Posts for Alyosha


Alyosha
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Difficulty switches need be accesible in moveis and TAStudio, so I don't think it can be a dialog box. And I do want them to be accessible real time unlike the DIP switches in NES (which are considered sync setting in BizHawk.) I do like the A-B naming convention though, maybe I'll try implementing that and see how it looks.
MESHUGGAH wrote:
1. Alyosha, can I ask what documents you are using for implementing features? 2. For difficulty switch (previous post), I see this for PAL (probably ntsc same), schematic: http://imgur.com/9EmVuKd NTSC http://imgur.com/4WYWxtY I'm not sure what am I seeing, but does this mean these buttons (l diff, r diff, pause, select, reset) can be pressed at... every frame? every interrupt? vblank? 3. Remaining, non listed bugs - 7800 Birthday (homebrew) can't be started, same apply for EMU7800 - Spikes added (homebrew) boots! However, I think there should be a jump button (atleast I can't jump) (todo: check for source code) - Super Stunt Cycle boots! However, can't do much. (todo: download source code, check what should happen) - Snake (homebrew) - random lag frame fixed! But, for menu, you need to hold the buttons for 4 frames (todo: check for source code)
1. The best source is this thread: [MOD EDIT: Removed link to site with commercial ROM content. -Mothrayas] (I posted there recently too looking for extra info) The linked software guide there is my main source of video encoding info: [MOD EDIT: Removed link to site with commercial ROM content. -Mothrayas] For mappers, I use this: http://atarihq.com/danb/7800cart/7800%20bankswithcing%20guide.txt That's about it. A7800 is pretty simple. 3. Is the Birthday one Apple Snaffle? That one works for me. Did you try the most recent dev build?
Alyosha
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A note about difficulty switches: Currently I have them as basically toggles. Press the button and it changes it's state. At the moment however I have no good way to show the user what state the switch is in. If anyone has any ideas on how I can make this more clear, feel free to suggest it. I thought about using 2 buttons instead, one for each setting of the difficulty switch, but doubling the amount of controls doesn't seem like an efficient solution.
Alyosha
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User Agent: Mozilla/5.0 (iPhone; CPU iPhone OS 10_3_2 like Mac OS X) 
AppleWebKit/603.2.4 (KHTML, like Gecko) Version/10.0 Mobile/14F89 Safari/602.1
Vector	Block	Result	Duration
12	3	correct	605.50ms
13	3	correct	736.20ms
14	3	correct	1437.90ms
15	3	correct	2853.40ms
16	3	correct	5656.80ms
12	4	correct	712.40ms
13	4	correct	1429.50ms
14	4	correct	2523.90ms
15	4	correct	5049.20ms
16	4	correct	10088.10ms
12	5	correct	1261.30ms
13	5	correct	2504.90ms
14	5	correct	5020.10ms
15	5	correct	10069.90ms
16	5	correct	20147.80ms
Status: Done.
iphone 5s
Alyosha
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I've made several more commits that brings almost all games to a playable state. Only games that require Pokey sound chip remain. I've also implmeneted controller selection, fixing an annoyance of EMU7800. I still need to add the lightgun though and controller detection in a couple of games isn't working yet, but it's making progress. Numerous bug fixes have of course also occured. now that the core is reaching a maturity that meets or exceeds EMU7800, I'll be keeping track of a known bugs list in the opening post. Hopefully I can work them out in the next couple of weeks. Let me know what needs to be added to the list.
Alyosha
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I'm having a hard time following your post, but if what you want to do is change initial RAM settings, BizHawk has a method in NESHawk to do that. Go to NES->Advanced settings-> initial RAM pattern. There you can set a pattern that will be copied throughout all of RAM at startup. For example 00000000FFFFFFFF will recreate the typical FCEUX start up pattern. Also, if you want to change individual bytes, you can use the hex editor in Tools-> Hex Editor.
Alyosha
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Yes. Yes. I don't know. A well known ROM hosting website has C64 roms seperated into regions with the typical (U) (E) designators, but I do not know how they confirm their information. GoodTools has a tool but I've never used it.
