Posts for gocha


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gocha
Any
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
Over 10 years has passed. I am feeling nostalgic. Does someone have interests of the TASing of this game? My daily life has been updated too much in this 10 years, so that I probably do not continue my work in progress anymore. The latest abandoned WIP (for BizHawk, not lsnes or snes9x) and scripts are available here: https://github.com/gocha/gocha-tas And here's the encode of it. Have fun! Link to video Edit: Oh, I have forgotten that I already added a similar info to the first post 2 years ago.
I am usually available on Discord server or Twitter.
gocha
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
I made a short attempt on this game with Snes9x in the Stone Age, a very very long ago. I've found some memory addresses from my old TAS ruins.
12
00000	s043E9	b	u	0	Teamwork (fire A)
00001	i03053	b	s	0	X Velocity
00002	i03054	b	s	0	Y Velocity
00003	i03040	w	x	0	X Position
00004	i03042	w	x	0	Y Position
00005	s04018	b	u	0	Falldown Timer
00006	s05160	b	u	0	Whistle Timer
00007	s04075	b	u	0	Dash Cooldown
00008	s0418D	w	u	0	Partner 1 Steps
00009	s0418F	w	u	0	Partner 2 Steps
0000A	s058A4	b	u	0	Mouse level (Chapter 1)
0000B	s05868	b	u	0	Mouse timer (Chapter 1)
The address prefixed by "s" is for SRAM (CARTRAM) domain, and the address prefixed by "i" is for SA-1 I-RAM domain. Nintendo SA-1 is an extra chip for SNES cartridge. If you're using BizHawk (BSNES core), you can watch the CARTRAM domain, however, you cannot watch SA-1 I-RAM domain at the moment AFAIK. You can use lsnes for I-RAM watching. (thanks WaddleDX for pointing out) Hope it will help you.
I am usually available on Discord server or Twitter.
gocha
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
As I wrote to PCSX2 Forum, the development of my fork has been stopped for a half year, since I couldn't make the threading model between core and lua. Anyway, my source code is here: https://github.com/gocha/pcsx2/tree/lua-v1.4.0 I will have a look on DocSkellington's fork when I have a free time.
gocha wrote:
Hi. I am a coder who interested in adding TAS capabilities to PCSX2 emulator. A half year ago, I have implemented the very basic of Lua scripting engine. https://github.com/gocha/pcsx2/tree/lua-v1.4.0 TASVideos / Lua Scripting http://tasvideos.org/LuaScripting.html However, my motivation was lost rapidly since I was stuck in a problem. The problem is thread model between the emulation core and Lua. TASVideos emulators I know are single-thread, that can be achieved so naturally, but PCSX2 is a multi-thread emulator. Since I am not very familier with PCSX2 and its internal models, I have no idea how I should handle the communication between Lua and the emulation core (or how to integrate the Lua interpreter to the core thread). Script will run:
  1. When UI (or whatever a trigger) requests starting the script, the script will run immediately.
  2. When a script has registered some callbacks on step #1, they will be called by certain triggers. (e.g. on frame boundary, memory read, etc.)
  3. Additionally, most of TASVideos emulators have a co-routine style function: emu.frameadvance(). The function will stop the script execution temporary, then emulate the game for only 1 frame, then resume the script after the function call.
At present, my prototype can start a script from GUI, then the script will be executed on the UI thread. Of course, the emulation keeps running asynchronously while the script is running. I would be happy if someone teaches me an easy and smart idea for this or any hints. Moreover, I will be more happy if someone would code the rest of things. Thank you. https://forums.pcsx2.net/Thread-PCSX2-Lua-Development-Question-with-thread-model
I am usually available on Discord server or Twitter.
gocha
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
InfamousKnight wrote:
I'm still having trouble with building the repo.. It keeps on telling me under solution explorer "failed to load" under components.
That's weird. If you could paste the full error log to gist or something like a pastebin, I would check what's happening. If you just want to test the pre-compiled binary, you can download it via Releases page. Edit: Inspired by ちぃがう, I am started working on my own. Hope I will not bored soon :)
I am usually available on Discord server or Twitter.
gocha
Any
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
InfamousKnight wrote:
Interesting! Anyhow, I'm having trouble with compiling that.. I've installed vs2015 with its updates, and ran mscompile, chose 2015, then devel build, and it seemed to have worked its way to the bottom, with a bunch of errors stating missing librarys. Like windows.h ..
