Posts for CasualPokePlayer


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Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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I've slightly re-worked Mic Input. It's been re-named to "Mic Volume", and controls how loud the mic input fed into the emu by a percentage. Currently, the only mic input fed is upstream's provided white noise. In the future the ability of custom samples to be used should be added (with a sync setting to go use them instead of white noise), but that isn't really so much high priority (considering the lack of games that really need such, and DeSmuMe still exists and isn't going away any time soon).
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scrash14 wrote:
How does the fight go VS Doc Louis? It's like "air uppercuts" and his bar goes down? Or does the hit actually happen but doesn't show because of Louis' own punch animation?
"Doc Louis" is really a palette swap of King Hippo. King Hippo normally cannot be star punched, and thus the devs never bothered to give King Hippo an animation for getting hit by star punches (and this persists in this hack). This hack gives you free stars to start and upon each knockdown recovery, so it's possible to star punch Doc Louis and thus see this oddity.
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ConstructiveCynicism wrote:
I've been working on an Any% No Major Glitches Hollow Knight TAS. It's pretty close to done. However, due to the fact that its on the Unity Engine, along with some other reasons, it might be hard to submit. 1) We have to run on our own branch of libTAS, for consistent-ish loads. 2) Desyncs are very common, theres numerous unknown reasons for this, but for now, the movie rarely runs to completion without the use of savestates 3) It requires a specific downpatched version of the game (which is optimal for the category), and also requires the same files in the registry to match I'm wondering if this could still be submittable?
1. We need the run to sync on an official release. If this branch can get its changes merged into master and a release comes, that could potentially be used. 2. Rarely? As in it sometimes can? If so, you might have a shot, if we can get it to sync on our side without states, we can accept it. 3. As long as you properly document the steps needed to obtain this version and the needed settings and such in the submission this shouldn't be an issue.
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DJ Incendration wrote:
While the submission states that the .dtm starts from a savestate, I DMed the author on Discord, who said it does not.
I'm doubting this claim. The byte indicating a savestate start does seem to be set to indicate a state was used. The DTM also seems strange. Lag frames are stated to be 0, although game boot appears to have 3 lag frames at least, so that count doesn't make sense. Dual core is reported to be enabled according to the DTM (which is a really bad sign, and might screw over this movie regardless of the state issue). And I can't seem to play back this movie at all, it immediately freaks out over input sizes being wrong on the first input (which different settings can't seem to fix at all, I would guess this state is to blame). Awosomeandy, I have no idea on whether DJ actually DM'd you, so I'll let you just answer in this thread about this reported savestate start. Along with the other oddities I listed.
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Archanfel got back to me, and it turns out the puzzles they have on their site are mirrored vertically compared to the GB version, so that was why their solutions were not working right away. Fixing that, I now have a movie implemented both new solutions, movie file to replace this submission: http://tasvideos.org/userfiles/info/75103587700952367
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A quick update: I've gotten into contact with Archanfel, and he has given me the solutions to the improved puzzles. However, it seems that the 6-9 puzzle solution does not work (it eventually leads to the character hitting a wall). Currently waiting on Archanfel to clarify this oddity.
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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I've added random noise into Mic Input, simply set it to -1 and it'll output random noise. Fixes some games which expect random values being spammed rather than just measuring out the loudness. And with that, the new port as been merged to master! Now it just needs some more testing before it can be marked as release ready, get the latest build here: https://ci.appveyor.com/project/zeromus/bizhawk-udexo/build/artifacts
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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I have done quite a bit of work here, and hopefully addressed most things I can handle. Firmware has massive verification code to check if the actual bootcode is good (although that is lacking due to information on hashes being hard to come back and 7 firmware revisions, along with even no-intro having bad hashes in them, so only 3 known hashes are in), along with checking the internal checksums and some hacked firmware detection. Firmware settings are mostly in as sync settings, with any not (think it's really just stuff like GBA screen position and alarm?) just set to the same values. Wifi APs are forced to the same values similarly. This should make sync issues just a matter of maybe needing the correct firmware revision. To clarify further on feos: There are some games which currently do not play nice without actual firmware. The fake firmware generate internally works for most games, but some games will freak out over it (mainly if they at all try to access Wifi settings for whatever reason, or maybe they might just see some bad checksums present and go nope). This is an upstream issue, so until they fix this, you might have to use real firmware for some games due to this. Even further, using the real BIOS is required if playing an encrypted dump of a game. Only decrypted dumps work without real BIOS, due to the BIOS containing the decryption keys and the fake BIOS put in melon lacking them, and putting the decryption keys in there might be muddy legally, so it's uncertain if they will be added in. Most dumps are decryped iirc, and there's typically a decrypted version of every encrypted dump, so this probably isn't too much of an actual issue. Some debugging stuff has also been added in. Getting registers, setting registers, disassembly and tracelogger have all been implemented. Memory callbacks have not been implemented, mostly due to wbx stuff not playing nice with them (tl;dr, you will crash hard if you try to get/set regs or read out from a system bus while in a callback). To list some misc stuff, a game db was added, and vpad is complete with all inputs (should mostly resolve Mic Input issues). I believe now this should be ready to be merged into BizHawk master. I still would ask for some more testing before marking this as released and ready for 2.7 though, so please keep testing.