Alyosha
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Cool! Nice work on this, and thanks for the trimmed down encode. I actually found this way more entertaining then most of the Genesis runs, the movement seems much smoother. Yes vote!
Alyosha
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User Agent: Mozilla/5.0 (Windows NT 10.0; WOW64; rv:54.0) Gecko/20100101 Firefox/54.0
Vector	Block	Result	Duration
12	3	correct	62.30ms
13	3	correct	124.09ms
14	3	correct	245.51ms
15	3	correct	498.65ms
16	3	correct	998.11ms
12	4	correct	129.80ms
13	4	correct	256.20ms
14	4	correct	522.78ms
15	4	correct	1038.49ms
16	4	correct	2083.95ms
12	5	correct	264.19ms
13	5	correct	536.34ms
14	5	correct	1073.79ms
15	5	correct	2134.70ms
16	5	correct	4298.91ms
Status: Done.
intel i7-4700HQ @ 2.4 GHz
Alyosha
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MESHUGGAH wrote:
Title Match Pro Wrestling NTSC palette didn't changed?
It looks correct to me, can you post a screen shot of what you are seeing? I just implemented the remaining video modes. They seem to be rarely used, but games like Beef Drop now display correctly as well as the title screen in scrapyard dog.
Alyosha
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I've updated the NTSC color palette to a much better one, so the palette issues should be resolved. I also started implementing the super game mappers, so most games marked A78SG in the DB should be playable now.
Alyosha
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Thanks for the testing. I just made some commits that fix (some) PAL, fix lag detection, and fix Xeviious, I'll have to look into the palettes though. EDIT: Ok I commited a proper fix for PAL, those games should work now.
phoenix1291 wrote:
Are the two cores available or A7800 will replace definitely EMU7800? Only test Donkey Kong for now, but as comparison, is the sound right in A7800Hawk?
For now both cores are available (in Config->Cores->Atari 7800) I expect A7800Hawk to supercede EMU7800 especially for TASing once it reaches feature parity, as EMU7800 is not a very accurate emulator and is quite outdated. At that point it can probably be removed but that's not really up to me. As for the sound, that is a work in progress I'll look into a bit more later.
Alyosha
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Now that I'm a fair way through development, I thought I might announce that a new Atari 7800 core is available in BizHawk. A7800Hawk aims to be a cycle accuracte 7800 core to replace EMU7800, which has bugs that are not easy to fix. Right now the core is only available for play testing and is not ready for TASing (although savestates do already work.) The core itself is built conveniently from available parts such as the A2600 TIA and the 6502 core used in other system cores as well. All mappers are supported. Known Bugs List: A2600 mode not supported Color Artifacting not supported (Tower Toppler) one on one basketball: Runs too fast? (need to time console.) Published EMU7800 runs resynced to BizHawk: Ninja Golf: http://tasvideos.org/userfiles/info/41337253856983444 Scrapyard Dog (does not sync): http://tasvideos.org/userfiles/info/41337966763585237 Choplifter (does not sync): http://tasvideos.org/userfiles/info/41403013459751971
Alyosha
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Thanks to Challenger for finishing Cyborg Hunter! I already have Rygar (Argos no Juujiken) on the workbench since that one had a bad emulation bug. I still plan to do Rocky, but I might try to tackle King's Quest next.
Alyosha
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When you want to stop your movie, just go to File->Movie->Stop Movie. The movie will end at whatever frame you are currently on, you don't need to close BizHawk. You can set author when you start recording a movie in File->Movie->Record Movie. A field in the pop up movie will allow you to change the author. To change it after the fact, open the bk2 file in something like 7zip and change it in the header file.
Alyosha
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jlun2 wrote:
Well, apparently, the reason why the rating system isn't updated is because coding it seems to be the problem. I wonder would it be possible to open source it, and try getting help from social media? Not sure if there would be (or how much of a) security risk open sourcing the sections needed though.
