Posts for CasualPokePlayer


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Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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Agreed. The region locking you describe is not really "fixable" unless melonDS just has some dummy NAND created and some way to directly boot to DSiWare like how we already got it with WiiWare in Dolphin (neither of which I can see happening any time soon, considering that direct booting into a game cart in DSi mode is already broken/half-working). While you can force import a wrong region title, it just won't appear on the menu, presumably due checks by the NAND at runtime (so probably can't avoid it). The NAND file does indeed have save data and probably will have other titles installed on it. Currently the "easiest" method so far to clear the NAND state is to format NAND data (but even then, some titles like PWC crap you might find floating online still stick, those may need to be manually removed with melonDS' title manager). It might be best too to have the NAND setup (that is needed after formatting NAND) done pre-run with the DSiWare title set to be hovered over so it's a single A press on bootup to get to it. Although I wonder whether this should need a verification file? A lot of what melonDS' title manager does should also optimally be exposed in BizHawk. Would need a lot of work and of course would need to wait until the next release. What we have now with upstream melonDS shouldn't be too bad though.
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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So I took a deep look into this TAS. There's a lot to unpack here. I'll first state how TASVideos operates. When you "submit" a TAS to the site, you are putting your TAS up as a candidate for publication on our site. The most obvious form of publication seen is the video posted on TASVideosChannel on YouTube, but there is also a movie page with the movie file + video link and a brief description. Publications on TASVideos are expected to be the best there is for that category, the "World Record" of the category, with previous "World Records" deemed "obsolete." It's not like speedrun.com where you submit a time and regardless of how good it is it gets put on a leaderboard with several other runners. Submitting to the site under an already published category means you are attempting to claim the "World Record" of the current category. If you don't beat the current publication under the category, the submission is rejected. This may not be your intent, which case the userfiles (https://tasvideos.org/Userfiles) would be a better place for this kind of thing. However, as a submission, this is how it will be looked at. Anyways, going through the TAS itself... RNG manipulation is not done at all. While this isn't necessarily suboptimal, for this category it is a very easy quick way to obtain needed values for item swapping. The overall route for this run seems to stem from a pre-RNG manip era for this category (see [1702] GBC Pokémon: Yellow Version "save glitch" by p4wn3r in 01:27.23), where wLastMap is changed to the Hall of Fame map (getting the needed values by throwing away items) so exiting Red's house just goes to the Hall of Fame. So discounting how the routing itself is suboptimal, this movie's execution is just suboptimal:
  • The very first input could arrive a frame earlier.
  • Options are set. This itself has several problems.
    • The down press to options could be a frame sooner.
    • The fast options trick as used in glitchless TASes ([4379] GBC Pokémon: Yellow Version by TiKevin83 in 1:36:26.54) is not used.
    • The left press for setting Fast Text could arrive 3 frames sooner.
    • You press Down to go to the Battle Animation Speed, then never change that, making that Down press entirely pointless.
    • And due to the above, the Start press for leaving the options menu could arrive 3 frames sooner.
    • Also since Fast Text is the only option set and you can get Fast Text by simply holding down A/B while text is printing, setting the options is entirely pointless, losing around 1.5 seconds overall.
  • Half of the textboxes in the intro are not cleared on the first possible frame, half of them could be cleared a frame sooner (or even sooner for one of them).
  • The player name selection is similarly suboptimal, with inputs sent frames later than needed.
  • The first Start press on entering the overworld could arrive 2 frames sooner.
  • Item scrolling is suboptimal. Simply holding Down is not the most optimal way to scroll down, pressing Left and Right at key moments can be done to make the game think a new Down input arrived and scroll items faster (as done since [2687] GB Pokémon: Red Version "save glitch" by MrWint in 01:09.95). Each item scroll (which there are 47 of them) loses 1 frame due to this not being used.
  • Down also wants to be held the same time as the A press to open the items menu to reduce windup time.
  • You spam Up in order to throw 138 items, taking 137 Up presses. Pressing Down 119 times gets the same result and saves 36 frames.
  • You can also start spamming Up/Down a few frames earlier than you do, and switch to A after the Up/Down A spam a few frames sooner too.
  • I'm not even sure what to say to the overworld movement, it seems as if you just decided to do it RTA but did so sloppily so there's a moment you're just standing there doing nothing.
  • You go all the way next to the wall when heading to the house exit and so exit the house on a turn frame, losing 2 frames.
