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Alyosha
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jlun2 wrote:
... I'm not sure if it's because the reset timing is different, or if it will work if subframe reset is implemented, but I'm not sure how to trigger the boss in the first room like the current run. I have no idea if it's truely impossible due to my lack of (assembly) knowledge, but I hope not. ... How much difference gameplay wise is that? Does it affect the RNG (or syncing)?
Seems like we need trace logger in mGBA to sort that one out. The gameplay is quite different I can barely make it past the first bridge and then things fall apart. It could also be due to the other errors in the A2600 core at the time, either way it doesn't work. Also, coincidentally from current events it seems like [3424] SNES Super Metroid "game end glitch" by Sniq, total, Aran Jaeger in 07:09.68 is also impossible from discussion here. At least that one's getting a replacement presently.
Alyosha
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£e Nécroyeur wrote:
Guinness Officially Nixes Todd Rogers' Dragster Records https://kotaku.com/guinness-officially-nixes-todd-rogers-dragster-records-1822568394
Well, I guess it's over. I hope they still make the RAM analyzers though. They barely even got to use them.
Alyosha
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jlun2 wrote:
So.... [2285] GBA Densetsu no Stafy "demo glitch" by jlun2 in 03:28.68 Ok, so the glitch is that if you restart when opening the menu, the temp save messes up, and you end up loading wierd things. Reset must be done on a lag frame, which means it's a hard reset, so the BIOS will play back every time the glitch is used. This movie isn't technically "impossible", but IF you do this on console, the last boss makes zero sense to restart over and over due to the BIOS playing back over and over. The glitch REQUIRES a hard reset since it occurs during a lag frame, so if this run were to be done on mGBA, it must beat the last boss "legit" simply due to the BIOS taking too long. tl;dr An updated TAS of it will be forced to be slower due to BIOS if reset; last boss cannot be glitched without significant slowdown. Also the run resets like 3 times to reach the boss, so the BIOS will be forced to playback more than once anyways. If it's any help, I can try remaking it in BizHawk and submitting it. I hope it doesn't cause too much issues. Edit: This same scenario also occurs for Dementium the Ward TAS, but for 1 single situation during the mouth room boss, where skipping the cutscene causes crashes after the chapter and forces a reset. The BIOS on a console would make this slower than simply viewing the cutscene.
I think this is a very interesting case. My personal opinion is that our technical standards are way to low in this area, and I would like to see a realistic replacement. Quite interesting regardless. EDIT: Another interesting case is [2821] A2600 River Raid by Lord Tom in 1:22:47.90 The version of BizHawk used in this case has an error in the timer. The error is slight, but over an hour, it adds up to several seconds.
Alyosha
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Tested on BizHawk and yeah you need to use the full screen settings. For NesHawk go to NES -> Graphics Settings -> Full [0,239] You can do a similar thing in FCEUX in config -> video
Alyosha
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That’s pretty weird. Looks like an IRQ issue, I’ll take a look at it tonight.
Alyosha
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MESHUGGAH wrote:
I'm also unsure about that anyone will come here and post a published TAS that probably relies on an emulator bug which would require the knowledge of the game and platform itself (cause I guess you are looking for known cases, not potential ones).
Actually I am looking for potential cases. Sequest was assumed to be correct for 3 years, so I'm curious if there are other similar instances. Also I'm not so much interested in runs that simply fail to sync on console, that would be most runs. I'm interested in ones that have some fundamental error that can't be simply fixed.
feos wrote:
If the conditions are different, improving them and improving the run might fix the verification. If conditions used in that run are outright impossible, then it's pretty sad. Start from this post: http://tasvideos.org/forum/viewtopic.php?p=223361#223361
Yes this is precisely what I'm interested in finding out.