Woah, the post in that quote is almost 2 years old already, time sure does fly! XD Just as a point of reference, I looked at the official encode of the TAS BrunoVisnadi linked in his post above. That video has 214 ratings (thumbs up or down on youtube) out of 13414 views at the time of my loading it. Roughly 1.5% Even if only half of those views are unique people watching more then 1 or 2 minutes of the TAS, we'd still only have a 3% participation rate in the youtube rating. I'm also guessing that most of those people are not even aware of the publication page for that TAS on TASVideos.org, so they aren't the same audience that would use the rating system either. Obviously this is just one movie, but it does seem that people just aren't interested in rating TASes, not TASers and not the general public, so it might not matter what the rating system is changed to, if the concept itself does not appeal to many people.
Alyosha
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C64 core in BizHawk defaults to PAL video mode. Also, I believe many of the readily available ROMs are also PAL. @DrD2k9: I would strongly recommend that you research the ROM you are using before trying to change the emulation settings. C64 appears to be quite a bit messier in terms of ROM cataloging then other systems. Also, check other sources to see if the game sounds correct and seems to be playing at the correct speed, as these are often obvious signs of using the wrong region. Using PAL isn't necessarily wrong, and NTSC is not necessarily faster.
Alyosha
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I think one way to improve participation is to be able to rate movies while on the workbench. That way people won't have to be bothered with going back after the fact after the movie is published (although this would still be an option too.) Maybe even just replace the 'did you find this entertaining?' question with the ratings box. Personally, I've never rated a single movie, as it seems like a pointless exercise, but at least having the option up front might be more motivating.
Alyosha
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natt wrote:
Alyosha wrote:
Alright, I just updated gambatte with a fix for pocket monsters. Also, I updated console selection in the GB menu so that you can now pick which console you want to boot your game in. 'Default' boots according to rom extension.
Why not according to header, as the old code did?
My mistake, it does whatever it did before , I didn't change it.
Alyosha
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Alright, I just updated gambatte with a fix for pocket monsters. Also, I updated console selection in the GB menu so that you can now pick which console you want to boot your game in. 'Default' boots according to rom extension. 'GB' always boots in GB mode (even games incompatible with GB) 'GBC' always boots in GBC mode.
Alyosha
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Equal length frames effect how input is processed. If equal length frames is set to true, each input frame lasts a set amount of time, regardless of how long a video frame (i.e. time between vblanks) lasts. If it is false, each input frame lasts however long the video frame lasts. So basically, NOT having equal length frames will mean you always change input when a VBlank happens, which might be more intuitive for TASing. HAVING equal frames means you always change input roughly every 1/60 seconds. but whichever you choose makes no difference for accuracy.
Alyosha
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It's an initial state problem. I'm not sure what exactly since the error appears so far in, but looks like it might be related to sound. I went back and set everything that looked relevent to zero or false in the initial state (for bios loading) and it fixed the problem. I'll patch it along with the patch to allow GB games in CGB. Thanks for the report, this feature does need more testing.
Alyosha
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zoboner wrote:
Ok, it's cool! I work actually, on an inputs generator, on master system 2 (european) than i mod in 60 hertz, for verifying my run of golden axe warrior, I created the module with an genesis PAD, who have a DB9 port, and I linked this with an Arduino uno, but you said: "But, it won't suddenly make runs sync on console that didn't before, SMS / GG is not terribly well documented in terms of timing accuracy, and BizHawk's core is not that low level", you think it's not possible to run this input file with no desync, due to that? Thank for all informations.
Well it's worth a try , who knows it might even work! Just be sure to document whatever results you get as information is sparse and any info is valuable
Alyosha
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Alright first game already taken off the list! Since it's come up recently I'll mention it here too. GG and SMS runs should be made using BizHawk 2.0.1 or later due to a bug in the z80 in previous versions. It is a rare bug that only effects a few games but it's best to avoid it altogether. Also I'll take a look at Rocky now that the run on the workbench was rejected and I already have a good idea how it works.
Alyosha
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Nice work! That is a pretty big improvement for such a simple looking game, good research and optimization.
Alyosha
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Let's see, There were about 10 less frames of lag in the autoscroller section of the castle ruins, and about 30 more frames between tiny cavern and flower field. Also the level select after flower field took longer by several frames. I did have to manipulate tornadoes in level 2 but it was trivial (just changing one directional press before enterring the door.)