Posts for CoolHandMike

CoolHandMike
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Alyosha wrote:
Link to video I finally managed to console verify this! It turns out the data rate was only too high for a short time when the code is first being loaded. So I increased the latches per command from 28 to 32 (with some minor fiddling to prevent buffer overruns) in that area, then returned it to default 28 for the rest of playback. With this tinkering and using my hacked SMB ROM that sets RAM for me, it worked out first try. Really amazing that this worked out, you have really mastered the NES OnehundredthCoin!
That's crazy that this actually works on console!
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CoolHandMike
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DrD2k9 wrote:
moozooh wrote:
I think there is somewhat of a contradiction over the fact that we'd only accept the most optimal default character for Standard while giving a "free pass" there to an unlocked one regardless of how fast it is in comparison. I mean, what if it's the slowest character? Or at least slower than the second-best default one?
I’ll use a reply to this question to submit my perspective here: I don’t like any save-anchored run obsoleting a run based on a clean start. I don’t see a point in having a save anchored run be slower than the clean run unless it introduces a significant amount of new/different content. I personally don’t see a different move set (from an unlocked fighter) as qualifying as significantly new/different content in terms of gameplay. So for fighting games, my perspective is as follows:
  • A clean start run can only be accepted to standard using the optimal base character.
  • A save anchored run using an unlocked character can only be accepted to standard if that unlocked character is faster than using the fastest base character. This would not obsolete but be published along side the clean start run.
  • If multiple unlockable characters are more optimal than any of the base roster, then only the most optimal unblocked character is eligible for standard publication as a save anchored movie. Unlockable characters can obsolete each other’s save anchored publications, but cannot obsolete the clean start run.
  • If no unlockable characters are faster than the fastest base character and no new content is introduced, then there’s no reason to have a save anchored branch in Standard publication for that fighting game.
  • The branch name needs to indicate that the run is save anchored without using the fighter’s name in order to prevent potential confusion that the site would accept all character runs.
I think my perspective rectifies the contradiction moozooh mentions about a “free pass” to unlocked characters. As far as a name for save anchored branches:
  • savegame” is good.
  • A similar option that may be even slightly more descriptive that the run is starting from a saved point is “save start” or “savestart” if we want to eliminate the space.
  • There’s also the option of using an icon to indicate that the run starts from a save anchored point. In staff chat, the classic disk icon that is used as a save icon in much software was suggested.
This sounds reasonable to me.
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CoolHandMike
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Good improvements. The "background" having different colors on some of them like between the legs is a little jarring, but besides that I think these are easy to look at.
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CoolHandMike
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Woah that is super impressive. That audio in particular is extremely clear, way beyond what I expect of Nes! Great job!
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CoolHandMike
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Mowing the lawn is really hazardous nowadays!
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CoolHandMike
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Why would the load times be so long? Is that deliberate trolling or something?
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CoolHandMike
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So you are making deliberate choices for entertainment while doing things as fast as possible for the achievement of "Perfect Day" and you mention how the game does not truly have an ending. Also from your notes so the class should probably be Alternative or maybe Playground. I thought the silly haircuts were amusing, but I did like the flag haircut best.
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CoolHandMike
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I know you are saying you made this with the intention of it being rejected, but why do you think it should be rejected? Maximum score tases are accepted pretty frequently. I take it that 8:35 break in the spheres is actually the mistake in the game you were mentioning? Also the tunes in the game are decent for a rhythm game so it is actually not bad to listen to.
