Posts for MESHUGGAH

MESHUGGAH
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Yes, Yes. Regarding tapes, no. You have to load the game in an emulator (parse the content and emulate it) to figure it out. GoodTools info for the C64 submissions: PAL(+NTSC). AFAIK this only notes the region for the system used for dumping/using GoodTools. Most of the online databases also rely on GoodTools informations. #5608: DrD2k9's C64 Jungle Hunt in 02:28.35 PAL(+NTSC?) ass #5606: DrD2k9's C64 Congo Bongo in 00:29.45 crt not in goodtools (disk: PAL(+NTSC?) ass, tape: PAL(+NTSC?) ass) #5598: DrD2k9's C64 Frogger in 03:31.30 crt not in goodtols (disk: PAL(+NTSC?) ass, tape: PAL(+NTSC?) ass) #5595: DrD2k9's C64 Double Dragon "OCEAN Port" in 12:53.11 crt not in goodtols (disk: PAL(+NTSC?) ass, tape: PAL(+NTSC?) ass)
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MESHUGGAH
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Pause system from source codes (will update later and insert tests to see if they are valid) Galaga PAUSTOG: Only look pause once in 10 frames in GMAIN.s WORDS17 Both (ntsc,pal) version looks for pause once in 16 frames. OK! PAUSFIR1: Register fire button while paused, OK! Robotron The source code isn't complete, the pause system and vblank related stuff missing RKL kernel RSUBR subroutines RMAIN game loop Xevious GETJOY.s and MAIN.s Autoplay avoid pause hit: OK! The pause system is a bit elaborate, and it works as described OK!
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MESHUGGAH
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Some features I would like to use across platforms 1. Disable video (headless) to seek much faster to given frame while other tools are available (TAStudio) 2. Disable ROM not in gamedb. Let me choose another entry. 3. Disable verificaions like invalid platform id, sync settings, mnemonics difference. 4. Disable error dialogs. Give me a warning like FATAL ERROR and let me able to make a memory dump or atleast history setting for the last created and unsaved input sequence in TAStudio.
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MESHUGGAH
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edit: from http://gamester81.com/wrestle-reviews-title-match-pro-wrestling/ -> http://imgur.com/a/FGEZv For the colors I google for 2600 7800 game name, because this way I can avoid ROM sites' vids/screens. I will PM my 7800 links tonight. Obviously I can't verify the palette, only the oddities (lag frame, pause issues, generic visual artifacts)
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MESHUGGAH
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0.0.0.1594 Xenophobe - my old notes for EMU7800: "PAL has different frame rate for player walking and bullets for example" - there is a minimal (and probably correct) pause glitch, depending on how you pause the game for both NTSC and PAL. There are some graphical oddities too. Touchdown Football: stops when starting the game, there would be all the players and the ref on the field once started Tomcat NTSC better palette Title Match Pro Wrestling NTSC palette didn't changed? Super Skateboardin NTSC better palette
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MESHUGGAH
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natt wrote:
MESHUGGAH wrote:
..."Memory consistency check"...
Ehh... I could do something about this, but it's non-trivial to fix and it's honestly not something that should be an issue. The non-sync settings really don't affect sync, even though they're in savestates, so there won't be any issue with the published movie since it's not savestate anchored (if it is, never do that ever; it's a bad idea for many reasons).
But the issue is that I'm forced to stay in the same non-sync setting otherwise the dialog pops up until there is no savestate with previous non-sync setting. 1. Make a 5 minute TAS in virtual boy 2. Open TAStudio, stay at the 5 minute mark 3. Close TAStudio, change 3D color, open TAStudio For every frames that have a savestate (per 16 frames default) and it wasn't seeked from start will throw the dialog error that's impossible to avoid/close/skip. The only way to get back to a correct state is 1. Open tasproj, edit sync setting that applies to all savestates stored 2. Seek it right from the beginning or from a series of savestate without different sync setting 3. Save tasproj after seeked, save, close tastudio I've already had crashes 3 times, which corrupts my movie and it's backup movie.
