Posts for Alyosha

Alyosha
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Fortranm wrote:
I'm not sure if it has been asked before, but how feasible is it to add PLAYCHOICE-10 support?
Doesn't look like it would be too hard, but I don't really see a compelling reason to do so.
Alyosha
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Removed Deja Vu II thanks to Spikestuff. 15 total runs remain.
Alyosha
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Cool find! i wonder what the optimal route would look like abusing that glitch?
Alyosha
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NLeseul wrote:
Very exciting! I've been using the TAS features in openMSX to develop RNG manipulations for the speedrun of Dragon Slayer IV (MSX1), and it will be really nice to one day have access to TAStudio and other BizHawk features for MSX.
I just added support for ascii 8kb mapped games, so now Dragon Slayer IV (and many other games that use that mapper) work now.
Alyosha
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Thanks for testing, those issues should now be fixed in the dev build.
Alyosha
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I finished adding SCC support for Konami games, so now games like Gradius II sound good and I have set the core to released.
Post subject: MSXHawk Development
Alyosha
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MSXHawk is an MSX1 emulator. It currently has nearly complete support for games 64kb and under. I just added support for basic Konami games with larger sizes, so ex. penguin adventure and knightmare II now work. I don't really plan to put too much time into this core, but since it's nearly done (at least for MSX1) I figured I'd make a thread for it so it doesn't just go to waste. I'll most likely be setting this core to 'released' in the next release of BizHawk. I'll slowly try to add more mapper compatibility, but for the most part I'll only work on things if someone specifically wants to make a TAS for a particular game. (Also, if anyone wants to develop the core further themselves I'd be happy to answer any questions.)
Alyosha
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Nice improvement, great work and yes vote. The previous run actually relied on a emulation issue that has since been fixed, so it's nice to have a consistent run for this category. (The previous run could still be console verified since the emulation error (MMC3 IRQ timing) could coincidentally be cancelled out by the variability of NES power up state.)
Alyosha
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Here is a video for the current SMW warps run, made using the .r16m in the TAStm32 test files (I'm pretty sure it's the same run.) [4144] SNES Super Mario World "warps" by BrunoVisnadi in 09:54.35 https://youtu.be/Rj-nztkVNbs
Alyosha
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feos wrote:
So I guess resyncing in this game is not really a thing with this amount of changing lag?
In past iterations, level 5 has worked out ok, but level 4 will probably need a lot of work. I haven't had a chance to look at this yet, and might not for a while, I'll gladly add a co-author if someone can fix it up with feos' improved fight.
Alyosha
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Cool tech! Is there a particular run you want to try next?
Alyosha
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Seems to be just bad nametable mirroring in the header (the black box appears when it's backwards from what it should be.) I committed a fix. whatever the header says, the prg rom should have this hash:
headerless rom hash: sha1:77241A57CB0B40D9ECAC451F86198ABBACBC717C
Alyosha
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feos wrote:
Why is the Baxter fight 18 frames longer?
Not sure (I just assumed bosses were always hit on the first frame possible and never bothered checking.) Probably lag, but this is already the best fight I could get while trying to hit all the projectiles to reduce lag,
Alyosha
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When you open the ROM you have for this game in NESHawk with the log window open, what does it show? I got a copy and opened it up and the pcb says it's hvc-unrom--03. I dumped it with 128k PRG ROm and 0 CHR ORM and it runs just fine. (this is pretty standard.) EDIT: Also the hash i get matches that on no-intro.
Alyosha
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CasualPokePlayer wrote:
Alyosha wrote:
What is the status with console verifying this?
Currently not possible it appears. The TAS desyncs right at the title screen, console taking less time with the picture spam compared to Gambatte for some reason. We don't know why it does, after extensive testing of the camera (using a GBC + flashcart + GB Camera cartswap setup) we couldn't find any major timing inaccuracies. Currently our best bet is just the GBA behaves differently with timing for some reason (although that doesn't make sense, that would mean that the PHI, a direct representation of the GB's clock, is faster on the GBA).
