostSonic wrote:
The only thing I had to sync it was program the bot to skip 1 frame ahead, which I guess All-Stars wasn't so picky about.
What does that mean exactly? Added extra button poll at beginning? Something else?
I just had it skip the first frame in the file, as if I deleted the first frame in the file, otherwise for some reason it would desync while spawning the fish. It still seems to sync with Lost Levels with this fix as far as I can tell. It will desync easily if I skip two, so I suspect there's just an extra frame at the beginning of the file after I converted it which doesn't matter for Lost Levels while it does for Mario World.