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Alyosha
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That was crazy! 8D very nice and glitchy run.
Alyosha
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So since 1.11.7 is now released, I thought I might revive this topic and suggest some updates to the A2600 runs. Link to video Here is an updated encode of Superman, the first zero in the score is no longer double wide and it doesn't shake up and down. Here is a re-synced movie file to go along with it: http://tasvideos.org/userfiles/info/33411156811406467 I don't know what/ if there is a process to go through for this, but I do plan to update the glitchy 2600 runs one way or another. For ones that can't be improved like Superman, I guess for now I will just post them here. Or if it is preffered, I can just re-submit them under the orignal authors name, either way seems preferrable to having all those glitchy movies hanging around. Anyway let me know what you think.
Alyosha
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Finally got Double Dragon down! Only 14 left, I might yet get down to 10 this year afterall! But now I think I'll take a bit of a break and work on some other things now that 1.11.7 is out. I'll probably work on the other battletoads run and that prince of persia run next.
Alyosha
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That happened to me before too, but I can't remember if/how I resolved it. Do you think that CPU stuff you were working on before will have an effect now feos? I looked a little deeper into why the previous game end glitch run wasn't working on BizHawk. The final dominoe to falll to get the game end call is a check of $0078. Things seem to match up before this point. I looked at what set this address and found this:
c109127360   i35451970              $E07A:C0 FF     CPY #$FF                                     A:03 X:00 Y:FF S:F5 P:nvUbdIzC 
c109127362   i35451971              $E07C:D0 0F     BNE $E08D                                    A:03 X:00 Y:FF S:F5 P:nvUbdIZC 
c109127364   i35451972              $E07E:A4 15     LDY $0015 = #$03                             A:03 X:00 Y:FF S:F5 P:nvUbdIZC 
c109127367   i35451973              $E080:B9 9E E0  LDA $E09E,Y @ $E0A1 = #$E1                   A:03 X:00 Y:03 S:F5 P:nvUbdIzC 
c109127371   i35451974              $E083:85 19     STA $0019 = #$D8                             A:E1 X:00 Y:03 S:F5 P:NvUbdIzC 
c109127374   i35451975              $E085:B9 9F E0  LDA $E09F,Y @ $E0A2 = #$3F                   A:E1 X:00 Y:03 S:F5 P:NvUbdIzC 
c109127378   i35451976              $E088:85 1A     STA $001A = #$9F                             A:3F X:00 Y:03 S:F5 P:nvUbdIzC 
c109127381   i35451977              $E08A:BC 0B 05  LDY $050B,X @ $050B = #$0E                   A:3F X:00 Y:03 S:F5 P:nvUbdIzC 
c109127385   i35451978              $E08D:B1 19     LDA ($19),Y @ $3FEF = #$FE                   A:3F X:00 Y:0E S:F5 P:nvUbdIzC 
c109127390   i35451979              $E08F:85 78     STA $0078 = #$90                             A:FE X:00 Y:0E S:F5 P:NvUbdIzC 
c109127393   i35451980              $E091:C8        INY                                          A:FE X:00 Y:0E S:F5 P:NvUbdIzC 
$3FEF is palette data. It is different at this point between FCEUX and BizHawk but I'm not sure why at this point. But since the current run syncs, I might not look too deeply into it.
Alyosha
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5.54 is what is possible with no slowdowns other then gear changes. Whether or not that is possible would probably need a disassembly of the game. 5.51 is only possible under 2 conditions: -start the race sooner. -change gears without slowing down. As far as I can tell neither of those things can happen. As I side note, I found some posts indicating that the record holder has other quesitonable records as well, so there is possibility 5.51 is not legitimate (although this is purely hearsay.)
Alyosha
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^ I'll put something together and put it on the opening post. It will be good to track from there. @feos: so the current game end glitch battletoads run DOES sync on NESHawk (adjusting for power on timing), so maybe if someone is available to test it on console we can give it a try? The previous version didn't work with all the pausing, I think that is where the problems came from, but this one might just work. http://tasvideos.org/userfiles/info/33374964026078379 Oh I am emulator coder now, that's cool :)
Alyosha
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google translate was almost readable, but not enough for me to grasp it. Yeah feel free to move this to the battletoads game thread or the NESHawk tests thread, I would also like to see this console verified. I feel like it should be doable.
Alyosha
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feos if you can make a bizhawk movie that executes the game end gltich i can start testing differences between it an fceux to understand what's happening. The currenrly publised run, with some slight changes at the start to account for start up differences, only makes it to the glitch but behaves differently, I don't understand what I'm looking for to make the glitch work. As for speed ups, yeah I do plan on improvements there, but so far the only thing I've done that even puts a dent in it is manually inlining funcitons in the ppu. I think some savings can be had in the APU, but I need to think about how.
Alyosha
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Wow that's crazy! Who would have thought such a relatively simple trick could be so game breaking? Looking forward to seeing a complete TAS!
Alyosha
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^ Thanks! I'd like to add to that that my goal here, particularly with NESHawk, is true cycle accurate emulation with console verificaiton in mind, so if anyone sees something that might not be quite right, or something they really want to see added to the core, do let me know, I will try to be active in fixing issues.
Alyosha
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^Thanks! This was definitely a challenge that had me stuck for a long time, it's a big relief to have it done. I also hope it can still be console verified like Phil's previous movie, since I just couldn't wait for 1.11.7 to get it on the workbench 8D
Alyosha
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those dungeons looked really good! Impressive work !
Alyosha
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At 3:40 if I did not do the roundhouse kick away I would have grabbed one of the enemies, I couldn't find any other way to avoid it in this case but since the stun timer is in effect anyway it doesn't really cost me anything. At 8:20 this is a glitch where he shoots himself for 16 damage. I honestly don't know the details of why it works. In Phil's original movie he uses an uppercut, so the kick itself has nothing to do with it.
