Posts for Alyosha

Alyosha
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Alright, so I got sound working and fixed numerous bugs, so the core is in a pretty good state now. Any 8kb rom should work and play/sound correctly. Next steps are to get TAS tools working and do banking to get the rest of the games working. Any play testing is welcome at this point to dig up bugs.
Alyosha
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Cool run! Really clever route planning, it was fun to watch everything come together. Voting yes!
Alyosha
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Aww that's a shame, I was looking forward to seeing what craziness was going to arise from DKC. Maybe with a bigger time horizon it could be possible in the future? Or is it just too impractical? Good luck with everything else though!
Alyosha
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nrg_zam wrote:
I'm getting an immediate unhandled exception when opening TAStudio on the latest interim build, but not on 1.11.9.1. TAStudio still works, but without markers or a scrollbar on the piano roll. System.NullReferenceException: Object reference not set to an instance of an object. at BizHawk.Client.EmuHawk.MarkerControl.MarkerView_QueryItemBkColor(Int32 index, RollColumn column, Color& color) at BizHawk.Client.EmuHawk.InputRoll.DoBackGroundCallback(PaintEventArgs e, List`1 visibleColumns) at BizHawk.Client.EmuHawk.InputRoll.DrawBg(PaintEventArgs e, List`1 visibleColumns) at BizHawk.Client.EmuHawk.InputRoll.OnPaint(PaintEventArgs e) at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer) at System.Windows.Forms.Control.WmPaint(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Hi, So I had this same bug when I tried to use TAStudio. I'm not sure how this could have worked for feos since it looks like the code is taking an instance of Emulator before one exists to call Frame from? I put in a check to make sure it exists and defaults to zero otherwise and now markers are back agian. I must not be understanding something about how everything works together since this seemed like a pretty serious exception that everyone would have gotten, but hopefully it works now for you too, so maybe give it a try.
Alyosha
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^ Well that is from the current dev build. Are you not getting that error when running it?
Alyosha
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I'm getting this exception in the most recent Dev Builds whenveer I open the emulator or load a game (any core): System.InvalidOperationException: Sync mode is required at BizHawk.Client.EmuHawk.SoundOutputProvider.set_BaseSoundProvider(ISoundProvider value) at BizHawk.Client.EmuHawk.Sound.StartSound() at BizHawk.Client.EmuHawk.WinFormExtensions.FormExtensions.ShowHawkDialog(CommonDialog form) at BizHawk.Client.EmuHawk.MainForm.OpenRom() at BizHawk.Client.EmuHawk.MainForm.OpenRomMenuItem_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) EDIT: Things seem to work if I comment out the exception
Alyosha
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So, anything happening here? If still looking for ideas, I think Gunstar Heroes would be a good choice to replace warpless walkathon. Exchanging 25 minutes of walking with 31 minutes of action seems like a good trade to me.
Alyosha
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Alright back to work on this! With the help of adelikat savestates are now functioning. So far in my testing I haven't found any problems but if anyone finds any bugs just let me know. Be aware that currently there is no mapper support, so only games with normal rom size (8kb) will funciton for the time being. But if you find any 8kb roms that don't work, please post as those are valuable for debugging. I am working on sound right now. I'm hoping to have it done in the next couple of weeks. Also adelikat really improved the controllers too , so things are really coming together!
Alyosha
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Woah 0_0 This is some seriously impressive stuff. That first person mode is great. I've seen it done in other ways, but not derived from the original rom, amazing! Of course most NES games aren't meant to be done first person, but it's still cool to see, and that mini map is a great bonus! How do you render the enemies in such detail?
Alyosha
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Huh? I'm not quite following your response here. Your questions were:
We had a run with good votes, but due to bad ratings it went into the Vault. Now we have a slightly better run with good votes and mostly unchanged entertainment value. How would you predict are the ratings going to be? How would you argue against over 30 ratings?
