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I think problem 3 is asking for a strategy that skews the probability in favor of a high positive score, even though the expected value is still zero.
For example: if you get the first question right, then skip the next question. If you get the first question wrong, then guess on the next question. Then you have a 75% chance of having a score of +1 after 2 questions (and 25% chance of having a score of -3.) Gamble!
Probably there is some strategy with a high probability of some moderately positive score in exchange for a very low probability of some very very negative score.
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Oh yeah, I forgot about that. I'll add those keys soon.
My attention span is too short to work on any modern-ish systems, so keep dreaming. XD
For 'other core' work I'm already got enough work with Coleco ADAM and GBHawk to last me quite a long time. Probably nothing new will happen there.
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Alright, well luckily other people had already been through the trouble of figuring out how the wave RAM tests work so I basically just had to read through some posts to get the right behaviour. That made it much easier.
With this GBHawk is nominally operational.
I integrated it into the Dev Builds for anyone who wants to test. There are still some bugs so if anyone finds anything please report it here.
I also removed BIOS support from Gambatte due to it's bugginess.
I also put a core picker into BizHawk so you can choose between GBHawk and Gambatte.
There is still a long way to go in terms of development, but as it is right now it's already passes almost all the available test roms, which means it's really solid as a baseline model to develop on.
Next steps will be working through mappers, adding link cable support, implementing nitty gritty details of the ppu, and fixing bugs.
Once all that is done I might take a look at cgb.
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Small update as I work through the Audio test ROMs.
I'm about 50% done. Everything is up and running and sounds mostly correct (with a few small glitches to sort out.) I made it through the first few test ROMs without too much trouble, and I made sure to integrate save state support as I go. Really the only difficult part left is the waveRAM tests, which will probably take a while since they are regarded as being quite challenging. Overall though things are progressing pretty well.
I also tested out Sameboy for GB support. It was only slightly faster then GBHawk though, so probably can't serve the purpose of 'performance core' after all. So I guess Gambatte will live on in this role.
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Hurray an actual A7800Hawk submission! 8D
I actual tried playing this game manually during development, I barely got by the first obstacle. Voting yes.
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I think what you are seeing feos is more apathy then ignorance. We've been down this road before and there is nothing at the end of it.
I think we all trust you to make a suitable definition.
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Cool! Good luck with development!
As feos already linked, the TAS editor in FCEUX is the best place to start.
Also, since you are thinking about it from the ground up, it would be a good idea to keep in mind being able to do sub-frame inputs natively. there is a lot of potential and demand for this right now that BizHawk can't meet.
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Ah, yeah results will vary by game. Kirby's Dream Land is pretty intense with sprites. I only get 260 on the title screen in GBHawk (Gambatte is hardly bothered at 1650.) GBHawk does everything one cycle at a time, so things take significantly longer if there are sprites to process.
Of course! I'll be adding all the bells and whistles as things progress. That's part of the point of going in house with this.
Having said that, if anyone is interested in jumping in and helping with development, there is still tons of stuff to do. Despite the lack of audio, the core is fairly mature and robust from an architecture standpoint, and really it's matter of building up capability, so now is a good time for people who want to try their hand at development to give it a go.
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I don't know. I think Sameboy would serve this purpose better then Gambatte, but we'd need to set it up for GB support to see. I doubt it would approach 1700 fps since Gambatte is a speed machine, but it might be worth it since it would be maintainable and has a comprhensible code base. Plus we don't really need 3 GB cores.
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Posting an update since I'm back to working on this. I've cleaned up MBC1 emulation and added multi-cart support for Bomberman collection and Mortal Kombat I & II.
Next step will be finally tackling audio which is the last step before the core is nominally functional.
Going forward, GameBoy emulation will be disabled from Gambatte and and switched to GBHawk. Color GameBoy emulation will continue to be provided by Gambatte. This should allow time for bug fixes and improvements to the core before I add CGB support to GBHawk and remove Gambatte altogether.
Also I have removed BIOS support from Gambatte since I don't think it's worth the time to sort out the bugs.
I expect I'll be able to start making Dev builds within the next month.
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This was one of those games that had banks swapped internally. Added to the internal list with the others like Congo Bongo fixes it.
The failure actually occured at the function that tries to differentiate between NTSC and PAL. Probably I should do something so silent crashes like these are avoided.
EDIT: Done. Now the core will throw an error when a frame seems endless instead of just looping forever.
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Indeed. Ok I'll set aside other stuff and prioritize finishing GBHawk. Obviously my attempts to add BIOS support to Gambatte resulted in too many bugs to be useful. It's about time anyway, Gekkio has done so much new research that Gambatte now looks really outdated.
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I see this line in the publication (and looking up I also see it in the judgement.)
This is not the case. The movie is longer because StarvinStruthers was able to end input sooner without costing an in game timer tick. I on the other hand had to hold the fire button until much later. Emulation accuracy is not at issue here, it is purely game mechanics.
This might seem counter-intuitive, and well, it is, so maybe the assumption was that it must be due to emulation differences. But no, this game is just weird.
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Thanks for the repro steps. I suspect these errors are different from the original one though. Still an error none the less.
Hmmm, that sounds bad. I'm surprised this wasn't reported earlier. I'll try to sort it out, or maybe I'll just buckle down on GBHawk so we can deprecate Gambatte, at this point it's quite outdated anyway. Either way I'll put this on the issue tracker since it seems pretty serious.
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Good on you for deciding to step away and let some things go. It can be difficult to stop doing things you feel responsible for, even when the alternative is crashing and burning. Hope you find a good balance and get rested!
I think maybe you are being a bit too hard on yourself here. Perhps aside from DKC2, I would say that we really didn't have anything to offer, and I don't think that would have changed if someone else had taken your place. I would offer up the opinion that TASBot, much like TASVideos itself, has more or less run it's course with what's currently possible. We need some serious R&D before we are in a position similar to 2014 where there was novel and exciting stuff to offer.
Anyway, good luck with the prep!