Posts for adelikat

Post subject: BizHawk 2.4.1 Released
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
BizHawk 2.4.1 has been released! This release includes significant performance boosts and fixes. See the full release notes here: http://tasvideos.org/BizHawk/ReleaseHistory.html#Bizhawk241
It's hard to look this good. My TAS projects
Post subject: BizHawk 2.4.1 Released!
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Windows Binary Release notes This release includes a number of bug fixes, performance improvements and core updates. In addition, GBHawk now has subframe and 4 player link support.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Tried some non-US games Gray screen, throws OUT and EXCEPTION logs in console 4 en 1 Ligne (1982)(Philips)(FR) - SHA1:0831C3212A9E0A588A242DCD2B136E350AACEAC9 4 in 1 Row (1982)(Philips)(EU) SHA1:E9A8996C4FB87120D8620AB8876B90DDB48335DB The blobbers (Europe) SHA1:CAE4E1F3EE090EC423AFF89102F359B9E14DBA41 Pick game 3, no input, no gameplay, flashing effects Bombardeio Submario (BR) SHA1:E15F778EFEB95530F8108854B14C404CF63F213A pick game 1, doesn't look like correct gameplay Catch the Ball + Noughts and Crosses (1980)(Philips)(EU) SHA1:671A43595B867B7877E723BE18825E9E5D5C4EE9 game 1 cant catch the ball (collision done messed up?) g3 just reboots to game selection Chat et Souris (1983)(Philips)(FR) SHA1:AFA67F2110647753DE9DFACB268D96E75D6D8657 gameplay broken
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Yup. It's been fixed in latest master. Also, I recommend you don't use the controller number overload, it was only in there for legacy support with porting scripts from other emulators.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
It's a shame it's needed, the uncompressed savestate size is about 351kb (with) vs 2kb (without). Savestate size is part of the equation of equation of TAStudio performance. As well as the rewind feature (this is enough to bump it from a "small" to a "medium" savestate. Seems like it is just a cache of data too, maybe it could be recalculated on loadstate? Also does it need to be an int[] instead of a byte[]?
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Just clearing the buffer saving isn't enough it looks like. It seems the _vidbuffer lags behind a frame. When you load a state it updates the screen correctly (the client savestate framebuffer loads), then on the next frame the screen flashes to the frame before you loaded a state, then the following frame it is back to normal. I skimmed the code but I wasn't sure what to do about this.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
So, I was investigating the savestate size for O2Hawk and noticed that the framebuffer is in the core state, is that intended? We control that on the client side, and this is about half the size of the savestate. [EDIT]: there is also a _vidBuffer being stored too which seems to also be the video frame contents that may not be necessary to save. Also, I assume PAL isn't ready for testing? Just let me know when you want those tested. Also also, there is still the issue that games "crash" at the end, have you looked into that? Maybe that's console behavior, but I haven't found that information one way or the other.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Man, that's awesome! Nice work!
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
One more to report, about soft reset. If you pick Bowling + Basketball, and press 1 for bowling and play an entire game, it will "crash" like other games. But if you press soft reset it crashes trying to reset. (The other games that get in a crashed state seem to work fine with soft reset)
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Nice work! This definitely knocks a few problems off my list There's still the issue that after a game the game "crashes". I don't know if this is expected or not but here are some new examples: matchmaker - crash after making a guess out of this world - game 1 - crashes at end of timer Also: Powerlords game 1 - shaky scanline issues this video for reference. I think there is an issue here
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
"Soon" is a bit optimistic. This is melonDS, we have no idea how sync stable it is. And we have to solve mic input, that's a difficult problem to solve. And what about flash cart? Do we want wifi? This is a complicated core. It's exciting, but there's difficult problems to solve.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Awesome! You rock! Excited to see those fixes.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
This core is NOT ready to be used for serious tases and is not yet approved for tasvideos submissions!
