Posts for Sonny_Jim

Experienced Forum User
Joined: 10/9/2013
Posts: 8
the reason they cannot do anything is because they know it's all for play.
Again, I disagree. They have the power to make it clear to him that his behaviour is unacceptable, yet refuse to even bring it up with him. I do this as a hobby and as such, I don't expect to have to put up with abuse in the pursuit of my hobby. As I've said, his attitude is damaging towards this community because people will not want to have anything to do with him and from what I gather, I'm not the only person who feels like this.
there was no failure but this is the first I've heard of such chatter, I lol'd
This is my point entirely. You don't see any problem with your behaviour and you think it's all a big joke. This isn't the first time you've 'heard of such chatter' as I discussed with you in IRC *at length* why you shouldn't act like the way you do. You are taking pride in the fact that you act like an asshole when really you should be embarrassed.
it's what you wanted after all
Not really, what I wanted was you to realise that the way you behave is damaging to your community and perhaps change the way you treat people new to the hobby in the future.
Experienced Forum User
Joined: 10/9/2013
Posts: 8
Hi there, I do pop my nose in every now and again to see if there has been any advancements as I'd really like to run something other than the SMAS run on my hardware. For the record, I have fairly thick skin and I'm used to the odd troll, but when I asked the moderators to have a word with True and they told me 'He's just like that, there's nothing we can do', which is nonsense if you ask me. Even a simple kick would of shown him that behaviour like that, especially towards new members is unacceptable. So it was both a failure of an established member to realise when he was being a jerk and a failure of a mod to realise they could actually do something to change the the situation.
Experienced Forum User
Joined: 10/9/2013
Posts: 8
Well, I finally got my SNESBot running the SMAS Lost levels run thanks to a bit of help from Ilari. I used his polldump.lua script and then wrote an importer for my Bot and was amazed it actually worked. But, I'm leaving this site now. True was such an obnoxious person to me in IRC and I've accomplished the goals I've wanted, so there's no reason to hang around. Cheers guys, and thanks again Ilari! EDIT: Crappy video! http://youtu.be/da7j4CaIf8g
Experienced Forum User
Joined: 10/9/2013
Posts: 8
Ah makes sense. I need to do a bunch of reading up on things so I can understand what the hell a lag frame is, along with everything else lol.
Pimpin' ain't easy
You got the Tokyoflash watch as well? Badass, isn't it? Had mine for 12 years now. http://www.tokyoflash.com/en/watch_museum/pimp/pimpinainteasyss/
Experienced Forum User
Joined: 10/9/2013
Posts: 8
I had a dig through that thread but it's a bit hard to follow as the information I'm interested in is so spread out.
Because of the way NES controllers work fm2 playback isn't the greatest, but raw polled works well
I'm pretty new to all this TAS stuff, what's fm2? Also I'd be very interested in the snes9x parser, I'm just about to start writing my own but there's no point inventing the wheel twice if you get what I mean.
Experienced Forum User
Joined: 10/9/2013
Posts: 8
Here's a link to a youtube video of it in action, sorry about the poor quality! Link to video
Experienced Forum User
Joined: 10/9/2013
Posts: 8
dwangoAC, I'd thought I'd pipe up on this thread seeing as you are trying to do the same thing as me (namely a Pi controlled SNESBot) and two minds a better than one and all that. WRT to bitbanging the clock and data straight out the GPIO, unless you get very low level (ie straight on the sillicon with no OS) then I don't think it's going to be possible. But you don't need to do it like that, it just requires a few more GPIO pins, although you might have a fun time trying to get multitap support working without bitbanging.... TRUE: Could you post the code you used during your scope reads so I can see what software methods you were using?
Ideally, a movie format that stores the input per latch cycle rather than per frame would work better for playback
This is exactly how I did it and it seems to work fine for 95% of the games I tried, in fact the only game I've found so far that didn't work was Super Puyo Puyo. I look forward to seeing what you come up with! EDIT: Also, nice TZ. I have one as well, plus a Lethal Weapon 3 :-)
Post subject: Hi, I just made a Raspberry Pi SNESBot
Experienced Forum User
Joined: 10/9/2013
Posts: 8
Hi there, I've been messing around for the last couple of weeks trying to make a SNESBot with my Pi and I'm happy to announce I finally got the b*gger working! Woo yay etc I'm sure this isn't the first and hopefully it won't be the last Pi controlled SNESBot, but I'd thought you guys might be interested in it. My first approach is probably very familiar, wire up the Clock, Data and Latch pins straight into the GPIO and try to bitbang the data out. Even though the benchmarks I read for the Pi's GPIO said it might be possible, what I found was that it just wasn't quick enough to clock out the data. Latchs seemed to be sensed OK so I moved onto my next attempt. This involved taking a knock off SNES controller (again, this is probably very familiar to certain readers) and tried wiring up 12 GPIO pins to the controller PCB. I'm normally pretty good with soldering, I work on pinball tables and have done the odd custom SNES cart, but for some reason the tracks just kept on lifting and I was getting nowhere. This lead to my third attempt, which involved buying 2 4021 shift registers and cloning the SNES controller hardware. I then set about writing the code to drive it and was pretty disheartened when I found out that although I could get it to work, it wasn't any where near reliable enough. Live input (a PS1 controller plugged into the USB port in the Pi) seemed to be ok but it just desynced all the time when I was playing back recorded data. Not a happy chappy :-( After spending a couple of days pouring through my code (and squashing a few bugs in the process) I was ready to give up and admit to all the people who had told me that it just wasn't possible with the Pi and I should use a microcontroller like everyone else. I was lying awake last night when at 3AM I had an idea and went to the shed to check something. Like an idiot I had wired up the 3.3V output to the 4021 Vcc, after I switched it to the proper 5V I fired off a recording and lo and behold, there was Orchid hitting 42 hit combos again and again and again without missing a bit. To say I was pleased is an understatement. Right now, I can play using live input with any USB input device (SMB on a real SNES with a keyboard is hilarious) and recording and playback from my disgusting simple file format works a treat. All I'm doing is copying the evdev event and the latch it occured on into a file, then replaying that data out. Most carts are working fine, I've only done a little bit of testing but I can run over 10 minutes of playback without any desyncs, which I'm very pleased about. Even managed to get a synced playback of SuperGB Tetris, which I really didn't think it would be able to do due to the latch speed doubling (120Hz rather than 60Hz). This is the same rate as the Nintendo controller test cart and I'm guessing it's because the CPU can poll the controllers more as it is doing less/offloading onto the Z80 in the SuperGB. Next steps are to write a couple of file importers so I can start running some of the videos on the site on real hardware, look into some more fun features like auto-fire/button-macros etc. Maybe even have a shot at Netplay just for sh*ts and giggles. I'm pretty pleased with the low budget I've managed to do this on, with a minimal part count but the wiring leaves a lot to be desired. When I get around to making my Mk4 board I'm hoping to tidy up a lot of it. Here's the schematic I came up with: And here's the code I am using, don't laugh, I'm not a great programmer which is why I am so amazed it actually works! https://github.com/SonnyJim/snesbot