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Skilled player (1705)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
GhostSonic wrote:
Here's a link to the glitched SMW run in LSMV form that I've actually confirmed syncs on console since I was talking to true about it on the IRC. This should probably be the actual file on the submission. Don't know why it isn't.
I guess you could try PMing a mod to do so.
Experienced player (601)
Joined: 10/23/2004
Posts: 706
So, I've confirmed that I will be attending AGDQ this year with a friend of mine who is running Mario Kart 64 150cc all cups. Is there anything I could do to help with this TAS effort? On a somewhat selfish note, I'd like to know if my Mushroom cup run of Kart 64 syncs on console, seems that could be a fun complement to his run.
Current Project: - Mario Kart 64
Emulator Coder, Skilled player (1141)
Joined: 5/1/2010
Posts: 1217
Weatherton wrote:
On a somewhat selfish note, I'd like to know if my Mushroom cup run of Kart 64 syncs on console, seems that could be a fun complement to his run.
Depends in pretty major way on if the game polls controllers "manually" or uses the "automatic" polling. If latter, no way it will sync (N64 emulators aren't that accurate). If the first, it might sync (or it might not).
Experienced player (601)
Joined: 10/23/2004
Posts: 706
How can I confirm this? I figure since Mario 64 polls, Kart 64 would too...
Current Project: - Mario Kart 64
Editor, Player (44)
Joined: 7/11/2010
Posts: 1022
You need to connect an oscilloscope to an N64 as it plays the game. (Or get someone with an N64bot to do it for you; I guess they'd mostly be happy to check for you, but many of them won't own the game and thus wouldn't be able to.) It might be possible to check it from the emulator, too, but that might need an emulator with more features than Mupen, and I'm not sure if even Bizhawk has enough.
Post subject: Distracted, but will be back in action soon
Moderator, Senior Ambassador, Experienced player (898)
Joined: 9/14/2008
Posts: 1007
Some extended family issues have been causing a great deal of distraction for me over the last week but I hope to have time to work on this more very soon. I'd like to take a crack at getting a dumper script for lsnes that puts everything in the correct format unless true gets to it before I do. Once I get at least one of my games to sync (I have SMW and SMAS for the Lost Levels run) I'll ask around about other games. Mario Kart 64 would definitely be interesting. More to come, 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: Bot progress
Editor, Player (68)
Joined: 1/18/2008
Posts: 663
GhostSonic wrote:
Here's a link to the glitched SMW run in LSMV form that I've actually confirmed syncs on console since I was talking to true about it on the IRC. This should probably be the actual file on the submission. Don't know why it isn't.
I've been working on SNES support and just under an hour ago got this to sync with my hardware and a late model mini SNES. :) EDIT: tested and synced Masterjun's latest version, which presses different buttons on the extra two controllers that GhostSonic's bot couldn't do. Saves one frame! :) EDIT 2: Masterjun posted this total control demo to IRC, which _also_ syncs. Best part is if you plug in a normal controller afterwards and try to play where the hack leaves off :) (tip: if you do this, and after messing with p1 want to play, make sure only p2 is plugged in)
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Post subject: Re: Bot progress
Masterjun
He/Him
Site Developer, Skilled player (1970)
Joined: 10/12/2010
Posts: 1179
Location: Germany
True wrote:
(tip: if you do this, and after messing with p1 want to play, make sure only p2 is plugged in)
Yeah, that's because the input of player 1-1 gives the address ($7E:XXXX) that is being overwritten at that frame with the bytes of player 2-2. :D
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Post subject: SNES connected, probably incorrectly
Moderator, Senior Ambassador, Experienced player (898)
Joined: 9/14/2008
Posts: 1007
Someone local donated two knock-off SNES controllers so I've used their cables to connect two SNES controllers to my breadboard. I'm a bit short on wire so the PCB ended up floating. It's a bit tight with the scope probes connected, and I'm not entirely certain I haven't crossed a wire here. At the moment I'm not seeing sane controller input but as soon as I can sort out my wiring problems (hopefully by taking apart a third controller and using its connectors) I'll be able to get SMW going myself. Again, huge thanks go to true for his work on scripts, and for Ilari for his work on lsnes and assistance understanding how to work with its lua scripts. Back with more soon, 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: Total control success! Thanks true, Ilari, and Masterjun
Moderator, Senior Ambassador, Experienced player (898)
Joined: 9/14/2008
Posts: 1007
