Post subject: Console verifying on a supergun/arcade cabinet (AGDQ stuff)
Qlex
He/Him
Joined: 2/25/2006
Posts: 193
Location: Available
Hi everyone! I am part of the Tetrisconcept team, and recently I have been discussing the potential AGDQ presentation we might be having for the game Tetris the Grandmaster. Everything is very hypothetical for now, and I realize I am asking a lot here, but I am now just willing to have more information in console verifying a TAS of the game that we have. The game is Tetris : The Absolute : The Grandmaster 2 PLUS Here is the INP file : https://dl.dropboxusercontent.com/u/6430099/TAS/TAP%20Death%20Gm%202-48-93.inp The video supposedly looks like this, but it's been going a bit of frequency change so the sounds are a bit distorted : https://www.youtube.com/watch?v=OZaq0jQcZVQ The reason why this TAS didn't get submitted is because the author (zzymyn) thinks there are several possible improvements, but I thought having a TAS of this mode would be pretty interesting in a live demonstration. One of the main problems I can think of is that the framerate is very weird with this game : 61.68Hz (so weird that it's not even emulated correctly by MAME by the way : 60 Hz!), so I'm not even sure if there's a possibility of verifying this run. In any case, I'd just like to have some thoughts on the matter, I would be very grateful for any answer you could give. See you around!
Experienced player (603)
Joined: 2/8/2009
Posts: 656
I have no idea if it is possible to console verify this run, but damn! I think this game is really well suited for live presentation. It is short and the speed is totally ridiculous. I wonder why nobody bothered to pay any attention to this thread :/
Qlex
He/Him
Joined: 2/25/2006
Posts: 193
Location: Available
Thanks! I do believe people haven't tried Arcade-verified runs around here, it seems like it's completely different, so I totally understand that I don't get a lot of answers, but I appreciate your feedback! I have asked a TGM JAMMA specialist, and he basically told me that it's absolutely possible. The only things that are needed are a Supergun (basically a small arcade cabinet that you plug on a TV), the game with the NVRAM reset (just to be sure) and a TASbot that you can plug to the Supergun. I'm not a TASbot specialist, but I have heard that there are models that can adapt to the framerate so the potential framerate difference is not a problem. Can anyone link me to an explanation on how some TASbots work? Thanks in advance =)
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
My bot is wholly framerate independent. But I need a clocking input to sync the input signal to. As long as there is a vsync or other frame-synced output then it should be doable. My current bot can do at least 16ch of output with an independent clock input, with less than 2usec delay for all 16 channels set from clock interrupt, as long as IO is 5.5V or less. Just need to write code for a generic clocked output driver. However the only cabs I have access to are owned by people who like old fighting games, not tetris games. Most specifically I probably have easiest access to an MVS cab. Emulation needs to be accurate enough for playback to work as expected and I don't think it is with MVS, could be wrong. Regardless it isn't tetris and I don't know enough about arcade to know what tetris runs on.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Qlex
He/Him
Joined: 2/25/2006
Posts: 193
Location: Available
Thank you very much True, I sent you a PM!
Joined: 1/27/2012
Posts: 1
TGM and TAP use the JAMMA wiring standard, so you'd be able to use a simple wiring adapter between JAMMA and the slightly modified MVS pinout. Video uses composite sync, so you could use a sync stripper to get vsync. Emulation accuracy... not sure. There shouldn't be any lag frames or things of that sort once you get to playing the game, but who knows about screen transitions and so on. As mentioned, MAME runs TAP at the wrong frame rate, so you kind of have to hope that doesn't screw with any (hypothetical) lag frames and that you can still just play back the same inputs. colour_thief said it seems like the PCB might take longer to boot than in MAME, so then you also have the question of whether it would be fine to just add a fixed timing offset or if it's going to utterly hose sync with the RNG. EDIT:
<colour_thief> Btw kitaru I didn't say it "seems" like PCB is slower at booting <colour_thief> I was a little more scientific, I went into test mode and counted the frames between leaving test mode and seeing the ready <colour_thief> I filed a bug report on mametesters <colour_thief> This was years ago