Post subject: Impossible TASes
Alyosha
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We generally accept that emulators are innaccurate without giving it too much thought. If a certain TAS happens to work on console, or a game happens to be particularly stable and easy to emulate, great, but just as a matter of practicality we don't spend much time thinking about it. If we had to wait for perfect emulation, we'd have hardly any TASes, so we settle for good enough. What's good enough? Generally speaking if it 'looks right' no more attention is paid to it. This works most of the time, maybe you did a jump in a TAS that doesn't quite line up on console, but if it looks like it could work with only minor adjustments then it's probably close enough. Or maybe some RNG manipulation doesn't quite work out, but if slightly different manipulation could still make it work, well close enough. But, how do you know? Can we know which TASes are fixable, and which ones are impossible, even in principle? I recently realized that [2599] A2600 Seaquest by morningpee in 01:39.80 relies on a glitch that doesn't even exist in reality. The majority of the encode is showing something that will literally never happen. I like to focus on accuracy, so for me this was a bit un-settling. But originally I thought, 'Well it's only A2600, who really cares? It's only a 1:45 long TAS, I'll make a replacement and move on.' Yesterday though I remembered that this wasn't the first time I saw something like this! [749] NES Paperboy by Randil in 11:30.78 Paperboy is just as bad as Seaquest. The customer houses are determined by the number of cycles from power on until the code reaches a certain point. FCEU is not even close on this, so it gives an arrangement that you would never see in a real console. Now we're in NES territory, with hundreds of runs dating back over a decade. So now I'm wondering how many more TASes are out there like this. How many LOOK right but in fact rely on emulator bugs? How many impossible TASes are there? I think this is more then a philisophical question. We spend hours and hours working on a TAS, I think most people wouldn't want to work on something that is inherently flawed on the tool they are using. Can anyone else think of any examples? Are there any runs you suspect have something fundamentally wrong with them? (I'm currently looking at [1686] NES Mega Man by Shinryuu & finalfighter in 12:23.34 The NMI race condition at the start of Ice Man stage is known not to work on console (and desyncs in the same manner on BizHawk.) I don't know if it can be fixed or not.)
Alyosha
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I think Bionic Commando can lose its star, it's pretty average.
Alyosha
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The run [2599] A2600 Seaquest by morningpee in 01:39.80 relies on a glitch that is the result of emulation error. I plan to submit a run to obsolete that one that doesn't use the glitch. However, I saw a lot of discussion on that movie's thread about goal choice, ending, and branch name, and I wasn't really sure what the ultimate conclusion was. Should the existing run still be held in 'moons' or is it actually in the vault? What kind of run would I have to submit to obsolete that one? Does it have to be a 'max score' run or could it be a 'no new content' run? (A max score run would likely just be repeating the highest scoring pattern every level until the end which would be about 25 minutes of repeated play.)
Alyosha
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For some time I have been trying to reproduce the 'no despawn glitch' as demonstrated in the currently published TAS. [2599] A2600 Seaquest by morningpee in 01:39.80 So far, I have been totally unable too. The discovery of the glitch was also made on emulator (probably an early version of Bizhawk but I don't know for sure, as is obvious from the divers sticking out of the left edge of the screen.) So far I have found no evidence that it works on console and cannot reproduce it in the current version of BizHawk. I am becoming convinced that the glitch itself is an emulator bug. This would be unfortunate as it would completely invalidate the TAS. I'm posting this here in case it piques anyone's interest. I don't have a lot of time at the moment to sort this out, but any demonstration that the glitch works on BizHawk 2.2.1 (or console) would be a welcome and easy solution. EDIT: The sub is one pixel too far to the left on BizHawk 1.6.1. Bizhawk 2.2.1 and Stella are in agreement on it's poisition. This is likely the cause of the glitch/bug. EDIT2: Yup, I can confirm that moving the sub one pixel to the left is what makes this 'glitch' possible. I'm quite certain now that this glitch is just an emulator bug and the TAS (and the glitch itself) is not possible on hardware.
Alyosha
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fsvgm777 wrote:
Alyosha wrote:
I just added suport for korean BIOS. I'll try to make region choice a little more clear cut as well going forward.
Not sure if it's intentional, but I don't seem to be able to access the Korean BIOS in any way on the latest interim builds?
Make sure you have 'Region' set to auto. This will(should) then automatically boot with Korean bios for games recognized as korean ROMs in the game db. EDIT: Regarding Aladdin, it appears to be only a EU ROM. The game doesn't appear to have been released in the US. It does have a Korean release, but I'm not sure if the ROM is any different (I can't find a specifically korean one.)
Alyosha
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MESHUGGAH wrote:
Bizhawk 2.2.1 Gambette Cheats crash 1. Open GB ROM 2. Add a cheat using the Cheats tool 3. Save a state 4. Load that state 5. Press CTRL+R for crash Was trying to check some stuffs in Super Mario Land to generate lag frames with the Cheats tool. Don't know if it's only Gambette issue (tried A7800, no crash)
Can't reproduce on the dev build, seems to work. (Anything Gambatte related, just use the dev build for, many things have changed for it since 2.2.1)
Alyosha
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https://segaretro.org/ Sega Retro is an excellent resource for this kind of thing. It gives a lot of valuable information about which titles are released where as well as a lot of other neat facts. I'll look at that specific case when I have more time.
Alyosha
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MESHUGGAH wrote:
BizHawk 2.2.1 no gameboy firmwares crash: 1. Open a GB ROM (drag and drop) 2. Set "use BIOS" to true and place GB Bios in firmwares 3. Open a GB ROM (drag and drop) 4. Open a GBC ROM (drag and drop) Using the above steps it should always crash. After writing this post (while doing these steps), GB ROM doesn't have BIOS however it says "True" in bold letters. This also works revers (GBC ROM, place GBC BIOS, GBC rom, GB ROM)
These crashes have since been fixed and will roll out with 2.2.2. Try the dev build if you want to test it out.
