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Alyosha
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PikachuMan wrote:
DS emulation controls are configured improperly. Windows does NOT have a Return key. It's Enter. We shouldn't have to plug a Mac keyboard into a PC.
Fixed in master.
Alyosha
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Alright neutral value is changed to 0x8370 and range is increased to 220. I'm working on getting my own cart to test as well.
Alyosha
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The game reads raw accelerometer values from the cart like this:
			else if ((addr & 0xA0F0) == 0xA020)
			{
				return acc_x_low;
			}
			else if ((addr & 0xA0F0) == 0xA030)
			{
				return acc_x_high;
			}
			else if ((addr & 0xA0F0) == 0xA040)
			{
				return acc_y_low;
			}
			else if ((addr & 0xA0F0) == 0xA050)
			{
				return acc_y_high;
			}
The accelerometer values are short (16 bit values) The neutral values and ranges are hard coded into BizHawk in GBHawk's controller definitions. Neutral value is 0x81D0 and range is 125 (so at 90 tilt the accelerometer would read 0x81D0 - 125) Neutral value is probably variable between carts, I can change it without much issue. Range can also be changed, seems like right now it's not high enough, maybe it should be around 135?
Alyosha
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Roughly speaking, there should be a point where if you rotate fast enough to the left, kirby will still go to the right. (Or maybe it's the opposite.) I need to get an idea of how fast that is. It's important know how fast it is compared to realistic player movements.
Alyosha
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Seems pretty definitive to me. I'll increase the range to 90. I also realized my acceleration calculation contain an error, so unfortunately I'll have to break sync after all. EDIT: for now I just increased the range to 90 for further evaluation. I think I'll have to do some physical testing to nail down the other error.
Alyosha
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I just checked the movie file and the frame before the power button is hit is still at 50000. The correct value seems to be 14199. here is an updated movie file: http://tasvideos.org/userfiles/info/64459518673915123 New cycle count: 317452060
Alyosha
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Alright TotalexecutedCycles now represents run time. I'm not the biggest fan of this since it's supposed to show CPU cycles (which can change with doublespeed mode), but it's only for SubGBHawk so I guess this will have to do.
Alyosha
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About how many degrees do you have to tilt your cart to get that acceleration? I can increase the range to 90, but I assumed that the game devs didn't want people to have to tilt the gameboy 90 degrees down and away from them to get the fastest speed. I can also increase the sensitivity.
Alyosha
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I fixed the TAStudio issue, please test to make sure there are no de-syncs or other problems.
dekutony wrote:
My concern about this is that if that's ok to do when I plan to submit this movie after I finish it. Didn't the rules say something about not using dev builds to make the TAS for submissions? Would it sync on a release build?
Given the complexity of this TAS I think it's safe to assume that there will be an official release before it's done. And yes it will sync on the release build since I'm done with emulation changes until next release (currently in testing mode.)
Alyosha
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Total execute cycles returns the number of cpu cycles since power on. The TAS contains a power cycle so it starts over from there. The cycle count in the bk2 is correct. I could make the lua function return this as well I suppose, but then it wouldn't match trace logger.
Alyosha
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In SubGBHawk you have to account for mis-alignments caused by turning the screen off. Try this one: http://tasvideos.org/userfiles/info/64410159364464147
Alyosha
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Blazephlozard wrote:
Alyosha wrote:
Please report problems with desyncs, and use the current dev build. Make sure you are all using the same version so it's definitely narrowed down to a TAStudio (i.e. savestate) problem and not just an emulation change.
Yeah, I was going to check out his WIP in the dev build and report anything if it was still there, cause I do want this game to work well. If I load his movie into tastudio in dev build, with no pre-existing savestates, and sync to the end of level 1, that would eliminate version diff / emulation change as the issue, right?
Yeah, and I don't think dev will change again in terms of emulation before the next release, so that should give you some stability.
Alyosha
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Please report problems with desyncs, and use the current dev build. Make sure you are all using the same version so it's definitely narrowed down to a TAStudio (i.e. savestate) problem and not just an emulation change.
