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Alyosha
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Seems to be just bad nametable mirroring in the header (the black box appears when it's backwards from what it should be.) I committed a fix. whatever the header says, the prg rom should have this hash:
headerless rom hash: sha1:77241A57CB0B40D9ECAC451F86198ABBACBC717C
Alyosha
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feos wrote:
Why is the Baxter fight 18 frames longer?
Not sure (I just assumed bosses were always hit on the first frame possible and never bothered checking.) Probably lag, but this is already the best fight I could get while trying to hit all the projectiles to reduce lag,
Alyosha
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When you open the ROM you have for this game in NESHawk with the log window open, what does it show? I got a copy and opened it up and the pcb says it's hvc-unrom--03. I dumped it with 128k PRG ROm and 0 CHR ORM and it runs just fine. (this is pretty standard.) EDIT: Also the hash i get matches that on no-intro.
Alyosha
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CasualPokePlayer wrote:
Alyosha wrote:
What is the status with console verifying this?
Currently not possible it appears. The TAS desyncs right at the title screen, console taking less time with the picture spam compared to Gambatte for some reason. We don't know why it does, after extensive testing of the camera (using a GBC + flashcart + GB Camera cartswap setup) we couldn't find any major timing inaccuracies. Currently our best bet is just the GBA behaves differently with timing for some reason (although that doesn't make sense, that would mean that the PHI, a direct representation of the GB's clock, is faster on the GBA).
So GBC also takes less time then Gambatte, or just GBA? Is the amount of time enough that the reset you mentioned would be faster on console?
Alyosha
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What is the status with console verifying this? It's probably not worth considering how this compares to the previous run on GBHawk, it's way behind in terms of accurate emulation of the inner workings of the camera.
Alyosha
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Pretty clearly a mapper issue, but I can't find any information about which one it should be. I'll look into it.
Alyosha
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[2607] NES Double Dragon II: The Revenge "2 players" by Xipo in 08:21.61 https://youtu.be/O7mEn_qUwRQ Double Dragon 2, 2 players (Also Silver Surfer above still needs a flag.)
Alyosha
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Why does it freeze in FCEUX? Is this just an artifact of uninitialized SRAM?
Alyosha
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Memory wrote:
iirc I was timing to something that operated on a framerule of 4? I forget, been a while
I sometimes got improvements of only one or two frames if I remember right (I don't actually know how this game works, I just iterated over the levels a bunch a times.)
Alyosha
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EZGames69 wrote:
The system ID has been changed but can you remember to set the GBC flag to false whenever you make dmgcgb movies created in gbhawk?
Hmm, I thought these type of issues were resolved some time ago. I'll look into it.
Memory wrote:
Submission text wrote:
The present TAS also improves on Memory's WIP, with every area except 1-1 and 1-3 (which are tied) seeing at least a few frames improvement.
Out of curiosity, do you have a table of improvements (preferably with proper frame rules displayed)? I'm curious to see how much I missed. Also nice work getting a TAS done of this. It's a rather annoying game to squeeze frames out of.
Not sure what proper frame rules you mean, but this table is timed from start of one section to start of next: 1-1 2022 2022 0 1-2 2449 2416 -33 1-3 2304 2304 0 1-4 2928 2904 -14 2-1 3013 3007 -6 2-2 3138 3129 -9 3-1 3742 3722 -20 4-1 4067 4002 -65 4-2 3128 2115 -13
Alyosha
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EZGames69 wrote:
Due to rule changes with the Standard class including no major skip TASes, Street Fighter 2010 has been unobsoleted: [369] NES Street Fighter 2010: The Final Fight by nesrocks in 17:39.98
Added, thanks for the info.
Alyosha
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I'm planning to start moving into SNES verifications pretty soon, and one of the first things I'm doing is resyncing movies to v115 in the latest BizHawk builds. I'm going to use this thread as a hub for such movies and details about verifying them once I get things set up. I'm making these movies with 'Use Fast PPU' unchecked and 'None' for the entropy setting. Resyncs that need testing: Fails to resync: [3247] SNES Mega Man X3 by GlitchMan & Hetfield90 in 37:54.50: Initially desyncs due to lag differences, then desyncs at first boss (left arm hits mega man) [1654] SNES Ultimate Mortal Kombat 3 "Tournament Mode" by SDR in 03:55.50: Desyncs at character select (Sheeva can not be selected normally, so manual character select won't work, might be able to pick player one's characters manually then RNG manipulate player 2 random select with a lot of work.) Fails to verify on console: [2530] SNES Super Punch-Out!! by McHazard in 15:52.66: http://tasvideos.org/userfiles/info/74448016551610029 - Beats Bald bull but then desyncs sometime into the next circuit [2115] SNES Battletoads in Battlemaniacs "2 players" by Dooty in 18:19.75: http://tasvideos.org/userfiles/info/74488687559913796 - Always beats the first level. Beats level 2 ~50% of the time. Desyncs randomly after that. [2059] SNES Mega Man X "password glitch" by FractalFusion in 16:56.88: https://tasvideos.org/UserFiles/Info/637786637961602621 - Desyncs at second Vile fight in non-deterministic way. Verified on Console: [3456] SNES Super Mario All-Stars: The Lost Levels "warpless, Mario" by HappyLee in 34:36.61: http://tasvideos.org/userfiles/info/74447994678172527
Alyosha
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Please add the console verified flag to this (video in submission.)