My response is that the current audience is voting on the current run, and their perception of entertainment value can be different. That there is no need to predict what ratings it might get, since it will be rated anyway after acceptance. I'm not seeing where a previous audience's ratings are overcoming a current audience's feedback. Ratings are also silent.
puts the player above the audience.
I'm also not getting this part, where is the player involved? Are you saying that two similar runs shouldn't be rated differently because it looks like bias against the player? If so then I would say that since these are two seperate audiences, nevermind being seperated by a decade, then getting two different ratings is very possible without any kind of bias.
In particular: Too many bad publications turn the audience away.
The run is getting published one way or another, what is this part referencing? I understand (I think) some of what you are saying here. A previous run of a game that is not that different from its succesor would seem to warrant it getting a similar standing. But I disagree that this should be taken into consideration to an extent that a current, new audience cannot overcome it.
Alyosha
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Masterjun wrote:
We had a run with good votes, but due to bad ratings it went into the Vault. Now we have a slightly better run with good votes and mostly unchanged entertainment value. How would you predict are the ratings going to be? For everyone arguing that a judge should just look at the votes and decide from there, or that a 15-0 ratio automatically assures a place in Moons, just look at the previous run and the ratings then. How would you argue against over 30 ratings?
Well, I would argue that people are asked to vote on the current run and whether they found it entertaining, and if you have a system that asks people to vote, then the votes should have some relevence in the outcome. Based on your arguments above, you could have arrived at the same judgement right when the run was put on the workbench, without any votes one way or the other, in which case, what was the point of voting? I'm just saying that this doesn't encourage participation or confidence in the voting system. And I don't see the harm in saying 'well the previous run went to vault but people seem to like this one so let's put it in moons and see how it does in ratings.' I think this is better then pre-supposing an outcome.
Alyosha
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Alright finally by the hurdles of level 4, go Tompa! I'm really excited to see the finished project. Maybe even a console verification if possible? That would be really cool.
Alyosha
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Amaraticando wrote:
As of version 1.11.9, this still happens:
Amaraticando wrote:
event.oninputpoll is not working in version 1.11.8.2 for the SNES. The following script, for instance, doesn't print anything.
Language: lua

local poll_count = 0 local function foo() poll_count = poll_count + 1 print("poll count: ", poll_count) end event.oninputpoll(foo)
Just so you know, InputCallbacks.Call() is currently commented out in LibsnesCore.cs (line 511), so this isn't a bug, just not implemented. Maybe onmemoryread/write events will work as a proxy until it is fixed?
Alyosha
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^ I looked at this bug about a week ago and you are right that this is definitely a video mode issue. I spent a few hours trying to resolve it expecting it to be fairly simple, but it turned out to be not that simple afterall. Right now I shelved it until after I'm done with Intellivision, but I'm open to suggstions if you can point to something specific. (I did try to force different video timings, and got some interrupts to fire at least, but that didn't fix anything.)
Alyosha
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I generally don't mind tiering decisions since I consider the system irrelevent, and I also understand that voting isn't the only factor in tiering, but I have to say that if you are going to meta-game the voting to the point where a run can go 15-0 at acceptance and be placed in the vault, then perhaps it's a sign that something has gone awry.
Alyosha
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Oh it turns out I actually ran into some similar issues with NesHawk's tile viewer a while ago and then forgot. The window deisgner seems to make some inconsistencies sometimes. In this case the 'Markers' and 'Branches' boxes have no minimum size and somehow get corrupted by whatever magic windows is doing to create the window. I set a minimum size to 50x50 and the error went away completely, and the window now draws correctly after a fresh unzip. I can commit it if you are happy with that feos.
Alyosha
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Yes all this was from fresh unzip. Ah ok, the problem is with default TAStudio window size, which on my laptop looks like this: When I try to make a marker in this state the crash happens. When I expand the columns to look normal I can make markers without issue: I guess it's trying to make a scroll bar in the 'marker' window and failing because it doesn't fit in the default space.
