Post subject: Connect PC to Genesis!
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I stumbled uppon this searching for games on the internet. It discribes how to make a cable between PC and Genesis so that you can send inputs to the machine! :D It also features macros etc. So now we can start seeing TAS:es on the real hardware! :D http://segacon.hacking-cult.org/
nesrocks
He/Him
Player (247)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Someone somewhere in this community already showed that thing (i think it was on the sonic thread somewhere between all the flamming?)
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
FODA wrote:
(i think it was on the sonic thread somewhere between all the flamming?)
Good times, good times :)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Oh? So thats why I didn't notice it? I didn't read everything in the sonic thread. :D
Post subject: What would be neet is:
Joined: 3/3/2006
Posts: 6
Location: Michigan
If some one made controller that a flash ram can plug in that you saved all the moves from a PC emu. Then the console controller would push all the right buttons to make the game play the same way only on the real console. -Raymond Day
-Raymond Day
Joined: 10/3/2004
Posts: 138
The problem with playing TAS runs on real hardware is that you have to sync with the vblank, such that you can be absolutely sure that the controller input comes at the same time each frame, else you'll have skew that could eventually desync. Plus, you have to account for systems where the hardware lags in places the emulators don't (Sonic 1 and 2 both are great examples of this, try playing S1 Labyrinth Zone on an emulator, then play it on a real Genesis). I'm of the opinion that it might be more feasible to hack the individual games such that, instead of reading from the joypad, your added code would stuff the proper values into the memory address that the game uses for reading the joypad - basically, replacing the input handler. This is not a trivial job in most cases, and the TAS run would have to be converted to the raw format used by the game to represent the controller input.