Posts for adelikat

adelikat
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Joined: 11/3/2004
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"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.
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adelikat
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Awesome! You rock! Excited to see those fixes.
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adelikat
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This core is NOT ready to be used for serious tases and is not yet approved for tasvideos submissions!
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adelikat
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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.
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adelikat
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Joined: 11/3/2004
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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?
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adelikat
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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.
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adelikat
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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
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adelikat
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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
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adelikat
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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)
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adelikat
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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
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Post subject: DSHawk!
adelikat
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Joined: 11/3/2004
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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.
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adelikat
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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.
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adelikat
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Ah ok, my bad I had the wrong picture! Is this a more accurate picture then?
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adelikat
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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?
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adelikat
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I think it is fine as is, I just wanted to be sure so I map them correctly on the virtualpad
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adelikat
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So I was building out the virtualpad for this core and noticed that the image of the keyboard shows that it has a standard QWERTY keyboard and Yes/No buttons. I noticed the core only has Yes/No and no Y and N keys. Does the Yes/No actually map to Y and N on real hardware? or is this an oversight of the core?
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adelikat
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Yes, it is the behavior of the console
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adelikat
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So, I did some testing and found that the keyboard seems to not be mapped correctly. The numbers aren't quite right. 6 is pressing 1, 7 is 2, etc. And 1 is 6. This is apparent if you try Math-A-Magic, where you type answers to math problems. Notice the screenshot, the input display shows I pressed 6, but the output is 1 Screenshot I have some other issues I found but it is hard to know what is the emulator or the actual hardware, so I will do some more research first. Just wanted to point this one out as it is a pretty big one that makes testing hard if you don't know about it.
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adelikat
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Please don't change that, without a discussion. We will have to add support in the tasvideos submission parser if we change the systemId to "GBC". Currently it is "GB", with CGBMode flag set to 1. I would recommend fix the importer to do this, rather than change the systme id
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adelikat
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Alyosha wrote:
adelikat wrote:
as of 2.4, I added sync settings to the importer logic. To do that means it picks the core. I picked it to be GBHawk. My understanding is that is the more accurate and therefore preferred core. We have no support currently to add sync settings ANd let the user choose the core
it does? I tested just now and when gambatte is loaded the input roll still is imported as gambatte, so this at least needs to be fixed.
Here's the importer logic:
Language: C

if (isGBA) { Global.Config.GbaUsemGba = true; var ss = new MGBAHawk.SyncSettings { SkipBios = true }; Result.Movie.SyncSettingsJson = ConfigService.SaveWithType(ss); } else { Global.Config.GbUseGbHawk = true; Result.Movie.SyncSettingsJson = ConfigService.SaveWithType(new GBHawk.GBSyncSettings()); }
As you see, it's hardcoded that GBA = mGBA, and GB/GBC = GBHawk (SGB not support in the importer yet)
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adelikat
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as of 2.4, I added sync settings to the importer logic. To do that means it picks the core. I picked it to be GBHawk. My understanding is that is the more accurate and therefore preferred core. We have no support currently to add sync settings ANd let the user choose the core
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adelikat
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The Apple II core is based on the Virtu emulator, I recommend taking a look at that emulator and you may find the info you are looking for
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adelikat
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If they have to stay in sync per step, I think threads might hurt more than they help, maybe. But it would be pretty easy to try it
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adelikat
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How often do the linked cores need to sync up? I wonder if running them in separate threads would be beneficial.
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adelikat
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This is so awesome!
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