Posts for dwangoAC


Post subject: Perhaps Raspbmc distribution has examples?
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Hello, fellow Raspberry Pi owner! I don't have a compatible TV to test this with so I can't directly help you, but you might want to take a look at the Raspbmc distribution which has added CEC support inside of XBMC. There might be some examples there which are of use to you. I use Raspbmc as my primary OS when I'm not using the GPIO pins for TASBot purposes. I need to get another Pi... :) Best of luck and sorry I can't be of more help, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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Derakon wrote:
Another possible idea might be some way of having an input display. Just an array of LEDs hooked up to the buttons or something so people can see the input that the controller is sending.
That's an interesting idea as well. My plan was to only modify the original controller with an extra port to connect to the Raspberry Pi and require that to be present to do any playback, but the idea of putting everything in the controller is very interesting and is likely a better fit for your idea. I wish True the best of luck with that. Thanks for the ideas, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: NES controller successfuly emulated, oscilloscope results
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After my last post I took everything I had to the office to use the oscilloscope. The breadboard came up fine, even with lots of probes attached. We started with just the clock connected. A few things surprised me - for one thing, the scope showed that the Game Genie ran the CPU at around 112 kHz, but Dr. Mario ran at 43 (I think) and Mario ran at 78 as tested with a single controller connected. The scope had a USB port and a print ability, so I saved off a few screenshots. Here's the state while running the Game Genie. This shows the clock in yellow, the data in purple or blue, and the latch in green (although apparently we'd bumped that when we saved the images from the unit itself). In the above image, the latch only hit once, but when I plugged in a second controller while playing SMB3, the clock went to 16.1 kHz and the latch triggered twice in a row. While the scope was attached I was able to get everything working with the dip switches so flipping an appropriate switch caused the correct button press to be sent to the NES. I even managed to stomp the first Goomba in SMB3 using just the dip switches. Now that I'm completely confident that I have reimplemented an NES controller on a breadboard, my next step is to tear this down and further investigate WiringPi and get cracking on getting level shifting going for the CPU and latch lines into the Raspberry Pi. I need to get the +5 volts headed from the NES to the Pi down to a safe level of between 2.5 and 3.3 volts as well as boost the 3.3 volts the Pi will send down the serial data out line up to 5 volts. I have limited parts on hand but I'm going to try to get something working with what I already have and then plot my next parts order. I am still actively looking at the option of making a common connector from the Pi to a common plug type and converting each console's controller type to act as the wiring harness and console-specific circuitry holder, but the one problem with this plan is this may complicate working with multiple controllers. The other option would be to create a single PCB that could support NES, SNES, N64, and perhaps Sega, but that's a bit ambitious so I'll worry about those decisions later. Thanks for the feedback and keep it coming! A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: First steps: reimplement an NES controller on a breadboard
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When I posted about making my own NES bot I promised to post regular updates on my progress and this is the first major entry. I invite you to follow along in the journey - I'll do my best to make it an entertaining one! I'll be posting several pictures which you can click on to see in the original size. I'll be uploading all of the raw pictures to this TASBot album. I wanted to start by re-creating an NES controller on a breadboard to make sure I understood all of the different components. This turned out to be very worthwhile as I discovered many deficiencies in my own knowledge which I filled in over the course of a few days of research and experimentation. To get the project kicked off, I sorted through my boxes and pulled out an old breadboard I acquired as an extra when I bought my Twilight Zone pinball machine. Here's what my workspace looked like shortly after I started: That's a solid-core door sitting on two filing cabinets for a desk with the Twilight Zone pinball machine to the right. Note the breadboard with a previous project's wiring still in place. It took me a while to clear off all of the jumper wires but I was able to get them sorted by length. I decided to sacrifice an NES MAX controller for this project (I have two normal rectangular NES controllers and that particular MAX controller always seemed difficult to use for me). I desoldered the cord and removed the existing 4021 CMOS shift register IC from the board with the assistance of my helping hands gripper. An NES controller uses the shift register to collect the 8 buttons that can be pressed (U, D, L, R, Select, Start, B, and A) and feed them to the NES one bit at a time through a single serial data out pin. Since my goal is to emulate what an NES controller can do I decided to start with that chip on the breadboard. I initially relied on the wiring diagram from micro500's original instructables post. I started by getting the wiring harness pinned down and the 4021 placed with a few wires run. In this state I wasn't supplying the column marked A with any voltage so the dangerous-looking