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Alyosha
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It's been a pretty productive week of Intellivision work. Hit Detection is now implemented, and scrolling is getting there slowly but is making progress. A good thing is that the CPU seems to be working pretty well and I haven't had to fix anyhting in it so far, let's hope nothign comes up. Armor Battle is now fully functional (except for sound of course) so playability is rapidly improving. I would encourage anyone interested in this to download the most recent dev build and try out your favorite game. At this point I need data to point me in the right direction, so the more feedback I can get the better!
Alyosha
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Wow pretty neat idea here, cleanup and organization is always nice. Good luck with this effort!
Alyosha
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Wow you are doing really amazing work DwangoAC! This is really cool stuff and I think yours and all the others involved hard work is very impressive. Looking forward to whatever you have in store for AGDQ!
Alyosha
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Also, what RAM state should I use to submit a run of this game? Are we just sticking with the default FCEUX state? Should I use all zeroes? There still has to be something in RAM at startup.
Alyosha
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Wow this is rapid progress, really nice work!. How much faster are you right now compared to the nico video for comparison?
Alyosha
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Let's play Intellivision! I've started work on this core. Fortunately, it was already in a pretty advanced state before I picked it up, so a lot of the complicated stuff was already done. So far I have controls and the basics of the sprites programmed in, but there is a very long way to go. There is plenty of high level information about how the system works, so getting it into a usable state should be pretty easy. Unfortunately I can't find any info about low level things like cycle timing, so for now this will be high level emulation only and lack the real hard core accuracy of NESHawk and AtariHawk. Right now there is no sound or hit detection, but CPU emulation seems in order and the characters react to the controls, so that's about it for now. Stay tuned!
Alyosha
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Cool more A2600. This run looks pretty good and the graphics are impressive, too bad it's never released. Voting yes!
Alyosha
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Oh yeah, you still have to use player 2 controllers since controller registers are backwards on VS. I'll probably change this in the controller definitions to make it seemless for users, it is kind of annoying. EDIT: OK I fixed it. Now you shouldn't have to worry about configuring the controller. But, some games like Super Mario Bros still require you to hit start on player 2 instead of player 1, for unknown reasons (maybe some kind of security feature.)
Alyosha
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Update on VS System. Now all but one VS UniSystem games can be played! Contorls are are implemented in EmuHawk and can be used in TASing (although I'm not sure of the TASing potential of any particular game.) The one notable exception is Hogan's Alley. The game boots and runs correctly, but light gun detection for that game is broken because the palette color appears to be slightly different then expected. I'm not sure if this is a problem of the emulated palette or a weakness in light gun detection emulation, but either way it doesn't work. Dual System games also don't work, and it's not really obvious how they could be made to work, but maybe I'll work on it someday.
Alyosha
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Nice work! You're making good progress on this, keep it up! Just like PoP 2 this run really needs the update just by virtue of emulation advancements that have happened since 2005. Hope you stay motivated to make it to the end!
Alyosha
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^ wow that would be really cool to see this console verified! Why is bizhawk behaving differently then lsnes though? Don't they use the same bsnes core? Where is the discrepency coming from?
Alyosha
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As a side note to what patashu said , the site already does have runs that rely on the initial ram state to sync , specifically monopoly and clue . Monopoly in particular is not very likely to sync on console due to nature of fceux initial ram pattern. On the other hand , there are some games that won't boot properly assuming a ram state of all zeros , which I guess would be the nominal state. These are a couple of camerica multi-cart games. As someone who likes things to be console verifiable I admit this is messy, but I guess that's the physical world for you.
Alyosha
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nice run with some cool tricks, voting yes! In the encode the time diff list for 5-2 has : 102.7 (new) , 102.8 (old) , diff=0, what's happening there? Rounding?
Alyosha
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^No worries. Good Luck True. I'll try to get some hopefully definitive tests ready in the mean time. VS system is moving along nicely. Now you can insert coins and play games requiring the zapper. Should have full compatibility soon.
Alyosha
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feos wrote:
Alyosha, are there any runs that blew your mind?
http://tasvideos.org/2513M.html Only the SMW ACE one from AGDQ. (It was also the first TAS I ever saw, I didn't know TAS existed before seeing it.) Also the SMB3 DMC glitch run. 8D
Alyosha
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moozooh wrote:
In my opinion, and I think I can back it up sufficiently, a newcomer rec should first and foremost be newcomer-friendly. Which means they should look and sound good, have intuitive mechanics and the run itself should demonstrate easily discernible level of precision and planning without boring nor alienating the viewer. What is friendly for a pro isn't necessarily friendly for a newcomer. We already have stars for the pros.
As a relative newcomer, my experience is that: -I wasn't even aware of the newcomer recs until several months after joining -Once I did see the list, I was underwhelmed. Maybe it would be worth it to ask the newer TASers about their experiences and see if the Newcomer recs are having the desired impact? Or are even being noticed? That might help guide decisions about what to put there and how to promote it. (Or maybe it's not relevent to newcomers at all and can be re-purposed.)