Alyosha
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What problems are you having with SubGBHawk? It doesn't make sense to optimize for cycles without optimizing the reset, that's where most of the savings are. For example here is a movie that hits reset at cycle 191340171 as opposed to this submission that hits at 191349960. http://tasvideos.org/userfiles/info/64408496504648552 Basically just keep reducing the number on the cycle input on the frame before power is pressed until you get the 'save destroyed' message.
Alyosha
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ThunderAxe31 wrote:
Did you already take a look for fixing the artifacts that appear in the Crystal save glitch TAS, right after clearing the memory save, at the bottom of the screen? Post #495406 from some reports, it seems that this behavior doesn't happen on real console.
Oh, my bad I must have missed that. Fixed in master now. It's actually an interesting case of changing window Y value to a value that's less then the current scanline value.
Alyosha
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Cool! Now with the silver run as well nearly all the gen 1 and 2 pokemon TASes will be console verified. Nice work!
Alyosha
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Here is a re-sync of the MIB the series run in current dev build Gambatte: http://tasvideos.org/userfiles/info/64345543143172904 Here is also a GBHawk version, it is not entirely the same in terms of inputs, but it is the same number of frames. The original run uses equal length frames mode, not sure if this has anything to do with it: http://tasvideos.org/userfiles/info/64372467340189285 This is a sufficiently short run that it might be worth testing with. Also this an example of a game that does not turn the screen off while changing to double speed mode, but it does so shortly after and the cycles line up the same in this case.
Alyosha
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http://tasvideos.org/userfiles/info/64320753696980848 Here is the other pokemon trading card game run resynced. A very tedious exorcise but necessary to try. Double speed mode timing has some quirks that I don't quite understand yet. Most of the available tests enter double speed mode with the screen still on. GBHawk fails these tests. However, most games enter double speed mode with the screen off, and when turning it back on afterwards, things line up as I would expect (as in these TCG runs.) I think maybe something extra is happening when the screen is left on, maybe it is stopped for a few cycles while the system determines if the STOP command is a speed change stop or a normal stop. So far I haven't been able to reconcile everything though. Gambatte on the other hand passes the double speed timing tests but fails the single speed versions of the same tests. So, something unresolved is happening there. It will probably take some more detailed tests to sort it out. I think for now I can maybe start to branch out from Pokemon games and start to test other games.
Alyosha
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http://tasvideos.org/userfiles/info/64261017438734931 After many hours of head scratching, I've finally gotten double speed mode timing to the point where I can sync an actual TAS. This is the current submission of pokemon trading card game resynced to dev build of GBHawk. This has been a very challenging process and I'm only on the first step, but the timing needed for this TAS to work is very tight and it nails down some hard points that I can build off of for future work. Also, GBHawk and Gambatte are starting to diverge in terms of which tests they pass and which they fail. Its amazing to me that so many TASes that require very careful timing are console verified while disagreeing on some pretty important tests. And these aren't just random un-used edge cases either, they could realistically show up in games, they just haven't yet.
Alyosha
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Jules wrote:
FYI:the list of active pre-500M submissions on the first page is missing Kendo Rage and Deja Vu 2.
Fixed, thanks.
Alyosha
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Cool challenge, the depth of knowledge needed for SM64 is really incredible.
Alyosha
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No progress. All my time is spent on GBC double speed mode.
Alyosha
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So anything (within the rules) goes in submission notes but movie discussion only in the submission thread? I don't agree with that. At the very least, if an author is putting not-movie-related statements in their notes then other posters should be allowed to respond to it in the thread. I personally don't really care what it may be, doesn't even have to be political. If an author's entire submission notes consists of: 'What's your favorite color and why?' then responses answering that question should be allowed. As for politics specifically, I think most people would agree that 'politics' involves discussions of when and how to use force / violence. Submission notes are a pretty outward facing part of the site, it's at least worth considering what you want displayed there under the banner 'submission notes.' You can easily end up with monologues about assassination, revolution, invasion, without even mentioning the TAS at all.
Alyosha
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Looks like you're right, I must be mis-remembering something from somewhere, can't look back right now though.
Alyosha
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The jitter is always positive though, and generally averages out to about 4 cycles (but can occasionally be greater) so it accumulates over time. Also I'm not sure how input is processed in gambatte in equal frame mode, if I remember right there was a pokemon run that had an issue with one input falling in between controller reads and causing an issue,