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CoolHandMike
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Not sure how relevant this post is, but meh. I actually do think there is something to the whole SRAM being a turn off and deciding not to make a TAS using it. Thinking about a couple things to make the process better. 1. Lack of Documentation. Actually finding articles about SRAM and how to use it is difficult on TASVideos currently. I did find https://tasvideos.org/Glossary#SaveRam, but not SRAM. Also no article titles that that pops out for someone even looking for SRAM. Maybe some tutorials could help with visibility about acceptable usage. Are there even SRAM tutorials on TASVideos since having trouble finding them. Not even sure if there are ways to move SRAM between emulators which might improve things since tasers want to TAS games, not play through a long game to make a SRAM file and will probably want to use an existing SRAM from a different emulator. Probably need a full page about suing various emulator's SRAM and Dolphin in particular seems like it needs a lot of clarity up front. 2. SRAM Rules are hard to understand. Most people do not want to spend a long time having to dig and find articles and spend time trying to understand TASVideos' specific cases regarding them. I am all for making things more uniform. The current https://tasvideos.org/MovieRules page also seems to have rules and info on SRAM in various sections as well instead of a grouped in one section which hurts understanding. Maybe even some kind of grid that shows acceptability for various goals could work. Like various Standard, Playground, Alternate goals on the Y axis, and then showing standard non saveRAM, save state, SaveRAM Fighting Game, SaveRAM Racing, (other?) for the y axis, and then in the box having a green "YES" for acceptable and a Red "NO" for not, and maybe OBS for Obsoletable()?. Something like that 3. SRAM Desyncs. See this happen a lot especially with certain emulators like Dolphin. So even if it works on one machine it may not work on another for some reason or another. Which means it may not even be judge-able to become accepted. So it becomes a more risky proposition to even attempt since in addition to stressing whether a submission will be accepted, the verification movie and SaveRAM/SRAM have to work correctly as well. Maybe some verbiage about encouraging to share the SRAM and asking others to see if they can run the file at several points during the TAS creation process could catch desyncs. For one I do not think the term "SRAM" or even "SaveRAM" really means a lot to most people. So a more obvious term through the site could be better. In summary. More tutorials, and more easily viewable rules in Articles section, and more uniformity for rules would help since all those exceptions are obnoxious, verbiage asking others for desync checks throughout process.
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CoolHandMike
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Merl_ wrote:
It's way easier to bonk on walls than it looks like. The corner cut at 3:15 is pixel perfect, so is every other corner cut in the run.
Ok I was kind of wondering about that. Good to know.
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CoolHandMike
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EZGames69 wrote:
CoolHandMike wrote:
There are a couple videos that show all levels, but some of them use different versions than the submitted TAS. Noticed that a different game version had a different Quota for the Patrol "Timing" stage. But the max points end up being the same. Not noticing any stages where there seems to be less targets so speed should be the same.
I did run this on the harder difficulty so the quota might be higher due to that.
Ah ok that is probably it then.
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CoolHandMike
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Very cool lightgun arcade tas! Liked how nothing stood a chance at all and the later levels have some furiously fast and accurate shots. Great example of tas shooting for this type of game. Recommend screenshot at 1:33 where EZGames69 shoots out the acronym "TAS" on some pillars lol. There are a couple videos that show all levels, but some of them use different versions than the submitted TAS. Noticed that a different game version had a different Quota for the Patrol "Timing" stage. But the max points end up being the same. Not noticing any stages where there seems to be less targets so speed should be the same. 1.3 (submitted version Police Trainer (Rev 1.3B, Rev 0.3 PCB)) quota/max points 1600, 1800 https://youtu.be/tXicGNgdBQ4?si=wIHmvQdLTvw9RE1z&t=121 versus Youtube game version ? quota/max points 1500, 1800 https://youtu.be/uhnAhiXOJps?si=zmIWRwu4GYFOG7C6&t=51 Game Version Info http://adb.arcadeitalia.net/dettaglio_mame.php?game_name=policetr&search_id= Police Trainer (Rev 1.3B, Rev 0.3 PCB) Note that the other Police Trainer 1.3 versions are clones so they should be nearly identical.
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CoolHandMike
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That was fun to watch and fast as well! Did not see any errors casually watching this although I kind of wonder how large his sprite is and how close you could get near blocks while falling like 3:15 on that left side, but that would be very minor even if it was a little bit faster.
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CoolHandMike
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rvdog815 wrote:
100% TAS by TheTasMaster: gameplay only: Link to video reveal stream VOD with commentary from TheTasMaster, Gymnast86, Bewildebeest, and WaterproofTeabag_: Link to video
Wow! This looks great from the clips I watched recently. The full thing will take me awhile to fully go through! Is this tas able to be submitted to tasvideos too?
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DyllonStej wrote:
CoolHandMike wrote:
Incredible tas! Really enjoyed this update. Peach, MetaKnight, Yoshi, and Captain Falcon really were interesting to watch. 55:00 Is there a faster way to bounce forward first instead of having to bounce backwards? Like immediately moving left and bouncing of the wall with the bomb then? Or maybe bouncing right up and getting hit to move down?
There's no ceiling available at the start of the room, and the Bob-Omb deals far too much knockback for the camera to keep up, even with the Bounce Boost technique that doesn't freeze the camera. The Mite's knockback is low enough to do a proper boost, but I need to bounce on that right wall first and move backwards a bit before being able to move through the stage (As Bounce Boosting requires you to move into a wall or a ceiling for it to work). For what it's worth, the old TAS didn't do a damage boost here at all.