Alyosha
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adelikat was nice enough to send me a list of games that don't currently work in NESHawk, so I've been slowly fixing mapping errors. Most of it is junk, that I'm not really concerned with, but there are definitely some that stand out as needing fixing. So far I patched up Skull and Crossbones (above) and FLintstones rescue of Dino and Hoppy. Since Flintstones is currently on the workbench, it seemed relevent to get it in particular fixed. I'll be plugging away at these as I can. So far the errors were small oversights so progress should hopefully be steady. I also hope to eventually get VS games working, but not sure when it might happen.
Alyosha
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dave_dfwm wrote:
Thanks for the shoutout regarding my WIP from many years ago!! See the YouTube encode. At 6:38, the blue-overall guy comes out, you kick him, and throw him off the cliff. However, you put in an extra knee to the head that seems unnecessary.... Since he falls off, can you skip the knee to the head? The knee to the head doesn't give any points that count toward earning the elbow punch. Also, in the final room, you elbow punch the 4th wave of guys (the two right before machine gun guy). After the elbow punch, is it faster to floor punch (once each?) to kill them than to let them get up and kicked down again?
D: how did I let that extra knee slip by. Ok I fixed it and tested the floor punch which did indeed save time, thanks for the suggestion! Also thanks for your old WIPs they helped immensely. I also fixed the FDS and auhtor field. Please replace the movie file with this one: http://tasvideos.org/userfiles/info/33284544625522852 @PPLToast: Thank you for the temp encode!
Alyosha
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Dwedit wrote:
I'm 99.9% sure that Double Dragon wasn't made for the Famicom Disk System (FDS).
Clearly ~10 times of having this happen hasnt taught me anything. I think I will only stop causing this problem when there are no more old FCEU runs left for me to convert files from. 8D
Alyosha
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http://tasvideos.org/userfiles/info/33077654507118279 Ok, I think I'm finally getting on the right track now. I restarted the entire run and this time my goal is to get as much EXp as possible without adding too much time. So far I did levels 1 and 2, and I managed to get 300 extra EXP compared to the published run while only being 100 frames behind. This is exceptionally good pace and better then I expected by half. I should be able to break even in the first part of level 3 and end up 400 EXP ahead going into the cavern. The goal here is to have the elbow attack by the time I reach the final boss rush. I should be able to save >5 seconds compared to the published run in this way. This means i nees 650 extra EXP total. This should be possible but it will still be pretty close.
Alyosha
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Glitchman's published run syncs for me on 1.11.6 all the way up to the boss door. To sync it I had to add 1 frame at the beginning to account for start up differences, but that's it. I did not notice any differences in 00E4/5. The asteroids looked identical. If you can post an input file I can try to track down anything potentially wrong on the emulations side, but I don't see anyhting different at the moment.
Alyosha
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Oh nice it's done! Really impressive work here. I remember playing this game before and really enjoyed it. Nice to see a high quality TAS of it.
Alyosha
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http://tasvideos.org/userfiles/info/32976581112646945 I figured out the workings of the EXP glitch in level 2, which has been known for some time and is demonstrated in evilgenius' WIP above, as well as in some youtube videos. Basically any time you despawn 2 enemies but only 1 new one spawns, the hitbox from one of the previous ones remains. I thought I might be able to use it in the run, but it turns out to be too slow by a pretty wide margin of about 15-20 seconds, by my estimation. Then I thought maybe I could find another setup that was faster. The whip gives 30 exp per hit instead of the punches 20, so I thought I could use the Linda's near the tower at the end of level 2 to get EXP. it turns out this was possible, and works out pretty nicely, as in the WIP above. Unfortunately, it's only less then 10 seconds faster then the original EXP glitch, which isn't fast enough to make it useful, too bad. Unless some new setup is found I think I'll have to start from scratch.
Alyosha
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http://tasvideos.org/userfiles/info/32876637723586432 please replace the movie file with this one, which includes an improvement by gamble5688 that I didn't notice. Consequently I will also add them as co-author.
Alyosha
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Hurray plan for the future! :) For me the single biggest improvement to the site would be to arrange it in terms of games, not in terms of tiers. Each game page can have the runs associated with it, the game info page (which right now is unmaintained and hardly used as far as I can tell), and other helpful stuff like forum links, a general description of the game, etc. Scrapping vault/moons distinction will clean up and simplify a LOT of the muddle that I think bogs things down. I also like the simplified rating system ideas, simple is almost always better. Basically, a simpler and cleaner overall site structure is what I envision. I also like the idea of broadening the contributors to TASes. Especially now when TASing is approaching more complex systems, the research work and even involvement of RTA community increasing significantly, things are just plain harder to do. I never liked player points personally. I think the player profile page can serve the purpose of player points better, it gives more details then just a number.
Alyosha
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feos wrote:
Well then, I don't think open bus is emulated.
I'm pretty sure open bus is fully implemented, as it was needed to pass several of blargg's tests. But if you can point out something specific, please do.
Alyosha
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Console powerup, and to a lesser extent reset, is still a work in progress. For Time Lord in particular there needed to be VBlank flag set shortly after poweron or things go awry, and I believe the current implementation is at least pretty close to correct. This is one of things I plan to look more deeply into in the next round of clean up and testing, but not until after the next release. Thanks for posting though, I am definitely in need of more bugs / test cases to move developement along.
Alyosha
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Aww so it didn't help much after all, oh well, thanks for trying anyway feos. But I guess it's not surprising. I do plan to return to this after 1.11.7 is released to clean things up and make performance improvements, maybe I can at least approach 1.11.6 performance levels again.