Soig
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Joined: 12/4/2010
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SaxxonPike wrote:
Tape games easy start guide: - At the READY prompt, type LOAD and press Enter. We force Play to be pressed, so it should immediately begin to load the program on the tape.
Maybe Not useful... Like this: Game: SQIJ! Run with Biz: Run with another emulator:
Soig
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I changed some code: to Biz can DO run#5374: Kabuto's C64 The Great Giana Sisters in 10:11.52's ROM before. But it doesn't after changing. So I changed the right place. However, SQIJ!.t64 ROM still can't autoplay the tape. How to do?
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Please don't embed huge images.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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J wrote:
Something that came up on IRC today, the TAStudio state sizes for C64 games seem unusually large for a machine which has 64kB RAM. I tested a few roms, they seem to use either 0.26MB, 1.04MB or 4.26MB: [...] From that relatively small sample size, seems like any floppy disk image will use 1.04MB, any (raw) tape image will use 0.26MB and most cartridges will use 0.26MB, but some use 1.04MB, few even 4.26MB. Any idea why or how? * There're two tape formats for C64, .tap (which is a raw tape file, shows up as a supported format in BizHawk's Open ROM dialog) and .t64 (which was originally designed for C64s, doesn't show up as supported but still works, it just loads as a floppy image) From the cartridge ROMs I tested, one didn't seem to work, it just booted into normal C64 startup. Tested on fresh Vice, worked fine: "Leaderboard Golf (1986)(Access Software).crt"
Finally fixed! States are within 277KB now!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Strife
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Joined: 6/5/2017
Posts: 13
Location: France
Hey guys, so I wanted to do a small TAS of a game I like called The Curse of Sherwood on C64, but the only version I can find that is certified as a good rom by GoodGB64 is a .T64 format which Bizhawk cannot run. I wanted to know if conversion of the game to .tap format using WAV-PRG is allowed and, if so, with which settings. If I just can't run it on C64 I guess I can still try the ZXS version so it's not that bad, but it seems like a fair question to ask.
Asnivor
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Location: United Kingdom
I have no experience with C64 tape formats at all, but the file format specification (here https://ist.uwaterloo.ca/~schepers/formats/T64.TXT ) doesnt look that bad. I'll try and take a look at the C64 core when I have some time and see if .T64 support will be easy enough to implement.
Strife
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Thanks a lot, I'll wait to hear from you one way or the other. Have a good day.
Joined: 7/17/2012
Posts: 530
Location: Switzerland
I wanted to test the new game by Zeropaige, Super Mario Bros 64, released recently, but the CRT version and the D64 version are both completely buggy on C64 core. Link to video
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
fsvgm777
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I can confirm that bug. It's fine on VICE. I believe it relies on timing-sensitive stuff to work properly. It's amazing it does emulate the audio correctly, though.
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DrD2k9
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I've got a message out to the C64 SMB creator to see if he thinks it may be related to the VSP scrolling. I haven't received a reply yet. I'm guessing it has something to do with how BizHawk processes that scrolling technique. I've also tested on VICE with no problems and CCS64 as well also with no problems. EDIT: I received a reply from ZeroPaige (the SMB dev), who suggested I test Mayhem in Monsterland in BizHawk as it also uses VSP scrolling. After testing, I can confirm that it also exhibits this same twitchy background bug. So anyone wanting to update/improve the C64 core now knows where to look to improve this issue.
DrD2k9
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I've added a "getting started" guide for C64 TASing to the C64 Wiki page.
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Added to the OP.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 6/8/2005
Posts: 236
Location: Madison, Wisconsin
DrD2k9 wrote:
I've got a message out to the C64 SMB creator to see if he thinks it may be related to the VSP scrolling. I haven't received a reply yet. I'm guessing it has something to do with how BizHawk processes that scrolling technique. I've also tested on VICE with no problems and CCS64 as well also with no problems. EDIT: I received a reply from ZeroPaige (the SMB dev), who suggested I test Mayhem in Monsterland in BizHawk as it also uses VSP scrolling. After testing, I can confirm that it also exhibits this same twitchy background bug. So anyone wanting to update/improve the C64 core now knows where to look to improve this issue.
Thanks for the tip. The VIC has some things to fix with respect to interrupt and BA/AEC timing. I'm going to be working on this using the examples you provided.