So GBC also takes less time then Gambatte, or just GBA? Is the amount of time enough that the reset you mentioned would be faster on console?
Alyosha
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What is the status with console verifying this? It's probably not worth considering how this compares to the previous run on GBHawk, it's way behind in terms of accurate emulation of the inner workings of the camera.
Alyosha
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Pretty clearly a mapper issue, but I can't find any information about which one it should be. I'll look into it.
Alyosha
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[2607] NES Double Dragon II: The Revenge "2 players" by Xipo in 08:21.61 https://youtu.be/O7mEn_qUwRQ Double Dragon 2, 2 players (Also Silver Surfer above still needs a flag.)
Alyosha
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Why does it freeze in FCEUX? Is this just an artifact of uninitialized SRAM?
Alyosha
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Memory wrote:
iirc I was timing to something that operated on a framerule of 4? I forget, been a while
I sometimes got improvements of only one or two frames if I remember right (I don't actually know how this game works, I just iterated over the levels a bunch a times.)
Alyosha
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EZGames69 wrote:
The system ID has been changed but can you remember to set the GBC flag to false whenever you make dmgcgb movies created in gbhawk?
Hmm, I thought these type of issues were resolved some time ago. I'll look into it.
Memory wrote:
Submission text wrote:
The present TAS also improves on Memory's WIP, with every area except 1-1 and 1-3 (which are tied) seeing at least a few frames improvement.
Out of curiosity, do you have a table of improvements (preferably with proper frame rules displayed)? I'm curious to see how much I missed. Also nice work getting a TAS done of this. It's a rather annoying game to squeeze frames out of.
Not sure what proper frame rules you mean, but this table is timed from start of one section to start of next: 1-1 2022 2022 0 1-2 2449 2416 -33 1-3 2304 2304 0 1-4 2928 2904 -14 2-1 3013 3007 -6 2-2 3138 3129 -9 3-1 3742 3722 -20 4-1 4067 4002 -65 4-2 3128 2115 -13
Alyosha
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EZGames69 wrote:
Due to rule changes with the Standard class including no major skip TASes, Street Fighter 2010 has been unobsoleted: [369] NES Street Fighter 2010: The Final Fight by nesrocks in 17:39.98
Added, thanks for the info.
Alyosha
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I'm planning to start moving into SNES verifications pretty soon, and one of the first things I'm doing is resyncing movies to v115 in the latest BizHawk builds. I'm going to use this thread as a hub for such movies and details about verifying them once I get things set up. I'm making these movies with 'Use Fast PPU' unchecked and 'None' for the entropy setting. Resyncs that need testing: Fails to resync: [3247] SNES Mega Man X3 by GlitchMan & Hetfield90 in 37:54.50: Initially desyncs due to lag differences, then desyncs at first boss (left arm hits mega man) [1654] SNES Ultimate Mortal Kombat 3 "Tournament Mode" by SDR in 03:55.50: Desyncs at character select (Sheeva can not be selected normally, so manual character select won't work, might be able to pick player one's characters manually then RNG manipulate player 2 random select with a lot of work.) Fails to verify on console: [2530] SNES Super Punch-Out!! by McHazard in 15:52.66: http://tasvideos.org/userfiles/info/74448016551610029 - Beats Bald bull but then desyncs sometime into the next circuit [2115] SNES Battletoads in Battlemaniacs "2 players" by Dooty in 18:19.75: http://tasvideos.org/userfiles/info/74488687559913796 - Always beats the first level. Beats level 2 ~50% of the time. Desyncs randomly after that. [2059] SNES Mega Man X "password glitch" by FractalFusion in 16:56.88: https://tasvideos.org/UserFiles/Info/637786637961602621 - Desyncs at second Vile fight in non-deterministic way. Verified on Console: [3456] SNES Super Mario All-Stars: The Lost Levels "warpless, Mario" by HappyLee in 34:36.61: http://tasvideos.org/userfiles/info/74447994678172527
Alyosha
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Please add the console verified flag to this (video in submission.)