Posts for Alyosha


Alyosha
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Alright finally by the hurdles of level 4, go Tompa! I'm really excited to see the finished project. Maybe even a console verification if possible? That would be really cool.
Alyosha
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Amaraticando wrote:
As of version 1.11.9, this still happens:
Amaraticando wrote:
event.oninputpoll is not working in version 1.11.8.2 for the SNES. The following script, for instance, doesn't print anything.
Language: lua

local poll_count = 0 local function foo() poll_count = poll_count + 1 print("poll count: ", poll_count) end event.oninputpoll(foo)
Just so you know, InputCallbacks.Call() is currently commented out in LibsnesCore.cs (line 511), so this isn't a bug, just not implemented. Maybe onmemoryread/write events will work as a proxy until it is fixed?
Alyosha
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^ I looked at this bug about a week ago and you are right that this is definitely a video mode issue. I spent a few hours trying to resolve it expecting it to be fairly simple, but it turned out to be not that simple afterall. Right now I shelved it until after I'm done with Intellivision, but I'm open to suggstions if you can point to something specific. (I did try to force different video timings, and got some interrupts to fire at least, but that didn't fix anything.)
Alyosha
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I generally don't mind tiering decisions since I consider the system irrelevent, and I also understand that voting isn't the only factor in tiering, but I have to say that if you are going to meta-game the voting to the point where a run can go 15-0 at acceptance and be placed in the vault, then perhaps it's a sign that something has gone awry.
Alyosha
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Oh it turns out I actually ran into some similar issues with NesHawk's tile viewer a while ago and then forgot. The window deisgner seems to make some inconsistencies sometimes. In this case the 'Markers' and 'Branches' boxes have no minimum size and somehow get corrupted by whatever magic windows is doing to create the window. I set a minimum size to 50x50 and the error went away completely, and the window now draws correctly after a fresh unzip. I can commit it if you are happy with that feos.
Alyosha
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Yes all this was from fresh unzip. Ah ok, the problem is with default TAStudio window size, which on my laptop looks like this: When I try to make a marker in this state the crash happens. When I expand the columns to look normal I can make markers without issue: I guess it's trying to make a scroll bar in the 'marker' window and failing because it doesn't fit in the default space.
Alyosha
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Actually it seems like I can't make markers at all. Here are repro steps: -Load Legend of Zelda (or any nes game, I've tested several) into NesHawk -open a new tastudio window. -Let the game play for a couple seconds. -Try to make a marker by left clicking on a frame then right clicking and setting a marker. It happens with Donkey Kong Country for SNES as well.
Alyosha
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http://tasvideos.org/userfiles/info/35390867843606886 i decided to make a tas of this game for both SDA runs without a tas and TASmania. It seems like a pretty short and fast game. Here is a wip of level 1, a few hundred frames faster then a wip i found from KDEUserX on youtube.
Alyosha
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I am getting an error in the most recent dev build when trying to place one marker before another marker: System.ArgumentOutOfRangeException: Value of '-10' is not valid for 'LargeChange'. 'LargeChange' must be greater than or equal to 0. Parameter name: LargeChange at System.Windows.Forms.ScrollBar.set_LargeChange(Int32 value) at BizHawk.Client.EmuHawk.InputRoll.RecalculateScrollBars() in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\CustomControls\InputRoll.cs:line 1558 at BizHawk.Client.EmuHawk.InputRoll.set_RowCount(Int32 value) in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\CustomControls\InputRoll.cs:line 222 at BizHawk.Client.EmuHawk.MarkerControl.UpdateValues() in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\tools\TAStudio\MarkerControl.cs:line 223 at BizHawk.Client.EmuHawk.TAStudio.RefreshDialog(Boolean refreshTasView) in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\tools\TAStudio\TAStudio.cs:line 771 at BizHawk.Client.EmuHawk.TAStudio.UpdateValues() in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\tools\TAStudio\TAStudio.IToolForm.cs:line 52 at BizHawk.Client.EmuHawk.ToolManager.UpdateAfter() in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\tools\ToolManager.cs:line 420 at BizHawk.Client.EmuHawk.ToolManager.UpdateToolsAfter(Boolean fromLua) in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\tools\ToolManager.cs:line 643 at BizHawk.Client.EmuHawk.MainForm.StepRunLoop_Core(Boolean force) in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\MainForm.cs:line 2828 at BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop() in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\MainForm.cs:line 523 at BizHawk.Client.EmuHawk.Program.SubMain(String[] args) in C:\Users\david\Desktop\BizHawk-master\BizHawk.Client.EmuHawk\Program.cs:line 279 Also it looks like this takes effect after already attempting to place the marker, so the Tasproj is already corrupted the next time I try to open it.
Alyosha
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Well it's been almost 3 months since I could remove a game from this list, but now with a huge thanks to Challenger I can finally remove Prince of Persia, alright! It looks like I won't be reaching my goal of having this list down to 10 by year end, but 13 is not too bad. Hopefully I'll find the motivation to pick up Battletoads again soon or maybe Ninja Turtles.
Alyosha
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your mastery of Prince of Persia is very impressive. Glad something you found 6 years ago made it into a finished run, that lava glitch is really cool. The improvements in other stages are impressive as well, great work! Voting yes even though I can't follow what's actually happening at all :D
Alyosha
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Nice improvement! I was thinking of looking at this myself, but now there is no need. Good run and voting yes!
