Posts for MESHUGGAH

MESHUGGAH
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Streemerz (from my #4050: MESHUGGAH's NES Streemerz: Super Strength Emergency Squad Zeta "Time Attack" in 03:31.87 notes:) - You can manipulate explosion sprite to pop up at different places by pressing A,L,R at random places. This can also affect enemies spawn (delaying them by 1 frame), so this is "remanipulated" to make 0 frame delays (you can't make them faster). I also believe that the game polls for input multiple times within a frame IIRC. It's easy to check by using my luascript which draws lag frames red in TAS Editor. This means that desyncs can happen because of these two factors (too). Battletoads If you request any movie for testing purposes just write it and I upload it. I can also replicate events (if you record the video, frame by frame) in TAS Editor. It isn't hard since the glitched TAS only goes to warp and then the magic happens. edit: IIRC it works in all versions, but levels and final magic is different (talking about japanese and europe)
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MESHUGGAH
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After doing some sheet editing and researches, this is what I have so far to report: - Doing as detailed as I did (1st post) is unaccomplishable, so I'm going to leave it as is and will update it in the below linked sheet - Completed Atari Lynx entries, 1st sheet: https://docs.google.com/spreadsheets/d/1--8PPBixpCCEN34OoJmiGDtBC0bmJZnMC6tk_EAX8nM/edit?usp=sharing - Uploading NES WIPs on the TODO list - Sheet TODO: once a specific platform is deemed to be perfect in emulation AND it has only a few hundreds title, I start to sort it out. Just a little tidbit about entries highlighting: while most of the games run below half fps, they theoritically could produce an entertaining TAS. If you want a moon TAS, this sheet isn't for you. This is about the possiblities based on existing games.
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MESHUGGAH
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1. My example was bad, here are examples not loading because extension not recognized (and no "choose platform" window): - 007 James Bond (J) (MV) (V2.6).mv made for Othello Multivision is a SG-1000 clone (SMSHawk) so changing the extension to .sms let me play it (and also puts the correct platform without asking). (other ROMs list with mv: http://www.smspower.org/Tags/OthelloMultivision?sid=8e1ec7a8a0cac52ea8c89cbfb356a460) - TI-83 roms "Fortunately", I'm talking about an uncommon scenario (ROM extension named differently than standards), but that's why I would like a "Always show choose platform when not recognized ROM" or extension. 2. Repeat steps - Config - Controllers - P1 A: Space, OK - Config - Input - Frame advance: Space, OK - Config - Key priority: Hotkeys overrides Input What should happen: You press Space and the game advances 1 frame What happens: You press Space and the game advances 1 frame and presses P1 A.
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Post subject: 2 features request
MESHUGGAH
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BizHawk 1.12.2 release version 1. Always show "Choose a Platform" window to be displayed after drag and dropping if a ROM (or extension) not recognized - Currently unrecognized ROMs (more like unrecognized extension) won't open after drag and drop if it has an extension like .ROM. There's a file extensions settings in Config missing this feature. 2. 100% override for Key Priority (in Config) - Currently using the "Hotkeys override Input" will act like "Both Input and hotkey" making this... not working as intended? Requesting an option that: pressing a Hotkey without triggering Input.
