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Post subject: Re: Invalid run that is now valid
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Patashu wrote:
True wrote:
This run should be invalidated, because it does the exact opposite of what it should be doing on console. (thank you double dribble, you will not be missed) Instead of skipping to credits, this skips to the fucking PRESS START screen on a real NES. I'll edit the post with more drama and charged words later to make everyone feel better. edit: this is also one of the few runs with my new hardware; I can verify with my old hardware later but the run syncs and even does something to get back to the start screen so I imagine it's syncing fine...
Have you tried other Megaman TASes in console verification, and what are the results of those?
Unrelated, but the old MM1 wouldn't sync on modern FCEUX, MM2 syncs, MM3 and MM5 I can't remember, MM6 syncs up until a hidden platform in one of the last wily stages.
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pirohiko wrote:
True wrote:
This run should be invalidated, because it does the exact opposite of what it should be doing on console. (thank you double dribble, you will not be missed) Instead of skipping to credits, this skips to the fucking PRESS START screen on a real NES. I'll edit the post with more drama and charged words later to make everyone feel better. edit: this is also one of the few runs with my new hardware; I can verify with my old hardware later but the run syncs and even does something to get back to the start screen so I imagine it's syncing fine...
This movie works in Bizhawk. It means that DelayObject appeared if a game is reset. However, the game is reset if two controllers are not completely operated with the last frame. Is it inspected with two controllers?
Didn't even notice. No, was with one. Sorry, very tired. :( Let me try with the second one hooked up. OK, tested. That was it.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
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This run should be invalidated, because it does the exact opposite of what it should be doing on console. (thank you double dribble, you will not be missed) Instead of skipping to credits, this skips to the fucking PRESS START screen on a real NES. I'll edit the post with more drama and charged words later to make everyone feel better. edit: this is also one of the few runs with my new hardware; I can verify with my old hardware later but the run syncs and even does something to get back to the start screen so I imagine it's syncing fine... edit 2: nvm all hail double dribble
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Waiting for file to attempt verification on console...
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If it's the same machine as you, then probably with the same motherboard you have. Think about it - people aren't going to replace a Dell motherboard with some random Dell motherboard from Dell that also only supports 8GB to install 16GB. The board likely works with 8GBx2. It has likely not been validated beyond that. There is no guarantee it will work with more nor is there any guarantee that a future firmware update will not enforce this limit. And if you really have 3GB sticks I'll buy them from you.
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Not pacifist. Not quality. Not yes.
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MultiReplay progress ---- NES replay is working. SNES general and multitap are next to try out; I wrote the code for it but haven't tested it yet. Genesis control is working but I still have bugs to work out and need something to try verifying. I'll post a demo video of the UI and the device in action soon. Edit: After some changes I was able to mostly verify GhostSonic's modified Sonic 1 run. It desyncs in various areas and in fact rarely starts on my console. Like games for SNES, I may need to generate clocks to get this console to sync. Also, for anyone else wanting to directly output for Genesis, timing is a bit weird. Sonic 1 (and I suspect many games) will hold select low for about 6 microseconds, but will actually read the button state within 2 microseconds. ISR on most micros will be a bitch here. With this Genesis trial, it looks like I will be _barely_ fast enough to do N64 decoding. (With SRS, I am at just below 600ns, just in time to read the first bit...) micro500, how were you detecting N64 trying to talk to you? Polling or ISR?
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Waiting to verify anything, as previous MM1 runs can't be verified and I want SOMETHING
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WST wrote:
P.S.: who the hell could give this a «No» vote?
a guy that watched the encode
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For most handhelds, it would require modification to force contact closure on the contacts, and a sync source to sync with the device. This is possible on most handhelds. For GB/GBC specifically, we do have SGB, and as I said above I am willing to work on it but my priority right now is getting MultiReplay working. Which, speaking of MultiReplay, I just got it working =) It synced SMB3 glitched from cold power-on being powered only by the console. I also tested Double Dragon and didn't play to the end, but it synced until I stopped it. The code is a bit different from the NES Replay device so I guess this could be considered yet another implementation. A lot of work left, and a lot of cleanup, but progress is being made...
