Posts for Koh1fds


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I got 0015=26 (dec) and first "wrong warp" to glitched stage that doesn't exist! Link to video As i understand from materials posted by Feos - where you respawn depends on 0010 and 0015 memory addressees. I managed to get different values at 0015, but game never change value at 0010 at that point. It always have value = 05. So you can respawn at any level 0010 = 05, 0015 = xx. So it would be combination of some level + second level. BUT sometimes after respawn at level 0010 = 05 / 0015 = xx game can change that values again! So this is can be a way to wrong warp to the last level. You have to get 0010 = 06 / 0015 = 14 (dec) to respawn properly at the last level. edit: and actually music in this glitched stage on the video are faster than in the normal stage. I was thinking that it have same speed as when you fight mini boss, but it is actually faster. Sounds so awesome.
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Here it is: http://s000.tinyupload.com/index.php?file_id=06576860492915045994 If You use continue after Big Blag spawns - game always freezes. edit: memory address 0015 kind of affect where you spawn. Normally it have value 10 on this level, but in this movie it become 41!!!
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Is it possible to know where game tries to respawn you after using "continue"? Link to video I got this. Maybe game freezes because it tries to respawn player on some different stage, but stage number go to high or something.
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For some reason I found only this thread about BT&DD and I didn't want to create a new thread. I'm sorry
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Link to video http://tasvideos.org/userfiles/info/34475999617061250 I can't get something good out of this, but maybe You can
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
jlun2 wrote:
Why where you dying at the end? Is the last stage the only area this glitch (or some variant) is possible? Is it possible on 2 players as well? Also, 5 fps mode? How does that work?
The main part of this glitch is skipping ceiling triggers and then trigger the ceiling in that place where game doesn't expect it. This is what makes game angry. Every time player dies on purpose it done to skip ceiling trigger. Every time you skip a trigger it moves like one screen further so you have to die more to skip it again. When you skip a trigger for the first time you literally make level much shorter. Maybe it is possible to skip some other events with something like this. Maybe that earthquake in Jungle level or something, but I don't think that it will do something. The main question is how triggers skipping works. There is no explanation. Maybe it is possible to do skips even without dying and maybe on 2 players to. When you trigger a ceiling in that place where you have to go down - memory become like a crazy mess. Depends on what you do it can give you pretty crazy results. Game can spawn random enemies and objects, can give you extra lives, messed up the score, it can thinks that konami code was used (first i do experiments with japanese version) and basically glitched as it wants. That 5 fps mode it's like a glitch that some times happens by itself or you can shot that glitched green enemy to start it. Don't know how it works, but it makes game extremely slowly. When you see "game over" message over the extra lives it means that this glitch activeted
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Glitcher wrote:
Ehhhh, I'm not exactly sure the glitch ending is faster than the normal one. You were already near the end by the time you started throwing away your lives. Wouldn't it be quicker just to run to the end and blow the boss to kingdom come?
Throwing away lives is part of the glitch (deaths skips ceiling triggers). It's faster no matter what method you use to stop time (last input or when credits start). It's faster because that deaths literally made level shorter. Also you can not made level shorter and then just go and fight last boss, because there is would be no floor. Also this TAS got that 5 fps mode. Try to start new game after movie ends without reset. It would be sooo sloooow... This also delays credits start by a lot. I'm sure it possible to starts credits early, but it maybe would required longer input.
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Fortranm wrote:
I haven't been able to reproduce the situation where I can do what ever I want with memory, so it might get crazier if that part is reproduced. However, DeSmuME doesn't seem to emulate certain parts of PocketNES very well so the result might not be accurate.
If you watch closely video posted by me - I jump at 01:05. This scrolls the level a little bit down and this prevents game from freezing. If you don't do that jump and send you corpse to the right game like always freezes. Try to do this. Maybe it gives different result
Post subject: Allow more than 8 sprites only on certain scanlines
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Allow more than 8 sprites on scanline. I really like this option, but in some games it makes sprites visible when they have to be invisible. Is it possible to make an option in BizHawk where you can choose certain scanlines for this feature? With this it would be possible to go around this problem in some games. For example in Legend of Zelda. On this picture, if "Allow more than 8 sprites on scanline" only works between blue lines then when Link go trough the door it will look properly. Really bad English
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Alyosha wrote:
@Koh1fds: I'll add that to the list on the OP, but don't expect it to be worked out soon. It won't be easy to work backwards from an IPS patch alone, and there are many other mappers to work on first. If you know any other info about that hack it would certainly be helpful to have.
If you look at properties of the rom it have 64 x 8 = 512 kb of CHR rom. As far as i know there is no other roms on mapper 25 (or other mappers that emulates konami vrc2/4) that have this amount of CHR rom. Maybe this helps.
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Yes. I now why it's not available for public, but i don't care. Everything i care is about proper works of the games. And nothing can beat that mod. Nothing. It's crazy how there is like hidden chinese nes/famicom universe with crazy amount of unavailable awesome pirate dumps / romhacks and their own emulators.
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puNES can't start the game and says "illegal opcode" As far as i know this translation properly works only in chinese Nestopia mod called Nestopia Plus. Nestopia Plus is the most powerful emulator in terms of correctly launch everything you trow at it, but it's not publicly available. You can trow at it like crazy corrupted multicard dump that doesn't work anywhere and it magically works in Nestopia plus.
