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Alyosha
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DJ Incendration wrote:
What do you mean by 0,0,5,5? Also, I can't seem to manipulate 0X64D0 or EA or anything like that in Yellow. I have tried many different frame delays, but I could only do the delays in Pokeguy's any% world record, with the soft resets.
I don't know how to do yellow. There are 4 places to delay input in order to effect trainer ID. The 0,0,5,5 is just my shorthand for how many frames is delayed at each point. So no delay for the first two inputs, then 5 frame delay at third input and 5 frame delay at fourth input. Changing the palette is not included in this shorthand. I'm not concerned by having an invalid save file, the game was completed successfully, which is the goal.
Alyosha
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ThunderAxe31 wrote:
I just noticed that the current movie manipulated the Trainer ID to be 0x64BD, while instead you got 0x64C3. Does the second byte make no difference, or did you have to adjust the ACE accordingly?
C3? Oops it needs to be C2 to advance the ending, please replace the movie with this one (save 10 frame delay, except this one is 0,0,5,5 instead of 0,0,4,6): http://tasvideos.org/userfiles/info/63901586009883608 Other then that no it works out the same, see this post by entrpntr: http://tasvideos.org/forum/viewtopic.php?p=492203#492203
Alyosha
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ThunderAxe31 wrote:
Nice job, but did you take in consideration the fact that there is a faster SRAM glitch for the Japanese version? User movie #35593301208919904 Though I'm not sure if that movie should be considered for comparison, since it fails to trigger the final routine after showing "THE END" screen at the end of the credits roll, as pressing A doesn't send you back to the intro and it doesn't save the progress to the save data. More explanations in this post. I'd also like to try if changing GBC color multiple times can allow more RNG possibilities, or delaying the GBC BIOS sequence by changing color later.
I did do some limited testing with delaying BIOS end, not that extensive since I just ended up with 10 total again (2 BIOS delay + 8 regular delay.) Here is the script I used to test stuff: http://tasvideos.org/userfiles/info/63900696766348833 You can fiddle with the palette however you want, let the game run to frame 500, make a state in slot 1, then run the script. It will brute force check the remaining 4 delay points from there. (If you are going to delay the BIOS you need to add that into the script though.) Even with Gambatte this takes a long time to run. I'm not going to look too deeply into a movie that doesn't properly call the ending.
Alyosha
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Cool thanks for the info. I don't remember seeing these type of details mentioned before. Pretty interesting to hear about all the intricacies.
Alyosha
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There's a damage sound? Never even noticed that.
Alyosha
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natt wrote:
I worry that the tracelogger's notion of timing might be busted after a while; doesn't gambatte's cyclecounter variable occasionally reset backwards to account for 2^32 rollover?
I thought this was fixed, but I checked just now and it is not. Not sure how difficult it would be to make it 64 bit instead of 32.
Alyosha
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Trace Logger gives the same cycle counts for both cores. Looks like gambatte's count is being cut in half for the lua function somehow, I'll look into it. EDIT: Yeah, Gambatte is using master clock rate (~4MHz) / 2 for TotalExecutedCycles. This comes from the audio code it seems like? Not sure yet how to get the count it uses for Trace Logger.
Alyosha
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Second pass through the game. Little over 10 seconds saved. http://tasvideos.org/userfiles/info/63588782110175948 I think worlds 1 and 2 are pretty much done now, but the later worlds still have some work to do. I thought about converting it to GBC mode, but when I do that there are a lot of sprite priority glitches, so not sure what the final product will be in yet.
Alyosha
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Are the TASes in Goldeneye accurate to console? I'd be amazed at a console playback of Goldeneye, even if only one level.
Alyosha
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Palettes are too low a priority for me to focus on. (I'd accept a PR for something like that tough.)
Alyosha
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^ Fixed in master.
Alyosha
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Thanks for the continued testing. Looking at the schematic, even going through the headphone jack adds some more filtering, so there are probably lots of variations in what you can hear. I've always had a weak ear for audio issues, and all the variability just makes it more annoying.