Ok so that area just does not work well for bombs. Nice that it is faster than before.
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CoolHandMike
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Incredible tas! Really enjoyed this update. Peach, MetaKnight, Yoshi, and Captain Falcon really were interesting to watch. 55:00 Is there a faster way to bounce forward first instead of having to bounce backwards? Like immediately moving left and bouncing of the wall with the bomb then? Or maybe bouncing right up and getting hit to move down?
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CoolHandMike
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CoolHandMike
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I liked the 1.0 version more to be honest since thar wraparound glitch was interesting to watch with that lua script. But this 1.1 is good too. Why did you decide to go with the 1.1 version which looks slower?
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Post subject: Alan Striker maybe?
CoolHandMike
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Video with Alan Striker https://www.youtube.com/watch?v=XTidQoebO_I So I was going through my test Cyber Sled tas test with Alan Striker and noticing some errors. Although I do not think it would be enough to overcome the 112 frames necessary to beat Rex it might be possible. Also some machine gun shots that did not go off against one of the opponents. https://tasvideos.org/UserFiles/Info/638463035805294896
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Post subject: Request: Non Standard Controller Input Configuration and Setup
CoolHandMike
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Non standard inputs like analog inputs vary a lot and there is not much information on how to set or configure them in BizHawk. I have had limited success with them personally. I think answers to these questions would be useful for users. Specifically how to TAS a game with them and steps to configure a physical controller. 1) Lightguns 2) Trackballs (Tasing in TAStudio seems to rely on incremental degree changes?) 3) Steering Wheels (ex: Outrun) Some other unusual controllers I have not tested personally. 4) Police 911 *lightgun + motion sensor https://www.youtube.com/watch?v=9m5Titn-Bw4 https://en.wikipedia.org/wiki/Police_911 5) MOCAP Boxing *motion sensor https://www.youtube.com/watch?v=S9dRW2oEM6I 4) 720 and Skate or Die *multi positional joystick?? https://www.youtube.com/watch?v=YiRu-XdOkAo https://www.youtube.com/watch?v=7cLSc6sS1Q8 5) Major Havoc *roller https://www.youtube.com/watch?v=wcFB0cWd6Jk 6) Star Wars (from Atari) *yoke https://www.youtube.com/watch?v=RE13lBPNwcI https://www.youtube.com/watch?v=LnDjAf77oi4 7) Frontline *rotary https://www.youtube.com/watch?v=wYr68JRT8OA https://www.youtube.com/watch?v=zxR5oSWFbKU 8) Roadrunner *Not sure if there is any difference from an emulation standpoint for the Hall Effect Joystick. https://www.youtube.com/watch?v=4lzJFaY0F-U 9) Cyber Sled *dual analogs This one I have made a TAS so the inputs work, but been unable to get it to make sense with a controller. The physical controller analogs are all off kilter where straight does not move straight. 10) Walk the Dog *Leash + Treadmill *lol I would have loved to have played this weird game https://www.arcade-museum.com/Videogame/walk-the-dog https://www.highwaygames.com/arcade-machines/walk-the-dog-8286/ There are other unusual controllers out there, but this is probably a decent enough list.
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Post subject: MAME Arcade Games in Bizhawk Video Tutorial + Readable Script
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Link to video https://www.youtube.com/watch?v=jHSa0JS9pf4&feature=youtu.be SRT file for the video https://tasvideos.org/UserFiles/Info/638460479306444404 Organized for readability but basically the script from the tutorial video. 1) What is MAME. MAME is a multi arcade machine emulator that emulates arcade machines, computer systems, and more. The user must supply the roms, software, and any other files needed like bios or extra data files such as chd. You can view the main MAME site at https://mamedev.org/ or for more documentation and resources from https://docs.mamedev.org/. However the main site I recommend for this tutorial is from http://adb.arcadeitalia.net/. Arcade Italia has a search for the games and will list the status and the files needed to run them along with other useful information. 2) What a MAME arcade game zip contains. MAME arcade zips will contain all the necessary files that completes the romset. Separate files in the form of chd files or bios files may be needed as well. 3) Difference between merged and unmerged game zips. Romsets for arcade games come in two main flavors, merged and unmerged. Merged romsets will combine the files together such that files are not duplicated. Non merged zips have all the files duplicated and this is what BizHawk needs. adb.arcadeitalia.net lists out the necessary files needed to create an unmerged zip if you are unable to find a nonmerged zip for your game. Keep in mind that MAME is updated frequently and many romsets change over time. It is important to get a romset from the same version to test. Otherwise the game might not work. 4) Game Status In Arcade Italia, Searching the title and looking at the game status is usually enough to determine if a game will run well.