Alyosha
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re there any (not input related) timing inaccuracies that come up from not having the SNES there?
Alyosha
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The TAS is unwatchably boring, but it's pretty impressive how fast you were able to put all this together. I'm not really familiar with the technical aspects of SGB (besides the clock issue between SGB 1 and 2), would TASes generally sync between Gambatte and BSNES? If there is some technical reason they wouldn't, what would it be?
Alyosha
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Game: Bad Dudes Emulator: BizHawk: NESHawk, 2.6.3 dev Console Verification Device: TAStm32 Movie: http://tasvideos.org/userfiles/info/73986905672957577 Description of Desync: Initially desyncs because it needs an extra poll on console at the start of level 1, then desyncs in level 2. Research: This run initially starts from a reset, which might be part of the problem, but additionally the run won't even play back the first level properly unless there is an extra blank poll inserted right before inputs for level 1 start. I don't know why this happens. The game fiddles with the screen more then most games, turning rendering on and off between loading, maybe this is causing spurious polls in the bot? I don't know. If I do add in the extra poll, it syncs level 1 but then desyncs in level 2. Level 2 uses MMC3 IRQs, so this might be related to imprecise reset timing, but combined with the need for the extra poll there are too many variables to tell. The game also polls $2002 after loading between levels (most other games don't do much with it after initial start up) so maybe this is an issue as well if there is some unknown issue with $2002. Possible Next Steps: The cause of the need for an extra poll has to be understood. Maybe it is related to the need to always start the bot with one blank poll, and why Paperboy needs 3 blank polls. Status: Open
Alyosha
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http://tasvideos.org/userfiles/info/73958462647295157 There is a new-ish trick in 3-3 that allows you to beat the mouser with a star. The above test run saves about 7 seconds over the published warpless TAS this way. You can also see the trick in the current RTA world record video. The star running out also allows part of the boss defeated fanfare to be skipped. I don't know how to do the subpixel stuff, so the movie desyncs right after this, so I'll just leave this as a starting point for anyone interested. It does make the current run somewhat outdated.
Alyosha
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Alyosha
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Link to video So it turns out that Metroid Low % works but needs a unique set up compared to other runs. The game polls input in a very odd way. It polls player 1 input but then polls all over again for player 2. This seems to give the bot some trouble, and causes desyncs when using the usual poll based script. The frame based script however works correctly and without the extra blank input I usually need. After I applied these settings, I did not need to clear RAM for it to work. I also resynced to BizHawk but the non-lag inputs are the same (I think, wasn't keeping too close track.) So that is all of the current Metroid runs verified! The only remaining run of the a game that I have that should work but doesn't (that doesn't use DMC) is Silver Surfer. I'll still be trying it a bit more though. EDIT: Was able to get Silver Surfer working. I had to use a reset since apparently some RAM is decaying too fast while swapping with power off, but using 0 delay and holding reset while swapping from the RAM clear cart worked right away.
Alyosha
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Here is Rad Racer as well: [2847] NES Rad Racer by FatRatKnight in 20:32.89 https://youtu.be/sXwDVEwIvDI Silver Surfer still fails, Metroid low % I think I need to figure out how to clear SRAM first, so that's it for now. EDIT: also Metroid Low % [1443] NES Metroid "low%" by Lord Tom in 11:08.78 https://youtu.be/3pSCEC1v99E
Alyosha
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Ah, I should have been more clear. BizHawk also uses the FCEUX start up RAM state, I just call it that since it originated from there. There isn't any particular reason to use it though, it's simply a convention. I currently don't have the hardware to check what RAM actually looks like at power on, I can't remember if it's been done in past somewhere either.
Alyosha
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[4349] NES Marble Madness by Aglar & LeKukie in 02:42.07 https://youtu.be/WjrZMKhZ-Y4 [717] NES Monopoly "4 CPUs" by FractalFusion in 01:07.67 https://youtu.be/HNFyfXa_V4U [4104] NES Monopoly by adelikat in 00:29.53 https://youtu.be/zpft_vg5VF0 These TASes are now console verified. They required RAM clearing of the console in order to work. The process is a bit finicky but I hope to have a few more done later in the week.
Alyosha
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I tried browsing around in my usual fashion. Movie pages loaded much faster for me, which is nice. There seems to be a big lack of visual separation between just about everything though, and overall the site felt really dense, I found it pretty difficult to use (maybe this is just because it's still in development though.)
Alyosha
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Since I'm pretty stuck on DMC for now, I decided to try to make a RAM clearing cart and test some games that relied on un-initialized memory. So far results are promising, I was able to verify Monopoly by running the cart, then turning off power and switching. no hot swap was required. Here is a console verification video: Link to video My NES is not the most reliable, so this process can take a couple tries. I'll be doing some more testing and hopefully can get a lot of the previous difficult games verified. One other note, for better or worse this does use the FCEUX RAM state, at least for now. EDIT: Here is the 4 cpu's run as well: Link to video