Whoa, this conversation unraveled a bit. A few points:
- Console verification requires some method of pretending to be the controller for the device in question and supplying button presses. This would be rather a challenge on a real handheld because you would have to make internal modifications, which might not be viewed well. There are a few existing methods to work around this - Endrift's Game Boy Player Player for GameCube and the use of the Super Game Boy and a replay device that works with and SNES, of which there are now a couple. I plan to go the SGB route because I do not own a GBP.
- If, for whatever reason, I fail to console verify this, the movie will *not* be suddenly rejected. There are a
large number of console verification failures and in no way does that imply that the original movie is suddenly invalid. The only time this might happen is if it was widely known at the time of the submission that a game took advantage of an emulation inaccuracy or if the original submitter was acting in bad faith.
- There is every possibility that the exact steps to reproduce this on hardware will be slightly different. It's a certainty that the resultant movie will be a different number of frames as I've already discovered that it's possible, for whatever reason, to start SML2 faster when using the Gambate core via SGB support in lsnes than it is with VBA (and because the existing movie doesn't even sync with the newest version of VBA this is not a surprise).
- I'd love to work with MUGG, Masterjun, or plow forward on my own and make this particular run happen but if it turns out to not be console verifiable for some reason I'll revert to the
earlier, memory traipsing method. I'd like to get both methods working because I'd like to have the movie in this submission for a donation incentive and use the other to explain how arbitrary code works. Since my goals don't really have much to do with this particular movie, I propose moving this discussion to the
SGDQ 2016 (spoiler alert) thread or into the previously linked SML2 thread. Thanks for the discussion, though!