Alyosha
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Make sure you are using the 'proline controller' in the controller settings. The one button (joystick) controller does not work with this game. With the proline controller it works for me
Alyosha
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Can confirm it desyncs in 2.2.1 using those repro steps. But, it doesn't desync in the Dev build (I tried multiple attempts.) Can you try the dev build MESHUGGAH? I'm not sure what exactly might have fixed it, but it appears to be fixed.
Alyosha
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hegyak wrote:
Serial Port? Do you mean the Link Cable Port?
Yes. I actually have all the logic implemented since several games require it to at least nominally function, I just don't have any protocol to actually hook it up to anything. Maybe I'll just copy whatever is done for Gambatte but I haven't looked at it yet.
Alyosha
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With the latest commit to GBHawk I can now passs the test intr_2_mode0_timing_sprites.gb. This is a gruelling test which requires accurately emulating cycles lost to sprite evaluation. My current implementation is only an algorithmic approach. I don't know what each cycle does, but the total cycles are accounted for accurately (at least to the extent possible with the currently available tests. With this, I can pass every one of Gekkio's tests except an obscure OAM bus conflict one and the tests dealing with the serial port since I haven't implemented it yet. Pinball Fantasies still doesn't work. I know that the problem and the solution are, but I need some new tests in order to implement it correctly. I think LIJI28 (Sameboy author) was working on some. At this point I am pretty confident in declaring GBHawk ready for TASing. This should be considered only phase one though. A lot more work is needed and many edge case tests need to be done before I can declare this core 'cycle accurate.' At this point though, it is a solid foundation on which to further develop it into a truly accurate GameBoy core.
Alyosha
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Excellent work once again Challenger! OVer 300 frames is very impressive, yes vote!
Alyosha
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jlun2 wrote:
I'm not sure if it's fixed in the latest interim build, but when using GBHawk, 2 things: 1. When I first changed cores, I noticed I had to reenter my controller settings again. 2. For the game Bishoujo Senshi Sailormoon R (Japan), in TAStudios using this core, sometimes the audio mysterious becomes mute, and the only way to make it on again is to reset the core. Edit: Also it appears the input file generated by Gambette v GBHawk is a bit different.
1. I'm not entirely sure what you mean by this, can you give some more details? 2. I'm not seeing any issues, I'll need some more specific reproduction steps for this one. (And make sure it's on the most recent dev build) Controller: I kept the 'P1' prefixes for now, but I put the controller ordering back to those of gambatte for consistency.
Alyosha
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feos wrote:
Alyosha wrote:
It doesn't work if you close TAStudio after copying to clipboard. It would also be handy if you could copy inputs across different instances of TAStudio (from different BizHawk instances) but I'm not sure if such a thing is practical.
Post #441262 Describe everything that doesn't work about this feature.
Oh it does work, that's cool! Here is what I was doing that didn't work. Open 2 instances of BizHawk. Open 2 instances of TAStudio. paint some inputs in one instance, then copy them. On the other instance Edit -> paste will not be available. (But, right click paste is still possible, as is ctrl+v. After you paste in this way once, the edit -> paste option becomes available.) So I guess it's just a minor anomaly, I should have experimented more.
Alyosha
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feos wrote:
Are you saying it doesn't work?
It doesn't work if you close TAStudio after copying to clipboard. It would also be handy if you could copy inputs across different instances of TAStudio (from different BizHawk instances) but I'm not sure if such a thing is practical.
Alyosha
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Fortranm wrote:
Is it now possible to use GBC bios under CGB on GBA mode? I know the actual bios is still not dumped, but is the hacky solution from Gamebatte Speedrun included?
I think so, it does eveything Gambatte speed run does, what is an easy way to test? EDIT: Oh, now I remember there is an issue on github about this, let me look into it. EDIT2: yes, it does work, the extra world in Wendy, Every Witch way is playable. Although personally I would consider this hackish support for casual play only and not really acceptable for submissions, but that's just me.
Alyosha
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I have just committed some major improvements to Gambatte from gifvex (mcmaeve on github.) The improvement fix Pinball Fantasies on Gambatte, restore BIOS support (and make it mandatory), restores ability to play GB games in GBC mode, and make a few other small accuracy improvements. These improvements should help in creating some runs that work on console. If anyone is interested please try out the dev build.
Alyosha
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Niamek wrote:
For next year, I would love to see an award concerning the routing/planning/research required behind a movie. (Not the actual movie making or luck manipulation).
I think this is a great idea. That stuff is usually my favorite part of any submission, I usually read it even if I don't watch the TAS.