Posts for Alyosha


Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
The CGB in GBA setting is a modifier on the GBC console. The console mode is the priority setting. So no I think this is as intended.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Great work!
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
jlun2 wrote:
Can this please be made consistent (numbering + naming)? It broke my lua script for Wario Land 2 due to "Wram" missing, and "Cart Ram" having a different spacing. I have no idea which one has the right name, but making both cores use the same name and index would be really helpful.
Yeah I can do that, it makes sense.
Fortranm wrote:
Apparently even if you turn on the CGB in GBA option, both Gambatte and GBHawk might read the GB bios instead if you leave Mode on Auto. I think the best way to avoid this is to merge those two options so the modes are Auto/GB/GBC/GBA.
I don't think this is a compelling enough reason to break movie compatibility for.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Nice work, I wouldn't have thought this game was so complicated. Yes vote. I also edited the opening post of the first 500 thread so that these movies that were initially rejected but published much later are represented there for quick reference. (There are 7 left after this one.) v Added, thanks.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
aiqiyou wrote:
Alyosha wrote:
aiqiyou wrote:
At 9533 frame in level 2-3, the enemy didn't shot Lolo. I want to know why?
This is a glitch in don medusa's line of sight detection. If they are moving left or right and you are to their left and there is a solid object to the left of you and the spacing is correct then you will not get shot. A similar thing can happen for vertical movement.
If Lolo was on the right side of the enemy, would that happen?
Nope, it is left side only. Similarly with vertical motion it would be above only and not below.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
aiqiyou wrote:
At 9533 frame in level 2-3, the enemy didn't shot Lolo. I want to know why?
This is a glitch in don medusa's line of sight detection. If they are moving left or right and you are to their left and there is a solid object to the left of you and the spacing is correct then you will not get shot. A similar thing can happen for vertical movement.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Alright, it now always imports as GB. Sync settings don't respect the implied console type anyway. At least it will work now. Might need to manually edit sync settings still but oh well. EDIT: there now isGBC flag is properly set in movie file header and console is selected as either GB or GBC accordingly in sync settings. Still have to do GBA mode flag manually.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Alright, I changed the importer so that the movie it produces matches the currently loaded core. Side Note: importing movies with 'GBC' as the console seems to give an error when loading. I'm not sure if I should change this in the importer or in the cores. But for now you might need to change the identifier in the 'header' file to GB for some movies to work, regardless of which core is loaded.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
TiKevin83 wrote:
Alyosha, if you need any more movies to test: SMB 1.0 and 1.1 have resyncs TwistedTammer's LADX syncs almost as-is Mickey's Chase has that resync you just mentioned Pokemon Blue/Yellow NSC and Glitchless (I know you've tested some of these before) Pokemon Crystal Glitchless (I believe you tested this one as well) Pokemon TCG should have console-syncable movies soon
Pokemon blue yellow and crystal are linked on the opening post, I try to keep the resyncs available. I'll be getting to the new ones soon, I'm been very time constrained lately but covid19 looks like it will give me some free time. Also @EZgames69 or anyone else who needs help importing stuff, just tell me which movie you want and I can do it quite quickly, i have a lot of practice.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
adelikat wrote:
as of 2.4, I added sync settings to the importer logic. To do that means it picks the core. I picked it to be GBHawk. My understanding is that is the more accurate and therefore preferred core. We have no support currently to add sync settings ANd let the user choose the core
it does? I tested just now and when gambatte is loaded the input roll still is imported as gambatte, so this at least needs to be fixed. I should be able to unify sync settings so that either core should work for importing though.
EZGames69 wrote:
Gambette as of right now is more accurate than GBHawk. the accuracy is so precise that it's expected that every game can be console verified (if put into GBC in GBA mode that is). So I think Gambette should be the default choice.
It is not more accurate, as far as I know everything that has console verified in Gambatte also works in GBHawk (with some re-syncing due to frame timing differences.) This also includes the most recent Mickey's Dangerous Chase level 1 WIP. Also this is only applicable for single speed mode, I don't think anything has been done for either core in double speed mode. EDIT: Also I'm fine with importing being for gambatte by default, I realize I'm probably the only one who uses GBHawk, and if the verification pipeline works better for gambatte so be it.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
It depends on which core you have loaded. If you have Gambatte loaded it will import as Gambatte.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
nymx wrote:
I come back another day and something new shows up that I wouldn't have considered.
Yeah that is my favorite part about working on puzzle games like this. It's a fascinating thing how new realizations suddenly appear out of thin air, and feels quite rewarding when you actually find something new after hours of failures. Also with this the only remaining lolo run not improved recently is lolo 3. It's more daunting at twice the number of levels, but hasn't had as many iterations so maybe I'll start looking at it. There is also Eggerland but that's a bit of a different case.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Fortranm wrote:
Wario Land II (GBC) doesn't save properly even after I turn on the "Use Existing SaveRAM" option.
Alright I'll add it to the issue tracker.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
That's weird. Your best bet now is to go IRC and see if someone can help you real time: https://webchat.freenode.net/#bizhawk
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Also it looks like this is a prototype for a game called otto's ottifanten - baby bruno's nightmare. Might want to try that one too.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
EZGames69 wrote:
For what it's worth, I confirmed sync on BizHawk 2.4. Strangly enough this game does not work on the dev build at all (I tested that version because it has updated version of Gambette, the game just refuses to load after the bios)
This game isn't working on Gambatte in the dev build? Does it work in GBC mode, or in GBHawk?
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
There is only one option for BIOS in intellivision, so if BizHawk is loading the game you have the correct one. I mean go to tools -> TAStudio and use inputs from there. Alternatively also test tools -> virtual pad. These are different ways to give the game input then the keyboard. Another user confirmed that Intellivision in 2.4 is working for them, so it's definitely something on your end, just need to narrow it down.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
What build are you using? Donkey Kong has a TAS made on 2.3 so it was definitely working before. Does TAStudio inputs on the piano roll work? EDIT: Also try switching from analog controller to digital one in Intellivision -> cotroller settings -> standard controller. Then reboot the core.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Have you tried using player 2 controls? Some intellivision games use player 2 controller as player 1, and I know those games were working previously.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
I can't test it myself right now but I glanced at the code and it looks correct. I suggest deleting your config.ini and starting over, maybe you double assigned something. Also what game specifically? Also check autofire controls and make sure nothing is double assigned there either.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
I've been too busy to do any dev work lately but I did some research to follow up here. From what I can tell there are no mappers in the Odyssey II or Videopac G7000, or even videopac+ G7400. Maximum game size is 12KB of which there are 2 examples (neutron star #55 and air battle #58) There are bank select registers for games over 2 kb, but those are properly emulated from what I can tell. So once again if anyone knows any US (i.e. Odyssey 2) games that aren't working please list them so I can look at them first as they are what should be supported right now.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
How will that effect anything?
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
There has to be a better solution here then to have the 'published ' run be the slower one, that doesn't make sense.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Very unique submission here, I've never heard of or seen anything like it on the NES before. Very interesting optimization, nice work and yes vote.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
http://tasvideos.org/userfiles/info/61698926306049381 Here's WIP 2, going through the rest of world 2 and cleaning up world 1. Time saves include better bonuses in red hot ride collect the stars with a better route and Barrel Bayou bonus with faster kills. Also, the published TAS, the nico video TAS, and all 3 runs on speedruns.com inexplicably miss an intended shortcut at the end of slime climb. I found this pretty funny, ~5 free seconds of savings for me I guess.