  • Green means Good and should always work.
  • Yellow means Imperfect. There can be minor issues.
  • Red means Preliminary. This means that the rom may not work at all. You will have play through it to the end to check for play ability. These may not boot or may crash at certain points, or have minor graphical issues.
Make sure to always avoid games that have a "bad dumb" status. *If the save state shows not supported or imperfect BizHawk should still be able to use save states with the game perfectly. The way MAME is implemented in BizHawk would make the save states work regardless. *In BizHawk after loading the game there a clickable icon on the bottom left that will open up a popup with dump info. If the dump is good the icon will be a green checkmark if the game works perfectly or a red exclamation point. A question mark icon will be shown if the status of the loaded file is unknown. The question mark may appear when loading through xml. The info popup window will have information like the full name, the short name, resolution, aspect ratio, framerate, status of the dump, and the individual roms. 5) Example Running Some Games 5a) Karnov http://adb.arcadeitalia.net/dettaglio_mame.php?game_name=karnov&arcade_only=0&autosearch=1 Karnov has all Good status as well as being a good dump. Under the required files for MAME It only requires the main romset karnov.zip. Single romset games like this can be run by dragging and dropping the single romset zip into the BizHawk window. Another way to run is to use File -> Open Advanced -> In Arcade section click Launch Game. 5b) Area 51 http://adb.arcadeitalia.net/dettaglio_mame.php?game_name=area51&arcade_only=0&autosearch=1 Area 51 has all Good status as well as being a good dump. By looking in the required files on the page we can see that Area 51 also requires a CHD file in addition to the romset zip area51.zip. To run Area 51,
  • From the menu select Tools -> Multi-disk Bundler. The Multidisk Bundler creates an xml file that alllows Bizhawk to load multiple files at once.
  • Under the Name section select Browse. Browse the location you want the xml file to be created, name the file something like the same name as the game, and save.
  • Then Under the System dropdown select "Arcade".
  • Below that there is the areas to select the files that will be loaded. The Order is Romset, CHD, Bios files.
  • For the first file load area51.zip, and in the second load area51.chd.
  • Click Save, or Save and Run.
Once the xml file is created it does not need to be recreated to run the game. The xml file can be dragged and dropped into the Bizhawk window to load the game. Download area51.xml
Language: xml

<BizHawk-XMLGame System="Arcade" Name="area51"> <LoadAssets> <Asset FileName=".\area51.zip" /> <Asset FileName=".\area51.chd" /> </LoadAssets> </BizHawk-XMLGame>
5c) Guilty Gear XX http://adb.arcadeitalia.net/dettaglio_mame.php?game_name=ggxx&arcade_only=0&autosearch=1 Guilty Gear XX has a preliminary status but it is a good dump. There are screen shots so it should run, but this game might have serious issues. By looking in the required files on the page we can see that Guilty Gear XX requires the romset, a chd file, and various Bios files. To run Guilty Gear XX ,
  • From the menu select Tools -> Multi-disk Bundler. The Multidisk Bundler creates an xml file that alllows Bizhawk to load multiple files at once.
  • Under the Name section select Browse. Browse the location you want the xml file to be created, name the file something like the same name as the game, and save.
  • Then Under the System dropdown select "Arcade".
  • Below that there is the areas to select the files that will be loaded. The Order is Romset, CHD, Bios files.
  • For the first file load ggxx.zip
  • In the second load gdl-0011.chd.
  • Use the "Add" button on the bottom to add additional spots to add more files.
  • Go through and add the additional Bios files.
  • Click Save, or Save and Run.
