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Pretty cool how far this is getting. Any plans to improve the command scripting to get more optimal movement? How many unique commands do you think are needed to get optimal looking movement while still being relatively easy and fast to input?
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Oops I don't know how that bug got by me, working on sound fixes should be done when I have a bit more time .
At first I didn't anticipate a need for power/reset but knowing a glitch is possible will motivate me to add it. I'll work on it at the same time I add PAL support.
Thanks for the feedback!
EDIT: Sound is now fixed, please try the dev build.
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It will probably be pretty difficult to seperate emulation differences from strategies unless you can resync the original run (which would also not be easy)
The old run was made at a time when 'frames' were whatever time passed between v-blanks. This is some what variable in A2600 games. At some point frame definition got changed to 262 scan lines . Hero uses 263 scan lines per frame.
I briefly tried to resync the run and did not make it far , so probably other emulation changes are effecting this run .
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Atari 2600 emulation got an overhaul a few months back. It won't be easy to sync the former run on any newer builds.
Yes you should be able to run the bkm in 1.5.3. Bkm is the precursor (or maybe just renamed) bk2. I'm not sure what utility you'll get out of this though.
To get a bk2 to play in tastudio just open the bk2 and then open tastudio (or the other way around works too.) TAStudio will automatically import the bk2 into a TASproj.
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This is a real shame. I'm sure I'm not the only one who was looking forward to TASLink to bring some rejuvenation and standardization to console testing, not to mention ease of use.
Well, thank you for your hard work and time up to now. Hope you can find something fulfilling to do with your talents.
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I tested with 1.11.7 and it does seem to be the case that it runs much faster.
There are only a couple of commits to A7800 between then and now, and nothing that looks like it should be slowing anything down from a brief glance.
Maybe something is being logged in the background by accident somehow, that sometimes the cause of slowdowns like this, I'll look into it.
EDIT: yup, the EMU7800 stuff looks like it got compiled in DEBUG mode which was causing a lot of extra background stuff to happen. I recompiled it in release mode and the speed returned to normal.
I don't know how to fix this in the repo so I'll make an issue about it and it should be fixed pretty easily by someone who knows what they are doing.
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I know it's impractical, but I do kind of wish TASes like this had some kind of requirement for hardware verification to be accepted. The very nature of the run is to push the limits of the hardware, something just seems lacking if it doesnt actually work on it.
I know most runs on the site wouldn't work on hardware anyway, but ones like this that represent the pinnacle of what a TASer can do just seem that much better with a verification movie (like SMB3 or Mario Kart.)
Well as True says I don't think there is much of a hurdle on the bot end, just a matter of emulator development, I do hope it gets there someday though!
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I like challenge runs like this. Especailly for a sonic game I find this way more interesting and entertaining then a typical sonic run, and the movement isn't as stop and go either.
Voting yes!
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Very Impressive. Technically masterful and entertaining at the same time.
Would love to see a console verification of this, if such a thing is even possible. Seeing those last two scenes on hardware would be truly amazing.
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Frame zero marker is back!
It now also makes a .tasproj file from the .bk2 on opening.
However, the title at the top of TAStudio still says 'default.tasproj'
I'm not sure if this is just not being upodated, or if it is actually running in default.tasproj.
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So as it turns out Atari 7800 was using the wrong palette until now. It was using the A2600 palette instead of the A7800 palette.
So, all A7800 runs look slightly wrong.
Here is Choplifter for example in previous versions (left) and current Dev Build (right.) A quick google search reveals that the one on the right is how choplifter should look (and how the native EMU7800 emulator actually looks.)
So I think at some point the 3 A7800 runs will need new encodes.
vvvvvv Emulation didn't change otherwise so sync should not be an issue.
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feos wrote:
Test now.
State 0 is back now and the recording mode bug is gone, thank you feos!
I do notice a couple different behaviours now. The frame 0 marker is no longer made, and a TASproj movie is not automatically made from the BK2. Are these the expected behaviours?
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feos wrote:
And what exactly happens even if you change 'SwitchToRecord()' to 'SwitchToPlay()' and then do "Open TAStudio->OpenBK2 from TAStudio", again?
If I do that then I can play the movie without it over-writing all the inputs that are already in the Bk2.
Also the recording mode check box then works as expected.
Doesn't fix the non-existent frame 0 state though.
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feos wrote:
When I refined loading the project directly, I had no idea things would break with a converted movie.
It doesn't happen with a regular bizhawk movie does it?
When I do this:
Open BizHawk->Open Rom->Play Movie->Load Bk2-> Open TAStudio
I do not get any errors.
When I do this:
Open BizHawk->Open Rom-> Open TAStudio->OpenBK2 from TAStudio
I get the errors mentioned before.
It happens even for native Bk2s (not just ones converted from somewhere else.)
TASProj files seem to be fine.
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:O
I didn't even know you could do that.
Just tried it now and there are no errors.
So whatever is happening differently when it gets loaded from TAStudio must be the cause. Have you tried loading it from TAStudio?
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Pretty impressive.
I'd imagine this type of input (stringed together commands) is probably the future of TAS for newer and much longer games. Pretty neat demo of it using Twitch chat. Even more so that it's reproducible.
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dwangoAC wrote:
I am at an admittedly fragile place - I really, really want to take this fantastic opportunity that has presented itself to attempt to right the wrongs of attribution I erred in but I don't want to cause further damage.
Being desperate to get something off your chest doesn't seem like good motivation to attend an enevt like this. If you can't go there excited to present TASbot and a cool TAS, and the only thing on your mind is righting past wrongs, I would probably suggest sitting this one out.
I think we've all been there when you mucked something up and are anxious for a way to set things straight, but that anxiety can be a bit blinding (believe me I know from experience 8D).
You've made it quite clear that your wife and kids need more of your attention, and if you do decide to attend this event you'll probably be distracted by it until the day comes. You've probably already put too much of your attention into this event just deciding whether to go or not. It will be much easier to focus by staying home (and there's probably a hundred other day trips they'd rather be on then that one anyway.)
Notice the 'SwitchToRecord' there. This is where the recording bug comes from I think.
The exception comes from ToTasMovie(), from right here:
...
tas.TasStateManager.MountWriteAccess();
...
which contains:
States = new SortedList<int>(limit);
Thie erases state 0, which was already created at this point, and thereafter state 0 does not get reinitiialized, so the key 0 in the list will never exist.
So when you hit '<<' and it tries to find States[0].state it doesn't exist (it doesn't show up as darker colored in the piano roll indicating a state is there) so naturally there is an error.
This should definitely result in an error.
@feos: can you see if you are ending up in the same code path? Or if you are somehow getting state 0 re-made somewhere after this point?
EDIT: If I change 'SwitchToRecord()' to 'SwitchToPlay()' in the above then that is clears up the recording bug.
Not sure what to run to fix the savestate bug.