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MESHUGGAH
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A7800Hawk: Maria timing Fix 0.0.0.1581, all tests done in TAStudio (just saying because one of the game started after a few hundred frames when I closed it) Galaga: seems to be OK, however the lag frame marking is probably isn't proper (181th frame starting the game, it's green if you don't press a button there) http://imgur.com/a/yUdr6 Title Match Pro Wrestling NTSC: would be OK but wrong palette and only lagframes PAL: instant crash after 1st frame Tomcat NTSC: would be OK slightly wrong palette (title is red) but only lagframes, PAL: instant crash Super Skateboardin NTSC: slightly wrong palette (title is red) instant crash after bios, PAL: instant crash and no bios Xevious NTSC: top half is rendered incorrecty, PAL: instant crash edit: PAL fix 0.0.0.1585 First of all: no pause glitch -> I'm still believe it was a bad implementation in EMU7800 and this one is the correctly working one (based on my experiences in other A7800 games). Currently only Galaga PAL has some pause issues (which already had severe issue in EMU7800) from the tested titles. Robotron 2084 has also a distinct (than other A7800 titles) pause system, where pause only happens if you don't press other buttons. Super Skateboarding: requires to press reset to start the game (IIRC you can press any button to start the game normally) Xevious NTSC: seems to be OK Xevious PAL: shows something glitchy (which then drawn persistently behind the game??) after pressing start. The lag frame pattern is also incorrectly drawn but something similar. The PAL version has a faster gameplay because of different lag pattern. (1 means frame, 0 means lag frame) 1010101010101010101010 NTSC 1101011010110101101010 PAL
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MESHUGGAH
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Virtual Boy and TAStudio 1. TAStudio > metadata > savestate history settings doesn't gets saved. Workaround: a. edit default savestate history b. close tastudio, close bizhawk 2. The default savestate history is 512mb / 512mb / 512mb / 4 (savestate every 16 frames) while the savestate is 1.26 mb, so there's only 810 states which is enough for a 810*16 frames long TAS (12960 frames = 216 seconds = 3.6 minutes) after this you have to reseek from the beginning if you are going back from 3.6+ minutes edit: what is the difference between project save capacity and disk capacity? if both of them set to 512mb, wouldn't it be the same available num states? 3. There's an unrequired "Memory consistency check" that fails if you change anything in the "sync settings" like the drawing color which has nothing to do with a TAS. edit: for whatever reason, sometimes I can start the TAS, then I go to one of the savestates and the error dialog pops up until TAStudio is closed
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MESHUGGAH
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After a few times of thinking the estimated time of doing anything useful other than completing a game, I'm planning on doing a list of TASes with any info I have and update it one by one, so I'm not getting burdened on progress. You see, I have many movies through FCEUX 2.1.5? to BizHawk 2.0 and many movies are incompatible with different versions, not talking about PPU/fixes etc, and revaliding the authorships of the files I have (not everyone filled it in the past). Also I don't want my "treasurous" memory of (possible and done) improvements. I currently don't plan on TASing NES games because of the issues I already mention in my user homepage, but I think some TASers will find it useful. I will probably link it to my user hmoepage and into this post as an edit as soon as I start the process.
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MESHUGGAH
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I suggest you to go through the 17 pages of the console verification thread as these questions has the answers (starting from page 2). http://tasvideos.org/forum/viewtopic.php?t=9580&postdays=0&postorder=asc&start=25 I'm not an expert of hardwares, but let's see 1. shift register: the NES controller uses shift register to communicate, don't know if it's neccessary as in possible other ways. check the above thread or take a look at https://www.allaboutcircuits.com/projects/nes-controller-interface-with-an-arduino-uno/ or the http://wiki.nesdev.com/w/index.php/Nesdev_Wiki 2. 193 instructions = input speed * 1000 / smallest delay Of course don't plan on handling 193 instructions in each second. 3. The problem is still that input process is game dependent. I think while the majority of NES games does 2 input polls per 1 frame, you will probably get into issues if you literally want only the latch part.
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Post subject: Vault rules questions
MESHUGGAH
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Maybe I'm just misunderstanding. From http://tasvideos.org/Vault.html 1. Level sets with password. At goal choice: * Exception: for games with separate, independent level sets (modes, episodes) officially available from start, each level set can have its TAS in Vault. * Save-anchored movies are not eligible for this tier. What I get is that a crappy game's TAS (Lynx, Virtual Boy, my NES TASes etc) can be published in Vault if the game's level sets are available from start. I'm not allowed to use a code to unlock a fighter in a fighting (let's say mortal kombat) game that otherwise done by completing the game in that session? Or playing an advanced levels of the game with same prerequisite (Chip's challenge maybe). 2. Game "versions" At game choice: - Games on multi-carts are acceptable unless there is a standalone version available. If a game is known to be running differently (for example streemerz, driar, etc), is it allowed as an improvement for a TAS not used that version (if it's allowed in the first place)?
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MESHUGGAH
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I've started to optimize furthermore, latest movie: User movie #40044175798939878 I will improve more and will ask Spikestuff about authorship. (Initially I didn't wanted to be coauth for <10 frames) edit: my final version: User movie #40048621632706640 put me in team, coach edit2: improved more: User movie #40054474538647683 I don't know any other way to improve movie furthermore.