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I want to point out another "problem". There is a chinese translation for TMNT3 and it doesn't work properly. I understand that this can happen because they modified mapper code specially for this translation and maybe no one interesting in fixing and maybe modification it requires can considered as innacuracy, but still. Just pointing out. It also doesn't work in FCEUX http://i.imgur.com/QUG8XwY.png Here is ips patch for japanese version of the game: http://s000.tinyupload.com/index.php?file_id=01126658513231411526
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I just tested latest version of BizHawk and there is annoying gray vertical line in the right side of image in every game i tested. It also appears on recorded avi. http://i.imgur.com/gIZlCB5.png edit: sorry, but this commit causing the problem "Fix BG check timing, implment pipeline" Also i read op post. It says something about fds version of metroid. Maybe because there is a problem with start of the game. I didn't mention before, but fds game "Yume Koujou Doki Doki Panic" also can't start if you just press "Insert side 1". You have to do same thing -> eject then put other side Also we really want an overclock )
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Alyosha wrote:
Ok, so I adjusted FDS audio levels so that they wouldn't drown out the NES audio as much (helps Kid Icarus quite a bit.) I couldn't find anymore errors with the acutal audio code itself. NESDev mentions a low pass filter that we might need to emulate to get a bit more accuracy out of it, but I think mixing between NES and FDS audio signals needs to be captured better first. Things sound pretty good right now though, so I'm happy enough with the results to move on. Using 'eject' for metroid did work instead of just immediately pressing 'side B', so that's interesting, I'll have to add that to the list of things to look into. Anyway thanks for the reports Koh1fds, FDA audio is greatly improved! Back to mappers!
Thank you! Actually, I asked before like 5 emulator developers / mapper writers / etc and no one was interesting in fixing this. So you are the real Hero! But there is one question... Is it possible to port this to FCEUX? We want that overclocking!
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feos wrote:
For quick check of compatibility downgrades, download and try the earlier builds (green checkmark -> artifacts): https://github.com/TASVideos/bizhawk/commits/master
I checked version right before Druid fixes - Metroid can't start. Then I tested it on more than 1 year old BizHawk-1.9.4 - still can't start. edit: i see... You have to eject disk than put other side for some reason. Maybe when you just press "Insert Disk 1" - it ejects and change side to fast and this causes problems edit2: i can't find any obvious difference, but when Metroid starts there is like some kind of Fanfares. On original console and Nestopia this Fanfares have strong bass line (loud low tone sound) and BizHawk like doesn't have bass at all (really quiet or something). Same thing when you pickup an item. I say sound generated by the real console have more wider tone range https://www.youtube.com/watch?v=X3wnRvQ-ea4 - Metroid from the real console edit3: same thing with tittle theme of kid icarus. This bass / low tone sound made tittle theme of kid icarus on fds so awesome like it's not a famicom, but next gen console. And BizHawk completly loose this effect
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Sound in Zelda 2 are really really good! But now Metroid can't starts. When it ask you to put Side B - you put correct side and nothing happens. I tested 3 different dumps and it always happens. Also all of that roms works in Nestopia
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It will be so awesome if someone find a way to do something like this in Simon's Quest. It's my long-cherished dream. In Simon's Quest in order to go in next room everything you have to do is touching right or left side of the screen while actually walking. If there is a way to skip for example left side trigger then wraps to the right side of the screen and then touch right side trigger you can do pretty much what ever you want.
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Alyosha wrote:
In the mean time, if you know any other fds specific bugs do post them here, as I haven't looked at the system at all until you posted about it.
That was all bugs that i know that was certainly caused by bad emulation and can be easily reproduced. If you want - here is more bugs that i know that happens a few times in FCEUX. I don't know if they happens in NesHawk and don't have saves or movies that can reproduce it. I can only describe it: 1. Nakayama Miho no Tokimeki High School. In the middle of the game it ask you to change disk side. You put correct side and it says: "error" or "incorrect side" i don't remember exactly. After messing around with the disk (insert / eject / changing sides a few times) you put EXACTLY the same side as before and it continues as normal for some reason. I was thinking that the nature of this bug is the same as saving bug in Bubble Bobble. Since saving in Bubble Bobble fixed it may not happend in NesHawk or it caused by game error or bad dump. I don't know. I think this happens in some other games. I don't remember. 2. Zelda no Densetsu - The Hyrule Fantasy (Zelda 1). I don't know whats caused it. If you play for to long - sometimes if you go in shop or hidden cave on overworld map - when game tries to show you text message it breaks background graphics instead. If it happens ones then every message you get will have glitched bg graphics. This is actually pretty annoying. It may not happend in NesHawk or can be caused by game error or bad dump. I don't know. Also both of this bugs never happens in Nestopia even when i use the same roms.
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Sound still glitched. Only sound generated by FDS glitched. Compare Link's scream when you take damage for the most obvious difference. On BizHawk and FCEUX his scream sounds like horrible digital noise. On original hardware and Nestopia it sounds like real human voice. Sound also glitched in: Zelda 1 Metroid (try to morph and unmorph for the obvious difference) Kid Icarus (Grim Reaper scream for the obvious difference) Link to video edit: also i know only one emulator that have good fds emulation - Nestopia. Even puNES not that good.
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I tested iterim bild that you give me in different tread. It was having all the problems and EXACTLY the same glitched sound. edit: I retested it. Ok. Only Bubble Bobble saving is fixed. Sound still glitched and Druid flickers.
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It's good to see how pretty "important" and popular pirate mappers gets fixes. But how about not important and obscure FDS mapper? I don't have last version of BizHawk, but i think every problem from this list can be applied to it https://sourceforge.net/p/fceultra/bugs/739/
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I see now. It happens even without overclocking in japanese version only. My bad.
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