yellow jumper on the right was innocuous. It should also be noted that in this state it didn't do anything useful and I wanted to fix that so I took a couple of days to do some research. I was attempting to short one of the 8 parallel in pins of the 4021 to ground in the hopes that it would trigger a button press but nothing was happening and I wanted to fully understand why and what I should be doing instead. With the aid of an army of people in #tasvideos giving me guidance (including micro500 himself, DarkKobold, true, zid', Ilari, and several others I'm probably forgetting) I got a better grip on how to work with CMOS integrated chips. The consensus at the time was that the voltage needed to be pulled in the correct direction rather than just relying on shorting to ground. During this string of educational conversations I came across this helpful post about connecting an NES to a Raspberry Pi with links to a project from Seb who put together a very helpful wiring harness design (albeit with the wire colors in German). After many hours of trial and error testing over the course of a couple of days the breadboard looked significantly more populated. I happened to have an 8 position dip switch and placed it next to the 4021. I also joined A and B on the left with A and B on the right, respectively, which can be seen in this image of the full breadboard. By connecting all 8 parallel pins to 5 volts using 10k resistors I was able to pull those pins high unless the switch was flipped to allow current to flow to ground, thus pulling the respective pin low. I did a bit of testing and this somewhat works, but at this point there is no timing, so what tends to happen is all 8 buttons are held down when the console is turned on or no buttons are held down until the 8th switch (4021 pin 1, parallel in 8) is flipped. This tells me that I now have at least a somewhat working circuit (the behavior of the 8th parallel in pin puzzles me, but I suspect it is due to the lack of timing synchronization). Now that I have the basics down my next step involves a whole lot of research to determine the best way to connect a Raspberry Pi to this interface, keeping in mind that the NES is the most simple device of the lot and the design must eventually support 4 SNES controllers at maximum data rate. I'll post as I make progress, although it could be a while before I have anything else fancy to show. Thanks again for everyone who assisted me and here's to further progress over the coming days and weeks, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: Re: Progress on creating an NESBot
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Tub wrote:
So.. would it be possible to make the bot completely self-sufficient, by installing an emulator on the Raspberry, attaching keyboard and monitor, and working from there?
That's definitely a possibility. I have a Motorola Lapdock I picked up for $50 which has a screen and can be adapted to both power the Raspberry Pi and provide a touchpad, keyboard, and screen. If I can get everything working my plan is to use that platform and have individual harnesses that connect to each supported console to allow quickly transitioning between them. December 10th is coming awful soon for all the plans I have... :) A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: Progress on creating an NESBot
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I've made some good first progress at making an NESBot. Unfortunately, I'm signed up to donate blood today so I have to make this quick. Starting state: http://ic.pics.livejournal.com/ac/9096/1244251/1244251_original.jpg What I got done last night: http://ic.pics.livejournal.com/ac/9096/1235837/1235837_original.jpg And a whole lot in between: http://ac.livejournal.com/pics/catalog/22750 There's so much more to post about and describe but suffice it to say I used an NES MAX controller as the donor for a 4021 chip per the instructions at http://www.instructables.com/id/NESBot-Arduino-Powered-Robot-beating-Super-Mario-/ and my next step is to figure out how best to interface with a Raspberry Pi and adapt the code micro500 came up with. I still do not know if this will work, but I won't find out until I try. :) I'll flesh this entry out later with better pictures and more information. Edit: I created a new entry for the update which can be found here: http://tasvideos.org/forum/viewtopic.php?p=354440#354440 Until then, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: FrontRangeHosting.com has extremely cheap OpenVZ servers
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As far as a server goes, I've had great success with frontrangehosting.com - they have some very, very cheap servers: https://www.frontrangehosting.com/hb/index.php/cart/openvz-virtual-private-servers/ I pay $14.40 per year for a server with 128 MB of RAM and 250 GB of data transfer a month; their non-promo price is $2 a month but there are a ton of promotional codes like FR25 and 50OFF that can reduce the price significantly. I use my server for a place to go connect an IRC client. A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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To briefly answer some of the questions that came up about running different games, yes, I'd love to try. Just like the other NESBot owners, though, I'm under the same restriction that I can't run games I don't have access to. The marathon will be a perfect time to attempt to console verify other games, so I'll be making a post in the SDA Marathons forum in a few weeks asking people to bring games to be verified. It's hard to say what the reaction will be to that idea, but it couldn't hurt to ask. Thanks for the support from everyone, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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Sappharad wrote:
The OS X port of 1.5.0 has been posted..
