Resynced the current publication on latest version of bizhawk (that I have downloaded) and incorporated an improvement that was left in the thread, along with a few cleanups of my own.
LeveloldnewChange
Neo Green Hill 10:12:670:12:670:00:00
Neo Green Hill 20:29:150:29:150:00:00
Secret Base 10:19:030:18:90-0:00:13
Secret Base 20:32:020:32:020:00:00
Casino Paradise 10:13:950:13:950:00:00
Casino Paradise 10:34:420:34:38-0:00:04
Ice Mountain 10:10:430:10:40-0:00:03
Ice Mountain 20:42:500:42:500:00:00
Angel Island 10:13:580:13:580:00:00
Angel Island 20:36:000:36:000:00:00
I have additional cleanups/improvements that I unfortunately have not been able to put in the movie while still syncing the rest of the run;; unfortunately, I do not have as much time these days to TAS as I used to. If anyone is interested in helping to add these in, feel free to reach out.

ThunderAxe31: Claiming for judging.
ThunderAxe31: 1 blank frame removed at the end of the movie file.
The overall longer real-time length is due to improved emulation. Accepting as improvement of the published movie.

EZGames69: Processing...

TASVideoAgent
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This topic is for the purpose of discussing #8031: Mukki & ruadath's GBA Sonic Advance in 10:49.94
EZGames69
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So I'm happy to say I was able to get footage from the camhack lua in bizhawk for every level, but not without a few cuts and bruises along the way. This post is to document how I did this just in case someone in the future might have to do this. So first off I made no changes to the lua script. Unlike the Genesis camhacks, the game does not like it if you leave the camhack on in certain parts of the game. What ends up happening is if you leave the camhack running prior to a new level starting, there's a chance that you'll cause the game to think you beat the level earlier than expected. Here are the following examples of when that happens: Neo Green Hill Zone Act 2: Ice Mountain Zone Act 2: I also ran into a different issue in Angel Island Zone Act 2 where the game crashed at this spot: Now the way you can get around these is if you wait to load the lua script AFTER the lag frames that occur before each level transition. For example, it should generally be loaded one frame before the blue spikey things show up on the left side of each zone splash screen: And one final thing to note, is any time you load the lua script then disable it, the game will not run anymore unless you completely close bizhawk and start over. Rebooting the core does nothing. Edit: ACTUALLY ONE OTHER FINAL THING, do not rely on the audio from the camhack dumps you make, especially if you used savestates at any point. mGBA seems to have audio issues whenever states are loaded for this game, which cause some audio channels to be very quiet (examples include sonic's jumping sound being super quiet). It's best to just rip the audio from the non camhack dumps to avoid this issue. Either way I hope this will be helpful for anyone in the future.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
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EZGames69 wrote:
Now the way you can get around these is if you wait to load the lua script AFTER the lag frames that occur before each level transition.
Sounds like an easy fix to implement in the Lua script. We just need to figure out a good RAM address that tells when the loading starts and ends. Anyway, I'll be busy for at least a week from now, so I can't do it myself for now.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
EZGames69
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ThunderAxe31 wrote:
Sounds like an easy fix to implement in the Lua script. We just need to figure out a good RAM address that tells when the loading starts and ends. Anyway, I'll be busy for at least a week from now, so I can't do it myself for now.
It’s just a workaround I was able to find. Plus the script, as it’s currently written, will cause the mGBA core to stop working entirely if it’s disabled after being toggled, rebooting the core does nothing. Someone with better reverse engineering skills with knowledge of this game in particular would be required if we wanna deal with less bugs such as this.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [5137] GBA Sonic Advance by Mukki & ruadath in 10:49.94