With a lot of help from true on the hardware front, help from Ilari on the lsnes front, and Masterjun on the glitched run front, I was finally able to get the SNES total control run to sync on my hardware. It turns out that true did all of his recent work using the GPIO serial header on the Pi while I was using the USB method and there is apparently a bug somewhere preventing that method from working right which is what plagued my testing on Monday. After switching over to the serial connection method, the picture got a bit more messy. It doesn't help that I never depopulated the old NESBot so the Pi is sitting right on top of the poor Arduino. I at least have an excuse for why the SNES wires are a bit messy at this prototype stage, but even then, I had to get extremely creative to get the second controller DATA1 wire to stay in place by using a small screwdriver crammed in to keep the wire from slipping out. The biggest problem I have is lack of proper jumper wires. This is a good example of how not having enough equipment makes everything take so much longer to wire up. Between the Pi and the PCB, I have two old fan connectors hooked up to serial TX, RX, and ground, and the power is connected using two blue jumpers on a breadboard wire. The wire nuts prevent TX and RX from shorting to ground. Suboptimal is probably not a strong enough word. I'll be ordering a lot of parts later this week (after the US Thanksgiving holiday tomorrow) so I can make this a whole lot cleaner. Everything has to be portable enough to make it through the airport in carry-on luggage come January so I plan on putting together a proper wiring harness for the two SNES controllers with a pigtail at the SNES end similar to how USB powered DVD drives are designed. Having said all of that, I am very happy to say that I was able to get the SNES glitched run to complete on my setup, which makes me exceedingly happy. As long as wires are in the right places it's very reproducible, which along with getting Gradius to sync is exactly what I was hoping for at the beginning of the project. I'll be doing a dry run of what I plan on presenting at AGDQ 2014 on December 10th when I'll be giving a presentation at the North Bay Linux User's Group. Linux was a key aspect of this process as I used FCEUX and lsnes Linux ports to convert the emulator-specific movie files to the correct format for the replay script which itself is running on Linux on a Raspberry Pi. With true's permission I plan on releasing the gerber files for the PCB as well as the PIC code and replay scripts as open source (likely with a simple attribution license) as soon as everything is cleaned up. Again, thanks to everyone 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.
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11264
Location: RU
Congrats!!!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Presenting at NBLUG tonight
Moderator, Senior Ambassador, Experienced player (898)
Joined: 9/14/2008
Posts: 1007
Tonight at 7:30 PST I will be presenting at the North Bay Linux User's Group, which meets at the O'Reilly Campus in Sebastopol, CA. I'll be talking about the Tool-Assisted Speedrun community, Raspberry Pi serial scripting, PCB design using Eagle in Linux, PIC microcontrollers, and how a TAS can be an artform. It'll be a good opportunity to test setting up the bot to see how quickly I can get it working and how smooth the transitions will be. I plan on practicing the setup and transition repeatedly so the TAS block at the marathon goes smoothly. Thanks again to everyone who has contributed so far - this would not be possible without the help of a large number of people. 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.
Editor, Skilled player (1504)
Joined: 7/9/2010
Posts: 1317
Will there be a recording of the presentation somewhere?
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch
Post subject: NBLUG presentation slides with links posted, updates
Moderator, Senior Ambassador, Experienced player (898)
Joined: 9/14/2008
Posts: 1007
I have posted my slides with links from the presentation I gave at NBLUG. The presentation went somewhat rough in one sense - the projector I planned on using failed, I cut myself and was bleeding on everything without knowing it, I somehow ripped out the connectors on one of the SNES wiring harnesses I made, and halfway through the presentation I tripped over the power strip and unplugged everything which resulted in me performing an nmap scan to find the Pi's new IP address in the middle of the talk. For everything that went wrong, the demos went extremely smoothly. I was able to demonstrate Gradius, SMB1, SMB3, and SMW total control. I I regret using knock-off controller ends for the SNES wiring harnesses I built. The wires don't want to stay in and they are very flimsy, and the "core" I used to pull all of the wires through the heat shrink tubing is a bit too thick and inflexible. I may rip them apart and try again if I have time, but I might be able to make these work as-is. At this point I have reasonably reproducible results on the games we plan on demonstrating. I'll be repeatedly practicing setup and teardown to ensure everything is bulletproof, and I'll update here as the final set of games to be demonstrated solidifies. Thanks again 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.