Thanks for working on this! I recently switched to a MacBook Pro and while I nearly never use anything native (I run Linux inside VMWare Fusion) it'd be nice to be able to get BizHawk running. I've been so far unable to run BizHawk under my WIndows 7 VM due to an instant send/don't send error (even with 1.5.0, oddly - must investigate further) so I'm glad that this option exists. A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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PJ wrote:
SM64 I have no strong opinion for/against).
At this point SM64 is about the only thing we know that works for certain, so that's just a starting point. Having said that, what N64 choices would be good ones, keeping in mind we'd have to source the original cartridge? Just curious, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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Derakon wrote:
... Making one of each type sounds like a big job.
Indeed! Making one that handles all types is even more ambitious, but I'm up to the challenge. :) A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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Tristal wrote:
I wish you luck at educating the room/stream and not getting laughed or hated out of the room.
Heh - I think we'll be just fine there. The last time DarkKobold showed off the NES Bot it was very well received. Having said that, I want to make absolutely sure I'm as prepared as possible and have a "marathon safe" demonstration. While the marathon's deadline is in January, my personal deadline is December 10th; I plan on presenting what I have working at the December North Bay Linux User's Group general meeting. Anything between December 10th and the marathon will be refining what already works (or at least that's my plan now :). Thanks for the best wishes, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: TASVideos needs your support at AGDQ on 2014-01-05 5:25 EST!
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Greetings, TL;DR: I will be representing TASVideos at the Awesome Games Done Quick 2014 charity marathon for the Prevent Cancer Foundation on January 5th starting at 8:25 PM EST and I am requesting donations from you (yes, you, reader :) toward a $10,000 USD goal during the TAS block where I will be showing TAS's on consoles. Donating during the block will enter you in a raffle to win various prizes, including the first production run bot from true in the form of a ROBBerry Pi! In August I started discussions in IRC about the idea of TASVideos supporting the AGDQ 2014 charity marathon and I'm very happy to see the level of support from across the TASVideos and SDA communities. Before I go into details, I should explain what AGDQ is and my motivations for doing all of this work. The website SpeedDemosArchive.com is the largest community of players completing games as fast as possible using human skill alone. Several years ago they started a yearly charity marathon now known as Awesome Games Done Quick and the marathons have driven more than $1 million in donations to various charities, primarily to the Prevent Cancer Foundation. As cancer claimed the lives of three of my grandparents when I was young I am motivated to support SDA's charity efforts any way I can. As part of this, I've had good discussions with adelikat about having TASVideos actively support the AGDQ 2014 marathon through things like a website banner on the front page and representing the TASVideos community during the marathon itself. I pitched the idea of a TAS block in the AGDQ 2014 Games List thread and mikwuyma (who is generally in charge of game selection and the marathon itself) responded on the next page by initially allocating a 30 minute block (which he later bumped to a full 45 minutes) during primetime on the opening day of the marathon on 2013-01-05 at 8:25 PM EST. Update: Many people contributed to this project over the course of the last several months, including Ilari, zid', micro500, DarkKobold, adelikat, and true. Here is what we've accomplished, with the original post at the bottom to provide historical context for the discussions in the rest of this thread. I attached a Raspberry Pi computer and the board that true built to a ROB and dubbed it ROBBerry Pi! ROBBerry Pi can play back NES and SNES games and will be used to play back Gradius with adelikat commentating, SMW total