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Well, Sandman is obviously improvable, since Sandman went into round 3 with multiple punches worth of damage... Stylistically, I would have liked to have seen you maximize the ko logic. For instance, beat bull 2 with 1 punch. And in general it looked very human while you were killing time, maybe show off some combos and tricks, especially anything that doesn't come up in a any% run. For tyson I think sacrificing time should considered. Get really beat up but get knocked down in round 3, get up on 9 with full health, and knock him down for the ko. Now for the emulator choice: Better audio? That's highly questionable, but it also at the expense of video. The star animation is garbled and the fighter images between rounds. This isn't going to be acceptable for a tasvideos publication. Rom choice: You managed to find a PAL rom that won't fallback to NesHawk! Didn't think of VC ports. That's a loophole that will be closed up now that I know. QuickNes doesn't emulate PAL. Notice the screen size is off and it runs at 60fps. This isn't acceptable emulation for a tasvideos publication. Also, a questionable choice to use PAL anyway. Though maybe a any% PAL might have merit just to show some of the different strats, but for the most part they are the same just a lower time. Goal choice: Well, I watched it, because I love punchout. But it was tedious to watch, I mostly fast forwarded through round 2 and most of round 1. Also the strats aren't interesting. Either it is the same as the any% so redundant, or trivial (Honda 2), or obvious because it is just knocking them down 2 times in each round with plenty of time to do so, then punching them one or a few times in round 3.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Not sure what the gag is here but I did look and there is no sram or savestates in this movie file. So is this is legit in that it pushes buttons to achieve this result. Is this an emulator fail? or a cheat code? Or did you actually glitch and ending in 3 button presses?
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Not the site's fault. The .bk2 spec says there should be a isCGBMode flag in the header to indicate that it is GBC. Including the latest release, 2.4, GBHawk movies do not write this flag. It has since been corrected and the next release of bizhawk will properly write this flag.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Alyosha wrote:
With basically a one-to-one port and only minor optimizations, I get only a 60 fps boost from the conversion.
For reference what were you getting before? It would help to know 60fps as a percentage increase
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
25 lines before an emu.frameadvance, or emu.yield. It's intended to avoid locking up the ui from an out of control console.log
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
There will still be issues, for instance when you change lid to lid open + lid close, that's going to invalidate the input log of previous movies (fixable with some text editing)
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
So here is some issues I found. I have found about 5 more that I need to look into more but they seem the same basic theme as these problems. So I wanted to go ahead and post: Armored Encounter + Sub Chase (1980)(Philips)(EU-US) Select game 1 (pressing 1 on keyboard) The game will start with a 3 minute timer, do nothing and let the game clock run to 0 Notice the core seems to "crash", all lag frames after that and no way to continue, Pressing "Power" doesn't reboot to a bootable state, have to reboot core Bowling + Basketball Press 1 to get to bowling, play and entire game, seems to crash, and need a reboot Blockout + Breakdown (1981)(Philips)(EU-US) Lot of sceanline looking issues Also, hold enter, and the backgrounds start flashing rapidly, I don't think any of this should happen https://www.youtube.com/watch?v=xBtFOlqG-d0 Consmic Conflict (1980)(Philips)(US) The center of the screen is flashing black and blue at 30hz. Footage of this game doesn't suggest this happens, but of course a 30fps youtube video wouldn't show that so I can't be 100% sure, but it's pretty bad looking Great Wall Street Fortune Hunt, The (1983)(Philips)(EU-US) The stock banners alternate with color and black every other frame. Again, since it is 30hz, footage doesn't necessairly prove the real game doesn't do this, but it seems likely this is a bug Pinball (USA) (Proto) This one is a just a prototype so I don't know that this is not game behavior, however the ball can go through the top wall of the screen. I mention it because I know previously there were collision detection issues, so didn't know if this was a potential problem like that
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
in the latest dev build we now have DS support using melonDS! We would appreciate some testing of this, if anyone is feeling brave! You can post bugs/questions/comments here.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I agree with warp. This started out as a good thread I was paying attention to, but has de-elvoved into the kind of thing I tune out. Let's keep the original intent going.
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Ah ok, my bad I had the wrong picture! Is this a more accurate picture then?
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Another keyboard question From the looks of it in this picture: This picture There's a top row of buttons that I can't quite tell what they do but they aren't represented by the currently controller button options. Do you know anything about these?
It's hard to look this good. My TAS projects
adelikat
He/Him
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I think it is fine as is, I just wanted to be sure so I map them correctly on the virtualpad
It's hard to look this good. My TAS projects