Posts for adelikat

adelikat
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Joined: 11/3/2004
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feos wrote:
Alyosha wrote:
I'm not sure what the rules are regarding this, are runs from dev builds submittable?
They are required to sync on official releases, with exceptions for things like Dolphin. This might get delayed until the new release as well, but having it published as is is up to a judge and the authors if its optimal.
In this case though, we have an unusual situation, where the official release has known emulation issues, compared to the dev build.
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adelikat
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wow! You are a beast, sir. Good job.
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adelikat
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Also, from the looks of it, it seems you are attempting to read a SNES address. The address you have is from system bus, but memory is set to WRAM space by default. You either need to set the memory domain to the bus, or convert your address to WRAM. I think you chop off the 7E to convert from bus to WRAM? I'm not 100% sure of that though.
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adelikat
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So I've made progress, I just finished the Bakor fight. I have an idea and a decision to make which is the main reason I'm posting. I'm puttiing it first to make sure people see it, then I'll put my status update: Now that I have the final key, I have an option. I was looking for better weapons for Taloon to turn him into more of a beast. And I noticed he can equip the Sword of Decimation. It is cursed but the downside is no defense, but I need no defense in a TAS. Compared to the Sword of Malice it has an additional +75 damage, which translates roughly to +75 to my critical hits (and +150 after building power). And there is one conveniently in the town of Konenbur behind a final key door. It isn't that far out of the way, but it also only saves time in boss fights, which are going very quickly anyway. If it pays off, I won't really know it without basically TASing the rest of the game twice, which I lack the sanity to do, this TAS is killing me! I want it to be faster though, because I think there's a lot of entertainment value here. Using a cursed weapon as a legitimate technique is hilarious. Also, Taloon would be killing the most powerful bosses in just one attack round while the Hero becomes completely useless for fighting. He's just there to hold the pretty weapons and armor and get all the credit, while Taloon saves the world :) I'm not sure if I should go this route or not though, it could very well be slower over all :( Ok, here my status update: The decision to just do a Hero, Taloon duo is paying off big time. Taloon is a beast. I gave Ragnar's Sword of Malice to Taloon. After building power, his critical hits are 200+ damage! I defeated Balack in one set of Merchant Reinforcements. Also another innovation is that I'm manipulating taloon to cover the enemies mouth to stop spell attacks which he can do in addition to his regular attack. This replaces the slower method of wasting taloon's action to trip the enemy. Bakor with 1000hp went down in just two rounds. I"m saving a lot of time in the fights and a lot more by not having to level up Alena and Ragnar. I also saved some time by getting the Zenithian Shield on my way to Gardenbur since it was near by.
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adelikat
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Wow, nice work! Yeah, for meaningful input we need the computer peripheral set up. If you are interested in learning that process in bizhawk this is a great opportunity, if you are hoping to learn more parts of the system. If not, I can do that part, peripherals are a lot more involved and require some situational awareness
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adelikat
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TheAxeMan wrote:
That's actually pretty good progress. Would you have done anything differently in the first three chapters if you knew Alena and Ragnar were staying down in favor of Taloon? Fewer levelup stats?
Honestly yeah, lower HP on Alena for sure, she was hard to kill off :) And certainly I spent extra frames manipulating better stats for them, that is now unnecessary.
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adelikat
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The 3 movies you just linked are playarounds
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adelikat
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So this has been grueling and slow going but I just finished the Keeleon fight with a radical new strategy. Something I missed last time around is that when a character builds power, that 2x damage is also applied if you score a s critical hit. This let do some savings in the lighthouse fight as hector was able to build power then attack and do a 1 hit kill. Same number of turns for him but only 1 damage animation (so saves a second or so). However, the big implication here is that this makes Taloon a wrecking ball. He can build power then summon reinforcements for three 2x critical hit attacks in one round! With this in mind I actually kill off even Alena, and I plan to kill off Ragnar as well. I think the optimal strat is to have a duo of the Hero for getting Zenithian equipment and return/outside spells and Taloon for massive attacks. This was minimally useful for Keeleon but should become massively useful as he levels up. At the end of the Keeleon fight, I am 11,013 frames ahead of my published movie.
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adelikat
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Ideally you would create a fork of bizhawk on github, make this change and do a pull request. If all of that is well outside your comfort zone, work with me and we will find a way to get this change integrated. And btw, I'm really impressed with the work you've done with atariHawk, and I'm really glad you have. Good Atari emulation is something I find valuable.
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adelikat
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Joined: 11/3/2004
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did you try closing and reopening bizhawk after you plugged the 2nd controller in?
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adelikat
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I've taken another stab at improving my published movie. Here is a video of the first 4 chapters completed. I'm over 2 minutes ahead of the published movie. Much of the improvement comes from the ability to automate luck manipulation as opposed to back in the days of using fceu .12. I've written a suite of bots that have aided in having better luck manipulation. Things like getting max damage critical hits, as opposed to just critical hits. Also, the ability to greatly reduce delay times. My previous attempt was over 100k rerecords, almost all of which are luck manipulation. This time around the bot attempts (not in the rerecord count) are in the millions already. In addition to luck manipulation, I've made a lot of route improvements. For instance, talking to the boy in chapter 1 instead of the man in jail to learn his name. Chapter 3 has a vastly improved route as well. One thing worth noting is you will hear a lot of "bumping into the wall sounds". It doesn't cost time, but I think it seems a little sloppy. I can happen without losing time if you press the button at the first non-lag frame to change direction. I try to avoid it just because it feels sloppy but TASing with the sound down I have mistakenly left a few in. Anyway, let me know what you think! This is a grueling process and a huge undertaking but at least I've managed 4 chapters. I hope to be able to stick with it this time and complete it. It has been over 10 years since the published movie, its amazing how much more I know, and how much the tools have improved since then.
