Posts for nathan7878

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lol us pimps Link to video
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Joined: 1/26/2014
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Link to video what the fuck is wrong with you.... damn dude ... i feel like you are you only that can only understand me...lol when you get so good at the game you see the game in coding... you went from playing the game to reading hex.... then you understand arbitrary code execution ] Link to video
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i am saying build a machine so we can use all are bizhawk files to make a tas for adgq
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duh
Post subject: true build a ps1 machine
Banned User
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Banned User
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how can i make a tas device like this...Raspberry Pi programs.. where do i start ... threads ect Link to video ps3 is different ... gjve me a starting point ... true..dwangoAC Link to video
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what if.... lol Link to video Link to video
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I go back in time with total control and kill Dracula but he gets the last laugh. Link to video I console confirm ACE on ps3... Link to video I found a way to shorten the ending arbitrary code so more to come soon... ace is a slow process.
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Encase anyone wanted to see me use the total control to get to some unused areas in the game. I am trying to see next if I can use the glitch to jump from the first save straight to the credits and skip the library part on the ace run... would be cool to see a tas on a ps3 someday if that is possible. Link to video Link to video
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My pal let me use his PS3, and I did some testing... Total Control Achieved on PSN/PS3 version of SOTN. Link to video Next step, take total control over the PS3 itself... then take total control over the PSN Store... and then take total control over my jail cell ;)
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Is there a way to use the debugger/disassembler on Bizhawk/Mednafen? Everytime I open the debugger/disassembler it tells me "This core does not currently support disassembling". Hmmmm?
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Yeah, Rondo of Blood and Akumajyo Dracula Peke from DXC are PSP format. I did a little glitch hunting on Rondo DXC awhile ago, but the game is just coded really well... I had the idea of using Total Control from my SOTN DXC file to then try and take Total Control of Rondo or at least try and edit/corrupt my Rondo file... but I couldn't ever get it to work, but that does not mean it is impossible...
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DXC SOTN is PSP format, Xbox live SOTN is Xbox 360 format... but PS3 PSN SOTN is PS1 format running on a internal emulator called ps1_netemu, which sucks because that makes it harder to emulate and view coding... but that also means that the PS3 PSN SOTN is pretty much the same as the PS1 version... just with a custom emulator.
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http://xenia.jp/compatibility/ https://github.com/xenia-project/game-compatibility/issues/127 Xbox 360 Emulator/ Xenia Reports are the game seems to be booting up just running very slow... looking forward to being able to finally view the coding on this version, and checking for ways to take total control.
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I had to void all my other speedruns due to the fact that I now know they would have failed on a real PlayStation 1. I am done with speedrunning... just lost interest, so I just walked on this run LOL. I am still going to make a video soon to assist anyone that would like to TAS or speedrun this route. If no one is interested in TASing it, I will get around to TASing it sometime in the near future... I just have to get familiar with Bizhawk's TASing tools and what not. Link to video Also my other next main goal is setting up the kinda total control that can execute code with the PS1 controllers... basically like they did on SMW, and also looking to see if there is enough room to program in another game on SOTN. There is a NES emulator that runs on PS1 (Imbnes), so I will use that as a reference to see how much space we probably need. I would like to see Castlevania 3 programmed in, if there is room. Link to video
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sockfolder wrote:
If it fails on illegal opcode, that is the correct behavior. However, the only place there should be illegal opcodes is at the values determined by that 23 sec wait. Oh wait, I forgot. The other place there can be illegal opcodes is if you get/don't get certain items.
Thank you so much Sock, that was exactly some of the issues that was causing Bizhawk/Mednafen to crash. During the 23 second wait there are some values that will cause an illegal/crash and some that won't... pretty much what you said. There is also a counter that keeps track of how many times you unequip Alucard's accessories, and if you leave this value set at 01 it will crash the game. Another thing is if you do not set the relic cursor to the correct location before saving, the inventory code fails to execute the 03 to give you the best ending. I now truly believe Mednafen is the most accurate PS1 emulator, it is so damn sensitive compared to all the other PS1 emulators... I will post the full ACE method some time this weekend. Link to video
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Thank you for your insight... I as well was thinking pretty much the same thing, and was wary of the wiki's bold statement lol I figured out how to do the SOTN credits call (game end glitch) on Xebra finally... but this modified method is still failing on Bizhawk/Mednafen, but getting the glitch to work on Xebra has given me new idea's why it is failing on Bizhawk/Mednafen. I don't have a Playstation 1... So I figure that once I find methods for the credits call to work on both Xebra and Bizhawk/Mednafen, I can find a retro game store and test both methods and see if one works... or someone that has a Playstation 1 and is interested can test the methods. So I continue my research and testing...