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MESHUGGAH
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Linking the improved usermovie so Spikestuff checks it and improve furthermore. User movie #40031287052851769 User movie #40032726324279446
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MESHUGGAH
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I believe I've encountered something similar, but didn't helped in the glitched TAS. In level 3 two flies come across but not at a feasible place to override any animation. edit: the animation I think I remember was the toad pulling out his tongue near the fly. doing something beforehand would be canceled instantly. Other, probably also undocumented break/cancel: - Hitting 1 toad with another breaks/cancels his animation. For example: hitting an enemy with toad1 and hit toad1 with toad2. Doesn't saves time in glitched TAS.
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MESHUGGAH
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NES Battletoads is a "limited ACE", the published TAS manipulates specific values to be written in to to available object slots while advancing the config pointer. The thing it makes look like an ACE (or at least the technique to corrupt more heavily) is the structure of the input: - pressing buttons on P1 to manipulate next object (limited possibilities) - wait 1 frame - press ABSTUDLR (0xFF) that lets you make another manipulation - wait 1 frame, go step 1 You can't (with current knowledge) make a payload and play snake/whatever because of cpu cycle dependency and the big time differences between inputs are crucial (and impossible so far).
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MESHUGGAH
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Just a few informations from http://segaretro.org/BIOS and another sms website: - SMS has various BIOSes, all other Sega 8-bit home systems (SG-1000, SC-3000, Mark III) has no BIOS. - Early Game Gear systems has no BIOS, "newer" Majesco Game Gears has a BIOS (that blue screen right at the start of the video https://www.youtube.com/watch?v=PDuIYTeYOBo) Note: some other websites claim that this is the same BIOS used on later game gear consoles and incorrectly labelled as "Majesco". quote from true (few posts above): "The issue of version will need to be decided. Because bootup times between versions vary, games using the R register in randomness calculations can result in very different outputs." - I think bootup time difference (caused by using a different BIOS strictly for this) shouldn't be enough reason to beat/obsolete a movie - Impact of BIOS on a game. My voice would be that if a BIOS has zero impact on the game, it should be skipped. The Genesis one is a true example. According to the first link, "Once the game is loaded, the TMSS ROM is mapped out of the system address space, making it inaccessible to the game program." edit: more detailed informations for true's Alex Kidd post, google search for Development AlexKiddInMiracleWorld-SMS (no linking to copyrighted stuffs)
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MESHUGGAH
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BizHawk 2.0 release version 1. Random ctrl+W bug (2/10 replication chance, have no idea what triggers) edited with higher replication chance, 5/10: - open a NES ROM, use NesHawk - open a NES movie (any format) - press ctrl+W If you had bad luck, the following message will come while crashing:
System.NullReferenceException: Object reference not set to an instance of an object.
   at BizHawk.Client.Common.TasMovie.GreenzoneCurrentFrame()
   at BizHawk.Client.Common.MovieSession.HandleMovieAfterFrameLoop()
   at BizHawk.Client.EmuHawk.MainForm.StepRunLoop_Core(Boolean force)
   at BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop()
   at BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
2. Movie checksum mismatch: probably old "bug", just took notice now. If a tasproj/bk2 file doesn't have the same type of checksum, it will says "movie hash doesn't match ROM". For example, FCEUX 2.2.3 uses base64, early BizHawk had no chekcsum, new BizHawk uses SHA1 if I'm correct. 3. Virtual Boyee 0th frame window size is always "anaglyph".
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MESHUGGAH
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1. Open BizHawk 1.13.0 2. Press Ctrl+R "load error", http://imgur.com/M0sa73k
System.NullReferenceException: Object reference not set to an instance of an object.
   at BizHawk.Client.EmuHawk.OpenAdvancedSerializer.Serialize(IOpenAdvanced ioa)
   at BizHawk.Client.EmuHawk.MainForm.LoadRom(String path, LoadRomArgs args)
   at BizHawk.Client.EmuHawk.MainForm.RebootCore()
   at BizHawk.Client.EmuHawk.MainForm.CheckHotkey(String trigger)
   at BizHawk.Client.EmuHawk.MainForm.<ProcessInput>b__67_0(Boolean current, String trigger)
   at System.Linq.Enumerable.Aggregate[TSource,TAccumulate](IEnumerable`1 source, TAccumulate seed, Func`3 func)
   at BizHawk.Client.EmuHawk.MainForm.ProcessInput()
   at BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop()
   at BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
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MESHUGGAH
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partyboy1a wrote:
I strongly dislike the reasoning for using the cracked version.
