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Alyosha
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Cool! Will there be a youtube video or something similar compilation of the complete run? Not sure what's been done on Meat Boy but I'll be interested to see the results.
Alyosha
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Pretty impressive you mananged to improve this. Nice Work!
Alyosha
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feos wrote:
Where's the test ROM?
https://github.com/nwidger/nintengo/blob/master/samples/other/read2004.nes here it is. So far this is the best test I've seen in characterizing NES power up, so it's pretty neat. (However, if you happen to have a very old nes it will just give garbage since $2004 is not readable.)
Alyosha
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I gave an initial attempt at looking into this, it's certainly more complicated then I initially thought. So far what I have is 2 savestates on the same frame in slightly different position (0x05B0). One savstate leads to a fuel drop if you go forward, the other doesn't. So far I haven't found any other variable that relates to this drop. I also have a savestate a little further back, and it seems the order in which you kill enemies also plays some role. Looks like a more complete RAM map of this game will be needed to sort this out. I'll have some more time later in the week to dive into it a little deeper.
Alyosha
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Warepire wrote:
This is crazy, I am deeply impressed by your progress here. Well done.
Thanks! But so far pretty much all of this is stuff that is already known. Putting it all together into something complete and internally consistent is the challenge now. Thanks to True's console testing I've got a lot of new data to work with. Battletoads one player warpless made it furtehr then ever, but only once, so that needs investigating. A new sync record for Streemerz was also set, but it desycned at a room with tons of clowns running around, and in several different ways at that, so lot's to look at there. Perhaps the most important results were from the read2004 test rom. As suspected 4 seems to be a typical alignment at power on, so that is good to know, 7 is as well. Unexpectedly, values rangnig from 0-12 of initial 'FF' were observed that needs to be studied. Overall I think I need to pick an easier game then the hard core demanding Streemerz and Battletoads, so the hunt is on for that. Unpredicatability of NES power on makes sensitive games difficult to test and identify problems.
Alyosha
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I've made some progress lately in analyzing why and how games sync. I improved NMI behaviour in the emulator and now have managed to see a behaviour that has never occured before in emulator but happened about 50% of the time in True's console testing. Unfortunately, in doing so I lost sync in Battletoads 2p warps, which did sync on console , so must in some way have represented a valid console state. The complicating factor here is that ppu/cpu alignment allows for some pretty diificult to capture changes in emulation (without emulating at another level lower accuracy.) So the current build must be emulating a different alignment then the release nuild. Also, NMI timings are not thoroughly tested by test roms. But if this streemerz run in my test build syncs it should mean its close.
Alyosha
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Thanks to the efforts of Meerkov another game gets crossed off the list, Cobra Traingle! I never expected such a big improvement to this game, so nice work there. 12 left!
Alyosha
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Micro Machines depends heavily on PPU revision. It reads from $2004 to perform some of its graphics routines. However, on early NES's this address wasn't readable, so this would result in heavy graphical glitches. Incidently, I also rented this game as a kid and don't remember any graphical glitchs so I guess you just got unlucky, too bad since its such a fun game.
Alyosha
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link_7777 wrote:
Yes, I'm still planning to submit, and obviously I need to lock everything down this week. I see that Shadow of the Ninja was suggested, but in case we end up on console I'd like to stick to titles that I have in my (limited) collection. With that limit in mind I'm thinking about submitting: Battletoads (2p warps seems like a good suggestion) Bionic Commando River City Ransom (playaround)
None of these uses the DMC channel so I should be able to work with them all pretty easily. (Battletoads being already known to work.) Personally I'd still want to see runs playing on console if at all possible, even if its along side the emulator with hitboxes and such as feos suggested, it just doesn't feel real without it.
Alyosha
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So what is the current thinking regarding submission for SGDQ 2017? Are you still planning on submitting anything link_7777?
Alyosha
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I've made a number of accuracy improvements to NESHawk lately, including getting Huge Insect to work. This game relies on an obscure hardware glitch in the PPU that I overlooked until now. Also Micro Machines now runs without graphical glitches, but as always with this game this is tentative until proven totally accurate. I've made numeroud changes recently, so if anyone notices any bugs please let me know. I tested pretty thoroughly with all the most difficult cases I know so I don't think anything is wrong but can't be certain.
Alyosha
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TheWinslinator wrote:
Ok that makes pretty good sense. I went ahead and booted up my Intellivision with a CRT, and the image dimensions seem to match up perfectly, so you've got me convinced! I just want to make sure - have all the sound bugs been ironed out yet? I can still detect many sounds being slightly different than how they are on console. Since jzintv sounds nearly identical to how the sound is on console, I decided to do a short comparison video of some sounds between Bizhawk (current dev build) and jzintv, so it's easier to show what differences I'm hearing: https://www.youtube.com/watch?v=SI6IcnOjqXs Hope this helps!
Ah thank you that helps immensely. I guess I don't have a good ear for audio so having them side by side like that really makes it easier to pick out the differences. Hopefully it will help me track down the remaining bugs.
Alyosha
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^ That is the playfield output but not the complete video output. This is what is programmed into the core: public int BufferWidth { get { return 176; } } public int BufferHeight { get { return 208; } } public int VirtualWidth { get { return 277; } } public int VirtualHeight { get { return 208; } } The 'Buffer' is the physical video signal output, it is 176x208 after accounting for the display border (this corresponds to the 176x104 that Winslinator had with scanline doubling that the console does.) The Aspect ratio (the 'virtual' part) depends on the TV but I stretched it to be 4x3 which is mostly what was around at the time.
