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Alyosha
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petaQ wrote:
C64 4 in 1 game cart doesn't work currently, unpaused Bizhawk auto-starts the first game, failing that you can use Joystick port 2 on frame 4 to select the second. Member J posted "Can confirm this behaviour with up to date developer version of BizHawk. Works fine on Vice and CCS64. Fiendish Freddy's Big Top o' Fun + International Soccer + Flimbo's Quest + Klax (Europe) (C 64 Games System).crt SHA1: 0b35ea869239ed1edbc4b31e6d5da185bf88ea19 With TAStudio, there's one frame (#4) where you can press down on Joy2 to select the second game. But things don't seem to work further than that. Moving around in TAStudio (after adding the Down on frame 4) also breaks things further, need to reboot core every time for it to run expectedly. " I'm hoping to Tas Flimbo's Quest having recently worked out how the rng functions. I'll try tape images meantime, I can't find a different compatible cart file.
I'll look into this one. But it better not be another scanline interrupt issue...
Alyosha
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I don't do too much fancy stuff in TAStudio but it seems to work without issue and is quite a bit quicker then before, great work feos!
Alyosha
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I fixed ColecoVision so that the Turbo controller now works. Games like Turbo and Destructor should now be fully playable / TASable. NOTE: The correct solution here is subframe input that can capture changes in real time, since a sampling rate much greater then once per frame is needed. Instead this is emulated subframe input, which should be indistinguishable from real input but is never the less slightly wrong. NOTE2: make sure you set 'deadzone' to 0% when setting analog controllers, otherwise you will get very jumpy controls.
Alyosha
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Looks like a problem with the triangle channel linear counter. Should be an easy fix. I'll look into it in the next couple of days. Thanks for the report. EDIT: fixed
Alyosha
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Ok I finished adding audio. Along with that I refactored the core a bit to make it function closer to the other in house cores. Please test for regressions.
Alyosha
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I have made the initial commits to ColecoHawk to add Super Game Module functionality (as well as Mega Cart compatibility needed for many of the same games.) The sound from the SGM won't work yet though. I need to refactor some stuff in order for it to be combined with the existing sound output from the core. But for now game functionality can be tested. NOTE: you need to select the option in the colecovision menu in order to enable the SGM.
Alyosha
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^Fixed (note: this occured when selecting an invalid number of players. TCI should behave as NOP regardless.)
Alyosha
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[3577] SMS Psycho Fox by The8bitbeast & Sonikkustar in 02:11.87 I think you can get some good commentary from this one. 'Press pause to go faster' is pretty funny and something I don't think many people have seen before.
Alyosha
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Aw man, I didn't know it's already been done, well probably no one wants to see a repeat, even if it's on console now.
Alyosha
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Ok so the original one has the same sound chip as Intellivision, not sure about the 'pro' version. Should be easy enough to implement.
Alyosha
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So someone made their own hardware add on to expand the capabilities of the ColecoVision? Now that is serious commitment. The memory management stuff looks easy. I'll need to find out about the sound chip though. I wouldn't expect this to happen anytime soon however.
Alyosha
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[1686] NES Mega Man by Shinryuu & finalfighter in 12:23.34 NESHawk and Mesen agree that a slightly modified version of this run should work on console. I think this run would provide a lot of interesting commentary about how NES works, what the NMI glitch is, and how TASers exploited it. It's the same basic glitch throughout the run, so 12 minutes should be more then enough to cover things at a reasonable pace. You could even explain the basic idea with some visuals or something fun. This might be more technical risk then you want though. If you are intereseted, you might to have TASbot run through this file up to the first glitch in Ice Man stage. If it can hit the glitch consistently (which both BizHawk and Mesen do, so it should be fairly stable) maybe it's consistent enough for the event. It still needs to be re-synced to BizHawk though. (you can truncate the movie to right after the delaywatercurrent glitch, it's only synced to there) http://tasvideos.org/userfiles/info/44988607938034213 Also, I can help with anything NES or BizHawk related if it's needed. Also I like keylie's idea, that sounds cool.