How about using PCSX2_suite.sln and Visual C++ 2015? I guess ちぃがぅ does not maintain any other build scripts including the mscompile.cmd. I tried to build the repo by using the PCSX2_suite.sln. It's working good. Note: The README also states that the build in non-Windows OS is currently unconfirmed.
I am usually available on Discord server or Twitter.
Post subject: Fork of pcsx2-1.4.0 with rerecording feature
gocha
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
I really do not know any PS2 internals and its current reliability about TASing. Anyway I've found a little news. ちぃがぅ, one of nicovideo TASers, has made an experimental fork of PCSX2 emulator for his/her own TAS work of Chulip. Link to video According to his/her comment, it is based on pcsx2 1.4.0, the latest stable version of PCSX2. Source code available at https://github.com/pocokhc/pcsx2-1.4.0-rr Pre-compiled executable binary is also available at its Releases page.
I am usually available on Discord server or Twitter.
gocha
Any
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
I do not fully understand the mechanism of the Ignis glitch, but I confirmed some backgrounds of the glitch.
  1. Ignis glyph shoots fireball sprites
  2. Shanoa goes into the boss room, an invisible sprite for the elevator will be generated at the regular position
  3. However, the elevator sprite will get zero-cleared (i.e. disappearing) only a few frames later
  4. Alternatively, dust sprites will allow Shanoa to use the elevator
In most cases (as far as I've tested), the elevator sprite will be located at 02113fe0-0211413f. The hitbox is at 021140b0-021140b7 (signed 16bit integers; x = 0x80, y = 0x80, width = 0x80, height = 0x20). Sometimes the sprite address might be at 02114140-0211429f or so. In conclusion, Ignis can eliminate some sprites (in other rooms too). Putting other sprites (Globus for example) before shooting fireballs could change which sprites will be eliminated. I'm not sure if any other glyphs can do the same thing, and other good applications of the glitch.
I am usually available on Discord server or Twitter.
gocha
Any
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
I watched the last WIP. It was very impressive. Good boomerang use in mole level.
I am usually available on Discord server or Twitter.
gocha
Any
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
In most cases, you do not need an external tool like MHS to search memory addresses. Most TAS emulators such as BizHawk should have a built-in RAM tools. By the way, I've found a few of memory addresses from my old TAS repository. I'm not sure if they work well with the ROM version you use.
6
00000	7E1020	d	h	0	X Position
00001	7E1024	d	h	0	Y Position
00002	7E1028	w	s	0	X Velocity
00003	7E102A	w	s	0	Y Velocity
00004	7E1074	b	u	0	Shoot
00005	7E02C0	b	h	0	Mood
I am usually available on Discord server or Twitter.
gocha
Any
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
solarplex, thank you for the encode. It's useful for quick watching. I would be glad if you applied the sound fix I've posted above.
gocha wrote:
By the way, it's shame that BizHawk 1.8.0 does not play the BGM correctly. I asked old women in Osaka to make a takoyaki that will fix the problem. Here it is: http://1drv.ms/1tSxGxW Extract libvbanext.dll and put it into BizHawk/dll directory. I think it does not change the movie timing. Use it at your own risk, anyways.
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
Exxonym, I'm looking forward to your run. Keep the good work. :) By the way, it's shame that BizHawk 1.8.0 does not play the BGM correctly. I asked old women in Osaka to make a takoyaki that will fix the problem. Here it is: http://1drv.ms/1tSxGxW Extract libvbanext.dll and put it into BizHawk/dll directory. I think it does not change the movie timing. Use it at your own risk, anyways.
I am usually available on Discord server or Twitter.
Post subject: Re: #4124: mtbRc's DS Castlevania - Order of Ecclesia in 34:38.32
gocha
Any
Emulator Coder, Experienced Forum User, Published Author
Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
I knew the most of tricks in the run, however, it looks even better than I had expected. Great job, Lord mtbRc! † VOTED YES † ドゥゥゥゥゥゥゥゥン
I am usually available on Discord server or Twitter.