control thanks to Masterjun, and a bid war between SMB3 and something as-of-yet undecided. On the N64 front, micro500 has his existing bot and has also started work on a new revision. We'll be playing back SM64 0-star. My wife and I will be at AGDQ 2014 for the entire marathon. She's made a few raffle prizes and I will be volunteering at various stations. What I need now is for people to spread the word. The TAS Block will run on 2014-01-05 from 20:25 - 21:10 EST (8:25 PM - 9:10 PM EST). My personal goal is to raise $10,000 USD in those 45 minutes. It's an optimistic goal, and it can't happen without the help of the TASVideos community. Donating will enter you in a raffle to win various prizes, including the first production run bot from true. The second half of the original post is below for historical context
We even have some good ideas for donation incentives! So far, we have the following suggestions on things we can show in a TAS oriented block:
  • NES bot running Gradius, potentially with commentary from adelikat if he can attend Update: He'll be there!
  • N64 bot running Super Mario 64 0-star
  • SNES bot showing Super Mario World, possibly with total control based on work Masterjun is doing Update: There are exciting developments on this front!
For my part, I have experience and access to a hardware lab and am committed to doing the following:
  • Post regular updates of my progress (in an entertaining and educational manner)
  • Build an NES bot (using either the Arduino hardware or my own attempts using the ENIO board)
  • Build an N64 bot (either the existing design by micro500 or my own design)
  • Build an SNES bot (based on the design feos came up with)
  • Attempt to build all three on common hardware (as a TASBot) using a Raspberry Pi and engage the Pi community in the project
  • Attend AGDQ 2014 early around January 4th, 2014 to help them with setup
  • Read donations during the marathon
  • Set up hardware and give a demonstration of all of the bots that work during a TAS block
Here are the parts I still need to pull this off:
  • A copy of Gradius that will sync with adelikat's run Update: micro500 lent me his cartridge - Thanks!
  • A copy of Super Mario 64 (an SDA member named Corrodias on #SDA offered to donate an N64 console for this project)
  • A copy of Super Mario World (I own one, but it's not with the rest of my SNES games and I have been unable to find it)
  • Four sacrificial SNES controllers (I only need the cords so broken controllers are fine) Update: I bought SMW, SM64, and two controllers from a local enthusiast and I bought a third controller using Bitcoins from SDA member AniMeowzerz
  • A Raspberry Pi to backfill the one I plan on using to create a new TASBot platform (still needed)
  • Potentially a GERTBoard for the Raspberry pi to protect the Pi's sensitive 3.3v GPIO pins from voltage spikes No longer needed
  • Wiring harnesses for each console, possibly with console-specific circuitry as needed
  • An Arduino (as a "backup strat" :) Borrowed from a co-worker with much thanks
I'm seeking donations from the community to help obtain these items as some of them might be difficult to find. In particular, getting the correct copy of Gradius could be a challenge, and not many people actively sell broken SNES controllers (I'm good here now). I'm planning on financing the plane trip itself from California to Washington, DC and covering room costs for a week at the Crowne Plaza as well as covering the costs of all of the materials needed but at the same time I would not turn down donations. Update: An anonymous Bitcoin donor (namely, Sonny from Butterfly Labs) covered all of the existing travel and materials costs! The only remaining costs I have are food and transportation while we're there and a few smaller materials (lots of yarn for raffle prizes, primarily :). If you're inclined to donate but do not have any of the needed materials I can receive Bitcoin donations at the address 1CknXDyb5jTG1Nw1hs437r6fnz7npBSEfA and can publicly thank donors during the stream if you make your identity known. Thank you in advance for the support, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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eternaljwh wrote:
More turnbyturn.txt editing: turn 814: "to manipluate it for us." 822: " the distribution of timeouts is utterly bizarre " Ah, good old rnz.