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Post subject: Lynx (Handy) emulation oddities
MESHUGGAH
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Edit: google sheet removed (copyrighted lynxs) The emulator seems to be OK, didn't saw/heard anything unusual. As you can see, there's 4 games with problem. - Baseball Heroes by Atari not starting up, which could be because of bad dump (note the starting screen partially loaded/shown). Handy 0.95 same. - Loderunner and T-tris homebrew games, permanently showing "INSERT GAME" so soon. Handy 0.95 correctly runs - Xybots by Atari, where pressing UD or LR and some other buttons (not all combinations) either crashes the game or let's it restart after a few seconds. The only other Lynx game where ULDR makes "Nintendo" weird things is Basketbrawl glitching graphics. I'm not sure but I think there was a Lynx version without a "middle pivot" http://www.old-computers.com/museum/photos/atari_lynx2_1.jpg Handy 0.95 windows contantly popping up "C6502::Update() - Illegal opcode (33) at PC=$0065." edit: and Lynx isn't listed in http://tasvideos.org/EmulatorResources.html edit2: adelikat added it edit3: added Handy 0.95 results
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MESHUGGAH
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More edge scenario examples for 1. Pausing: - SG-1000 Bank Panic has a very similar pause glitch as SMS Batman Returns (this time it's more of 1 frame reduce per 3 frames with P, emtpy, P) - In SG-1000 Gulkave, pressing pause once after starting the game saves 1 frame (same as Zoom 909) - In SG-1000 Ninja Princess, pressing pause before starting the game (44th frame P in TAStudio) won't let you progress, requiring you to power off the console. edit: similar games with SEGA intro doesn't have lag frames after showing logo, making it easier to compare what makes this bug (seems like game developer oversight) 3. SG-1000 (and II and III) has no visible reset button, but SMSHawk let's you input it. http://segaretro.org/SG-1000_consoles, image with manual: http://segaretro.org/images/1/13/Grandstand_SG-1000_NZ_Photo9.JPG It has no visible effect which should be correct. Tested Zippy Race, Zaxxon, Yamato, Wonder Boy, Super Tank, Ninja Princess, H.E.R.O., Gulkave, Sega Galaga, Ninja Gaiden... However... The reset button first came in the form of SC-3000, the computer version of SG-1000 released in 1983 which able to play SG-1000. So... one could try it out if the reset button has impact. edit2: from the SC-3000 doc, check image from SC-3000 link above edit)
The SC-3000H has a 64-key keyboard, and two gamepad ports. One of the keys is called "RESET" and generates a NMI on the Z80 when pressed.
And according to the wiki page, you can play SG-1000 titles on SMS and SC-3000 (both has reset button).
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For future references, many up to date docs can be foun on the internet. According to the Reset and Pause articles, your answers and behaviour seems right (pausing on lag frames, reset button software dependency). According to SMS technology manual's "Overview" part: the reset button is only present on the SMS but Japanese SMS, SMS 2 (a reduced/cheaper version of SMS), SMS 3 (Brazilian version 2006). So it's probable some devs forgot about the reset button. edit: All consoles list here.. Japanese Mark 3 without reset, Japanese SMS with reset, SMS 2 without reset, Brazilian without reset The pause button is present on all console and the Batman Begins is easily reproducible if someone mashes the pause button after the first, blue screen.
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Post subject: SMSHawk emulation bugs
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A picture of the console: https://wiki.dolphin-emu.org/images/2/22/SMS-Console.png 1. Pause button The pause button seems to be game dependent. - In Batman Returns you can spam pause after the 59th frame to effectively reduce the waiting time 1 frame per 2 frames of pressing p (P, empty) User movie #38852237008685032 edit: TwoMbit doesn't have this feature (game loads at same time) - In Zool it only have effect after a game started from the menu. You can use pause on lag frames User movie #38849945715866984 edit: TwoMbit acts same! - In Wonder Boy, you can't use pause on lag frames. 2. Reset button The reset button seems to be game dependent. - In Zoom 909 and Zool it has no use (TwoMbit has a reset button in the file menu and it works, but maybe it's a fake power on?) - In Batman Returns and Wonder Boy (UE) you can't reset on lag frames
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hisatoki has more TASes on his youtube channel like Tetsuwan Atom (edit: Astro) Boy and some others. I believe I have a WIP for both of this and Atom (edit: Astro) Boy, will upload some time.
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Alyosha: "2 - what game were you testing": doesn't matter but PCE Zipang (J). I'm not planning to fix them cause first of all I don't even know the platforms working. Is there any platform that has active development and requires bug testing? The list of platform I'm willing to fool is (list based on bizhawk's emulation level and available ROMs of said platform's GoodTools collection): WSWAN PCE GB GG LYNX other atari SMS maybe intellivision / colecovision.
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I've started to recheck entries across various platforms that BizHawk 1.12.2 supports and doesn't have millions of ROMs based on GoodTools collections https://en.wikipedia.org/wiki/GoodTools. edit: as suggested, I will make new threads for these kind of errors per platform. https://docs.google.com/spreadsheets/d/1--8PPBixpCCEN34OoJmiGDtBC0bmJZnMC6tk_EAX8nM/edit?usp=sharing The list purpose is to show/find problems of different ROMs with notes to help developers. Currently investigatnig A7800 entries starting from Z. The first column ("A", drawn yellow) shows my current progress.