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just the video nobody was waiting for Link to video
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Maybe. I have an SGB with Zelda nonDX and FFA on loan. I have been asking for a while if anyone can write a parser for VBA files or mod VBA to allow dumping control data from movie replay, but nobody seems interested. I've been busy with other things so I haven't done this myself yet, so unless someone else does it it will be a while before I do.
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Post subject: Re: Mischief Makers TAS desyncing
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SoulCal wrote:
In case you guys don't know, my method involves using the circuit board of an actual N64 controller with wires soldered to each button, and then connected to pins on my micro. How have bots others have made function? I found it rather impractical to generate the pulse codes to emulate a controller since each game generates different sets of pulses.
The protocol is still the same. Other implementations (micro500, mine in progress) do send the pulses directly. Mine will do so for all 4 controllers.
SoulCal wrote:
frame stuff
Does Mupen only export frame data, and not data about each query? There are 2 possible solutions: 1. Work with query data on each query 2. Set up a frame window in which you repeat any redundant queries But maybe I am misunderstanding what is going on.
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Code is coming along :) I also got my donor carts, so now I can use my smaller EPROMs for a clearing cart. Can someone make an NES ROM that set console RAM (0x0 - 0x7ff) to what FCEUX sets it to and maybe sets other things to power-on defaults? Edit: I made one that seems to show in emulator that it is clearing RAM to normal power on defaults for FCEUX. I tried cart swapping with reset held with Final Fantasy and I could reliably get through the first town (I never could before) - but it desynced afterward. So I'm not sure this is all that's needed, the cart swap method won't work, or there could be an emulation inaccuracy...
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OK Mr. True "true" True
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WST wrote:
I leave this without extra comments.
But without resolution I don't know what the settings are...
WST wrote:
P.S.: sadly, I do not have an ESR meter. I’m planning to buy it soon.
http://www.ebay.com/itm/DER-EE-DE-5000-LCR-Meter/161104294237 I bought my first one for ~$350 (but it was a full set with case and USB link). It's a steal at the current selling price. I liked it so much I bought another from this seller. Just noticed that he changed his listing to no longer have his real name... I modified a TL-21 with some cheap sort of Kelvin clips from DX - they're pretty crap though, but give me more working range than the alligators that come with it. The wires are a bit too long to calibrate properly though, I will need to shorten them. The price has also gone up, like all things on dx do. http://www.dx.com/p/test-clip-probes-for-lcr-meter-with-bnc-wires-pair-34214
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The power switchover with the UPS can cause the problem. Combined with lack of filtering, that noise event can really be an issue. Replace those caps and you'll be fine.
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I'll try verifying this later, but I'm still intrigued as to why I couldn't verify other runs, but others could. There doesn't seem to be a PRG1 for NA unless there was and I have it? Or some value in SRAM is being used somewhere, and that value is different on my cart? Maybe with less glitching around than others this run will sync fine...
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I wish I had the game to console verify. WIPs looked good; great work. Will be nice to watch again as a finished product.
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I'm running into all sorts of shouldn't-do-this-when-tired design issues and a few unexpected other issues I need to troubleshoot, so I don't know when this will even play an NES game, much less a Genesis/SMS/N64 game. There are lots of problems that require another board to be sent out for fab so getting something final is a while away yet. I'll post about it again when I have something significant to show.
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Verified Link to video
true on twitch - lsnes windows builds 20230425 - the date this site is buried
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true on twitch - lsnes windows builds 20230425 - the date this site is buried
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Should I console verify this?
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Warepire wrote:
Demand console verification.
I am willing to console verify this, but I need a donor cart. I have EPROMs I can burn this to. Do you have a cart? Any of these games will work.
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Some description is at about 8:47, is I think running his code around 10:40, but it still had problems. the ending minutes he said he was writing everything and running...still a WIP but it looks like it's there.
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