I'll try to get back to this soon. Both ais523 and I have been busy as of late (and distracted by SGDQ :) but we hope to make some more progress soon. For the record, we expect to finish more than 12 months from now based on how much work is left to do. This is such a complicated game... On the upside, we're on the 4th "server" computer we're collaborating on since we started the run three years ago. :) A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: Encode of new E1L1 WIP
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I've uploaded a quick encode of the E1L1 WIP. Fair warning - the PC Speaker beep at the beginning is DEAFENING compared to the rest of the audio. Ilari suggested I use --audio-mixer-attenuate=org.jpc.emulator.peripheral.PCSpeaker-0:20 at the dumpconvert line next time. Now that I've made an encode and watched it played back at full speed I confess I'm very pleased with how this turned out. A few quick notes: - In the first prison cell, I force the mouse forward as far as possible on one frame then release it which causes a glitch that puts us closer to the door. - At certain points I straferun away from doors I've just opened to manipulate the shots from guards into missing, meaning we end E1L1 with 100% health. - In the brown room after the well-known secret in the hallway I did extensive testing to determine the fastest method to make it diagonally across the room. It boils down to 10 frames N, 15 W for 25 frames at straight angles while going diagonally took 26 frames or more no matter how I tried it. This is because going straight has a faster top speed. - In the curved hallway I run right past two guards, open the door to a room with 4 more, then open the door to a gray hallway with yet another guard (and strafe away from the door to avoid being shot). The number of shouts is amusing. - In the first large gray room I fire a shot on the same frame I open the door (the game won't let you open the door while you're firing but apparently you can do it at the same time). The reason I do this is to alert the guard in the room early for better positioning. - At the end of that room a guard opens the door for us; because the guard is standing in the doorway (manipulated based on the frame I started turning), it's possible to walk through the door while it is still opening. I have to face the guard to shoot him but it's still faster than the previous WIP by a fair margin. - In the last room with the elevator, I open the elevator door on the first frame it would let me which appeared to be three frames after reaching the door. I also run backward to pick up ammo before entering the elevator on the first possible frame and pulling the lever on the first possible frame. I created an initial Game Resources page for Wolfenstein 3D which Ilari subsequently expanded significantly. It describes a lot of the internals of the game and the various speed mechanics. I do not believe this run would have been possible at this speed without Ilari's research. Again, if anyone would like to pick up the torch on this please let me know. Thanks for your comments and enjoy, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: New WIP, looking for assistance
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I've created a new WIP which completes E1L1 and represents a significant improvement over my previous WIP. The lurch in the first prison cell combined with improved enemy AI manipulation resulted in a faster completion time with no lost health. I'm not precisely certain how much faster this is as I let the movie run a bit longer the first time after pulling the elevator switch but it's definitely faster. I'm very satisfied with this work and I do not currently have any plans to re-do E1L1. Anyone want to help with E1L2? :) Honest question - I'm not sure I want to tackle 8 more (far more time consuming) levels and I'd like to find someone to help out. Ilari has been an immense help already but I know he's working on other projects as well so I figured I'd throw out a general request for help on this one. You'll need to be comfortable compiling in the joystick support and you'll need an Xbox or Xbox 360 controller; this means you'll probably need to be running Linux. Any takers? A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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Ilari wrote:
I noticed that in the room with the well known secret, you turn your back on the door while it is opening, and backstrafe on the next room.