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juef wrote:
Of course! Here are the relevant pastebins: EmuHawkMono_laststdout.txt mono_crash.17fbd4c00.0.json mono_crash.mem.268429.1.blob
The laststdout shows GBHawk, could you run Gambatte again and post the laststdout for that?
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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juef wrote:
Not sure if I'm doing something wrong here so I won't post in the Github issues for now. I am using the latest BizHawk release for Linux. Using a fresh config file, I can load and play a GBC game (such as ucity). But if I import a GBC BIOS which is verified as correct by BizHawk and enable it, it crashes right after loading the ROM. Simply changing true to false in the following part of config.ini makes everything work as expected:
  "CoreSyncSettings": {
    "BizHawk.Emulation.Cores.Nintendo.Gameboy.Gameboy": {
      "$type": "BizHawk.Emulation.Cores.Nintendo.Gameboy.Gameboy+GambatteSyncSettings, BizHawk.Emulation.Cores",
      "EnableBIOS": true,
I can provide more details if necessary. Notably, I see a "mono_crash" JSON file created each time this happens. [EDIT] Switching from the Gambatte core to the GBHawk or SubGBHawk cores also make it work fine.
Can you post your "EmuHawkMono_laststdout.txt" file?
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Spikestuff wrote:
fsvgm777 wrote:
In 5-1, after the checkpoint, Mario gets hit by the spike ball from a Ptooie, thus missing the ground later for me.
Confirming the same desync.
Confirming same desync too. Tried various settings and both of my GPUs, no avail, all desync the same way.
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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feos wrote:
CasualPokePlayer wrote:
I mainly didn't actually do it entirely due to issues I had with my lua script, although granted, that was with an older version of the lua script which also had issues with the JPN version, which I was able to resolve for that version, so perhaps it might work fine? I'll look into it when I can.
Any news on this?
I haven't had the time to go into this. I don't know how soon I will. This TAS still has other potential improvements regardless which could make this point moot anyways. The lua script should make these improvements easy to implement anyways. EDIT: Ok that site doesn't actually seem to post the solutions to those puzzles, but rather just reports the records of them (without any public proof). Not sure how to proceed with this now.
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ThunderAxe31 wrote:
CasualPokePlayer wrote:
So for sync settings. 1. I could agree with this, although treatment of this has gotten inconsistent and blah blah casual user tasing also someone will complain we don't require it for desmume when desmume offers support for real bios anyways. 2. Above, although I could disagree. Getting a good firmware dump is a nightmare, and currently I'm having the internal CRC16s checked along with the SHA1 *decrypted* code checked for verification, the latter is questionable in effectiveness and likely different across all 7 NDS firmware revisions, only 3 of which have their hashes recorded.
Then just force the firmware IF a known firmware file is found in the firmware folder.
That misses the point.
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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I've fixed up Virtual Pad. It should work fine now. I also looked into lua script issues; they're mostly probably not fixable without just making it into a not lua script (which is out of my field). The actual input seems fine, but the lua script doesn't like some settings in BizHawk (anything that screws the aspect ratio is a no go, and BizHawk seems to refuse to expand the screen past 2x, which causes issues with the script if it's set that high). I couldn't replicate the freezing exactly with RAM Search. All I got was it took a while to get up (which is expected when it's going through >4 million addresses).
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dekutony wrote:
Could there a different way to bind the Mic Input? The way it is now is a little annoying, as you have to bind it the same way as the Touch X and Touch Y analog inputs. Maybe there could be an option in the sync settings that lets you change how loud the mic input is, and then binding that to a hotkey, kinda how the microphone has a hotkey in DeSmuME. This would make using it in TAStudio a bit easier too.
This is probably more appropriate as a hotkey than some sync setting / in the input roll. I'll take this into consideration.
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phoenix1291 wrote:
If in "screen layout" you switch from "vertical" to "bottom" when you re-select "vertical", the stylus is blocked on the upper screen. And it is only possible to move it in a quarter of the screen. (Even after closing and reopening Bizhawk. You have to go back to the bottom to have all of the screen space for the stylus.) EDIT: This is due to the change of window size. If we go back to window size x2 the stylus is again correctly on the bottom screen, but if we increase the size of the window (via "view" -> "window size" in 3x, 4x ect this blocks the stylus in a given region that changes depending on the size of the window.
Is this an issue with the script or with actual inputs? The script might have these issues due to the way it works (I'm not qualified to fix it), but actual input should be fine?