Alyosha
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Actually it seems like I can't make markers at all. Here are repro steps: -Load Legend of Zelda (or any nes game, I've tested several) into NesHawk -open a new tastudio window. -Let the game play for a couple seconds. -Try to make a marker by left clicking on a frame then right clicking and setting a marker. It happens with Donkey Kong Country for SNES as well.
Alyosha
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http://tasvideos.org/userfiles/info/35390867843606886 i decided to make a tas of this game for both SDA runs without a tas and TASmania. It seems like a pretty short and fast game. Here is a wip of level 1, a few hundred frames faster then a wip i found from KDEUserX on youtube.
Alyosha
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I am getting an error in the most recent dev build when trying to place one marker before another marker: System.ArgumentOutOfRangeException: Value of '-10' is not valid for 'LargeChange'. 'LargeChange' must be greater than or equal to 0. Parameter name: LargeChange at System.Windows.Forms.ScrollBar.set_LargeChange(Int32 value) at BizHawk.Client.EmuHawk.InputRoll.RecalculateScrollBars() in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\CustomControls\InputRoll.cs:line 1558 at BizHawk.Client.EmuHawk.InputRoll.set_RowCount(Int32 value) in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\CustomControls\InputRoll.cs:line 222 at BizHawk.Client.EmuHawk.MarkerControl.UpdateValues() in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\tools\TAStudio\MarkerControl.cs:line 223 at BizHawk.Client.EmuHawk.TAStudio.RefreshDialog(Boolean refreshTasView) in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\tools\TAStudio\TAStudio.cs:line 771 at BizHawk.Client.EmuHawk.TAStudio.UpdateValues() in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\tools\TAStudio\TAStudio.IToolForm.cs:line 52 at BizHawk.Client.EmuHawk.ToolManager.UpdateAfter() in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\tools\ToolManager.cs:line 420 at BizHawk.Client.EmuHawk.ToolManager.UpdateToolsAfter(Boolean fromLua) in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\tools\ToolManager.cs:line 643 at BizHawk.Client.EmuHawk.MainForm.StepRunLoop_Core(Boolean force) in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\MainForm.cs:line 2828 at BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop() in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\MainForm.cs:line 523 at BizHawk.Client.EmuHawk.Program.SubMain(String[] args) in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\Program.cs:line 279 Also it looks like this takes effect after already attempting to place the marker, so the Tasproj is already corrupted the next time I try to open it.
Alyosha
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Well it's been almost 3 months since I could remove a game from this list, but now with a huge thanks to Challenger I can finally remove Prince of Persia, alright! It looks like I won't be reaching my goal of having this list down to 10 by year end, but 13 is not too bad. Hopefully I'll find the motivation to pick up Battletoads again soon or maybe Ninja Turtles.
Alyosha
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your mastery of Prince of Persia is very impressive. Glad something you found 6 years ago made it into a finished run, that lava glitch is really cool. The improvements in other stages are impressive as well, great work! Voting yes even though I can't follow what's actually happening at all :D
Alyosha
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Nice improvement! I was thinking of looking at this myself, but now there is no need. Good run and voting yes!
Alyosha
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Well that's the power of team work! http://tasvideos.org/userfiles/info/35366404470715125 The second half of the level is now done! The extra camera boost really paid off. Overall the level is now 3 seconds faster, not including another ~30 frames saved from not getting the DK barrel. I'm really glad I was able to find some new improvements after not looking at it for so long, but that's how things usually go for me I guess. I'm really happy with the state the level is in now, so if you are good with it Tompa I think it's time to move on and finally finish this run!
Alyosha
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I tested zelda and it does work for killing the rabbit enemies (basically just mashing the mic button.) I'll test Kid Icarus with a strength upgrade as le Necroyeur suggested later in the week. EDIT: tested kid icarus with a strength upgrade and still nothing happened, guess it needs subframe inputs after all for the mic.