I was having difficulty getting the game to allow me to open the door at 135 degrees - I needed to not only turn in the next room (which wastes time) but I also needed to avoid being shot by the remaining guard in the room which IIRC kept happening when I was turning. I don't recall that movement being significantly slower than turning and manipulating away the guard's shot. Having said that, since I'm now willing to take damage it's probable that it would save time in that room. Thank you very much for the full-speed playback with audio encode. I can now see a few things that need to be improved for cosmetic reasons, like holding space for too long while opening the first door which makes a nasty low-pitched "DDDDT" sound. Most of this was impossible to spot without the encode. A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: Wolfenstein 3D E1L1 completed in 16 in-game seconds
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The latest WIP which completes E1L1 represents a complete restart, with far more precise controls. From the WIP notes: This completes Wolfenstein 3D Episode 1 Level 1 in 16 in-game seconds. The current SDA record is 20 seconds so this represents a respectable improvement. This run takes damage to save time and focuses on strafing and running at the same time for maximum speed. There are still some interesting oddities here. For instance, it's possible to shoot through doors - specifically, look for a muzzle flash happening before the door opens and a guard death animation already playing out as the door opens in at least a couple of places in the run. Also note that delaying pushing against a door that is opening can significantly impact where a guard will attempt to walk to; this can be seen in the largest gray room as delaying walking against the door causes a guard who opens the door at the far end to walk into the room for easier disposal. I'm very happy with this first level. If someone could make a WIP encode I'd greatly appreciate it (so far all of my efforts have had audio sync issues and have not played back at full speed). Thanks! A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: Wolfenstein 3D
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(This thread should replace the out-of-date discussions in this earlier thread.) I've created a very early WIP of Wolfenstein 3D and uploaded the .jrsr file here. This is still somewhat unsuitable for human consumption but at least it's getting closer. This uses an improved script from Ilari for using an Xbox controller to create mouse events and send them to jpc-rr. Ilari discovered there were several movement values that couldn't be exceeded and that the maximum in-game speed could be achieved with the mouse alone without even using the run button. I took that and.. er.. ran with it. Unfortunately, I encountered a desync right after the point that this WIP cuts off. I've created a very badly done WIP encode and uploaded it to: http://sonic.net/~ac/tas/Wolf3DLevel1Partial.mkv I had problems with audio sync but the video appears to be intact. Beware of a loud PC speaker beep at the beginning lest your eardrums suffer as mine did. Thanks in advance for any feedback you may have, and as always Ilari is amazing and deserves a lot of credit for making this possible. A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: Two different autofire methods in BizHawk...
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jlun2 wrote:
Edit: I'm an idiot. I made "n" frame advance without knowing it triggers autofire.
I was messing around in Atari 7800 with autofire and I had the opposite problem - in both BizHawk 1.4.0 and 1.4.1 I couldn't seem to get the autofire controller field to do anything. Then I discovered that setting a specific button to autofire with a particular key does not work, although setting the autofire hotkey *does* work. This may not be of use but I figured I'd throw that out there in case someone else made the same mistake dealing with rapid fire / rapidfire / auto fire / autofire / whatever other search keyword I should have included there. :) A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: BizHawk 1.4.1: Windows 7 64-bit .dll files must be in folder
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I'm on Windows 7 64-bit and I can launch BizHawk 1.4.0 with no problems but 1.4.1 fails unless the contents of the dll file are copied into the same directory as BizHawk.MultiClient.exe. I'm usually on IRC and I'm willing to help debug this; I can install whatever / compilers / debuggers / IDE's / tools are needed, so just let me know. Thanks for looking into this, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: Re: Continued Lynx corruption. Please help me make this stable.
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dwangoAC wrote:
This was again tested in Windows 7 64-bit with Mednaen-rr 1.1.