Alyosha
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I made one more adjustment that 'fixes' ready to rumble and cannon fodder (sounds closer to videos I watch.) I don't think it changes anything here. I tried adding a high pass filter, but it didn't sound any different and slowed things down a lot, so I didn't commit it. So I think I'm done fiddling with audio for now unless something sounds very obviously wrong.
Alyosha
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Thanks for testing. Sounds pretty clear on GBA. I looked into the documentation on GBDev, and apparently sound on GBA is produced differently then on GBC, but this particular case shouldn't be effected by it. The popping in Crystal here comes from turning off channel one in the mixer while it is still active. This should definitely produce a pop on all systems, due to DC bias in the DAC. On a real system, the pop is probably attenuated by filtering, but I don't have any filtering so it comes out pretty sharp. I did tune the bias in master though so the popping is much less noticeable, hopefully it sounds better now. (Side note, following the spec here broke sound on two games, ready to rumble and cannon fodder. This is because they turn the wave channel off to update the wave channel constantly. This produces a very noticeable humming. On Youtube I saw a video also mentioning it for ready to rumble, so maybe it's accurate? I believe on GBA these issues wouldn't show up at all because the DACs there are always treated as on. I have not updated audio for GBA mode though, so it will have to stay broken for now.)
Alyosha
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Yes vote again!
Alyosha
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I compared the audio against Sameboy for this. The pops appear in all the same places, they are just louder in GBHawk. I'd be interested to hear what it sounds like on console. Also Gambatte definitely has overall less popping, not entirely sure why.
Alyosha
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An update was made today to Gambatte that fixes a VRAM access bug that prevented a run of WarioLand II from syncing on console. Thanks go to TIKevin83 and the gambatte devs for putting everything together and making a test ROM. jlun2 had posted the issue in the game thread less then a month ago, so seeing this wrapped up quickly and advancing console verification is pretty cool I think.
Alyosha
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I refectored GBHawk audio, so games should sound much better now. There's a bit more popping then in Gambatte in certain cases (like pokemon yellow) but in those cases it is shutting off Wave channel, so not sure why it wouldn't pop. Games and demos that use DC bias and direct volume modulation should in particular sound much better.
Alyosha
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Looks like I forgot to add that for SubGBHawk, fixed in master.
Alyosha
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Wow another very unexpected improvement. Nice work Archanfel.
Alyosha
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Jaguar? Nope that would be a huge investment of time with no real payoff. I realistically only have time to focus on one or two additional systems at most, so I'm not looking to dump time into obscure systems. Waterbox is probably the best answer to a lot of those.
Alyosha
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I've cleaned up a lot of HDMA edge cases and fixed up speed switch timing, almost ready to start checking double speed mode and looking at the pokemon TCG runs. I had looked at TCG1 earlier but failed due to speed switch timing issues (also TCG1 constantly turns the screen off which makes syncing pretty tedious.) Still a lot of work to be done, but I'm hoping some more robust double speed mode accuracy isn't too far off.
Alyosha
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Amazing work! Battletoads is super challenging to TAS and you made it look easy! Definite yes vote. Also personally I prefer just letting down time be down time, you don't always have to be doing stuff (and anything you change will certainly ruin RNG and you will have to redo many sections afterwards.) You're definitely a super talented optimizer, I hope try your hand at other challenging games too.
Alyosha
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Cool run! Impressive level of pokemon knowledge on display as always. Yes vote. Can you actually reset a gameboy player? I'm not sure what the audio issues are (it sounds fine to me.) I'll have listen to it side by side with an older version or gambatte, I've never really gotten an ear for audio issues. Whatever it is I'll fix it alongside Hammerin' Harry, which should be soon. Not really related to this run, but I'm really surprised by how often corrupting save ram leads to useful results.
Alyosha
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Fixed collision detection on catch the ball, maybe fixes other stuff. For catch the ball game 3, it just loads up the game restart sequence, so to me it looks like there is no game 3. Unless someone loads this up on an actual console and gets something for game 3, I'm thinking there is nothing to fix here.