WST
She/Her
Active player (442)
Joined: 10/6/2011
Posts: 1690
Location: RU · ID · AM
dwangoAC wrote:
I have posted my slides with links from the presentation I gave at NBLUG. The presentation went somewhat rough in one sense - the projector I planned on using failed, I cut myself and was bleeding on everything without knowing it, I somehow ripped out the connectors on one of the SNES wiring harnesses I made, and halfway through the presentation I tripped over the power strip and unplugged everything which resulted in me performing an nmap scan to find the Pi's new IP address in the middle of the talk.
Do not worry, that’s the normal way of how presentations usually happen ^^ Glad that you managed to show the main things.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Joined: 7/2/2007
Posts: 3960
Congrats on surviving the presentation and, despite everything, still managing to demo several games. Sounds like you ought to be ready to handle AVDQ, though you might want to bring some bandages. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11264
Location: RU
How about SM64?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: N64 bot taken care of by micr0500, ROB Bot in the works
Moderator, Senior Ambassador, Experienced player (898)
Joined: 9/14/2008
Posts: 1007
feos wrote:
How about SM64?
I'm working with micro500 to have him be present at AGDQ with his bot. I'm also bringing my own cartridges just in case. :) As a quick update, I do have a ROB I'm borrowing. I put some batteries in him and he moves up and down just fine, but he's very, very noisy; I don't think it'd be appropriate to make him move around, but I think I can get away with hijacking his LED and connecting it to the Pi GPIO pin, and I can also have him holding the board. I'm not yet sure about the name ROB Bot, though. :) Thoughts? Pictures to come, 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.
Spikestuff
They/Them
Editor, Publisher, Expert player (2283)
Joined: 10/12/2011
Posts: 6336
Location: The land down under.
Promo video forums @SDA Since this is a forum about AGDQ 2014 I thought this should be brought up too. Link to video
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Post subject: I present to you... ROBBerry Pi!
Moderator, Senior Ambassador, Experienced player (898)
Joined: 9/14/2008
Posts: 1007
First off, I've been able to console verify A Boy and His Blob. I may try to console verify a few more games but more than likely that will happen at AGDQ. In other news, Up until now I've been struggling with the best way to present this "bot" - true was never picky on a name for his board and the entire process involves more than just the PCB. I was able to borrow a ROB and I've been cleaning him up over the past couple of days. I used Novus on the plastics to get him a lot shinier and after a bit of experimenting I've been able to get a good way to attach the PCB and the Pi to ROB. The result: ROBBerry Pi! I originally tried putting the Raspberry Pi up around his neck, but it didn't quite look right to me. I'm using zipties at the moment which don't look too bad but I might try to find a better solution. I admit that I really like the impression that this gives that ROB is playing the game in question. My next step is to hook up the GPIO pins on the Pi to the LED on the top of ROB's head to make it flash every time a button is pressed. This could be a bit more of a challenge than normal as from here on out I don't have home-field advantage; we're leaving to visit family for Christmas and won't be back home until after AGDQ, so I'll have to do the rest of this "in the field". Thanks again for everyone's 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.
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
I love the idea of having R.O.B. hold the PCB like he's the one playing the game. I think this is probably the best way to present the bot. Great job making everything work out so we can console verify runs at AGDQ!
Patashu
He/Him
Joined: 10/2/2005
Posts: 4014
Will there be voice acting for the NESBot now that he has a personifiable avatar?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Moderator, Senior Ambassador, Experienced player (898)
Joined: 9/14/2008
Posts: 1007
Patashu wrote:
Will there be voice acting for the NESBot now that he has a personifiable avatar?
Heh - I hadn't planned on it but we'll see who volunteers! :) 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.
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
This looks to be coming together fantastically. Wonderful work, dwangoAC.
Editor, Player (68)
Joined: 1/18/2008
Posts: 663
Multitap support is coming along nicely, and subframe input works. I don't know Masterjun's plans, maybe he will come through with something nice? This may not be actual 100% multitap compliant right now (data1 doesn't go high when done, is it supposed to?) but that's easy enough to fix if it comes up as a problem...which it may if a game tries to detect the multitap. this is the first multitap input of Masterjun's test file, 16x16 buttons in about 1.6ms, can be made faster too
true on twitch - lsnes windows builds 20230425 - the date this site is buried
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