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There would be no saved game on console either...
natt wrote:
I don't think any special modification would be required? Just replace the GG's 4KiB mask rom
Seems like a special modification to me. I haven't taken apart GG, is it SMD? Does it have an external mask ROM? I need one to work on.
My code would init all RAM to match emulator, init SRAM / cart RAM to initial values expected by emulator for blank SRAM (0x00? 0xFF?), disable the ROM and enable the game ROM and jump to that.
Demon Lord wrote:
I don't know shit about how the SRAM is accessed, but can't the Game Genie be used to set that SRAM random counter to a specific value, then shut down the system, remove the GG and simply play the game with the now-deterministic value?
Not sure. But then I'd have to take out the cart, put it in and hope it boots properly on the first try otherwise I repeat the process again...and I have to hope nothing decayed / changed in the console between powerups.
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Meesbaker wrote:
Alright I see thx !
By now I also found another ff8 thread where using cw outside of the speedrun playing time isnt allowed either(would need to be timed as well) and as cheating at cw also aint allowed means that cw is not going to push a speedrun.
If you need to do a CW run to set up a savefile to ultimately run FF8, CW does _not_ is under no time constraints.
Meesbaker wrote:
Is this allowed? Using another game disc to induce a world map glitch? Also keeps Aeris, beautiful stuff actually and a great discovery :)
Current thought is "questionable" as it isn't TASing the game as it is meant to be played but neither is turning off the game console while saving and those have been accepted.
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I would only use the game genie as a convenient carrier, and solder up ROM and MCU directly to pins as necessary...
Re: pick "start" what do you mean? I can always hit the button at the correct time.
Re: soft resets, not all the runs use them. And the ones that do, timing shouldn't be an issue as it will hit the button at the exact time (or require some delay if a "no modification" rule is in place and an actuator is used). My new bot will support hitting reset in hardware and the movie file.
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TheAxeMan wrote:
I heard from DwangoAC about how he and Feasel tried to get the NESbot to play the Final Fantasy TAS at AGDQ
Technically not the NESbot, it was my bot. But I think NESbot could handle this game also.
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Already went through this. I tested this well before dwangoAC, and we've been discussing this for a while.
Ferret Warlord wrote:
What about doing some surgery to pop the battery out?
Doesn't work...at least not that alone. And sometimes the SRAM will save state for quite a long time without battery; need to overwrite it.
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Actual RNG is in WRAM, is it not? And it is not initialized either.
My initial idea was to modify a Game Genie to host some code to clear WRAM and SRAM, then enable the game ROM and start executing from that. Then we were talking about just clearing WRAM, so I thought of using a simple cart swap, and I forgot anything might be in SRAM. So now I am back to the former idea - which sucks but is really not modifying the console, it's emulator compensation and setting up a known state.
I'll work on various things if I can get any of: NROM donor cart, game genie donor, FF cart (I have two but I need to make an SRAM delete circuit so I don't take them apart), 72-pin connector so I can make an SRAM erase circuit
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WST wrote:
True,
Do you create your PCBs yourself, or you use PCB manufacturing services?
I have no desire to etch for myself. I'd rather send out an order and get it in a couple weeks.
The smaller projects I can breadboard, but most projects are larger or are intending to be used for commercial purposes, and a home-etched board wouldn't help me.
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hell yeah badass game
those teletubbies can fuck you up hard man, I never saw such gore in a videogame before this one
totally bitchin
someone should tas this shit and get like max alien spawn deaths in 15 seconds, whole screen would just be blood, fuck yeah teletubbies
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Look at the Somari run (which doesn't use subpixels) to see one of the problems of not using them where they could be used. (hint: abrupt movement speed changes)
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Oh, we showing off equipment now?
What kind of scope is that? C?-93? Who makes it?
And that multimeter scares me a bit. Looks like some Mastech rebrand?
Here's my bench, which is way too small. I can't fit hardly any of my tools here.
click for larger
Check out the accuracy+resolution of my 2015THD =) but I need more digits...
And here's part of the pile of scopes I need to go through. I'm only keeping a couple, the rest have to go.
click for larger
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JXQ wrote:
One thing I noticed about S1 is that it seems like you don't actually get the points for the end-of-level stamps unless you get them before the score tally begins for the time and ring bonuses.
I didn't stare at all of them but SYZ2 certainly got score after tally.
btw wanderful.
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nEilfox wrote:
True wrote:
Does not sync on console.
Desyncs at a similar spot that the recently obsoleted submission did - at the orange pillar at the spike + railcar segment in Area 9. Protagonist doesn't leave ceiling. Maybe some frameplay could get it to sync.
Edit: In fact, I just looked at console vs emulator, and another change is that the third guy doesn't get hit on console, but the protagonist ends up going under him... so there's some emulation inaccuracies here...
That you must used wrong game file.
Let me write again, a little bigger and bolder this time. I understand there may be a language barrier. This is the important part.
Does not sync on console.
I am not talking about the replay working; it works fine on emulator.
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Does not sync on console.
Desyncs at a similar spot that the recently obsoleted submission did - at the orange pillar at the spike + railcar segment in Area 9. Protagonist doesn't leave ceiling. Maybe some frameplay could get it to sync.
Edit: In fact, I just looked at console vs emulator, and another change is that the third guy doesn't get hit on console, but the protagonist ends up going under him... so there's some emulation inaccuracies here...
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FractalFusion wrote:
True wrote:
I'm not so sure If want to verify this... :(
True, have you given any more consideration towards trying to verify this (either directly from power-on, which probably won't work unless you fudge the RAM using a custom cart beforehand as in my previous post, or using the reset method detailed in my submission text, which theoretically works on any NES power-on state)?
With the RAM addresses, yes, I might do the cart method, but I need a cart to use. I am unfamiliar with how mappers work at power on and don't care to do anything with it which is why I would like an NROM board to do these with.
What do you mean by the "reset method?" If it involves playback of the movies, I really don't have the time for that... though testing if those work would also be a good thing to do...