Post subject: DeSmuME 0.9.9 released!
gocha
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
DeSmuME 0.9.9 released! http://sourceforge.net/projects/desmume/
DeSmuME wrote:
Yes, it’s been a while since the last release, but we haven’t been completely idle. There’s a brand new jit cpu core which yields some impressive speedups, and a ton of work on the OSX port! Head on over to the download page and check it out! Also, please don’t post bug reports in the comments. It’s a terrible venue for that, and there are other places specifically designed for it, such as, say, the support forum. General/Core: !!!: add optional arm cpu jit (functioning on x86 and x64 hosts only) bug: we're not going to list 70% of the emulation fixes, as is traditional. bug: savestate reliability fixes related to halt states, gxstat, firmware bug: lua: fix readbyterange, gdscreenshot functions bug: commandline slot-1 handling straightened out enh: fixes and additions to resize filter options Graphics: enh: opengl 3d driver compatibility improvements bug: fix giant regression from 0.9.7 that left garbage from previous frames on the screen in some games bug: 3d: fix some single poly pixels bug: 3d: fix some polygon and texture coloring bugs on big-endian systems Windows: bug: fix some full screen stretching bugs enh: add xaudio2 output driver enh: add opengl display method (as opposed to directdraw), with controllable bilinear filter enh: upgrade archive handling system, lzma2 supported enh: reorganize main menu quite a bit enh: add rotation hotkeys, and hotkey to control mouse cursor visibility enh: memory viewer improvements and fixes enh: improve interface for rom eject to prevent accidents and improve usefulness (hide in slot-1 config screen) Cocoa: bug: fix missing display when running on OS X v10.8 Mountain Lion bug: fix possible sound crash when using Dual SPU Synch/Asynch bug: fix File menu items being disabled after the file migration sheet is used bug: fix window resizing issues bug: fix text rendering in About box enh: show the icon and name of the loaded ROM enh: add Support Request and Bug Report forms to the Help menu enh: add more detailed info to the About box enh: add OpenGL as a 3D rendering option enh: add support for MSAA when using OpenGL as the 3D rendering engine enh: add V-Sync option enh: add Display Orientation, Display Order, and Display Separation options for Combo Display mode enh: add HQ4xS filter enh: completely revamp the user interface for Input Preferences enh: many emulator commands may now be mapped enh: add ability to map an input to user-defined touch screen coordinates enh: add support for saving and applying input profiles enh: add support for using an audio file for the microphone input enh: add sine wave tone generator for microphone input enh: add support for multiple display windows (File > New Display Window) enh: add support for SLOT-1 devices (Emulation > Show SLOT-1 Manager) enh: overall performance and stability improvements enh: miscellaneous user interface improvements
I am usually available on Discord server or Twitter.
gocha
Any
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
こんなけ゛ーむに まし゛に なっちゃって どうするの Why are you taking this game so seriously? Yes, as a speedrun. No, for entertainment.
I am usually available on Discord server or Twitter.
Post subject: Which uses newer core, v23 and v24?
gocha
Any
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
*Question removed* I was wrong at some points. Answers for my question (internal version number and release version - VS2010): V82XR = v24 (see version.h), which ignores USE_GBA_CORE_V7 symbol. V72XR = v23 (see version.h), which defines USE_GBA_CORE_V7 symbol.
I am usually available on Discord server or Twitter.
Post subject: Ghost Replay Video
gocha
Any
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
I made a "ghost display" script for this game, and made a comparison video. Link to video I just wanted to see something like "Harmony of Dawn of Sorrow", enjoy.
I am usually available on Discord server or Twitter.
Post subject: DeSmuME 0.9.8 r4450
gocha
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
I made a build of 0.9.8 r4450. It's just a minor bugfix release. desmume_0.9.8_r4450.7z (not PGOed) Changes
  • Lua: fix a bug that gui.gdscreenshot() always returns a transparent image. it will always return a complete opaque image from now.
I am usually available on Discord server or Twitter.
gocha
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
I made a comparison video between this run and my old run, just for curious. (Room-by-room comparison, based on in-game time) Link to video
I am usually available on Discord server or Twitter.
gocha
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
I think this run is improvable. I compared this run and my abondoned WIP (see the link below, and Dawn of Sorrow forum), and my one is about 90 frames faster. The comparison is based on in-game time because we use different version of emulator. I guess the difference mostly comes from the strategy at Axe Armor room and Flying Armor room. (I'm quite not sure, you can confirm the truth by watching movie by yourself :P) http://dawnofsorrow.googlecode.com/svn/trunk/CV-DoS-glitched-tasv2.dsm Anyway, it's much better than my old publication and well-optimized. Good work, McBobX. I voted Yes. Edit 1 I converted the submitted movie from 0.9.6 to 0.9.8, to make comparison easier. http://dehacked.2y.net/microstorage.php/info/949249109/CVDOS%20TAS%20098.dsm Edit 2 Encoded a comparison video, enjoy. Link to video
I am usually available on Discord server or Twitter.
gocha
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
Kriole wrote:
....And it's done. I still have to iron out a few things, which shouldn't take more than an hour with the help of hexediting, so expect to see it on the submission board tomorrow :D.
