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BTW, bsnes does not emulate reading controller registers in middle of poll correctly (alternate poll timings are better, but still not fully accurate).
Oh, and the effects that occur on real hardware pretty much make executing anything off those registers while polling impossible.
Because of this, avoid executing anything off those during scanlines 225-228.
If in controller registers, those scanlines should happen in some state that does not execute normally. At least the following do so:
- Interrupt wait (WAI).[1]
- NMI (invoked at start of scanline 225)
- Active DMA.
[1] If NMI is on, NMI will interrupt the wait, but the normal execution won't resume until the NMI returns.
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Looks good, albeit I notice some flickering during cuts.
Would be much easier to do if there was automated means to identify what to cut out, but I presume there isn't. :-/
Also, since this is taking so long, what about canceling this submission and when verification is ready, un-canceling it?
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Warp wrote:
Ilari wrote:
What might be less easy: What is the desnest (asymptitocally slowest growing) such natural number sequence where natural numbers can be expressed as unique sums?
Wouldn't that be the set of all natural numbers? Or did I misunderstand something?
No, and actually it is 2^(n-1) too (at least if sum of numbers is defined as subset sum sense).
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Warp wrote:
What is the sparsest sequence of distinct natural numbers for which it can be said "any natural number can be written as a sum of unique numbers in this sequence"?
If one defines "sparseness" as asymptotic growth rate of element in ordinal...
Suppose that sequence sparser than 2^(n-1) existed:
Without loss of generality, order the sequence f in increasing order.
Then there exists first element in sequece that is greater than 2^(n-1). Call it c (with value k).
Now how would k-1 be represented? It can't involve k or element even greater, because there are no negative numbers.
But it can't be sum of any lesser number because:
sum(f(n),n,1,c-1) <= sum(2^(n-1),n,1,c-1)=2^(c-1)-1<k-1.
So k-1 can't be represented. A contradiction. Thus, there can be no sequence sparser than 2^(n-1).
In fact, the sequence 2^(n-1) can represent all natural numbers as unique
sum of numbers. So 2^(n-1) (1, 2, 4, 8, 16, 32, 64, ...) is the sparsest.
What might be less easy: What is the desnest (asymptitocally slowest growing) such natural number sequence where natural numbers can be expressed as unique sums?
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Patashu wrote:
Ilari wrote:
Many SNES games just can't be verified, no matter how good emulation.
Because of Uninitialized RAM, right?
That, other things being uninitialized and CPU<->SMP clock jitter.
the_randomizer wrote:
How long Snes9x will still be accepted for remains to be a mystery.
I'm sure full snes9x deprecation will be done like snes9x 1.43 deprecation, so should be safe to start a run.
Also, as to when it starts, it seems like far off.
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STV_Brozer wrote:
the movie doesn't use cheats.
Looks like that movie has hacks flag set. Does the following edited version sync (cleared the hacks flag):
http://tasvideos.org/userfiles/info/13061167391286640 ?
Also, I think I know why it fails: If movie has cheats or hacks flag set and is text, the movie file parser starts parsing garbage (it parses text input as binary input).
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STV_Brozer wrote:
I tried again and it still doesn't work :/
the movie spend 1:58 hours for 11.25MB unzip (85ko zipped)
Fatal error: Allowed memory size of 134217728 bytes exhausted (tried to allocate 71 bytes) in /home/tasvideos/public_html/formats/pjm.php on line 162
Can you put the movie file somewhere, so one could figure out WTF is going on...
Also, why does that movie seemingly use cheats? I can't see a way for that code to reach line 162 otherwise...
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NitroGenesis wrote:
Actually Hourglass runs the game and audio perfectly fine. The only issue is music, which can easily be externally added:
Do I misremember or did Natt have hacked version of Hourglass (or some other hack) that could dump MIDI music (assuming that game uses MIDI for music)?
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Flossy wrote:
I'm playing Smash Bros Melee v 1.2. dspdump 0 and 1 are really short with seemingly no content, and dspdump 3 has the audio, but it is even more desynced than the audio in the avi.
Also, basic sanity check, you are applying the given timecodes (timecodes.txt?) to the video? As otherwise the video has who knows what timings.
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Flossy wrote:
Even with this hack the audio for my tas doesn't properly sync. Are there certain settings or something that I should be using?
(Version is 4.0.2 64-bit)
What game? And you are using dspdump*.wav or whatever those were called, not the audio dump in the AVI?
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Patashu wrote:
It remains rejected because of the platform it was made on, which tasvideos doesn't support/recommend as a TASing platform, and has a low optimization level as a result.
Err, What??? Can you give reference about the run being badly optimized as result of bad emulator (as opposed to suboptimalities in routing)?