Once the xml file is created it does not need to be recreated to run the game. The xml file can be dragged and dropped into the Bizhawk window to load the game. XML where all the files are in the same directory: Download ggxx.xml
Language: xml

<BizHawk-XMLGame System="Arcade" Name="ggxx"> <LoadAssets> <Asset FileName=".\ggxx.zip" /> <Asset FileName=".\gdl-0011.chd" /> <Asset FileName=".\jvs13551.zip" /> <Asset FileName=".\mie.zip" /> <Asset FileName=".\naomigd.zip" /> <Asset FileName=".\segadimm.zip" /> </LoadAssets> </BizHawk-XMLGame>
XML file example if the files are in different directories using relative paths. Relative paths may be phased out. The order is: Game -> CHD -> Bios *from Spikestuff Guilty Gear XX as a full example of that: Download ggxx.xml
Language: xml

<BizHawk-XMLGame System="Arcade" Name="GGXX"> <LoadAssets> <Asset FileName="..\Arcade\ggxx.zip" /> <Asset FileName="..\Arcade\ggxx\gdl-0011.chd" /> <Asset FileName="..\Arcade\Naomi Bios\naomigd.zip" /> <Asset FileName="..\Arcade\Naomi Bios\jvs13551.zip" /> <Asset FileName="..\Arcade\Naomi Bios\segadimm.zip" /> <Asset FileName="..\Arcade\Naomi Bios\mie.zip" /> </LoadAssets> </BizHawk-XMLGame>
6) Where to access dipswitches in Bizhawk Game options for most arcade games are changed through Dipswitches which are manual electric switches. Some games have an in game menu that can change settings however. To change dipswitch settings for a game in Bizhawk,
  • Load the game
  • Look at the top Bizhawk Menu Select Arcade -> Settings.
  • After making changes you should Reboot the core. Reboot the core by selecting Emulation -> Reboot Core.
7) Arcade Inputs In BizHawk go to Config-> Controllers. For Arcade games most require Coin inputs, then after inputting the number of coins the game needs to run an additional start button is needed. Coin and Start can be found on the Console tab. To map the other buttons select the relevant player. The number and type of controls can vary depending on the game. Buttons, analog controls, lightguns, and some games have up to 5 players. 8) Ram Search and Ram Watch Ram Search (Tools->Ram Search) and Ram Watch (Tools -> Ram Watch) work as well. For the Memory Domains use the RAM domains. The SystemBus can cause de-syncs just by searching and reading the values so avoid this. Available Memory Domains will depend on the game. A Tutorial for Ram Search https://www.youtube.com/watch?v=9pM1kG5uorA 8) TAStudio In the input roll "C" is for coin and the "s" is usually the service button which might lead to other options depending on the game. Emulated machines with a lot of different inputs may have "!" for inputs. To find what those are it is necessary to test them. Robotron 2084 is an arcade game example where lots of "!" inputs would need to be tested for functionality. To hide specific players like Player 2 inputs, in the TAStudio window select "Show Columns" then deselect the "Show Player 2" for example. Arcade games will not show lag frames with the red coloring in TAStudio. To change the frame's color a LUA script will be needed. Open up LuaConsole by Tools-> LuaConsole. A script will need to be added to list and made active. You can tell if the script is active if the green play icon is displayed next to the script name. The script needs an address that changes based on whether or not the game is accepting input. This is something game dependent. A ManualSetLag Script can be downloaded from the link below. Just change the address on line 15 in the memory byte read. This script currently only works with Karnov so make sure to input an address that works for your game. https://tasvideos.org/UserFiles/Info/638459887754146781 *Original script is from feos AKA vadosnaprimer Introduction to TAStudio https://www.youtube.com/watch?v=AzDjBO7_fWk An Introduction tutorial for Lua can be found here: https://www.youtube.com/watch?v=KUj4j0le6x8the A Tutorial for the Lua Console can be found here. https://www.youtube.com/watch?v=N0D-OogDJOI A Tutorial for Common Lua Functions can be found here: https://www.youtube.com/watch?v=g1yEtXz7UqY 9) Arcade Load Error Troubleshooting If you load a game that is incomplete it is most like a merged file. When you attempt to load the game it fails to load the arcade game.
  • File-> Open Advanced -> "Launch Game" from the Mame Arcade area.
  • A "Choose File from Archive" window will pop up with the list of roms in the romset. This means the file has some sort of problem like being incomplete.
  • Click Cancel
  • An "Arcade Load Error" popup will appear that will list exactly the issue.
  • This will usually tell you the roms that are missing. If this is the case find a non merged romset zip for the game. Or you could find the missing files and add them to the romset zip. Make sure you also are getting the zips from the same MAME romset release version. MAME is frequently updated so trying to mix and match roms from different release sets may not work.