Me too. - While it would be possible to verify the patched code only skips the copy protection, you can't figure out what was the original values in those places. - As the FDS has the poopy situation (aging problem, bad dumps), I think this falls in the same category. And we shouldn't encourage cracked ROM choice. On the other (pro) side, - "some" games probably will be never attainable/preservable/playable, so the only way is finding an alternative. Is there any poll/discussion about this?
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MESHUGGAH
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Today I've got serious internet upgrade (http://beta.speedtest.net/result/6345507248.png), so I would like to plan streaming my upcoming WIPs and TASes. edit: non-scheduled, I guess I would write a notification somewhere (irc?) and go. My primary goal: - make my (non horribly uninteresting) TASing sessions streamed - focus on TASing and vocally explain what I'm doing Currently scheduled TASes I can stream: - Lynx Gordo 106 pause trick #4491: adelikat's Lynx Gordo 106: The Mutated Lab Monkey in 08:16.19 - Lynx Krazy Ace input and game optimization (limited possibilities) #4497: Aqfaq's Lynx Krazy Ace Miniature Golf in 02:09.79 - Lynx Pac-Land TASes only optimization - One of my NES TASes that already has fancy lua scripts (so people can enjoy it too) Now here's my question as I'm totally noob in streaming area (apart from watching them): I guess I will use twitch, so... - since my name is equivalently typed as the great swedish family band, is "meshuggahtas" sufficient? (whatever legal problems) - is there anything I should hide regarding the emulator? (empty desktop while only the emulator shown... filename paths? ROM folders?) - donations and ads... well, my primary intention is to teach others and show how I TAS and entertain those numberophiles or geeks fall in love with watching godlike TASes. So, I'm unsure if I need to comeup with any "subscribe" pricing and the usage of ads or whatever. - Any sites that helps newcomers that also goes deep (technically too) about this (I can google, I'm looking for someone expert in this field). edit2: other things I'm probably gonna stream is random short HotS/LoL (aram, 1v1) and maybe technical demos (Lynx Shadow of the Beast warp glitch, real time test runs while turboing, NES super glitches (from my usermovies like, NES swords and serpents tengen shit L+R super speed))
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Dwedit wrote:
"What I really meant is that the main site should catalog unpublished submissions"
WIP threads and usermovies.
Dwedit wrote:
"where someone submits a run that is beaten by a run that was never submitted and published"
This wouldn't be solved as the problem comes from "not knowing" the existence of it. Just because there is a list with speedrun times, it doesn't means there won't be someone else posting a TAS somewhere else (our NES Duck Tales TAS with feos had this, J.Y. posted the TAS on a minor TASing site, which posted by a viewer in the submission thread). I'm trying to think that you are interested in: - a game's fastest completion time (found on the internet with language barriers and other difficulties) - the time took to beat a game (same, but you are looking for a specific time range) Since emulation is "always" changing (accuracy, syncability, possible new techniques), this should only work for platforms with no more changes or games that already known and judges able to check if TAS cheats, which of course takes time. Maybe more than watching a TAS for the normal process... Now back to topic, my Lynx sheet, with bolded youtube links (for good game entries) are fullplays, giving a simple "time to beat" record. While my primary goal was to show other potential game to TAS for anyone, it's slightly went into a BizHawk testing into another "I guess I will TAS it once" project bundle.
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Post subject: Some bugs with file naming in different places
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SMSHawk > SMS menu > VDP Viewer > File menu > Save. Suffix is always palettes. Suffix should be tiles/palettes/bg. PCEHawk > PCE menu > Tile viewer > File menu > Save... Suffix is always palettes. Suffix should be bg/sprite. Maybe other "emus" in BizHawk have this problem?
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edit: test based on BizHawk 1.12.2, some "proof" about possibly correct working Judging by the palette and how the game works. 1st: after starting the game after the intro and press start screen 2nd: game starts the intro text with 16 colors - Game fades to black (insert Up+Start here for music test) games fades back, cutscene start (no image required) 3rd: When intro done, it goes back to 32 palette. 4th: your screenshot's palette What I see is that when the game would start, it already loads the "cutscene" palette (see the bottom row colors). If you would freeze the values of original colors address' before fading out (in RAM), you will see the it's much closer than the wrong palette one.
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MESHUGGAH
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(don't have hardware, only software test) On BizHawk 1.12.2 using debug code to go sound test, it has the correct palette. Other way accessing this is having a completed save game. Judging by the sentence ending with an ! mark in your screenshot, is it really the music test screen?
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