I was concerned that being on a 64-bit version of Windows was causing problems, so I regressed this on a 32-bit version of Linux. I was able to recreate the desync there as well and I've posted the mcm files in Linux-friendly tar.gz format. I was able to recreate the problem under the following controlled conditions: 1. Create new movie using the raw command mednafen -mov "/path/to/dwangoACJoustWIP.mcm" -play 1 -readonly 0 -pause 1 /path/to/JoustROM.lnx 2. Create an initial savestate then advance ~500 frames and a few button presses at the menu before quitting 3. Load dwangoACJoustWIP.mcm and play forward until around frame 500, Shift-T toggle read-only, Ctrl+Shift+R toggle rerecord, create a savestate, load a savestate, ram bird into ceiling, quit 4. Copy that snapshot of dwangoACJoustWIP.mcm to file nearlyTheSameAs008.bak (called nearly because a diff said that the movie differed from that most recently touched .bak file) 5. Same as step 4 confirming playback of previous input, then after toggling to read+write, ram bird into ceiling a second time then drift to the left and smash the buzzard appearing at the lowest spawn location, quit 6. Play back file, see desync (mount does not go left, enemy buzzard doesn't die) So in summary, I was able to successfully complete two cycles of quitting and reloading but the third cycle failed with a desync; it could be very enlightening to see the difference between the current dwangoACJoustWIP.mcm and the previous, good nearlyTheSameAs008.bak file. One item of particular interest is that the timestamp of all of the most recent .bak files is identical to the .mcm file itself. It should be possible to recreate this desync yourself by starting with the nearlyTheSameAs008.bak file (renaming it to .mcm) and playing around with savestates. I'm yet again rambling but I'm now completely convinced that there is something about this game (or Lynx in general) that is not suitable for TASing. I will likely give up unless someone responds that they're regressing this or otherwise interested in helping me work around this problem as I'm just not sure what else to try. If I can figure out what's causing the desync and avoid it that would definitely be nice but if there's no answer as to why this keeps happening I'll simply consider the emulator unfit for general use and move on to something else. Thanks for any thoughts and please don't take my comments personally - I test broken code for a living and I'm used to things not working right, although I'm admittedly a bit frustrated that I can't make any progress on the run. :) A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: Re: Bite me.
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ShinyDoofy wrote:
Dude, your 1 key is stuck.
Err... and apparently so is the shift key. :) A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: Continued Lynx corruption. Please help me make this stable.
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Greetings, I'm at a breaking point in frustration - despite my best efforts to be incredibly paranoid and careful, my movie files are still ending up corrupted at random. I started over at the beginning of the first wave and I can tell that *some* of my input is there and sane because the ostrich goes all the way to the top and hits its head and jets to the bottom then goes to the top again, but as it falls for the second time it does not move to the left onto the head of the lowest buzzard under the center platform like it should and instead plummets straight down. Beyond that point it desyncs, although you can still see places where input is obviously being fed in as there is rapid flapping. I've again zipped up all of the movie files, including two "predecessor" files named pressK.mcm and pressJ.mcm that show where the input was copied from originally. The session history is as follows: After I determined that the Ostrich looked better but that hexing in the change caused a desync I recreated input and created the initial file named dwangoACJoustTASWIPasOstrich.mcm. I closed the project and came back to it a few days later, at which point I played to the frame I wanted to start from, switched to read-write, changed to rerecording mode, created and loaded a savestate, and proceeded to work for a couple of hours. Things looked sane, but when I stopped the session and closed Mednafen (copying the file to a - copy.mcm file just in case) I could not play back any of the .bak or .mcm files. I'm noticing that the "header" information in the .mcm files seems to also be wrong, with a completely inaccurate number of rerecords and in many cases the author information omitted. This was again tested in Windows 7 64-bit with Mednaen-rr 1.1. I'd really like to make this work because I've made some good progress on making something that I think will be very entertaining, if I could just get things stable. For the record, I was able to determine that you can "belly flop" through the platform on the right but it takes a fair bit of precision to do it. If only I could show you... :) Please let me know if there's anything else I can do to make this more stable, in particular in regard to what order to do things in. Thanks in advance, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: Welcome to TASVideos! Please see the submission guidelines.
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Hi DarkMagnum BangBaew, Welcome to TASVideos! As you can see from the comments above you've caused a bit of a stir because you did not read through the guidelines and you submitted a movie that does not meet the movie rules that were linked from the submission and submission instructions pages. I for one would welcome further work in progress submissions from you in the game's forum thread. Thanks for understanding and best of luck in improving your TASing skills, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.