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Alyosha
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http://tasvideos.org/userfiles/info/46805336826281923 I found improvements in 2-1 and 2-4. I'm thinking the improvements cybershadow found were these plus 2-6, so that list of 5 levels would be: 2-1, 2-3, 2-4, 2-6, 3-2 There is also the improvement I found in 2-7, and the knwon improvement in 2-2. So that's 7 levels improved so far. I looked over most of the other low move count levels but didn't see any obvious improvements. So the only other known improvement is in 3-10 which I haven't looked at yet. I'll probably look over the other levels up to that point first.
Alyosha
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Config -> Speed/Skip -> (set the speed you want)
Alyosha
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Huh, not sure what to suggest then, maybe you have a bad rom? That message pops up when a rom is in Quicknes’ blacklist, but I don’t see Mario 3 there
Alyosha
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thommy3 wrote:
CyberShadow had a bot search for better solutions and mentioned it in this thread. See my old post for a 2-2 tip. It might be exactly that position the screenshot is showing. Then going for the left 3x1 block will be even faster.
Ha, nice catch, I didn’t even see that! So someone already coded a solver for this ... 9 years ago 0_0. Man, there is so much lost or abandoned work out there, it’s kind of sad. EDIT: I managed to figure out the improvement in 2-3 to get 98 steps. I implemented the 205 step route in 2-2. I also implemented the 2 step improvement in 2-6 from thommy3. I haven't looked at the 3-2 yet which cybershadow listed as 180 steps (5 step improvement.) Nitrodon also mentions an improvement of 3-10 to 426 steps that I haven't looked at. CyberShadow originally mentioned 5 improved levels I don't know if the 2-6 and 2-7 improvements are part of those, so at best 1 more improvement is out there and at worst 3. EDIT2: http://tasvideos.org/userfiles/info/46783748064223941 It took some effort, but I found 180 moves in 3-2. Only one more (stated) improvement to find.
Alyosha
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Here is a movie file that syncs in GBHawk in the current Dev Build. I included the above time save, and also found a 3 step faster route in 2-7. I might spend a little more time looking at the other levels, but so far nothing else has stuck out at me as being obviously improveable. Also Kwirk does some stuff with audio mixing (cutting off the wave channel mid sample) that results in some obvious popping. I'm guessing there is some kind of filtering I should be doing to mitigate this, but I haven't looked into it yet.
Alyosha
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arkiandruski wrote:
Good news. Switching the core to NEShawk didn't desync the movie at all. Continuing with new core. But if NEShawk is more accurate, why is QuickNES the default?
Oh nice, glad it synced up for you, that's lucky. QuickNES is like 20x faster so is more accessbile for regular (non-TAS) users and those with weaker hardware.
Alyosha
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Woah it's been over 2 1/2 years since I looked at this game, time sure does fly! New run looks really smooth, although since you are starting from scratch I would recommend using NESHawk instead of QuickNES for the much higher accuracy, but it's not required so up to you. Anyway good luck!
Alyosha
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Switching cores for Mario 3 works fine for me. Try downloading the most recent BizHawk version (2.2.2) and see if it works there. If it does, then it must be something the RTC is doing.
Alyosha
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I was testing out GBHawk with this game and I noticed that there is an oversight in Level 2-2 in the published run. The published run takes the blue route, but it's faster to take the red route. Curiously, the 100% run on speedrun.com also makes this mistake. I'll probably look over some of the other levels as well, but puzzle games generally aren't my thing, so if anyone else wants to jump in and look for other improvements feel free.
Alyosha
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Star Tropics 2 is done! I also removed Street Fighter 2010 while I was at it and updated the list of people working on stuff to my knowledge. 10 to go!
Alyosha
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Congratulations Ferret Warlord, job well done! The fact that this run syncs on Majorly different versions of BizHawk gives me some confidence that it would work on console. A nearly hour long console verification would be pretty impressive, hope it happens!
Alyosha
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natt wrote:
Hold the phone. There's code in Bizhawk to hook up the tilt sensor and the vampire sensor to the mgba core. Is that not working? If so, it's probably a 5 minute fix for me. Did someone report this? I don't see anything on the issue tracker with "tilt" in it.
I just tried it now, and when I bind tilt controls to the mouse for example, then try to record inputs in TAStudio, I get the error:
oops
System.FormatException
.
.
.
in BizHawk.Client.Common.Bk2ControllerAdapter.SetControllersAsMnemoic
So yeah, some kind of controller definition problem I guess.
Alyosha
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endrift wrote:
I'm not sure why writing a new emulator is required to get the peripherals that mGBA already supports working in BizHawk. Wouldn't it make more sense to fix up the mGBA integration and hack on the already fairly mature mGBA?
Yeah, but I wouldn't have any fun or learn anything doing that. Even if it doesn't prove useful enough to make it into BizHawk main branch I'd still like to have a go at making it anyway.
Alyosha
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MUGG wrote:
Good luck with this project. However, I don't see the point since mgba already aims for accuracy. Can you elaborate what you mean by "for things like Yoshi Topsy Turvy"? Because I already started a WIP on the mGBA core which worked out fine (although a luascript is required to make tilting work). Link to the Yoshi Topsy Turvy thread
I didn't know you could do that. 0_0 Geez, seems I'm always two steps behind. :/ Oh well, I'm doing it anyway! Maybe it will have some unforeseen benefit somewhere down the road.
Alyosha
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Nice work! Glad the new run has such a major glitch, you really just never know what you'll find out there. Yes vote.
Alyosha
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phoenix1291 wrote:
However, what do you plan to bring more than mGBA for example?