Just cleaning up execution ends up saving around 5 seconds. And then the worst part here is that this movie doesn't actually complete the game, with the a textbox still waiting to be closed at the end. And closing that textbox ends up with the game spamming sounds and crashing after around 150K frames. This is avoidable anyways by just doing some other party swap to get a different amount of Pokemon registered in the dex, although that's a routing difference, which can be a whole rant on its own. ---- All of this isn't meant to discourage you from TASing, it's to point out how much you are losing by simply not tightening up execution and not using the most up to date tricks. Many of the tricks I describe are used in previous TASes and some even in RTA runs. Research is important, the submission text of Pokemon submissions have many tricks documented. The Pokemon Gen 1-3 Discord also has a TAS channel for Pokemon Gen 1-3 TASers, where people would be able to help you with TASing Pokemon. The TASVideos Discord also has people able to help with the ropes of TASing. I suggest too to avoid TASing categories like these (and probably Pokemon in general), unless you have the knowledge needed for re-routing this category and keeping execution tight. There isn't any known room for execution improvements. Heck, the last improvement to this branch was 4 frames from simply abusing checksum collision, as to save+quit just a bit faster. RNG manipulation is another wild beast that has to be contended with with Pokemon TASing, and that requires bots at the current level of optimization for this category. If you are willing to learn, great! Knowledge is out there and the community is there to help. However, other games don't have nearly as high of a floor as Pokemon does, and might be better choices for first timers like yourself.
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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https://tasvideos.org/4329M Red/Blue obsolete Yellow for the Any% branch due to them just using the same glitch with slightly different setups. Even then this movie exists: https://tasvideos.org/1860M (note this doesn't have BIOS, so add around 6 seconds for with BIOS timing) Noting that trimming blank frames makes this movie roughly 1:46 (not bothering getting cycle count). Also this movie doesn't have the BIOS enabled so add around 6 seconds to get with BIOS timing.
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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Bond of Blood wrote:
no because the normal tank controls with the d pad work but with the analog it only reads one direction at time instead of how it should.
Probably some weird issue with your controller, the game seems to be functioning fine with analog controls testing it out myself.
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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Bond of Blood wrote:
everygame it does not work the closest it gets is in resident evil2 which is dualshock but it is not working right there ether.
What do you mean by "closest it gets" and "not working right there"? Are you referring to the lazy tank controls the game developers put in for "analog" controls?
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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Bond of Blood wrote:
yes it says that it is binded but it is not working am I able to post a picture?
Ah, sorry, I missed this message. What game are you playing where it isn't working. Is it multiple games?
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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Again have you tried rebinding your analog controls.
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
Joined: 2/26/2020
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Have you tried rebinding analog controls in the controller config? (Config->Controllers->Analog Controls)
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
Joined: 2/26/2020
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By default DualShock is used, which has both analog controls and dpad controls. Perhaps you need to adjust your controller config?
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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Did some testing myself, and it definitely seems using the command-line option -force-gfx-direct (which forces rendering onto the main thread) makes the game much more deterministic (to be expected from Unity games) and makes loads consistent. Without it, loads seem to just be inconsistent between multiple runs. Due to this, I'm requesting the author resync this submission using this option (simply put -force-gfx-direct in the "Command-line options" field, this field is right below the "Game executable" field).
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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To comment on the PWC firmware and formatting, in the future it will likely be implemented to automatically remove all extra titles off the NAND so the only title is the injected DSiWare title, so doing this formatting and still dealing with weird unformattable titles like the PWC things shouldn't be an issue. Of course, that would be a 2.8.1/2.9 thing, so not so useful now. Consider right now completely wild west for DSi TASing, the site parser doesn't even parse this movie correctly, and we have to contend anyways with per-console unique BIOS/NAND the DSi gives due to Nintendo deciding to go ham on encryption and no way to use DSi emulation without these firmwares.
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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Just some documentation on the movie format would maybe be enough, I could see if I could get a parser going for Citra, although of course anyone may do it and PR it.
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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The main issues for accepting Citra movies are: 1. There is no parser for Citra movie files (you encountered this I see). Most importantly the time is parsed from the movie file (among other things), without a parser this isn't possible. 2. Can we sync it? Your notes seem to say it's likely so. From what I recall from Citra their sync rate was very low, but perhaps some games sync better than others? Having anything would be better than nothing too, so. 3. Is AVI dumping usable? Well, I guess your encode answers that. So 1. is a primary issue here. The site is open source and parsers decently easy to implement. Anyone could make a parser, although some documentation of the movie format would be needed here.
