Post subject: Atari 2600
cibomatto2002
She/Her
Joined: 3/8/2016
Posts: 6
Cosmic Ark has graphic errors in Atari 2600 hawk. This video is how it's supposed to look. https://www.youtube.com/watch?v=egSVrv1U4D0 Will we ever get to see this Atari 2600 emulator in BizHawk? http://stella.sourceforge.net/
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Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
I think Stella has it's own issues that no one wanted to deal with. Also, what is the SHA-1 of the ROM you used? What version of BizHawk did you use?
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
cibomatto2002
She/Her
Joined: 3/8/2016
Posts: 6
I'm running BizHawk 1.11.6. How do I get the SHA-1 of the rom?
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
cibomatto2002 wrote:
I'm running BizHawk 1.11.6. How do I get the SHA-1 of the rom?
Use the following function, within a script of on console: gameinfo.getromhash string gameinfo.getromhash() returns the hash of the currently loaded rom, if a rom is loaded source: http://tasvideos.org/Bizhawk/LuaFunctions.html
Joined: 4/16/2015
Posts: 4
An alternative way is to click on the tick or question mark at the bottom left of the window when the rom is loaded. This displayed the SHA-1, as well as the MD5. You can click Copy All to copy everything to the clipboard, and paste it here, or Copy Sel to just copy whatever you select.
Post subject: Re: Atari 2600
Emulator Coder, Player (69)
Joined: 10/4/2005
Posts: 197
I am well aware of the Cosmic Ark problem. The starfield is generated by using the TIA in an unpredictable way (see the warning under HMP0 on page 41 here). The assembly instructions that create this effect are well known, but no one actually understands what causes the effect. I have done plenty of research into this including running a transistor level simulation of the chip which was created from scanning the actual TIA. The simulator did not recreate the effect, which leads me to think that this is either a race condition in the chip where one trace is longer than the other, or that there is an analog effect happening with the transistors that will be very difficult to understand. I am still somewhat looking into this, but I don't expect to find much. Stella is more high level and they use more hackish methods to implement some features, including this starfield. They only recreate the behavior, they don't try to simulate the low-level effects (search for "cosmic" in this source file). I wrote Atarihawk to be close to cycle-accurate, and I prefer to only implement changes if they are well understood, instead of doing something because "that's how stella does it." I wish I understood how this starfield works, but until I do I am unlikely to implement it in Atarihawk.
Alyosha
He/Him
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Joined: 11/30/2014
Posts: 2827
Location: US
Wow what a neat mystery! I'm always amazed by all the little quirks and riddles I've never heard of before. I hope you somehow get this figured out micro500, would be cool to see it emulated properly, even if the result is more complicated then the rest of the core!
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Joined: 9/17/2009
Posts: 4979
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Never knew it was that much of an issue for something deceptively simple as a background effect. Hope you find out some day. :o
Post subject: Re: Atari 2600
cibomatto2002
She/Her
Joined: 3/8/2016
Posts: 6
micro500 wrote:
I am well aware of the Cosmic Ark problem. The starfield is generated by using the TIA in an unpredictable way (see the warning under HMP0 on page 41 here). The assembly instructions that create this effect are well known, but no one actually understands what causes the effect. I have done plenty of research into this including running a transistor level simulation of the chip which was created from scanning the actual TIA. The simulator did not recreate the effect, which leads me to think that this is either a race condition in the chip where one trace is longer than the other, or that there is an analog effect happening with the transistors that will be very difficult to understand. I am still somewhat looking into this, but I don't expect to find much. Stella is more high level and they use more hackish methods to implement some features, including this starfield. They only recreate the behavior, they don't try to simulate the low-level effects (search for "cosmic" in this source file). I wrote Atarihawk to be close to cycle-accurate, and I prefer to only implement changes if they are well understood, instead of doing something because "that's how stella does it." I wish I understood how this starfield works, but until I do I am unlikely to implement it in Atarihawk.
There are two versions of Cosmic Ark. One allows the player to toggle starfield display by changing the Atari 2600's "TV Type" switch. The other version features a starfield display that cannot be disabled. This game is historically notable in part because the starfield effect uses a hardware bug in the Atari 2600. Maybe this will help you. https://en.wikipedia.org/wiki/Cosmic_Ark
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Not sure if you know, but Google also gave this http://www.2600connection.com/faq/vcs_tia/vcs_tia.html It lists several versions of the TIA, along with a list of games that apparently have issues with it.