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Alyosha
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Cool, glad it works. Keep in mind that this is pretty much untested, so I would encourage you to try and think of difficult cases and see if anything breaks before seriously attempting any work. Things like SRAM have not been thoroughly looked into, and savestates haven't been verified for all cases. Also, trace logger and lag definition only follow the left console, if you need something more thorough and complicated, let me know.
Alyosha
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Will the truncated movie still obsolete the current run?
Alyosha
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Cool, nice work finding an additional time save.
Alyosha
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I did some testing and it seems to work just fine. My guess is that you probably tried to link on both consoles at the exact same time. This will not work. There needs to be some time between when the first console tries to link and the second, usually a couple of frames. This is because the first console to try linking will become the master time keeper. The second console will then be slaved to it, and will only send and receive data when triggered by the master console. When you try to link at exactly the same time, both consoles try to be the master time keeper, and cannot sync properly.
Alyosha
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Chamale wrote:
Ah, thank you. The link buttons are working in the console window, but the games are responding as if they aren't linked. Here's a savestate of three Pokemon Yellow games prepared to trade, which aren't successfully linking. I appreciate that you're setting up this feature that may only be useful for one TAS. Hopefully I can get it working.
Alright good, so at least we're on the same page. Give me a few days to sort this out. The big advantage of in house cores is exactly for situations like this, new utilities are relatively easily built on top of an existing framework. As long as someone is actually going to use it, I'm happy to add stuff in.
Alyosha
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I downloaded the dev build just to make sure and yes it works fine for me. (Remember that console window doesn't display anything when you first turn it on, you need to turn it on then exit BizHawk then open Bizhawk again.)
Alyosha
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Are you using the most recent dev build? I'm talking about View -> Display Log Window. It should display a message like this every time you hit a linking button:
Cable connect status:
LC: False
CR: False
RL: True
@scrimpeh: Sure it's possible for input to have an impact when the screen is off, especially if IRQ's are on. The correct way to time runs is with cycle count. Gambatte also requires this, as TIKevin83 pointed out in a recent submission (just to a lesser extent.) Shonumi left pretty good details on how to work out the DMG 07 four way connector, but I don't really see a compelling reason to implement it, unless someone actually has a TAS idea. Also it would run at about 15 fps.
Alyosha
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Each frame the button is pressed is a different event , so make sure you are only pressing it for one frame. For example pressing L for one frame will link console L and C until you press L again. Also if you turn on the console log window, it will tell you the current state of the console links
Alyosha
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jlun2 wrote:
Alright, thanks. Any suggestions on how to debug gameboy color games, outside simulating the z80 entirely?
Not sure exactly what you are looking for. If you want actual debugging utilities I think only BGB really has anything substantial. Maybe sameboy has some debugging utilities as well but not sure how detailed they are.
Alyosha
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@Chamale: I got linking working for a test. If you download the dev build you should be able to link the 3 games (only 2 at a time.) The linking controls in TAStudio are 'L' 'C' 'R'. 'L' links the left and (bottom) center consoles. 'C' links the center and right consoles. 'R' links the right and left consoles. If you are have more then one selected in a frame, they will be linked in that order of precedence. If you already have two consoles linked and you press any link button they will become disconnected. So, you can only perform one connect or disconnect action per frame. If you could do some tests and make sure things are working as expected I would appreciate it. I don't have a lot of time for detailed tests of new systems like this.
Alyosha
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I made the first round of commits for 3x GB/C support. Just select GB3x in the multi disk bundler. (it must have 3 roms, no sanity checking.) They don't connect yet though, maybe next week. It will probably only run around 45 fps once all the connecting logic is done, and probably only 30 fps in TAStudio, but it should work at least. I imagine the uses of this will be limited to the Gen2 pokemon catch em all, but at least the capability will be there. @EZGames69: I don't really have anything to add beyond what I've written previously.
Alyosha
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Chamale wrote:
Is it possible to record a TAS of three Gameboy Color games, with no more than two games linked at any one time? Either directly with the multi-disk bundler, or by somehow using a lot of movies that start from savestates in order to switch connected games.
