Posts for Alyosha


Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
I like how they surrounded dwango with mics at the third interview. XD Too bad first one has no audio. I only got to see Super monkey ball live but it was really cool! Dram 2 was really cool as well, impressive work to all involved! (Still hoping to see DKC2 at some point) Sounds like everything came down to the wire again for both runs, glad it all came together in the end.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Looks like this is a V2 of the game. It mis-reports the number of files for side B (0x13 instead fo the expected 0x14.) If I change it back to the expected 0x14, it works. This kind of trickery does not work well with how the core processes FDS files. I think the core will need to be re-worked to not get fooled by stuff like this, making it closer to how a real FDS actually behaves. It would be a pretty big re-write though, I can't give a timeline on when it might get done.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Occasionally yes black screens are due to that, but that isn't the case here, some black screens are happening without switching disk sides. I think it's related to the same issue as Graphical Editor Hosuki, where the game purposely reports an incorrect file length to lessen loading times, but I haven't had an opportunity to really sit down and sort it out yet. What is that video trying to demonstrate? @Sonia: Doki Doki Panic works fine for me, what version / hash are you using?
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
feos wrote:
I ask because Hourglass-Resurrection is now effectively dead as well (sorry if you only know it from me), and Linux TAS tools are gonna be the only chance for PC games. Well, unless we decide to install Windows on computer emulators and TAS that instead.
Is it really dead? D: I was really hopeful for that one. I hope there will be some kind of post mortem if this is the case.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
feos wrote:
Not demanding anything, but it might make sense to also try to contact nEilfox. Participation of a person capable of beating Aglar's times (twice in a row) isn't something one can overestimate.
Couldn't hurt, I have sent a PM.
FractalFusion wrote:
I think nEilfox's username is spelled nEilfox, not nElifox.
I have always seen it as 'nElifox' 0_0 Thanks for the clarification, fixed.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
your movie file desync in 0.0.0.1978 http://tasvideos.org/userfiles/info/44400275527937644 here is a movie file that makes it up to that point without glitches, maybe see if you can recreate the glitchiness at this point.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Nice work! Here is a replacement file containing that improvement: http://tasvideos.org/userfiles/info/44400194329423720 I'll add Challenger as co-author.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
I have a .crt version of moon patrol with MD5: 88C7544BF0121C0042A9B7F5619E8191 As of the most recent commit, I do not see that glitch.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Challenger wrote:
The glitch used on the elevator (after the first barrier) doesn't work on the other elevator (after the second barrier).
I meant the grappling over the spikes part, which is slower then the original since I coulnd't fix the positioning after getting the scond barrier skip.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
The A2600 homebrewers always impress with what they are able to get out of the that system. yes from me, nice TAS.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Challenger wrote:
...I managed to improve that transition: http://tasvideos.org/userfiles/info/44378091249856675
Nice, but with that method the shot from the guy in the next room (that we need to skip the second barrier) is much, much slower, so that's definitely not an improvement over all. I currently don't see any way to get both the quick elevator and the quick bullet. If you can improve the second transition after the second barrier though that would be a definite improvement.
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/44367370341976366 Ok that silly error is fixed, please replace the movie file with this one. @Challenger: thanks for the temp! sorry I messed it up now but at least it's only the last 2 minutes! @Aglar: yes both transition areas after the barriers are different (and slower) then the oriignal. I was completely unable to recreate the strats nElifox used there, I think due to different positioning and scrolling at those points. If someone else can somehow improve them by all means do.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Koston wrote:
On the second Youtube video, at 2:13-2:25 nothing meaningful is done and should be removed. Just proceed directly right to the first barrier skip.
ahahaha shows what I know! Thanks for pointing that out I'll fix it later today.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Woah cool, thank you for all the testing Sonia! This will greatly help me in sorting out FDS issues, obviously it isn't quite up to speed with the rest of NESHawk. Also I don't know anything about multi-disk compatibility, I didn't even know such games existed. EDIT: fixed grand prix II and time twist, those were just IRQs firing a couple cycles too early. I don't know why exactly IRQs should be delayed by a couple of CPU cycles, but this is the case for these games to display correctly. Other games that only show black screens all seem to have the same problem, in the same form. They scan through the disk but the disk reaches the end before the routine they are in finishes. They are IRQ based, so once the disk runs out there is no more IRQs happening so it just kind of loops forever. Not sure what the solution here is yet but once it's figured out all those games should work.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
I fixed Silviana. The FDS core was not setting $4032 bit 1 (disk ready status) correctly. I am pretty sure my fix is correct, but if anyone interested in FDS games can try some out and make sure there are no regressions I would appreciate it. So far I don't see any though.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
phoenix1291 wrote:
Moon Patrol (Moon Patrol (1983)(Atari).crt SHA1: B5F5F296D4E50BF514096508A8ECF5ADF4DFFCEB) directions and jump work well, but the P1 and P2 buttons do nothing.