It was totally excellent. I voted yes. By the way, you players can improve current glitched any% run as well. I had worked on it, but the progress run is substantially stopped, since I mostly lost my TAS motivation for some reasons. You can access my old WIP from the link below. http://code.google.com/p/dawnofsorrow/source/browse/#svn%2Ftrunk * Similar pages: http://code.google.com/p/portraitofruin/source/browse/#svn%2Ftrunk http://code.google.com/p/gocha-tas/source/browse/#svn%2Ftrunk%2FProjects%2FOrderOfEcclesia
I am usually available on Discord server or Twitter.
gocha
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
Delicious! I had entirely missed the PIE♡ Keep the good cooking!
I am usually available on Discord server or Twitter.
gocha
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
Link to video by 甘泉uni (2011-06-19)
I am usually available on Discord server or Twitter.
gocha
Any
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
New version of snes9x-rr of both 1.43 and 1.51 are released. http://code.google.com/p/snes9x-rr/downloads/list The purpose of this release is mainly to fix the unreliable Lua timing things. Because of deprecation of Snes9x, I wanted to write a migration help script from Snes9x to BizHawk, but I wanted to fix some of Lua unreliabilities before I start working on it. There are no emulation changes, you can use the previous version when the new one has a new stupid bug. Apart from that, I was quietly developing snes9x-rr 1.54-dev on github. It has some nice feature such as more Gens-like Lua engine but I have already lost my motivation and I guess the development will be almost paused. If you are interested in the latest development of snes9xgit-based snes9x-rr, tell me and I shall gladly add you to the project. https://github.com/snes9x-rr/snes9x Changes Check SVN commit log for more information.
  • Add movie "finished" state.
  • Fix a sort of 1 frame delay problem, mostly.
  • Lua: fix joypad get/set function. (that was terrible)
  • Lua: add emu.registerstart, movie.[get|set]readonly.
  • Win32: fix AVI, HUD and Lua drawings of interlaced games.
I am usually available on Discord server or Twitter.
Post subject: snes9x-rr 1.43 v18 released
gocha
Any
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
New version of snes9x-rr of both 1.43 and 1.51 are released. http://code.google.com/p/snes9x-rr/downloads/list The purpose of this release is mainly to fix the unreliable Lua timing things. Because of deprecation of Snes9x, I wanted to write a migration help script from Snes9x to BizHawk, but I wanted to fix some of Lua unreliabilities before I start working on it. There are no emulation changes, you can use the previous version when the new one has a new stupid bug. Apart from that, I was quietly developing snes9x-rr 1.54-dev on github. It has some nice feature such as more Gens-like Lua engine but I have already lost my motivation and I guess the development will be almost paused. If you are interested in the latest development of snes9xgit-based snes9x-rr, tell me and I shall gladly add you to the project. https://github.com/snes9x-rr/snes9x Changes Check SVN commit log for more information.
  • Add movie "finished" state.
  • Fix a sort of 1 frame delay problem, mostly.
  • Lua: fix joypad get/set function. (that was terrible)
  • Lua: add emu.registerstart, movie.[get|set]readonly.
  • Win32: fix AVI, HUD and Lua drawings of interlaced games.
I am usually available on Discord server or Twitter.
Post subject: Re: DeSmuME 0.9.7 & 0.9.8 r4382
gocha
Any
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Joined: 6/21/2006
Posts: 400
Location: Japan, Nagoya
I released desmume 0.9.8 r4387. It fixes "pixel poly" display of SoftRasterizer (example: Castlevania Portrait of Ruin, warp stone). See my previous post for the download link.
ALAKTORN wrote:
gocha wrote:
http://gocha.is.land.to/down/desmume/desmume_0.9.8_r4382.7z (not PGOed)
I tried using this, but the “up” key is automatically held down and I can’t figure out why / how to “turn it off”, what’s going on?
I'm not sure. That didn't happen to me.
I am usually available on Discord server or Twitter.
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