Not currently, what exactly are you trying to do? This is something that could theoretically be done, but would be quite a bit of work. Edit: actually I guess it wouldn’t be that hard , maybe I can look into it.
Alyosha
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Ha! That was awesome! Great work that was a cool level.
Alyosha
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It's not the rules fault if game knowledge is incomplete. The rules themselves would be quite clear; if you think a game has a maximum score but it later turns out not to, then the category is dead and your run is obsolete. At least in my mind, this is very solid and straight forward. But I also have no qualms about 'unpublishing' things, so this makes the most sense to me.
Alyosha
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Yes exactly, the only remaining valid category would be any%, so any% would obsolete it.
Alyosha
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Personally I don't like the idea of trying to limit tricks that allow infinite score. If infinite score is possible, then that game simply doesn't have a maximum score, no such run would exist for it. If a game was published with a thought to be maximum score run and that game was later found to have infinite score potential, then just kill off the category and obsolete it with any other category, maybe just with an explanation of the technique and why the maximum score category is now dead.
Alyosha
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Is this still the case for this submission?:
Masterjun wrote:
An important part to note for this run is the fact that it executes controller registers while they are being updated. This is known to not be emulated in a correct way on emulator. This gives this run a high chance of not working on console at all. However, leading the game code to the controller registers is done perfectly fine, so while these exact input sequences probably won't work on console, it's likely there are indeed some inputs which work. The run wouldn't look very different, so we can safely say that this isn't a problem.
Seems kind of hand-wavy to me. If not then cool, nice improvement!
Alyosha
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Maru wrote:
Around a month before this was submitted, Total and I worked on the Super Mario Bros. 2 (SMB2USA) game end glitch. It also takes advantage of the DPCM glitch, but the difference is that a memory setup needs to be achieved in the first level before taking advantage of the glitch. For anyone curious, the documentation can be read here to see how it compares to this SMB3 submission.
The link here is incorrect (it's the smb3 console verification link again.) Will it be submitted?
Alyosha
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'Freezing' a value in Bizhawk doesn't actually freeze it. What it does is write the desired value at the start of a frame, then run the emulator core for that frame, then write it again at the end of the frame. So in your example, the trace log will still have the proper decrement since the core isn't blocking the write for the decrement. Then it will rewrite the non-decremented value again so you won't see it as decremented in the memory tools. Since you are trying to use a trace log, obviously this is very unhelpful to you. I could make it work correctly for GBHawk at the cost of some % performance, but it's not going to happen for gambatte. Fixing this would be a long term goal.
Alyosha
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For me it's novel enough for a yes vote. Also your commentary is really good.
Alyosha
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Cool! So are you working on a new warps run? It is also possible to save 4 frames in 5-2 with a slightly better birdo fight.Not sure what i did here or if it was a real improvement, cant reproduce and d ont have the file.
Alyosha
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6 sided dice roll generator I found a 3 frame time save in the warpless run in 4-2. If you run a bit before pressing down for the super jump, the sliding momentum moves you quite a bit further while building up the jump power. The picture above is the frame I press down. Unfortunately fry guy desyncs due to ??? so it still needs work.
Alyosha
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I briefly looked into the random Ridley statue. Looks like a random bit flip hardware glitch. If any bit in 0x366 (kraid statue) or 0x367 (ridley statue) are set at any point prior to entering the room, the statue will rise on it's own upon enterring the room when the statues are loaded. As far as I can tell, these memory locations are not used elsewhere in the game, so if they have a bit flip happen at any time it won't ever be corrected. So basically, with 8 possible bits and an entire run's worth of time, hardware glitch seems pretty likely. EDIT: Actually, a save-quit sequence resets the value, so it would have to be a bit flip after the last save warp.
Alyosha
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this is a game I'm looking at for console verification. Just so it's known, that wall clip is quite a bit slower then just going over the top due to the speed of L + R and the fact that you can't run in the wall.
Alyosha
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Sounds like it crashes on a real N64 though. Probably for the best.