Posts for Ti_


Ti_
Experienced Forum User, Published Author, Former player
Joined: 12/4/2008
Posts: 27
Location: Russia
Sour wrote:
getting the precise timing for this thing to work will probably be relatively hard + there might be some edge cases that might exist, too.
Sure. Because of that it's near impossible to do 100% accurate emulation, only 99% :).
Sour wrote:
=Messing around with it, I managed to make Mesen pass like 3 out of the 13 scenarios, but nothing better than that.
Very good, because other emulators do nothing.
Ti_
Experienced Forum User, Published Author, Former player
Joined: 12/4/2008
Posts: 27
Location: Russia
Also I see you have an option for "disable emulation OAMADDR bug". I see its effect if you do something like:
	LDA	#$80
	STA	$2003
	LDA	#2
	STA	$4014 ; SPR_DMA	
What happens on hardware, seems how it's works based on time/ chips temperature: When you just turn on console, you will see picture same as bug emulation on. after 1,5-2min bug disappear and you will see picture same as without bug emulation. If you turn off console for 10-20 second, turn on again - bug will disapper much faster - after 20-30 seconds. https://youtu.be/frDP-IdCWo4 I don't know whether it was known , but options is ok.
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
Sour wrote:
For the sprite flashing, I don't know - it could be the Famicom, it could be the flash cart being used, or it could be some undiscovered behavior that no emulator emulates properly.
I've looked - they did timed code change in a new rom , LDX #$D2 was changed to LDX #$C3 at adress:
BANKF:C343                 LDX     #$C3
After that most sprites flashing disappers , except part of a star on status bar, and status bar glitchy very slightly. https://www.youtube.com/watch?v=GQIzHOZyU2M&feature=youtu.be Also I did other rom, without timing fix, but wheres BIT $2004 replaced with NOP's
BANKF:C2C2                 BIT     PPU_SPR_DATA
sprites still flashes, but no glitches after status bar (00:40 in video).
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
Sour wrote:
A high-level description of what the test does and what the numbers shown on the screen mean would be really helpful in trying to figure this one out.
test first clear all vram to zeros. than does various writes and reads to/from PPU_DATA in the end of vblank and later (scanlines -1, 0) then read data back from ppu, and shows it at right side of screen: 178 78 - means value '78' at ppu adress 2178. (2ADDR :VAL) 3d1 d1 - means value d1 at ppu address 23d1. (checks only range $2000-$27FF). than compare it with different patterns happens on hardware.
Ti_
Experienced Forum User, Published Author, Former player
Joined: 12/4/2008
Posts: 27
Location: Russia
Sour wrote:
Mesen has an option to at least simulate OAM decay.
OK. I understand. But your option very far from simulation. 1) you sprites seems just disappers instantly , not by time? 2) not some bits memory corrupted, your just clear all to zeros? you may simulate some bit corruption using random. 3) sprite 0 visually no changes on hardware (but as I understand 'sprite hit' logic broken) even after 4 seconds. Other record from hardware famicom: Wonderland dizzy (first rom version): https://youtu.be/FRLfJbRu_gY various sprite blinking and glitches. seems other not emulated thing. https://yadi.sk/d/NipOb5L93HVbiF
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
Famicom (and NES?): about (Pre-render scanline (-1, 261)) in most emulators you can write to ppu data $2007 if rendering is enabled. (but NOT on hardware). afaik only nintedulator gives closiest (but not same) result to real hardware. most games turns off rendering (#$00 to $2001) while vblank for vram updates. some games dont do this, but because designed to fit all vram writes into vblank time, this situtation never happens. But for hacks, translations, or homebrew this may occur (when modify to push more data to ppu). That means it's very important (however not emulated).
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
Also sprites decaying on dendy goes faster than on famicom (and some differ): https://youtu.be/bQ2_2c89ipk Dizzy The Adventurer (Camerica) (Aladdin) [!].nes game freezes only on hardware dendy, if you press pause or fall into water: (00:15) https://youtu.be/g_9weytf2Y4 fixed roms: _1 - corrected game ntsc/pal detector to properly detect dendy as ntsc - game not freezes, but some sprites decayed when you press pause. (00:40) _2 - hack to update oam every frame - game not freezes, but some sprites blinks (01:18) _FIX - fix1+fix2 = all ok. (01:48). https://yadi.sk/d/qOXyPGrc3HVXKa
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
Samsara wrote:
You need to actually edit the submission to include him as a co-author.
Okay, done.
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
Ferret Warlord wrote:
Edit: Okay, I just noticed you altered the beginning of level 7 a bit: you flinched at the very start. Was there a reason for this?
Old movie desyncs on newer version emulator on some levels (mostly when ninpo should drops from egg), so I've adjusted some buttons. About changes, I've already says that it's improvement of previous movie. I've downloaded it and made that improvement.
Ferret Warlord wrote:
I'm afraid I'll have to insist on co-authorship at the very least.
I've not write that it's my run. You may see your as author in movie file metadata, so I've not steal your movie. :) Just beat a time record. About how it's published on site, I don't know system.
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
Spikestuff wrote:
Well we can be correct name or the name we provided on the previous TAS or use a bootleg English title or use the English title to the Anime.
Why you just can't use both names: something like: Samurai Pizza Cats / Kyatto Ninden Teyandee because when someone uses search, it can write any name.