Alyosha
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Well that's the power of team work! http://tasvideos.org/userfiles/info/35366404470715125 The second half of the level is now done! The extra camera boost really paid off. Overall the level is now 3 seconds faster, not including another ~30 frames saved from not getting the DK barrel. I'm really glad I was able to find some new improvements after not looking at it for so long, but that's how things usually go for me I guess. I'm really happy with the state the level is in now, so if you are good with it Tompa I think it's time to move on and finally finish this run!
Alyosha
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I tested zelda and it does work for killing the rabbit enemies (basically just mashing the mic button.) I'll test Kid Icarus with a strength upgrade as le Necroyeur suggested later in the week. EDIT: tested kid icarus with a strength upgrade and still nothing happened, guess it needs subframe inputs after all for the mic.
Alyosha
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Yeah climbing like that is suboptimal for camera control in most places. Jumping when the camera is moving up gives it a boost, so you want to usually jump up walls. Also I'm not too worried about optimal turning really, as that is often not the trigger for the next jump anyway, so I have plenty of time to turn around. I've worked on the first part of the level a bit. I saved about 1 second so far and am about 20 seconds into the level. This is way more then I thought I'd be able to get, I guess after nearly a year since I worked on this I have a fresh perspective! Once I get past the second big climb (probably tomorrow) I'll post a WIP. http://tasvideos.org/userfiles/info/35343900768203324 OK here is a WIP that gets up the second big climb (right before the checkpoint barrel.) I saved about 80 frames whiole maintaining camera control. This is good since now I have a couple options going into the next section. I can give the camera an extra boost up now and save some waiting later on. I'll have to see if this is worth it. Let me know what you think Tompa before I declare this section final and move on.
Alyosha
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Tompa wrote:
After too many hours of testing and researching this: I officially give up.
Ok leave it to me! http://tasvideos.org/userfiles/info/35323190531995807 Alright so for now I resynced my most recent WIP of 4-4 onto your 101% WIP as a baseline. So I guess my question is what areas do you think can be improved? I know you mentioned not getting the DK barrel, is there anything else? This WIP as it is is mere steps away from breaking, so I suspect it's pretty close to optimal, but if you have any ideas I'd be happy to try them out. Sorry you spent so much effort and frustration on this so far, I wish I could explain in words what is happening but I don't really know how.
Alyosha
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^ I guess it would be pretty easy to pump pseudo random noise into the microphone port to simulate breathing, but that's probably as far as I could get easily, which is enough I guess for at least those games to work. Anything beyond that though would probably be rather hard. I can add it to the list though, but won't be a high priority. v I think the microphone needs to have subframe inputs to work properly. I tested in FDS Kid Icarus in 1-2 item shop and nothing happend.
Alyosha
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^ If things happened to line up in exactly the same way, it would also crash. This is a pretty basic case of stack corruption:
c8310069959  A:06 X:25 Y:D7 S:27 P:nvUbdIzC                         $C500:BD 01 01  LDA $0101,X @ $0126 = #$24
c8310069970  A:24 X:25 Y:D7 S:24 P:nvUbdIzC                            $EE79:08        PHP
The function at $C500 uses values currently at $0126 and $0127. Unfortunately, just as its about to use them an NMI occurs. The Stack pointer happens to be at $27 at this point, so it gets overwritten with the return address for the NMI. So when the $C500 function takes back over, it reads an incorrect value ($C5 when it should be $06) and crashes shortly after. Oops! Whether or not the timing works out this way or not on BizHawk/console I don't know. It seems possible though.
Alyosha
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Great work Challenger! Once again I have to say how impressed I am by how quickly and thoroughly you worked through this game. Having worked through PoP2 I can say that this type of game is not as easy to optimize as it seems. Great research and great work! Voting Yes! Also having another game on an updated emulator is a valuable upgrade. I'll be looking forward to your next project!
Alyosha
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This run was really intense. Definitely one of the best runs on the genesis, second only to Archenfel's Lost Vikings run I think, it definitely deserves a star. Too bad that movement improvement was found too late, but that's the nature of TASing sometimes. Anyawy, good luck out there on the other side of that door Samsara! Thanks for a great run, voting yes!
Alyosha
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^ wow I didn't even know that option was there :O Yeah given that the APU now uses the nonlinear mixing formula from NESDEV I don't think those scaling bars really apply. Maybe I can look at putting it back in as an option, but I'm not promising anything in the near future.
Alyosha
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I think that this run probably stands a better chance then the example you cited there. A2600 emulation at the time of the current published run of this game was deeply flawed. It had several severe bugs that resulted in an emulator that did not well represent the A2600. Maybe add BrunoVisnadi as a co-author if you would like, but I hope you uncancel this run and give it a chance. The old run really should be replaced for relying on innacurate emulation.
Alyosha
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Nice work once again Arc and co. Yes Vote! What's next after Zelda II?
Alyosha
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I always do things iteratively, so this level suited my style very well, also having TAStudio to look at really helped as well, to see where your old inputs are compared to new ones, it's like another visualization of the level. Have you tried just going through the level once without being too worried about optimization? I learned a lot that way especially about how to manage the camera. I strongly recommend doing this. I can help if you get stuck at a tricky part.
Alyosha
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^nope! I haven't looked at any other sources, and I probably wouldn't unless I got stuck. As much as I hate re-inventing the wheel, I also have a very hard time following other people's code, and for simple systems like this one it's way less frustrating and more fun to just look at the documentation and do it myself. Plus the core is already like 50% done when I picked it up so it was convenient to just go with the current code structure. I'm almost completely done with graphics now and most games (that boot) look and play correctly. Next I'll have to tackle banking so I can get more games to test.