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Alyosha
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For some time I have been trying to reproduce the 'no despawn glitch' as demonstrated in the currently published TAS. [2599] A2600 Seaquest by morningpee in 01:39.80 So far, I have been totally unable too. The discovery of the glitch was also made on emulator (probably an early version of Bizhawk but I don't know for sure, as is obvious from the divers sticking out of the left edge of the screen.) So far I have found no evidence that it works on console and cannot reproduce it in the current version of BizHawk. I am becoming convinced that the glitch itself is an emulator bug. This would be unfortunate as it would completely invalidate the TAS. I'm posting this here in case it piques anyone's interest. I don't have a lot of time at the moment to sort this out, but any demonstration that the glitch works on BizHawk 2.2.1 (or console) would be a welcome and easy solution. EDIT: The sub is one pixel too far to the left on BizHawk 1.6.1. Bizhawk 2.2.1 and Stella are in agreement on it's poisition. This is likely the cause of the glitch/bug. EDIT2: Yup, I can confirm that moving the sub one pixel to the left is what makes this 'glitch' possible. I'm quite certain now that this glitch is just an emulator bug and the TAS (and the glitch itself) is not possible on hardware.
Alyosha
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fsvgm777 wrote:
Alyosha wrote:
I just added suport for korean BIOS. I'll try to make region choice a little more clear cut as well going forward.
Not sure if it's intentional, but I don't seem to be able to access the Korean BIOS in any way on the latest interim builds?
Make sure you have 'Region' set to auto. This will(should) then automatically boot with Korean bios for games recognized as korean ROMs in the game db. EDIT: Regarding Aladdin, it appears to be only a EU ROM. The game doesn't appear to have been released in the US. It does have a Korean release, but I'm not sure if the ROM is any different (I can't find a specifically korean one.)
Alyosha
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MESHUGGAH wrote:
Bizhawk 2.2.1 Gambette Cheats crash 1. Open GB ROM 2. Add a cheat using the Cheats tool 3. Save a state 4. Load that state 5. Press CTRL+R for crash Was trying to check some stuffs in Super Mario Land to generate lag frames with the Cheats tool. Don't know if it's only Gambette issue (tried A7800, no crash)
Can't reproduce on the dev build, seems to work. (Anything Gambatte related, just use the dev build for, many things have changed for it since 2.2.1)
Alyosha
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https://segaretro.org/ Sega Retro is an excellent resource for this kind of thing. It gives a lot of valuable information about which titles are released where as well as a lot of other neat facts. I'll look at that specific case when I have more time.
Alyosha
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MESHUGGAH wrote:
BizHawk 2.2.1 no gameboy firmwares crash: 1. Open a GB ROM (drag and drop) 2. Set "use BIOS" to true and place GB Bios in firmwares 3. Open a GB ROM (drag and drop) 4. Open a GBC ROM (drag and drop) Using the above steps it should always crash. After writing this post (while doing these steps), GB ROM doesn't have BIOS however it says "True" in bold letters. This also works revers (GBC ROM, place GBC BIOS, GBC rom, GB ROM)
These crashes have since been fixed and will roll out with 2.2.2. Try the dev build if you want to test it out.
Alyosha
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Make sure you are using the 'proline controller' in the controller settings. The one button (joystick) controller does not work with this game. With the proline controller it works for me
Alyosha
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Can confirm it desyncs in 2.2.1 using those repro steps. But, it doesn't desync in the Dev build (I tried multiple attempts.) Can you try the dev build MESHUGGAH? I'm not sure what exactly might have fixed it, but it appears to be fixed.
Alyosha
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hegyak wrote:
Serial Port? Do you mean the Link Cable Port?
Yes. I actually have all the logic implemented since several games require it to at least nominally function, I just don't have any protocol to actually hook it up to anything. Maybe I'll just copy whatever is done for Gambatte but I haven't looked at it yet.
Alyosha
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With the latest commit to GBHawk I can now passs the test intr_2_mode0_timing_sprites.gb. This is a gruelling test which requires accurately emulating cycles lost to sprite evaluation. My current implementation is only an algorithmic approach. I don't know what each cycle does, but the total cycles are accounted for accurately (at least to the extent possible with the currently available tests. With this, I can pass every one of Gekkio's tests except an obscure OAM bus conflict one and the tests dealing with the serial port since I haven't implemented it yet. Pinball Fantasies still doesn't work. I know that the problem and the solution are, but I need some new tests in order to implement it correctly. I think LIJI28 (Sameboy author) was working on some. At this point I am pretty confident in declaring GBHawk ready for TASing. This should be considered only phase one though. A lot more work is needed and many edge case tests need to be done before I can declare this core 'cycle accurate.' At this point though, it is a solid foundation on which to further develop it into a truly accurate GameBoy core.
Alyosha
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Excellent work once again Challenger! OVer 300 frames is very impressive, yes vote!
Alyosha
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jlun2 wrote:
I'm not sure if it's fixed in the latest interim build, but when using GBHawk, 2 things: 1. When I first changed cores, I noticed I had to reenter my controller settings again. 2. For the game Bishoujo Senshi Sailormoon R (Japan), in TAStudios using this core, sometimes the audio mysterious becomes mute, and the only way to make it on again is to reset the core. Edit: Also it appears the input file generated by Gambette v GBHawk is a bit different.