Fixed moon patrol.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
I do agree that this run is trivial in the sense that it does not stand out from unassisted play, but I'm glad for the opportunity to have more clarification on what aspects go into deciding that. In partiuclar, does performing glitches that don't save time (supposing they are very difficult to perform real time) make the run 'stand out' in the sense we are interested in here? This seems to be a large part of the disagreement here, from what I can see.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
WST wrote:
No mood to create a new topic for this, but I think it’s still important enough. https://googleprojectzero.blogspot.ru/2018/01/reading-privileged-memory-with-side.html https://meltdownattack.com/
This is fascinating. I don't know anything about CPU architecture or computer/information security, but I found those remarkably simple to understand (or if not understand, at least get the gist of), it's pretty surprising such inherent flaws went un-detected for so long, and also a little scary.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
phoenix1291 wrote:
Thanks Alyosha, I will test the latest release in the next days! EDIT: I've test some games (more or less the list I made in my previous post), it seems to be ok. (not related with C64 stuff, but will Tower Topler on A7800 be fixed one day or another? I saw that you have implemented a NTSC and Pal filter for Tower Topler and Jinks) Thanks for all your work Alyosha!
I have code in there as a stub, it doesn't actually do anything. I didn't research what was needed since I wasn't that interested and wanted to move on to other things. So, if someone handed me what I needed to do to get those games to look right, I would implement it, but otherwise no.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Sonia wrote:
Thanks for the fix, Alyosha. You might want to take a look at this FDS game as well: Silviana - Ai Ippai no Little Angel (Japan) (b) SHA1:3FB093609AA37052F991DFB905609B0F51932209 MD5:C75858DD4AE3A747264A4073269FA6E2 NESHawk only gives it a black screen and no audio. Yes, it's a bad dump, but it works on Mesen and Nestopia.
Ok I'll take a look.
Sour wrote:
FYI, there's a list of games that have bugs where they rely on the state of uninitialized RAM here: http://wiki.nesdev.com/w/index.php/Game_bugs#Reliance_on_RAM_values I just added Silva Saga to it.
That's a handy list. Here are a couple of other games you can add to it that I have hard-coded into NESHawk:
Language: C++

if (cart.DB_GameInfo.Hash == "60FC5FA5B5ACCAF3AEFEBA73FC8BFFD3C4DAE558" // Camerica Golden 5 || cart.DB_GameInfo.Hash == "BAD382331C30B22A908DA4BFF2759C25113CC26A" // Camerica Golden 5 || cart.DB_GameInfo.Hash == "40409FEC8249EFDB772E6FFB2DCD41860C6CCA23" // Camerica Pegasus 4-in-1 ) { ram[0x701] = 0xFF; } if (cart.DB_GameInfo.Hash == "68ABE1E49C9E9CCEA978A48232432C252E5912C0") // Dancing Blocks { ram[0xEC] = 0; ram[0xED] = 0; }
The Camerica titles can't have 0x701 be 0, otherwise they won't boot (or will boot incorrectly.) For dancing block, those 2 addresses cannot both be 0xFF, but I forget exactly why. The game Cybernoid also relies on un-initialized RAM for several things, the most obvious one being whether or not music is playing at the start, as well as what difficulty is initially selected.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Woah I didn't even know that option existed. 0_0
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Man that gadget was so cool!! I wonder what they'll do with it now? I hope it finds some use outside of this one case.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
Hmm, ok I'll take a look.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
You'll want to use a Lua script for that. You'll find the Lua interface in the menues under Tools -> Lua Console. If you are a beginner in Lua, there are many sample scripts included in BizHawk to help get you started. You'll find them in the Lua folder.
Alyosha
He/Him
Editor, Experienced Forum User, Published Author, Expert player (3536)
Joined: 11/30/2014
Posts: 2733
Location: US
feos wrote:
SMS movie should store the hash of firmware used when it was recorded.
It is stored in the movie header, or do you mean something else? I just added suport for korean BIOS. I'll try to make region choice a little more clear cut as well going forward.