Alyosha
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Oh nice it's submitted. Voting yes since I think this is one of the better a2600 games out there. The music and gameplay are both really good. As a side note this game also happens to be one of the hardest to emulate , as it relies on cycle accurate timing of TIA instructions to get the graphics right.
Alyosha
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I'll add that to my list of things to fix. I'll probably look at it after I get VS system in working order.
Alyosha
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@feos: Well having read that over, to me it looks more like a retrospective thread, and not so much a 'this is the best we've got' thread. Even at the time of it's creation (2012) it seems to be looking backwards. Now in 2016 when TASing has matured considerably and standards for runs have risen very high, the things that were eye catching before aren't so much anymore. I think it's really apparent with the amazing recent NES run of Legend of Zelda. Surely that run is of very high quality, but really it's now what we expect on average from a good NES run (currently it isn't even starred.) If Mega Man II were published today for example, would it even stand out at all? Personally I don't think so. I guess this is what I mean when I say the list is dated. TASing is just so much more developed and the list hasn't kept up well. Mario suddenly getting powerups from Super Metroid is simply on a different level then 25 minutes of Mario walking casually to the right. For your own reason for Gimmick:
I suddenly think Gimmick must be in that list. Though the game is not famous at all, it appears as a TAS gem and it's unique features get abused insanely well. It has a deep and complicated engine and really conduct the sense of TASing the gameplay way.
For NES maybe this is true enough, but it's not really that complicated when you have runs like F-Zero Jack Cup and Super Monkey Ball in stars for comparison. I would say a similar thing holds when comparing Ikaruga or even Pocky and rocky to Gradius, the level of play is just that much higher. I guess to sum up I would say that newcomer rec should keep up better with what the State of the Art in TASing is, because that frontier has gotten pushed very far forward recently and is still ongoing. EDIT: I should also say that some runs do hold up well over time, that Superstar Soccer run is just really funny.
Alyosha
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I liked this run way more then the other X series runs. The movement tech makes it feel really fast, and I like the category too. Voting yes! I also think it deserves a star.
Alyosha
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Samsara wrote:
I'd vote for Gimmick to stay. We honestly don't need to throw it away in favor of more Mario. There's nothing wrong with having both co-exist, except for "rules" that hardly anyone agree on in the first place.
What are the rules exactly? Are they listed somewhere? (If they are I couldn't find them.) Personally I don't think Gimmick really stands out as being exceptionally good that it warrants a newcomer rec, but I would also say that about mega man 2, mario walkathon, Family Feud, and even Gradius as well. Maybe it's just me, but the newcomer rec list seems really dated. I think Ikaruga for example would serve better then Gradius in there, and one of the recent Mega Man X series runs would be better then mega man 2.
Alyosha
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I've made some progress on VS System, and now you can play some VS system games on NESHawk. There is no 'insert coin' feature yet, but you can play in free play mode by setting dipswitches 1,2,3 to '1' in the NES->advanced settings tab, then reboot core. This is a work in progress, so some games will still be incompatible, but I should be able to make rapid progress and have it pretty well finished by the next release. Right now you can play VS Super Mario Bros and several other games from the dev build. *NOTE* Controller registers are reversed in VS System, so EMUHawk player 2 is VS System player 1, so make sure you set up player 2's controller. I might end up changing this to normal later but for accuracy right now that's how it works.
Alyosha
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Very impressed with the technical work that went into this run. So many surprising improvements on NES games lately, and with a bonus of being verified on console, really cool!
Alyosha
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True wrote:
The difference is that of one settable register on hardware that is on the cart (8-bit register?), to three specific bits set and all others cleared out of 16384.
Actually half the RAM is explicitly cleared (0-0x400) at startup, and most of the rest is properly initialized by loading values from ROM, so it's not 3 out of 16384, more like 3 out 16-20 (for whatever RNG bits that I haven't had time to track down.)
Personman wrote:
The default branch always begins from zeroed out RAM. On a case-by-case basis, "arbitrary starting RAM state" submissions can be accepted to Moons, much as we do with "game end glitch" runs. We never draw a distinction between runs based on the number of bits they flip, unless that number is 0.
Personally I don't like framing anything in terms of moons-vault since I would hope to see that distinction removed someday, so I hope whatever decision is made can avoid that, but that being said, doing things on a case by case basis seems fine to me, not much point trying to frame a sweeping policy on what might amount to a small handful of runs overall. Also please replace the submission file with this one: http://tasvideos.org/userfiles/info/34501518718338775 I'll also updates the submissio ntext a bit to clarify what RAM is set to.
Alyosha
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Invariel wrote:
My question, entirely unrelated to the setting of RAM beforehand, is why you use abilities with no result early in the run (0:24, 0:35), and why you fire one Bomb too many at around 4:08 - there's nothing in the way, you just launch an extra Bomb into the wall for no apparent reason.
Oh yeah I didn't explain this before. In order to get the transformation balloon to appear, you have to 1.) use up all your bouncers and 2.) shoot the box on the left side of elevator. So that is why I randomly used some bouncers. I used them a bit more carefully in the updated submission file and it looks less sloppy, so perhaps I should update the encode as well. At 4:08 I just missed that extra shot, oops! Also fixed in the updated submission I think.