1. I'm not entirely sure what you mean by this, can you give some more details? 2. I'm not seeing any issues, I'll need some more specific reproduction steps for this one. (And make sure it's on the most recent dev build) Controller: I kept the 'P1' prefixes for now, but I put the controller ordering back to those of gambatte for consistency.
Alyosha
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feos wrote:
Alyosha wrote:
It doesn't work if you close TAStudio after copying to clipboard. It would also be handy if you could copy inputs across different instances of TAStudio (from different BizHawk instances) but I'm not sure if such a thing is practical.
Post #441262 Describe everything that doesn't work about this feature.
Oh it does work, that's cool! Here is what I was doing that didn't work. Open 2 instances of BizHawk. Open 2 instances of TAStudio. paint some inputs in one instance, then copy them. On the other instance Edit -> paste will not be available. (But, right click paste is still possible, as is ctrl+v. After you paste in this way once, the edit -> paste option becomes available.) So I guess it's just a minor anomaly, I should have experimented more.
Alyosha
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feos wrote:
Are you saying it doesn't work?
It doesn't work if you close TAStudio after copying to clipboard. It would also be handy if you could copy inputs across different instances of TAStudio (from different BizHawk instances) but I'm not sure if such a thing is practical.
Alyosha
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Fortranm wrote:
Is it now possible to use GBC bios under CGB on GBA mode? I know the actual bios is still not dumped, but is the hacky solution from Gamebatte Speedrun included?
I think so, it does eveything Gambatte speed run does, what is an easy way to test? EDIT: Oh, now I remember there is an issue on github about this, let me look into it. EDIT2: yes, it does work, the extra world in Wendy, Every Witch way is playable. Although personally I would consider this hackish support for casual play only and not really acceptable for submissions, but that's just me.
Alyosha
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I have just committed some major improvements to Gambatte from gifvex (mcmaeve on github.) The improvement fix Pinball Fantasies on Gambatte, restore BIOS support (and make it mandatory), restores ability to play GB games in GBC mode, and make a few other small accuracy improvements. These improvements should help in creating some runs that work on console. If anyone is interested please try out the dev build.
Alyosha
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Niamek wrote:
For next year, I would love to see an award concerning the routing/planning/research required behind a movie. (Not the actual movie making or luck manipulation).
I think this is a great idea. That stuff is usually my favorite part of any submission, I usually read it even if I don't watch the TAS.
Alyosha
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I like how they surrounded dwango with mics at the third interview. XD Too bad first one has no audio. I only got to see Super monkey ball live but it was really cool! Dram 2 was really cool as well, impressive work to all involved! (Still hoping to see DKC2 at some point) Sounds like everything came down to the wire again for both runs, glad it all came together in the end.
Alyosha
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Looks like this is a V2 of the game. It mis-reports the number of files for side B (0x13 instead fo the expected 0x14.) If I change it back to the expected 0x14, it works. This kind of trickery does not work well with how the core processes FDS files. I think the core will need to be re-worked to not get fooled by stuff like this, making it closer to how a real FDS actually behaves. It would be a pretty big re-write though, I can't give a timeline on when it might get done.
Alyosha
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Occasionally yes black screens are due to that, but that isn't the case here, some black screens are happening without switching disk sides. I think it's related to the same issue as Graphical Editor Hosuki, where the game purposely reports an incorrect file length to lessen loading times, but I haven't had an opportunity to really sit down and sort it out yet. What is that video trying to demonstrate? @Sonia: Doki Doki Panic works fine for me, what version / hash are you using?
Alyosha
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feos wrote:
I ask because Hourglass-Resurrection is now effectively dead as well (sorry if you only know it from me), and Linux TAS tools are gonna be the only chance for PC games. Well, unless we decide to install Windows on computer emulators and TAS that instead.
Is it really dead? D: I was really hopeful for that one. I hope there will be some kind of post mortem if this is the case.
Alyosha
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feos wrote:
Not demanding anything, but it might make sense to also try to contact nEilfox. Participation of a person capable of beating Aglar's times (twice in a row) isn't something one can overestimate.
Couldn't hurt, I have sent a PM.
FractalFusion wrote:
I think nEilfox's username is spelled nEilfox, not nElifox.
I have always seen it as 'nElifox' 0_0 Thanks for the clarification, fixed.
Alyosha
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your movie file desync in 0.0.0.1978 http://tasvideos.org/userfiles/info/44400275527937644 here is a movie file that makes it up to that point without glitches, maybe see if you can recreate the glitchiness at this point.
Alyosha
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Nice work! Here is a replacement file containing that improvement: http://tasvideos.org/userfiles/info/44400194329423720 I'll add Challenger as co-author.
Alyosha
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I have a .crt version of moon patrol with MD5: 88C7544BF0121C0042A9B7F5619E8191 As of the most recent commit, I do not see that glitch.
Alyosha
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Challenger wrote:
The glitch used on the elevator (after the first barrier) doesn't work on the other elevator (after the second barrier).
I meant the grappling over the spikes part, which is slower then the original since I coulnd't fix the positioning after getting the scond barrier skip.