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adelikat
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Config -> Rewind & Savestates -> Save a screenshot in savestates This options should be checked. Is it?
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adelikat
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No, the PSX core doesn't support disassembling, hence the message.
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adelikat
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The sound emulation is horrible on this. We generally aren't supposed to publish run that are this poorly emulated. I don't think I agree with its acceptance (I say 4 years later) This should be redone on BizHawk.
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adelikat
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I think I agree with masterjun here. Make backup doesn't switch, and I would expect that save as wouldn't do it either.
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adelikat
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Alyosha's digging around led to some real improvements to the atari2600 core! With this commit the double and quad size player timing bug has been fixed. As speculated, this fix breaks sync with this "TAS". It no longer syncs and like in stella, the opponent wins. I think this is definitive proof that this submission relies on an emulation error to achieve its results. Future TASes of this game, of this nature, should use this fix. Also there are more to come so no one should rush into TASing with this change.
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adelikat
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scrimpeh wrote:
I liked the run. Watching it entertained me and, while some spots looked iffy to me, it doesn't look awful in terms of optimization. I'm not sure if it really has enough to set apart from the NES publication however. If anything, the NES any%, for being only 7 seconds longer in terms of total time, shows off substantially more of the game.
This is rather different than the published movie. For one thing is uses reset to warp from 1-3 to 3-1, then go to world 5 then seven. The nes movie goes from 1-3 to world 4 to world 6 In addition, it uses a key on 1-2 due to not being able to do the "get a plant stuck on your head" trick. That's rather different and creative. No double jumps and no grab enemies from below make also have an effect. And no Up+Down on ladders requires you to actually have strategy in levels like 7-1 Nearly every level is very different from the NES movie.
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adelikat
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Both are correct! Typically emulators define a frame based on a video frame but that is arbitruary. In AtariHawk, a "rounded" frame approach is taken where each "frame" is sliced evenly rather than by video which can be variable in length. This is all independent of when input can actually be accepted. So the bizhawk method is perfectly acceptable and so would the "sella method" of defining a frame. And so would other methods that slice even smaller and allow for for sub-frame input.
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adelikat
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<adelikat_> someone needs to get Alyosha and micro500 on irc at the same time <adelikat_> and sort out AtariHawk <adelikat_> that's some damned good work Alyosha is doing and is only hindered by not knowing the coding side <FerretWarlord> Post that in the topic.
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adelikat
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Alyosha wrote:
I have tried reproducing this in other emulators and I always lose. I'm pretty sure I'm getting the correct input, you can tell when the paddles both fall at the same time, but the game plays differently. In particular, pterry starts in a different position on screen. You can see this quite clearly here: -image- The bird starts 1 pixel to the left in Bizhawk. I captured this using the Stella emulator, which has a frame advance feature in it's debug mode. The birds X position is at $61. In BizHawk on the frame the bird appears, the value is 0x4D, in Stella it is 0x4C. Other emulators agree with this position. But you don't need frame advance to see the differences, here is a another screen shot of the countdown, the number '1' is pretty clearly one pixel to the left in Bizhawk: -image- It's not the ball that is positioned wrong either, it is at 0x55 at $5B in both. I suspect there is an emulation issue in Bizhawk.
I just want to point out that Stella randomizes all ram values on start up (literally just a 0-255 random value in all open bus addresses as well as any on board ram). Is it possible that this game is affected by the initial ram state? That would explain the different behavior between the two emulators. Of course, it is also very possible this game relies on emulation error, in which case this is not an acceptable movie. We can't accept this movie without determining this.
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adelikat
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To be clear, it IS letting you change it, and your new value is reflected. It just isn't having the behavior you expect. I confirmed that in quicknes, the PALRAM domain does in fact implement writing. I don't know too much about the internals to know if it is expected that writing to the domain would have immediate on screen effects.
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adelikat
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You can't enable rewind while recording a movie.
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adelikat
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So the flag for whether the ortega fight occurred. Is it not in the range of corruptable memory?
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adelikat
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The ADGQ event for this was incredible. Having the chat feeding into a SNES in real time was crazy and unexpected. You hooked a it to the internet, only with controller input. It was probably the most impressive thing I've ever seen that was TAS related. The energy in that room was great and magical and everyone was floored. The problem with this submission is that it doesn't capture any of the magic of that live moment. The video is neat I guess, as any total control is. But it doesn't have that same energy.
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adelikat
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Eventually Bizhawk will make this easier by supporting an alternate notion of "lag" to mean a frame in which the video was not rendered. This way, the lag skipping feature will give you want you need. This is what we did for the N64 core, and similar to what odl PSCX-rr had. Also, if there was an emu.setislagged(boolean) function, it would make these skips a lot easier for creating your own notion of lag. This is on my todo list as well. I'll try to make sure it is released along with the PSXHawk change.
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