Alyosha
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I guess its possible that your NES is running slightly faster then normal. Everything comes from the same master clock including the signals that control the TV signal. Could be some kind of frequency drift I suppose. It's pretty hard to account for 13 frames otherwise. Also I did test that simplified movements without paper deliveries does not effect the level time. So, it seems certain that the same amount of frames are passing here. The question seems to be how much real time each frame is taking.
Alyosha
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Interesting. I tested your movie in the most recent BizHawk version and it still syncs, so it's not an emulation difference there. I tested it in Mesen and it did de-sync, so that is a strong indication that something is up. The game uses CNROM which isn't anything too special. I'll look into it. EDIT: Some initial results: Car Honks and Crashes in the game use the DMC channel meaning some DMC DMAs happen at those times, but I didn't see anything that would cause slow down there. Mesen ends up 3 frames behind BizHawk by the time of the restart, I haven't tracked down why yet (probably some ppu timing thing since Mesen starts a little differently.) Whatever the case may be slower isn't helping us here. EDIT 2: I'm not seeing anything here that would cause an error of 13 frames. My suggestion would be to send this run through a console replay device. If there is a consistent de-sync it might point out where emulation is going wrong, but right now my guess is that it would in fact sync (at least some of the time) and that the error is somewhere in the video processing. EDIT3: I added 3 frames to the movie right before pressing start to restart the game after the intentional crashes. After doing this the run synced in Mesen all the way up until Friday (~38000 frames.) This is pretty strong evidence the emulation is correct to much better then 13 frames every level.
Alyosha
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Ah, ok it's fixed.
Alyosha
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Can't find the (J) version. What's the hash? With that I can add it to the DB.
Alyosha
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Kurabupengin wrote:
Hello. Um... I made a palette. This palette replicates Nintendo's 3DS Virtual Console palette that they use for their rereleased games. https://files.tasvideos.org/dekutony/3DS%20Virtual%20Console.pal Maybe it can be added to the official BizHawk palettes folder with the others, since I didn't saw this palette in there. You can add it if you want to of course.
Does it really look brownish tinged like that? Here is what I am seeing:
Alyosha
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I tested this out and Moon Patrol seems to work ok for me. At least, I didnt see any regressions between versions. I think Virtu just needs a lot more work. I'll put up an issue on the tracker though since DK defeinitely doesn't work.
Alyosha
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That's true I editted the title for SMS. Also I'm playing at 60hz since this game has a brazil release, and I'm a bit skeptical about the (E) flag since the music sounds too slow when played on 50hz and the game doesn't seem to adjust it.
Alyosha
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After a very long and boring re-sync process, here is the complete re-sync of Psychic world by dammit. I didn't really keep track of where I gained and lost frames, timing was slightly off throughout the run, so any improvements will be based on this: http://tasvideos.org/userfiles/info/45319699143100821
Alyosha
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arkazal wrote:
Hey, thanks for the post, Alyosha. I tried it in 0.6.1, but it's the same sound. It's particularly bad in Magical Houshin, but even other games sound slightly... fuzzy compared to VBA-next. I don't know what endrift's issue tracker is though. I just saw this thread about mGBA and thought I would post what I know.
https://github.com/mgba-emu/mgba/issues You can post your issue there, that way endrift (mGBA author) can take a look at i.
Alyosha
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How do you jump? The only manual I found online says press 'A' but that doesn't work and I can't get by the first ditch on 1.11.8.2
Alyosha
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arandomgameTASer wrote:
Isn't there some button Prince of Persia needs to run that isn't implemented or something?
These might be the 'white apple' and 'black apple' buttons, which aren't implemented. Also I tested DK on stand alone Virtu, and it's also unplayable there as well, so maybe this core just really isn't that mature.
Alyosha
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^ Make sure you try the most recent version of stand alone mGBA (0.6.1). If the bug is still there, report it on endrift's issue tracker. This isn't likely something we'll fix on our end since we just port the core. Also I don't know anything about save RAM.
Alyosha
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DK seems to be buggy on all tested versions going back to 1.11.0, what is an example of a game that worked before but doesn't now, and what version did it work in?