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Alyosha
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Do you have both roms in the Firmware folder of Bizhawk? If so then maybe you have the wrong version. PM me if you continue to run into trouble.
Alyosha
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This link always links to the current dev build: https://ci.appveyor.com/project/zeromus/bizhawk-udexo/build/artifacts
Alyosha
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Yeah several tests were incorrectly identified as passing / not passing and only recently that list was cleaned up by feos. For nmi_sync/demo_ntsc only the first pixel of the middle line should be blinking.
Alyosha
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I like technical runs like these, and the low% is a neat challenge. Some of the restrictions admittedly seem a little arbitrary, but once the game gets broken as much as Super Metroid I guess you have to draw lines somewhere. The run overall was a bit slow for me, but I liked the submission text and made the video worth it, voting yes!
Alyosha
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I didnt use any cam hacks, only radar and ram watch. Actually I think it's important to not use a cam hack anyway, because you need to be able to make sure the camera is following the correct path and not getting broken independently of the kongs. If you load up my most recent WIP and try tinkering with it you will see that it takes very little to break the whole thing, its a delicate balance and I honestly only know empirically what's going on. What problems are you having with the radar? If it's not accurate enough I can work on improving it. Or I can try to make a WIP from your most recent file going through the level if that will help.
Alyosha
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I've been making slow and steady progress on Intellivision. Recent improvements inclide: -Collision Detection -Timing fixes -Scrolling and Border effects -Code optimization (back up to 60 fps) many games should be in a nominally playable state now. Some will still have graphical glitches and ones requiring banking won't load, but I think I'll be able to start on that stuff soon.
Alyosha
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Does anyone know how accurate Mesen truly is?
Very accurate. But just as a point of clarification mesen does not pass nmi_sync/demo_ntsc even though that link says it does. At this point there is enough information available that any current emulator should be able to achieve accuracy comparable to punes or mesen. But there is still room for improvement in multiple areas, and at any rate to get real 100% accurate emulation you would need a new emulator that works off master clock ticks, that way you can get some of the effects that rely on CPU-PPU alignment.
Alyosha
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@jlun2: I don't really know myself. Presumably a lot of the high level stuff comes from Dev Kits at some point. For older systems it is feasible to simply simulate the whole thing at a very low level and then just cook up a bunch of tests to get everything timed just right. For A2600 for example the scematics of the TIA are known so you can trace the circuitry directly of what's going on (well, I can't but some people can and have.) I think endrift and others are in the middle of this process with gameboy/gba so maybe they can give better answers.
Alyosha
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Thanks to natt for improving light gun emulation now VS Hogan's Alley works as well! I think that completes the list of Unisystem games now. There is one more game out there called raid on bungeling bay. I can't seem to find much about it except for some strange security features it has, so maybe that is one more loose end to tie up but I'm not worried about it for now.
Alyosha
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It's been a pretty productive week of Intellivision work. Hit Detection is now implemented, and scrolling is getting there slowly but is making progress. A good thing is that the CPU seems to be working pretty well and I haven't had to fix anyhting in it so far, let's hope nothign comes up. Armor Battle is now fully functional (except for sound of course) so playability is rapidly improving. I would encourage anyone interested in this to download the most recent dev build and try out your favorite game. At this point I need data to point me in the right direction, so the more feedback I can get the better!
Alyosha
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Wow pretty neat idea here, cleanup and organization is always nice. Good luck with this effort!
Alyosha
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Wow you are doing really amazing work DwangoAC! This is really cool stuff and I think yours and all the others involved hard work is very impressive. Looking forward to whatever you have in store for AGDQ!
Alyosha
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Also, what RAM state should I use to submit a run of this game? Are we just sticking with the default FCEUX state? Should I use all zeroes? There still has to be something in RAM at startup.
Alyosha
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Wow this is rapid progress, really nice work!. How much faster are you right now compared to the nico video for comparison?
