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Alright, it now always imports as GB. Sync settings don't respect the implied console type anyway.
At least it will work now. Might need to manually edit sync settings still but oh well.
EDIT: there now isGBC flag is properly set in movie file header and console is selected as either GB or GBC accordingly in sync settings.
Still have to do GBA mode flag manually.
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Alright, I changed the importer so that the movie it produces matches the currently loaded core.
Side Note: importing movies with 'GBC' as the console seems to give an error when loading. I'm not sure if I should change this in the importer or in the cores. But for now you might need to change the identifier in the 'header' file to GB for some movies to work, regardless of which core is loaded.
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Pokemon blue yellow and crystal are linked on the opening post, I try to keep the resyncs available.
I'll be getting to the new ones soon, I'm been very time constrained lately but covid19 looks like it will give me some free time.
Also @EZgames69 or anyone else who needs help importing stuff, just tell me which movie you want and I can do it quite quickly, i have a lot of practice.
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it does? I tested just now and when gambatte is loaded the input roll still is imported as gambatte, so this at least needs to be fixed. I should be able to unify sync settings so that either core should work for importing though.
It is not more accurate, as far as I know everything that has console verified in Gambatte also works in GBHawk (with some re-syncing due to frame timing differences.) This also includes the most recent Mickey's Dangerous Chase level 1 WIP. Also this is only applicable for single speed mode, I don't think anything has been done for either core in double speed mode.
EDIT: Also I'm fine with importing being for gambatte by default, I realize I'm probably the only one who uses GBHawk, and if the verification pipeline works better for gambatte so be it.
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Yeah that is my favorite part about working on puzzle games like this. It's a fascinating thing how new realizations suddenly appear out of thin air, and feels quite rewarding when you actually find something new after hours of failures.
Also with this the only remaining lolo run not improved recently is lolo 3. It's more daunting at twice the number of levels, but hasn't had as many iterations so maybe I'll start looking at it.
There is also Eggerland but that's a bit of a different case.
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There is only one option for BIOS in intellivision, so if BizHawk is loading the game you have the correct one.
I mean go to tools -> TAStudio and use inputs from there. Alternatively also test tools -> virtual pad.
These are different ways to give the game input then the keyboard.
Another user confirmed that Intellivision in 2.4 is working for them, so it's definitely something on your end, just need to narrow it down.
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What build are you using? Donkey Kong has a TAS made on 2.3 so it was definitely working before. Does TAStudio inputs on the piano roll work?
EDIT: Also try switching from analog controller to digital one in Intellivision -> cotroller settings -> standard controller. Then reboot the core.
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I can't test it myself right now but I glanced at the code and it looks correct. I suggest deleting your config.ini and starting over, maybe you double assigned something. Also what game specifically? Also check autofire controls and make sure nothing is double assigned there either.
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I've been too busy to do any dev work lately but I did some research to follow up here. From what I can tell there are no mappers in the Odyssey II or Videopac G7000, or even videopac+ G7400. Maximum game size is 12KB of which there are 2 examples (neutron star #55 and air battle #58)
There are bank select registers for games over 2 kb, but those are properly emulated from what I can tell.
So once again if anyone knows any US (i.e. Odyssey 2) games that aren't working please list them so I can look at them first as they are what should be supported right now.
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http://tasvideos.org/userfiles/info/61698926306049381
Here's WIP 2, going through the rest of world 2 and cleaning up world 1.
Time saves include better bonuses in red hot ride collect the stars with a better route and Barrel Bayou bonus with faster kills.
Also, the published TAS, the nico video TAS, and all 3 runs on speedruns.com inexplicably miss an intended shortcut at the end of slime climb. I found this pretty funny, ~5 free seconds of savings for me I guess.
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I made some improvements to the linking logic to be more efficient, it runs a bit better now. I'm at full speed pretty much all the time.
It's possible that I could run the cores for X steps at a time instead of one step at a time for 4 player linking, but this would complicate the implementation and I'd rather avoid it.
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The adapter itself is the master time keeper, so each console needs to only sync up when its sending out data. I don't have a clean way to do that right now though (everything just runs one cycle at a time.)
I don't know anything about threads, but if you can make this :
A.do_single_step();
B.do_single_step();
C.do_single_step();
D.do_single_step();
run simultaneously instead of sequentially, that would be where most of the benefit would come from. The linking itself doesn't slow things down that much, but it's just enough to bring it below full speed. Most of the work is being done in those do_single_step() calls and they are completely independent.
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I think it's the same thing as with Oddworld 2 where the sound effects don't work. I haven't figured it out yet so at least this gives me another data point to work with.
EDIT: Audio is fixed. It was similar to how Perfect Dark does audio. Oddworld 2 looks slightly different, looks like I need to emulate the DC bias of the audio better to get that to work.
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Really? I tried just now at it runs at about 3x speed for me. Looks correct. No sound though, looks like I'm missing something there. I'll look into the sound.
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I optimized GBHawk's cpu core a bit and now 4x is a bit more stable. Wave Race still struggles though, I think because it does more complicated stuff with the screen. Ultimately I'm just running up against the fact that GBHawk and C# are slow and doing 4x as much as normal plus linking logic is really a lot of stuff.
Still I'll try a little more to get wave race up to speed, maybe there is something obvious I can do that I'm not seeing yet. At any rate the CPU improvements were a necessary step that would have to happen sooner or later just because the previous implementation was pretty sub-optimal.
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Great at least the DLL error is sorted out. I'll come back to this once the current round of GBHawk upgrade are done and O2 is sorted out. And yeah mapping hardware isn't supported yet, it's probably the first thing I'll do.