Joined: 6/8/2005
Posts: 236
Location: Madison, Wisconsin
Got some improvements in this week; still working on VSP. VIC pipeline is probably going to need some major updates in order to facilitate the VSP feature. Even more demoscene stuff works great as a result of these changes. And I’ve got some limited scope tests to be sure that things are working as intended moving forward. We’re getting closer to acceptable emulation across the board.
Joined: 6/8/2005
Posts: 236
Location: Madison, Wisconsin
Lots of new work has been done on this core this month. It's probably not good form to do this all in the form of a PR, but.. https://github.com/TASVideos/BizHawk/pull/1607 Mario is looking good. Lots of demos and intros are too. I've got some savestate work to do (trivial) and some disk work as well (not nearly as trivial - there are still some fastloaders that don't like the VIA implementation) but overall, we're in way better shape than we were.
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Posts: 236
Location: Madison, Wisconsin
Some interesting info about T64 files, which are apparently unrelated to tapes whatsoever and are a relic of really old emulators: https://www.lemon64.com/forum/viewtopic.php?t=71839 Now that I know they aren't related to tapes (and even have "1541 file types" on them!) I could probably just stick the contained files into a disk image the same way we do with PRGs and be done with them.
DrD2k9
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SaxxonPike wrote:
Some interesting info about T64 files, which are apparently unrelated to tapes whatsoever and are a relic of really old emulators: https://www.lemon64.com/forum/viewtopic.php?t=71839 Now that I know they aren't related to tapes (and even have "1541 file types" on them!) I could probably just stick the contained files into a disk image the same way we do with PRGs and be done with them.
More technical info on .t64 http://unusedino.de/ec64/technical/formats/t64.html EDIT: Regarding pulling the data and making .d64 files: While this is doable with various modern utilities, it would create a new .d64 image. As others must be able to find/obtain a matching image for a TAS to be accepted, this conversion is a very grey area for TASing purposes. Thankfully, I've personally run into very few games available ONLY in .t64 format.
fsvgm777
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For what it's worth, there is a T64 to TAP converter (and vice versa) that's available called WAV-PRG. It can be found here. If games converted from T64 to TAP can be used for TASing them....that's left for the senior judge to decide.
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fsvgm777 wrote:
For what it's worth, there is a T64 to TAP converter (and vice versa) that's available called WAV-PRG. It can be found here. If games converted from T64 to TAP can be used for TASing them....that's left for the senior judge to decide.
It should be covered by the paragraph about mediums here: http://tasvideos.org/MovieRules.html#RomImageMustBeGood But if the original image can't even be run on actual C64, we should prefer an image that can be. In a situation when neither format is authentic, conversion from emulator-only to C64-usable looks acceptable.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Oziphantom
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Joined: 7/21/2019
Posts: 11
For VSP Mayhem In Monsterland is also a good test case. See also https://csdb.dk/release/?id=126927 for AGSP I trust you know about the VICE test repository?
Joined: 6/8/2005
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Location: Madison, Wisconsin
Oziphantom wrote:
For VSP Mayhem In Monsterland is also a good test case. See also https://csdb.dk/release/?id=126927 for AGSP I trust you know about the VICE test repository?
I'll check that one out! And yes, I am familiar with the VICE test repository. A lot more of those tests behave as expected with the merge that I put in today. The big ones from the merge: - fixed SID voice 3 going silent with the HP filter enabled - way better VIC emulation, including VSP - soft and hard reset (soft reset behavior may need some further research) - debugger functionality is back in, and both CPUs (the mainboard and the 1541) can be interacted with - disks can be written to Some caveats about disk writing: - G64 images are always read-only because they're generally copy protected disks that are write-protected anyway (perhaps we will want to offer that as an option later) - D64 images are always writeable (these changes will not be persisted to the input file itself) - soft/hard reset will not reset the state of inserted magnetic media (but a core reboot will) - we still do not have a way to save images back out to disk for further study, might be a good idea to treat these changes as we do saveram in the future (but as a delta for this kind of media)
fsvgm777
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Magnificent progress on the core, I must say. Now Super Mario Bros. 64 works correctly on the latest interim release. By the way, I'd like to point out that at least one game released on tape (Last Ninja II) using the Cyberload tape loader will not load the game at all. Instead, the screen just blacks out after the "CYBERLOAD NOW LOADING" screen. The tape image works fine in VICE. (note that this isn't a regression, the issue is also present in BizHawk 2.3.2)
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I'm testing Nightmare on elm street and can't get past this screen: https://photos.app.goo.gl/zPME66qTcEUaoN4W9 I tried using Virtual pad too, and I can't get past it.