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(edit: bizhawk 1.12.2 release) PCEHawk 1. on 0th frame (open TAStudio, go to 0th frame,) the emulator height becomes zero px and width something 800px 2. load a pce game, open TAStudio, save project, NullReferenceException - EmuHawk thrown fatal expection. Closes application and saves (correctly) project file. Handy (Atari Lynx handheld) 1. Open Xybots. Open TAStudio. Load this movie abusing U+D / L+R User movie #38812954781886441 look at this screen:
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I believe the warp location depends only on frame count / some timer value. I've uploaded two movies to demonstrate it (warping from same point at different time). User movie #38811493233618504 User movie #38811511895517758
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Alyosha wrote:
1.12.1 1 - Not sure what you are asking here, can you give a specific example? Is it fixed in 1.12.2?
Yes, it is fixed. EMU7800 won't power on while TAStudio is open only for the first time.
Alyosha wrote:
1.12.2 1-It looks like you are trying to load a tasproj from a previous version. This will not work since I had to change EMU7800 core states. This means a state variable will be missing in TASproj's from older versions. Export to BK2 then reimport to a tasproj should work, or just clear out the greenzones.
Yes, and yes, problem gone.
Alyosha wrote:
2-fixed in master, try the dev build
Will check.
Alyosha wrote:
3-This should have been fixed, but if you have a file where it happens please send it to me.
I have a movie for Atari 7800 Super Skateboardin' (1989) (Absolute) but it's now doesn't works in new version.
Alyosha wrote:
4-unsure what's happening here, I'll test it out though.
I miswrote it, you need 1 frame input to pause but 2 frames input to unpause (so p to pause, p,p to unpause).
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MESHUGGAH
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So... last example... in TAS Editor: 1st frame EMPTY 2nd frame R 3rd frame EMPTY 4th frame R <-- end of selection - selecting 1st and clicking on column header: FILLs with R - selecting 2nd and...: FILLs with R I'm not sure if this is a new addition (you described), I've used 2.2.2. I would like this setting in TAStudio (as I said, I have no use of the currently implemented thing) edit: my workaround when creating a new TAS: - go desired frame - insert 9000 L input - deal with subsequent input later for complex scenarios - go desired frame - manually "draw out" the letters from the column - manually "draw in" the letters from the column
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(changed name from miscalling A7800Hawk to EMU7800) Two things I'm not sure if bug or working as intended: BizHawk 1.12.1 1. Emulators don't care about (TAStudio's) missing input of power on but EMU7800 won't power on only at the very first time of starting TAStudio. (last one is fixed in next version) BizHawk 1.12.2 1. EMU7800 load a tasproj, error pops up: https://pastebin.com/ZwiZZdRj edit: 2. EMU7800, playing Sentinel (a shooter game), you only have "W Mouse" and the console's 4 key as input. It misses the difficulty switches. 3. EMU7800 has weird greenzoning problem. I'm not sure how BizHawk works internally (just checked the saving options), but I get into situations of loading an invalid state that started the movie by skipping the bios. And also there are places where the frame shouldn't be a lag frame but it's colored red, for example spamming Power On various frames. 4. EMU7800 pausing system is a bit weird. To pause the game, you need to press for at least 2 frames, and then for 1 frame. Even weirder that this also works on lag frames. Even if the game doesn't accepts other controls, it will work. There are even games that able to abuse this, but I don't know if this works in real life the same way. edit: A7800 Galaga pausing the game turns it into a 0.5 sec gameplay, 0.5 sec pause mode, alternting between them. The manual says "Press [Pause] to pause the game; press it again to resume play."
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feos wrote:
There's the Toggle follow cursor hotkey. Bind it to a single button and you will show the emulated frame when you double click it. Otherwise, I don't think bizhawk even allows special treatment of double-clicked hotkeys.
This works, thanks!
starman wrote:
MESHUGGAH wrote:
* selecting multiple columns to remove a specific button serie from the input by clicking on the input within the piano roll (deletes from the start of selection until the frame where the button is (ex: 0184 --> B <--)) - you need to exactly select the range and press the header of the column of that button which inverse it (in TAS Editor, it will first fills and then removes all input in that column)
Do you want it to act like drawing and always set all the cells for the button to the opposite of the first selected frame? Taseditor is inconsistent with drawing here and if there are empty cells, it fills them all first, and only then clears. Drawing will take the state of the first cell and apply to all the cells you draw through.