Nothing in particular (although hopefully audio as Sonia mentioned.) Really it's just to have an in house core that is exapandable. Maybe for things like Yoshi's Topsy Turvy (similar to how GBHawk helped for Kirby Tilt n Tumble.)
Fortranm wrote:
Good luck! BTW, do you have plans to edit the DualGB mode so that it can use GBHawk? Or maybe even make it support more than 2 games at the same time?
At this time GB/CHawk is paused until some new test ROMs come up to help fix things that I know for sure are wrong. The fixes should be pretty simple, but I need to make sure everything fits together just right.
Alyosha
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I've had fun working on the GB/C cores recently, so I've decided to start working on the next step in Nintendo handhelds the GBA. I've wanted to start looking at more modern systems for a while and GBA seems like a good place to start in that respect as well. Based on the performance of the GBC core and the increased demands of the GBA, I likely don't have enough head room to make the core run at full speed using my current approach, so I'm hoping this venture will also force me to learn more about optimizing my code. Whether or not this core makes it into releases will depend mainly on how performant I can make it. But at the same time I won't be sacrificing accuracy, and as with my other cores my goal is single cycle execution. Having said all that, feel free to post suggestions, or if you are also interested in GBA and maybe want to try contributing. There's plenty of work on this one for division of labor, and a lot to learn along the way.
Alyosha
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Warp wrote:
I would once again ask: This exact thing works at speedrun.com. Why wouldn't it work here? There, many games have many categories that have technically speaking "arbitrary" rules and limitations, but these have been decided and agreed by the speedrunners themselves. The list of limitations in some categories for some games can be quite extensive (and sometimes not without slight controversies). But nevertheless, it works there, and can result in very popular speedrunning categories (once again Ocarina of Time being the posterboy for this, although it's of course not the only example.)
I think TAS in general is too small for that. If you want stringent category consistency and community governence, maybe looking at the issue the other way around would be better. Why can't Speedrun.com just have a 'Tool Assisted' branch for each category they offer? They already have the infrastructure for it, at least.
Alyosha
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Sonia wrote:
However, there's still another issue. Basically, the game's audio is out of sync. Characters' mouth movements don't sync with their voices. This also happens in mednafen, no matter the dumped image. I once created an account in their forum to report the bug, here's the link: https://forum.fobby.net/index.php?t=msg&th=1571&start=0& According to the last post, this apparently has to do with CD-ROM seek time not being properly emulated. This could prove useful if you're willing to look into fixing stuff.
Yeah, my guess is that the developers just ran the disc on console and just plugged in how long the load times took into the game so everything would sync up. Actually simulating it though is not something I'm going to sink time into. I'll add it as an item to the github issue though just so it's being tracked.
Alyosha
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http://tasvideos.org/userfiles/info/46428958365535560 Here is a movie that syncs in the original ROM in the current Dev Build of BizHawk. It's a simple resync of the original only adding / subtracting frames where needed.
Alyosha
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Extrems wrote:
Console-verified using Game Boy Interface.
Cool stuff, that Game Boy Interface is an impressive peice of work. Hopefully it opens the door to more console verified runs and research into emulation differences.
Alyosha
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Beed28 wrote:
I was playing Holy Diver just now, and I got softlocked after the fifth boss. Normally, after the boss dies, the end of level music begins playing and the floor opens up beneath the guy on the cross and you jump down after him. However, in my situation, the music never starts up; the floor doesn't open, and I'm left trapped in the room. I've retried the fight a few more times, but I always get the same result. I'm using v2.2.2(64x), playing the game with the QuickNes core.
Nothing we can really do with QuickNES, try NESHawk.
smellyfeetyouhave wrote:
Despite showing up and showing the domain when in action, the code data logger doesn't appear to work with NESHawk. Is this a bug or was it just not fully implemented? Seems like it should be working with NESHawk of all cores. It only shows the "RAM" domain and despite causing the game to lag up (it's clearly doing something) it's not populating that domain.
I probably broke it somewhere along the way. If you actually need it for something you are working on, then I might try to fix it, but otherwise probably not.
Alyosha
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Game is fixed in master (for NESHawk.) It had a bad header, and there were a couple bugs in the mapper.
Alyosha
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I fixed the other MBC7 game, Command Master, and also fixed the sprite priority glitches that were effecting GBC games, so Kirby tilt n tumlbe no longer has graphicla glitches (and all other GBC games impacted by this as well.)
Alyosha
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Ok we can now tilt 'n tumble! I think I got everything working with the mapper and EEPROM. Motion controls and centering work, saving works, and TASing is possible. However, I've never had a GBC or played this game, so I don't really know if the controls feel right, or if it gives the proper playing experience. So, if you are interested in this game I would really appreciate some testing and feedback. (I know there are a few graphical bugs, I'll work those out over time, I'm primarily interested in how it controls.) Some notes on controls: You control the angle of tilt directly with the controls. This means there are some nonlinear effects. They aren't really that noticable in casual play though, since the angles are not that large. The control scheme is based around rotating about the up-down tilt access first, then rotating around the left-right tilt second. However, both rotations are around body fixed axes. This means that left-right tilt is coupled to the up-down tilt. The effect of this is that left-right tilt is less effective as up-down tilt increases. This might be an important consideration for a TAS, but so far in casual play I didn't see any serious impact. The current control scheme assumes you tilt slowly (basically the only accelerations on the system are from gravity.) There are no induced accelerations from fast motions. This is one area where there might be noticable differences between real play and emulator. I can simulate them if the feedback is that it's really needed.