Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
EDIT: This has been discussed before btw, http://tasvideos.org/forum/viewtopic.php?t=4288&highlight= I have an Arduino (http://www.arduino.cc) I'm using with a Multi-Console Cthulu PCB (http://shoryuken.com/showthread.php?t=162026). I've tried doing TAS like inputs with the Arduino but unfortunately the Arduino wasn't made for precise frame by frame timing and can be off by 1 frame sometimes. I've tried with a few xbox, snes, nes, and tg-16 games. I'm sure you could wire a Arduino up to the DS control buttons easily. But I keep getting desyncs because of the Arduino, I've tested the arduino timing on my PC using delay();, delayMicroseconds();, millis();, and even hardware interrupts and it can be still be off by as much as .5-1ms. It's never consistent either. Anything that requires only 2 or more frames of precise timing is certainly possible. Does anyone know of any other microchips as universal as the arduino with better timing? Or perhaps a module that could give the arduino better timing? I was thinking of using a ChronoDot (http://macetech.com/store/index.php?main_page=product_info&cPath=5&products_id=8) and have the arduino read the time from it, but I'm guessing the arduino may still get thrown off on the timing simply because it would read at wrong times. Anyone else have any idea's?
I think.....therefore I am not Barry Burton
Joined: 1/18/2010
Posts: 2
Maybe in the future this will be possible. But now we have to learn everything. How it works. How to use. After that, we can think in this possibility. The people are thinking much about this.
Holy...Sh!t???
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Way to add absolutely nothing to the conversation. *thumbs up*
I think.....therefore I am not Barry Burton
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Well, I just ordered a Chronodot Real-Time clock module. So as soon as I receive it I'll wire this up and see how if it can produce the accurate timing needed for things like TASing.
I think.....therefore I am not Barry Burton
Post subject: ATTN ADMINS: MERGING CALL 1
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Half a year ago True and RyanC were trying to do this, here's the original thread. I think they should be merged, btw.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Well, I hooked up my chronodot to my Arduino and I get the same results. I'm guessing the games are actually throwing off the timing and not the Arduino. Perhaps those hiccups in frames per second (like going from 59.9 to 59.7) are causing this. Unless someone knows a way to have the Arduino recognize when exactly the console(s) is(are) accepting input, I don't think this will be possible. I was thinking of doing a Pseudo-TAS of mushroom wars or even Little Big Planet using it though.
I think.....therefore I am not Barry Burton
Skilled player (1636)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
The way the controller works, you know exactly when the console is polling for input... How are you currently doing this, without that feature? Did you just solder directly to the buttons?
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Ummm, ya, I'm not using a typical controller though. As I posted earlier, I'm using a universal PCB that works with most consoles.
I think.....therefore I am not Barry Burton
Skilled player (1636)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Well, the NES uses an 8 bit parallel in, serial shift out register. This means you get a pulse to latch the current state of the controller, and then the NES sends clock bits to shift out the data. However, its already been discussed that some games read the controller more than once per frame, and any variation of the # of lag frames will totally disrupt a TAS. Additionally, I'm pretty sure the NES starts in a semi-random state, so even RNG-less games like SMB will do start at random places within the 21-frame rule, before the TAS even starts. http://www.zero-soft.com/HW/USB_NES_old/
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.