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
Spikestuff wrote:
Ti_ to update your TAS use this: http://tasvideos.org/userfiles/my#uploadfile Then link it back here requesting for a update to the file.
http://tasvideos.org/userfiles/info/17775087114836967
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
mklip2001 wrote:
This looks good! It's nice to see an updated run of Samurai Pizza Cats :-) It's a fairly small margin of improvement, which makes the old run more impressive. It is a shame that you have to take so much time in the last stage to get 2 Ninpo powerups. However, the route looks good. It's a surprisingly simple shortcut in Stage 6. One question: in Stage 5 (I think), you dig upwards with one cat before switching back to Batcat. You dig a little bit to the left of the breakable rocks. Why didn't you dig upwards at the edge of the dirt, right next to the breakable rocks?
note: I've only made improvement with stage6, old movie was written by Ferret. So, I don't know about his tactic. What about shortcut, I've watched sgdq speedrun , and they don't knows about it :) proof: http://www.youtube.com/watch?v=C65w1cXKG3o&feature=player_detailpage#t=534
Ti_
Experienced Forum User, Published Author, Former player
Joined: 12/4/2008
Posts: 27
Location: Russia
...
Ti_
Experienced Forum User, Published Author, Former player
Joined: 12/4/2008
Posts: 27
Location: Russia
00:09:02.02 -> 00:08:56.65 32575 -> 32252 https://www.sendspace.com/file/s99h40
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
AnS wrote:
Ti_ wrote:
По идее уже есть трик. ASM6 научился генерировать .NL файлы которые fceux кушает.
Ух ты, не знал! Почему эта версия ASM6 ещё не выложена на romhacking.net? Там какие-нибудь баги есть? Вообще, запиши видео или текстовую инструкцию для народа - я думаю, это всё будет очень полезно.
Это потому что она только сейчас на nesdev появилась. :) Багов при компиляции вроде нету. Насчет багов в символах, не знаю, пока не юзал, вроде нет. Только вот EQU'S (=) не добавлюятся в .NL. (В тех же баттлтоадсах там есть вначале имена уровней и кнопок именно через equ) И ещё, там по ссылке исходник под tinyC.
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
feos wrote:
Да поздно уже. Я в вашей теме спрашивал по боссам, в итоге сам все раздебажил. http://tasvideos.org/GameResources/NES/DuckTales2.html
Это ведь не тоже самое, что просто дизасмнутый код. Код либо разобран, либо нет. А разъяснять механику действий боссов мне интереса нету. Кто умеет, сам прочтёт последовательность действий в коде. Но скорее всего, на тот момент боссами еще не занимались, поэтому их функции не были отмечены. Да и вообще, почему только боссы? А вдруг игру возможно багнуть как и баттлтоадс - записью в память. В тот же флаг конца уровня или игры. А в DT2 вообще есть флаг разработчика - включишь его, и можно со 2-ого джойстика уровни переключать + бессмертие. :)
Ti_
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Joined: 12/4/2008
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Location: Russia
Барабаранная дробь! Чекай свой SVN :) p.s. У меня кстати ещё по 2-ым уткам есть дизассембл, поскольку хак делаем счас на них. Если надо - пиши, вы вроде делали на них спидран.
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
feos wrote:
Не так критично как например интеграция имен из IDA во фсеух.
По идее уже есть трик. ASM6 научился генерировать .NL файлы которые fceux кушает. Итак делаем дизассембл игры, пересобираем через новый asm6, получаем rom.nes.ram.nl rom.nes.7.nl и т.д. Профит!. :)
Post subject: Предложение для новой версии fceux
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
На апгрейд шрифта: Было бы круто: Если кто возьмется из наших. Например AnS, если не забил ещё. :)
Post subject: Re: Genesis does what Nintendon't
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
hegyak wrote:
Why am I even talking about this? Because I enjoy pointing out that Nintendo can't seem to program things right.
MC68000 will break on any undefined opcode, on odd adress and there's no banks (writing to rom will do nothing I think). That means: you will see debug screen on MK3 instead of superfast glitched ending. :)
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
Дело было в бобине. :D Помогло фулл удаление студии. Причем вначале наивно попробовал repair, который конечно не помог.
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
AnS wrote:
всем качать FCEUX 2.2.0!
Не подскажешь как компилировать fceux ? Вроде не похоже на ошибку из-за того что студия старая.
Performing Pre-Build Event... SubWCRev : E155007: 'C:\fceux' is not a working copy Performing Custom Build Step Скопировано файлов: 1. Performing Custom Build Step Скопировано файлов: 1. Compiling... Project : error PRJ0002 : Error result -1073741511 returned from 'C:\Program Files\Microsoft Visual Studio 8\VC\bin\cl.exe'.
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
Try to make some TaS run of Rock n' Rock Racing Hack v15alpha-r8 in 3 player mode (3PL. vs 3AI), because can't find good players who can beat it. :D
Post subject: [smd]gir to gmv
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
hi, is it possible to convert *gir (gens+ 0.0.39) replays to *gmv (gensmovie11a) ?
Ti_
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Joined: 12/4/2008
Posts: 27
Location: Russia
Aqfaq wrote:
Hello there, Ti! By the way, there is a shortcut in the upper right corner of the final level.
tell him to use cannon to move faster. also on level2 "secret" upgrade on left wing edge.