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zeromus wrote:
When I hear "glitch" and see a game going off the rails (the illegal instructions), I immediately think the game is _supposed_ to be hanging, and only mednafen is getting it right. Does this glitch happen on hardware? Until I have proof that it does, I'm going to have to count mednafen as doing it correctly. Just because PSXfin and pSX can forge through the brokenness doesn't mean theyre right to do that. Also, tell me more about that glitch.
So, maybe you have answered this before, but I can't find the any posts about it... Is Mednafen more accurate then Xebra? I have been doing research and some people say Xebra and others say Mednafen... I would really like to know your opinion. http://emulation-general.wikia.com/wiki/XEBRA http://emulation-general.wikia.com/wiki/PlayStation_Emulators This source is saying "XEBRA is an emulator that is reverse engineered from PS1 hardware by a Japanese programmer (Dr.Hell) resulting in the absolute most accurate PS1 emulator to date, similar to what is Higan (BSNES) for Snes." http://emulation.gametechwiki.com/index.php/PS1_Tests and this one is saying Mednafen is more accurate...
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zeromus wrote:
You can use mednafen to debug the game. Mednafen has a debug verbosity config value, im sure it will print illegal opcodes.
Okay, let me do some more tinkering with Bizhawk/Mednafen... but yeah, at some point the glitch should be confirmed on actual Playstation 1 hardware.
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So the glitch is a "game end glitch" using arbitrary code execution originally developed by sockfolder... this was his long explanation of the glitch when first developed on PSXfin http://www.twitch.tv/sockfolder/c/3810968 Cosmo tested it on Playstation 2 Hardware https://www.youtube.com/watch?v=qc56JEd1qxA ForgoneMoose made a TAS of the glitch on PSXjin that was published http://tasvideos.org/2547M.html Then I went back and made some updates to sockfolder's work on PSXfin, so the glitch could be executed faster https://www.youtube.com/watch?v=l-boOA7nuHU So with the glitch now being able to be executed faster, I was thinking a new TAS should be made... we know that the glitch does produce some illegal opcodes even when performed correctly. The glitch has needed to be tweaked a bit from PSXfin to PSXjin to Playstation 2 Hardware, so I was expecting to have to tweak it a bit for BizHawk... that is why I was wondering if there is a way to see what illegal opcodes are being produced by the glitch so I can tweak it.
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Wanted to see if anyone could help with this issue we are having...
nathan7878 wrote:
So I tested the credits call on Bizhawk 1.11.3 and the emulator is still crashing. What would really help me to be able to solve this issue is if when Bizhawk crashed it would show the illegal opcodes executed by the glitch in the Log Window. I am still getting familiar with Bizhawk, so if anyone knows how to do this it would help a lot. I made a video showing what is displayed in the Log Window when the credits call is performed correctly on PSXfin 1.13, and also what is displayed in the Log Window when the credits call is performed incorrectly/fails on PSXfin 1.13... next is shown what is displayed in the Bizhawk 1.11.3 Log Window when the credits call is performed correctly but fails. I will also post this in the Bizhawk Emulator Development thread here http://tasvideos.org/forum/viewtopic.php?t=12549&start=950 Link to video
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@Sockfolder Most would agree that Bizhawk/Medafen is the/or is one of the most accurate PlayStation emulators... http://emulation.gametechwiki.com/index.php/PS1_Tests also it is the emulator we must use to TAS the improvements to the SOTN ACE route. The glitch seems to be failing on Bizhawk/Medafen at the very end when the relics menu is open and the inventory code is read... Link to video This is are current PSXfin 1.13 working method that fails to work on Bizhawk. Link to video I would not normally bother you sock, but this one has stumped me for like a month... I think you might have to rebuild the inventory code, like Bizhawk/Mednafen no likey the way it is being read lol
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Kurabupengin wrote:
nathan7878 wrote:
I have been testing the Arbitrary Code Execution Credits Warp on BizHawk (specifically 1.11.1) and for some reason it is failing to work... I will trying and figure out what the issue is, but I just wanted to put the info out there.
Maybe you should post this issue in the BizHawk bugs thread as well?
Yeah, I probably will because I think I figured out what the problem might be... when the credits are called, illegal opcodes must be executed and it seems Bizhawk no likey that for some reason, and crashes... lol I am always messing with this stuff in my free time when I am bored, so I may end up being the person that does the TAS when the Bizhawk bug is worked out and this is what I am now thinking... I have really come to dislike Luck Mode since it is not the "true game" and is more of a extra/special mode, so I worked out how to do the credits call in Alucard Mode and this is where I am currently at... so when the TAS is done in the future it will be similar to this. Link to video
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I have been testing the Arbitrary Code Execution Credits Warp on BizHawk (specifically 1.11.1) and for some reason it is failing to work... I will trying and figure out what the issue is, but I just wanted to put the info out there.