*Screenshots below show an example of a failed load using a merged romset zip of Karnov. It is missing several roms. Get a nonmerged romset or find the missing roms and add them to the merged romset zip to run in BizHawk. 10) Missing Dipswitch Options Troubleshooting If some Dipswitch options are missing from the Arcade -> Settings menu, then make sure that you are using the latest version of Bizhawk. One game that does not give BIOS selections is Fatal Fury 3 for Arcade for some older Bizhawk versions when it should. Upgrading to the latest Bizhawk version fixed that issue and displays the BIOS options in Fatal Fury 3 for example. 11) "Fatal error InvalidOperationException" OR "A single state must not be larger than buffer" Troubleshooting Using Bizhawk 2.9.1, This only happens with Naomi titles as far as is known due to their large save states. Eventually as the savestates get larger there comes a point when the default savestate settings are not enough and a fatal exception is thrown. If this happens:
  • In TAStudio go to Metadata -> Savestate History Settings
  • Increase the "Gaps Buffer - Size". Double it to test.
  • Click Ok
  • When prompted to Keep Old States click Yes. A "System.IO.IOException: A single state must not be larger than the buffer" error will occur is the increased amount was not enough.
  • Increase Gaps Buffer - Size more if you received the above error.
More information here: https://github.com/TASEmulators/BizHawk/issues/3898
discord: CoolHandMike#0352
Post subject: Arcade (MAME) in Bizhawk Tutorial Idea Topics
CoolHandMike
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Joined: 3/9/2019
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I want to make a tutorial(s) for using MAME in BizHawk. This post will list some ideas below. In a separate post then write up a subtitle script since those can be used with other languages. If there are any other ideas for how to explain or what to include for this please post below. 1) What is MAME. 2) What a MAME arcade game zip contains. 3) Difference between merged and unmerged game zips. Explain importance of making sure the rom files are from the same MAME rom set version. 4) How to determine if a game is good or not. 5) How to determine if a MAME arcade game zip needs extra files and how to put to together a zip that is missing contents. 6) Where to access dipswitches in Bizhawk 7) Show TasStudio input buttons like Coin and the unusual "!" inputs and explain those will have to be tested for functionality. 8) Show example of a multiplayer game. I have Megaman Power Battle 2 example. 9) Show analog controls. I could show Cyber Sled example. 10) How to use the multidisk bundler for multi disk games.. Show two examples of arcade games that require other files like chd files. Show how it works in MAME first. *Note still have not been able to use the other method of zipping with the same game name successfully. Might skip this unless someone else has a video of this working which I could just drop into this section. 11) Briefly show Ram watch. Explain to only use RAM areas. Do not use SystemBus since it may change values and cause a desync. 12) Briefly show Lua script that shows slowdown. I have a script that works for Karnov that does this. 13) ????? Anything else ????? Not sure if there should be anything else. Especially for troubleshooting.
discord: CoolHandMike#0352
CoolHandMike
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Joined: 3/9/2019
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Liked the impressive speed going through these levels although it is difficult to really understand what is happening on some of the levels like Stray Sheep 2:43:23 where it looks like someone is digging into the ceiling then the round ends? Many levels have the camera away from the lemmings to improve speed so maybe a brief description of the less straightforward levels would help. As far as the 100% goal, the level "Out away from the tune" 2:43:23 detonates a lemming so not 100% is saved. Perhaps there is some way to get a lemmings to clip up through the ceiling and then dig down to save 100%? Two heads are better than... 2:46:43 seems like a level that requires detonation normally so 100% looks impossible.
discord: CoolHandMike#0352
CoolHandMike
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One other potential improvement I noticed, and this is definitely something that would have to be brute forced, is that it might be possible to manipulate the same floor tileset on each warp, since it looks like the game has to load different tilesets. It looked to me like each load takes about the same time as a warp, so it might actually be worth manipulating shorter loadless warps even if it means a couple extra warps are needed at the end.
Samsara you may be right here. Instead of trying for the maximum jumps, going for shorter loads could work to be faster. The game is really really rng heavy and would take someone like jlun2 to really dig into it to minimize the time. As far as manipulating the end layouts you can get the end door to be quite close to you. While I do not know if the end can appear right on the tile next to you I was able to get it within a couple tiles several times, but on almost every one of those the boss was off somewhere else. Honestly the one of the most time consuming manipulations was for the Warp Rod since getting it in an unlocked chest in the first place took a long time. That would be maybe a good place to look for an improvement if someone is really looking to improve this. Items needing to be tracked: self grid position, boss position, exit door position, jump rod status, warp rod status.
discord: CoolHandMike#0352
CoolHandMike
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Joined: 3/9/2019
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Thanks Lars_Hendrick for clearing some things up!
discord: CoolHandMike#0352