Alyosha
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Let's play Intellivision! I've started work on this core. Fortunately, it was already in a pretty advanced state before I picked it up, so a lot of the complicated stuff was already done. So far I have controls and the basics of the sprites programmed in, but there is a very long way to go. There is plenty of high level information about how the system works, so getting it into a usable state should be pretty easy. Unfortunately I can't find any info about low level things like cycle timing, so for now this will be high level emulation only and lack the real hard core accuracy of NESHawk and AtariHawk. Right now there is no sound or hit detection, but CPU emulation seems in order and the characters react to the controls, so that's about it for now. Stay tuned!
Alyosha
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Cool more A2600. This run looks pretty good and the graphics are impressive, too bad it's never released. Voting yes!
Alyosha
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Oh yeah, you still have to use player 2 controllers since controller registers are backwards on VS. I'll probably change this in the controller definitions to make it seemless for users, it is kind of annoying. EDIT: OK I fixed it. Now you shouldn't have to worry about configuring the controller. But, some games like Super Mario Bros still require you to hit start on player 2 instead of player 1, for unknown reasons (maybe some kind of security feature.)
Alyosha
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Update on VS System. Now all but one VS UniSystem games can be played! Contorls are are implemented in EmuHawk and can be used in TASing (although I'm not sure of the TASing potential of any particular game.) The one notable exception is Hogan's Alley. The game boots and runs correctly, but light gun detection for that game is broken because the palette color appears to be slightly different then expected. I'm not sure if this is a problem of the emulated palette or a weakness in light gun detection emulation, but either way it doesn't work. Dual System games also don't work, and it's not really obvious how they could be made to work, but maybe I'll work on it someday.
Alyosha
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Nice work! You're making good progress on this, keep it up! Just like PoP 2 this run really needs the update just by virtue of emulation advancements that have happened since 2005. Hope you stay motivated to make it to the end!
Alyosha
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^ wow that would be really cool to see this console verified! Why is bizhawk behaving differently then lsnes though? Don't they use the same bsnes core? Where is the discrepency coming from?
Alyosha
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As a side note to what patashu said , the site already does have runs that rely on the initial ram state to sync , specifically monopoly and clue . Monopoly in particular is not very likely to sync on console due to nature of fceux initial ram pattern. On the other hand , there are some games that won't boot properly assuming a ram state of all zeros , which I guess would be the nominal state. These are a couple of camerica multi-cart games. As someone who likes things to be console verifiable I admit this is messy, but I guess that's the physical world for you.
Alyosha
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nice run with some cool tricks, voting yes! In the encode the time diff list for 5-2 has : 102.7 (new) , 102.8 (old) , diff=0, what's happening there? Rounding?
Alyosha
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^No worries. Good Luck True. I'll try to get some hopefully definitive tests ready in the mean time. VS system is moving along nicely. Now you can insert coins and play games requiring the zapper. Should have full compatibility soon.
Alyosha
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feos wrote:
Alyosha, are there any runs that blew your mind?
http://tasvideos.org/2513M.html Only the SMW ACE one from AGDQ. (It was also the first TAS I ever saw, I didn't know TAS existed before seeing it.) Also the SMB3 DMC glitch run. 8D
Alyosha
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moozooh wrote:
In my opinion, and I think I can back it up sufficiently, a newcomer rec should first and foremost be newcomer-friendly. Which means they should look and sound good, have intuitive mechanics and the run itself should demonstrate easily discernible level of precision and planning without boring nor alienating the viewer. What is friendly for a pro isn't necessarily friendly for a newcomer. We already have stars for the pros.
As a relative newcomer, my experience is that: -I wasn't even aware of the newcomer recs until several months after joining -Once I did see the list, I was underwhelmed. Maybe it would be worth it to ask the newer TASers about their experiences and see if the Newcomer recs are having the desired impact? Or are even being noticed? That might help guide decisions about what to put there and how to promote it. (Or maybe it's not relevent to newcomers at all and can be re-purposed.)