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ThunderAxe31 wrote:
I just noticed that there are some other adjustments that need to be made to the Sync Settings: "Use Real BIOS" must be forced to True for recording movies; "Skip Firmware" must be forced to False for recording movies; "Firmware Override" is already forced to True for recording movies, however the SyncSettings.json file may save it as "False". For the rest, the Sync Settings seem good. Edit: another issue found. In TAStudio, if you enable Recording mode and then unpause with the TAStudio window focused instead of the main BizHawk window, it will record the touch pressed for all frames, with coordinates 0, 0. If instead I unpause emulation while the main window is focused, this doesn't happen. Edit 2: ok this is a major problem. When you try opening the RAM Search window, BizHawk simply freezes.
So for sync settings. 1. I could agree with this, although treatment of this has gotten inconsistent and blah blah casual user tasing also someone will complain we don't require it for desmume when desmume offers support for real bios anyways. 2. Above, although I could disagree. Getting a good firmware dump is a nightmare, and currently I'm having the internal CRC16s checked along with the SHA1 *decrypted* code checked for verification, the latter is questionable in effectiveness and likely different across all 7 NDS firmware revisions, only 3 of which have their hashes recorded. 3. I don't get this. It's handled the same way as the use real time sync setting: the sync setting isn't used and instead it will always be treated as a specific way (we want firmware consistent so it's treated as true). It doesn't matter what the sync settings json saves it as at it will be ignored and treated as true. TAStudio and touch controls have funky interactions when using the mouse. This isn't in my field to fix at all. RAM Search freezes? Odd, I assume it's looking at main ram at default and not one of the system buses. I would suspect this issue wouldn't be DS specific anyways, as waterbox cores share largely the same code for handling memory domains.
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phoenix1291 wrote:
First of all thanks for the hard work CasualPokePlayer! With the latest dev waterboxing versions the sript for the stylus works. But only for vertical display, in horizontal, even with inverted display of screens it does not work (see screenshots below). The stylus does not seem to work correctly if you are in windowed fullscreen or in full screen. In addition the virtual pad does not work (Schema warning: Schema entry ":'TouchX' will not correspond to any control in definition 'NDS Controller') Also, is it possible to have a dedicated key for the microphone?
The issue with the script it isn't possible for the script to detect inverted screens (and the proper fix for that is nontrivial). The current work around is to manually set the invert variable within the script. The script should work fine mostly as long as you correctly set it. The stylus works correctly in all cases from what I recall, but the script might be funky if you do not have the window at the correct aspect ratio (i.e. full screen would be a no go) Virtual pad not working is due to me changing the Touch axis controls to have a space in the name. Should be an easy fix. The microphone input is currently implemented as an axis, with 0 silence and 2047 the loudest possible value. You can set the controls for it the same as you would do with other analog controls.
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ThunderAxe31 wrote:
There is only one thing left to implement... And that's very important in my very humble opinion... Native upscaling. Some games, like Metal Slug 7, need it real badly.
This is not going to be implemented here. This requires OpenGL/GPU which I believe is not possible to use within waterbox. Not like it matters overall, casual users can use upstream for goodsizers, and we do not encode DS with goodsizers regardless.
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InfamousKnight wrote:
Booting into firmware during gameplay would be useful for Sims 2 speedruns. How do you boot into firmware? I've found a good firmware dump marked with a green checkmark and went under sync settings to manual boot but no luck.
Did you enable real bios? Real NDS bios files are required for firmware boot, firmware boot does not work without them.
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ViGadeomes wrote:
As far as I understood, the main menu of the DS isn't accessible during gameplay and so during a TAS (as it is in firmware.bin)
You can boot to firmware as long as your sync settings allow for booting to firmware, and you can hard reset to get back to firmware.
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Running without firmware has some potential issues, although these should be just limited to upstream issues. Not sure about bizhawk not letting you record, you are using the latest version right? (link should of been updated just a while ago) What game had issues anyways, and was the error message a BizHawk error message or an in game one?
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DrD2k9 wrote:
I'm getting a desync in 1-3 trying to playback the winning run. Is anyone else seeing this? Specifically: just after saving the victim, I'm guessing the player is supposed to clip north through the wall, but he doesn't.
The movie syncs fine for me. You're using 2.6.2 with the BSNES core right?
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theballaam96 wrote:
I feel like it isn't hugely entertaining after the first few puzzles. I feel like this is a good candidate for standard
The movie cannot go into Moons regardless due to the goal being Standard. Moons is only for non-Standard goals. Standard is not like Vault in regards to entertainment.
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ReyVGM wrote:
No emulator enhances DS graphics, and Bizhawk is not that type of emulator if that's what you're looking for. Bizhawk houses emulators that display games in their original resolution and graphics.
Upstream melonDS offers hi-res support, and should be used over BizHawk's port of melonDS for casual use. (BizHawk technically has hi-res too, but it's not unusable and will be ripped out in the future with no intent to put it back in)
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