This scenario happens when I'm either creating a new TAS (9000 frames of R, and then I need to change path to L from 7000th frame) or resyncing between crucial parts. Let me write it step by step my ideal ("wanted") way of using the columns: - 9000 frames of R - Go to the 7000th frame - Select the row of 7000th up to desired frame (8000 for example) - Press on column header R to __delete__ all R - Press on column header L to __fill__ all L Currently I have no use of how the column headers works (changing true to false and false to true)
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FCEUX movies and wch can be autoconverted to bizhawk so it's a good thing. I guess I will start creating a shared directory on google drive and upload all info per title to a directory. So all WIPs can be found in one place and also ability to download as a .zip file (IIRC).
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Well, Wiki: SDARunsWithoutAPublishedTAS has ~96 edits. If I would just update a wiki page (let's say here) with just every 5 entry while considering there are more than ~4000 games, it would be a lot of edits. I don't know the overhead (of editing multiple times the same page), I want the best solution for everyone, summarized again: 1. Someone checks the page of entries (currently the sheet, zero overhead for us) 2. A link to a starter WIP, lua scripts and memory watches (bundled and hosted maybe on google drive?) I'm still just guessing that this is what people need to pick up on a title, but I still don't have enough voice/feedback on what should I rely (movie file fceux vs bizhawk, memory address in plain or emu specific, lua script fceux or bizhawk...)
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Yes but I'm not sure where should I centralize all informations of a game. Maybe I should edit the usermovies and point a link to the sheet also. Also unsure about how to bundle them so someone just need to download one thing to get: 1. the movie file (fm2) 2. informations 3. ram addresses (fceux watch? bizhawk watch? ram addresses? what about lua scripts..) ...since .zip files are only allowed to contain 1 file in usermovies.
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So far, I've uploaded 5-6 WIPs from Z to Y, each WIP includes extra notes. I'm not sure which path should I choose. * Continue creating starting WIPs and include every info whatever memory watch into one place or * Finish all these shit in my favoured order one by one
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I'm looking for list of hotkeys that's already present in TAS Editor. * double pressing (left shift) to seek to actual frame in the piano roll (the center of the piano roll is now the selected actual frame) - the "workaround" is pressing the follow cursor twice with the mouse. * selecting multiple columns to remove a specific button serie from the input by clicking on the input within the piano roll (deletes from the start of selection until the frame where the button is (ex: 0184 --> B <--)) - you need to exactly select the range and press the header of the column of that button which inverse it (in TAS Editor, it will first fills and then removes all input in that column)
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The reason I go with the "start TASing games one by one" is 1. Increase exposure on a game, test and research enough stuff to decrease level of TASing skills required (getting as many TASers as possible) 2. Probably getting help better. "Everyone" (following my project) checks what I'm working and have time to learn from me. So someone grabs it "from me" and then I move on to the next game. 3. I have way too much experience to "waste" it on already existing TASes (new TAS vs optimize TAS), and the fact that I know there won't be much help from others. 4. So I'm currently planing to start Zunou Senkan Galg and see what can I do from it. And also trying to plan and write some nifty script. I will probably use BizHawk - TAStudio. (thanks spikestuff for the typo)
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I'm planning to start TAS movies for most of the entries. I think that creating a basic TAS and adding enough information will encourage others to pick up a game and give feedback on their progress. I'm looking for those veterans in NES and TASers to also try their own luck. Feel free to raise your voice if you have any ideas or just opinions. I will try to hang out at #tasvideos. I'm thinking what tools I could use to minimize time spent on each game. Something like a LUA script that - checks for uninitialized SRAM (Cheetahmen 2) - info like mapper used, finding a date (of development) or a version number - some detailed info about different versions (things like the same value is different everywhere, number of bytes changes) - Dusting off my general purpose LUA framework and make some crazy ideas as a function (up down, udlr etc) so I can do tests in realtime and from that state to work on it later in TAS Editor Crazy functions - detect save game region to check "Resetting while saving" - any kind of meter or value that indicates lag frames - what and how many subroutines running with logging (RNG, input polling) - memory values changing how often which region (faster assemble of engine regions like level, camera, states, hitbox etc I guess I should checkout BizHawk and TASStudio or what as I don't have cooling problems now (laptop and overheating). I will post here my LUA scripts when I dive in to this magical journey =) I welcome any scripts or tools (like Mothrayas" NES threads ordered by title)
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I've reformatted and revised (videos, names, notes) my spreadsheet (link in first comment). Stuffs I can't fill in too much (language barrier): - nicovideo, touga and other videos for the list (japanese, chinese games and TASes) - chinese/japanese language games My idea is that someone picks a game from the list and tries to TAS it. If needs help, creates thread. I guess I need some preword/preface or what.
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