Alyosha
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I recently stumbled across a test rom that tests some bizarre NES sprite evaluation glitches that NES Hawk wasn't even close to passing. (Mesen and punes aren't close either.) So I completely overhauled sprite evaluation and now I get all the correct reads and sprite data and all pathological behaviour accounted for. The only difference between this and the results posted by Quietust in NESDEV is one extra 'FF' at the beginning. Quietust mentioned that there might be a variable number of those bytes at the beginning (which represents the tests starting a different pixel) but I currently don't understand why this would be the case or what the expected outcome should be. This is actually good news since I didn't have any new good leads lately as to why some runs were failing to sync, so I hope this leads to some new information. But all the behaviour is now emulated correctly, so this is a pretty big accuracy improvement. Let's hope there are more to come! See this thread for more info: http://forums.nesdev.com/viewtopic.php?t=2295
Alyosha
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Ok, so aside from fixing the sound I also fixed Intellivision aspect ratio, and added a power and reset button. @TheWinslinator: I'm not sure what the glitch you are reffering to is, nor do I know the specifics about how reset is different from Power to cause it. For now I just assumed that reset didn't clear RAM, but let me know the details of the glitch you want to do and I can adjust it as needed.
Alyosha
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Battletoads 2 player warps seems to sync pretty reliably on console from True's testing, so it might be a good candidate to play while talking more about how how TASing and emulation work while also being entertaining for the audience. I'm willing to work on anything NES related though.
Alyosha
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Weegeechan wrote:
Just came back here to give this thread a bump! Just curious if any progress has been made. I assume you guys have a lot more discussion on this in IRC so I was just wondering if there has been any advancements.
Nothing lately. NESDEV is where most of the action is happening right now, but progress has stalled out due to a few serious bugs in VisualNES. There are a few other interesting developments in effective write timing in the ppu, but nothing exactly groundbreaking. My time has been pretty chopped up with Intellvision and ColecoVision and DTC6, but I do plan to continue work here once I can focus more.
Alyosha
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I can't actually attend the event due to a prior commitment, but I would definitely like to help in organizing and preparing. So as long as there are presenters available count me in towards helping make this happen!
Alyosha
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Ok, I figured out what went wrong here. Turns out that this game has the wrong iNES header, indicating the wrong mirroring mode. NESHawk ignored the iNES header and booted from nescartdb, which has the correct mirroring information. QuickNES though does not have this option and uses the iNES header to try and run the game (along with other emulators such as FCEUX and punes.) So this is entirely a problem with iNES and nothing to do with the emulator (except for relying on iNES.) I'll need to decide the best way workaround this, or find out whatever way I'm supposed to submit corrections for ROM headers, if such a thing exists.
Alyosha
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How did you make all the previous videos that did not have any graphical issues? I'm a bit confused on where exactly things went wrong. It looks like QuickNES is not mirroring Nametables properly for this game, so I might be able to fix this. The mapper is NROM so it's already as simple as it can get. EDIT: Nope it's worse then that, looks like I can't do anything about it sorry. I'll at least add the game to the QuickNES blacklist though.
Alyosha
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Is it not possible to import the input log from the Bk2 into NESHawk format? Or is it a matter of desyncs?
Post subject: ColecoVision Turbo Controller
Alyosha
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As of the latest Dev Build, the Turbo Controller (steering wheel) is now functional for ColecoVision. This should allow playing (and TASing) of games requiring it, such as Turbo and Desctructor. It seems to work, but I would appreciate any testing from anyone who has interest in this system/these games.
Alyosha
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In your opening post you also mentioned infinite lives not turning off, is this sorted out as well?
Alyosha
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BryGuy wrote:
I know this is an older topic, I'm wondering if anybody can help me with this? I'm interested in TAS running on real hardware and I've had quite a bit of success so far. I have an Arduino board running at 64MHz and I'm using the interrupt pins to capture the pulse and latch signals and sending out controller output to the data line. My goal is to TAS run Super Mario Bros. on real hardware, and I'm a little disappointed right now that it's not consistent. I often get through the first couple levels, but that's not a guarantee. The farthest I have ever gotten is about half way through World 8-1, eventually some frame trigger fails and I have no idea where the randomness is coming from. Does anyone know of what may be causing my frames to be captured incorrectly? I understand lag frames, but is there anything that may cause like a random lag frame?
Unfortunately, there are quite a few things that can go wrong on a NES for console verifications. The problem with trying to TAS directly on hardware is that initial state has several variables that you can't control. And it is quite possible that differences can go unnoticed until later levels. The benefit of TASing on emulator is that you at least have an exact state to work with, then when you go to run it on a console you just hope it starts up in the state you want. Hope this helps, if you want more info check out ppu/cpiu alignment and cpu/ppu power up state on NESDEV wiki, there is a lot of valuable info there. EDIT: Oops just saw your post in NES thread, guess you got it sorted out, ok!
Alyosha
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dwangoAC wrote:
This is just something I'm throwing out there. I have the spare console and I'm not currently working on NES projects so I can set this up if it sounds intriguing. Thoughts?
This sounds amazing! I would love to have the opportunity to use this environment, thanks for putting it out there. :) I'm a bit short of time at the moment, so I can't put too much thought into yet, but I'm already excited with the possibilities!