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Seems like our game files are perfect matches, so there aren't any issues there. Matching all the settings shown still leads to the same desyncs... this TAS seems to just be extremely system dependent (thanks Unity). If no one else can sync it, it will have to be rejected :(
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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Main RAM is only 0x1000000 bytes big, and thus would only allow a range of 0-0xFFFFFF. Those addresses you got look like System Bus addresses to Main RAM. You can either leave out the first 2 digits and just use Main RAM or put the full number in with the ARM9 System Bus
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CasualPokePlayer wrote:
So I've managed to obtain a copy of v1.0.7. I don't know if this will sync or not, but even so it seems to have issues with the self porting process. If it's launched as is, it complains about unknown renderer 2 (presumably some directx renderer) and says it can't find any supported renderers. If I force it to OpenGL or Vulkan with command line arguments, it can get past that but fails on PlayerInitEngineGraphics and thus crashes. Not sure what I've done wrong, other than there are some details with this porting you have not clarified. That or I've done this very wrong shrug.
I've ended up able to obtain a copy of 1.0.8 and having a working Linux port. Although it ends up just desyncing for me on the first gate clip, not sure what's wrong, I've followed everything in the submission notes. EDIT: This ends up syncing past that clip on my WSL2 install, but it desyncs later. Forcing rendering to the main thread also desyncs the TAS at that first gate clip. Changing resolution, screen quality, and renderer shows no difference for sync. Might be a nightmare to even sync this movie (thanks Unity).
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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So I've managed to obtain a copy of v1.0.7. I don't know if this will sync or not, but even so it seems to have issues with the self porting process. If it's launched as is, it complains about unknown renderer 2 (presumably some directx renderer) and says it can't find any supported renderers. If I force it to OpenGL or Vulkan with command line arguments, it can get past that but fails on PlayerInitEngineGraphics and thus crashes. Not sure what I've done wrong, other than there are some details with this porting you have not clarified. That or I've done this very wrong shrug.
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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Dwedit wrote:
Hello, I can't seem to get TI83 emulation working at all. I can import the BIOS file okay, and make the UI show the keypad, but pressing ON doesn't seem to boot the TI83 at all. No "Mem Cleared".
See https://github.com/TASEmulators/BizHawk/issues/3109
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BizHawk 2.8 has been released! This release includes 5 new cores - Nymashock for PSX, SameBoy for GB/C, Emu83 for TI83, Ares64 (split into two experimental N64 cores). 2 cores are also coming out from experimental status - MSXHawk for MSX and BSNESv115+ for SNES. All of these new cores feature Linux ports, helping bring Linux to near feature parity (PSX and N64 previously having no Linux cores). This release also sees DSi support added to melonDS. Many more bug fixes and core updates are included. See the full release notes here: http://tasvideos.org/BizHawk/ReleaseHistory.html#Bizhawk28 Binaries: https://github.com/TASEmulators/BizHawk/releases/tag/2.8
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
Joined: 2/26/2020
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BizHawk 2.8 has been released! This release includes 5 new cores - Nymashock for PSX, SameBoy for GB/C, Emu83 for TI83, Ares64 (split into two experimental N64 cores). 2 cores are also coming out from experimental status - MSXHawk for MSX and BSNESv115+ for SNES. All of these new cores feature Linux ports, helping bring Linux to near feature parity (PSX and N64 previously having no Linux cores). This release also sees DSi support added to melonDS. Many more bug fixes and core updates are included. See the full release notes here: http://tasvideos.org/BizHawk/ReleaseHistory.html#Bizhawk28 Binaries: https://github.com/TASEmulators/BizHawk/releases/tag/2.8
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Are you saying every other frame was a lag frame? That just means you're playing a "30 FPS" game, as in the game polls at 30 FPS, while the console runs at 60 FPS, so every other frame is a lag frame. There is nothing to fix, that's just how the game works.
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phoenix1291 wrote:
Is the Ares64 core already usable?
The GitLab CI builds should have it now. Note it is still experimental and very slow.
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I was able to get the movie to play, although it desynced in the Von Kaiser fight. Dunno what went wrong to cause the instant movie end for feos.
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It's possible the default config doesn't cover the mouse, which case you have to go to the controller config -> analog controls -> bind mouse controls
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Yes
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