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Alyosha
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Joined: 11/30/2014
Posts: 2730
Location: US
jlun2 wrote:
I'm not sure if it's just my computer, but when I was using TAStudios with GBHawk, saving a tasproj file (the Sailor Moon run to be specific) took a long time for some reason. Loading a branch also took a while. Is that normal? Saving seems to take shorter amounts of time when using the mgba core for GBA game TASing.
I'm not really sure, I'm not sure how that functionality works.
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Hello. Um... I made a palette. This palette replicates Nintendo's 3DS Virtual Console palette that they use for their rereleased games. https://files.tasvideos.org/dekutony/3DS%20Virtual%20Console.pal Maybe it can be added to the official BizHawk palettes folder with the others, since I didn't saw this palette in there. You can add it if you want to of course.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Alyosha
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Kurabupengin wrote:
Hello. Um... I made a palette. This palette replicates Nintendo's 3DS Virtual Console palette that they use for their rereleased games. https://files.tasvideos.org/dekutony/3DS%20Virtual%20Console.pal Maybe it can be added to the official BizHawk palettes folder with the others, since I didn't saw this palette in there. You can add it if you want to of course.
Does it really look brownish tinged like that? Here is what I am seeing:
Experienced player (632)
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Yeah, that's what it looks like on 3DS VC. I don't know why, but it does.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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http://hhug.me/gbx/1.0 Someone is is making a new file format for Game Boy games. I don't know if it's a good idea if GBHawk could support it.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Post subject: GBCHawk alpha
Alyosha
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Over the past few days I've been expanding GBHawk to have GBC support. It's now in a fairly presentable state so I thought I'd make an announcement in case people want to try it out. It's still a bit buggy but I'm hoping to iron things out over the next couple days. All of the grunt work of sorting things out between GB and GBC is done though, and all of the basic GBC functions are in there (except IR port.) Originally I was going to hold off on doing this until some new test ROMs became available to properly fix PinBall Fantasies, but I don't see them yet and I wanted to get started on GBC while I have a little time to focus. GB is still the primary accuracy component of the core, but I'll be working on GBC accuracy as the core becomes more mature. In terms of performance for me it currently runs about 130 fps, while the GB side runs around 210. I think 130 isn't too bad considering double speed mode, HDMA, and colorizing things makes the core do considerably more work. Maybe some optimizations here and there can improve things a little more, but Gambatte is still 10x faster anyway. _____________________
Kurabupengin wrote:
http://hhug.me/gbx/1.0 Someone is is making a new file format for Game Boy games. I don't know if it's a good idea if GBHawk could support it.
I won't be supporting that. The existing GB ROM header seems perfectly sufficient.
Fortranm
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Thanks for the hard work! Are you gonna implement a hacky support for the GBA mode, or are you gonna wait for the actual bios dump?
Alyosha
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Fortranm wrote:
Thanks for the hard work! Are you gonna implement a hacky support for the GBA mode, or are you gonna wait for the actual bios dump?
GBA mode is supported in the same way as it is in Gambatte, by replacing a few bytes in the GC Bios with ones that seem to correctly reproduce hardware timings. It's probably correct aynway, although technically it's not known for certain.
Alyosha
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I've made some more commits to GBC, and finally fixed the long open bug with Sachen Beast Fighter. It turns out the GBC Warriors of Might and Magic was doing the same thing as Beast Fighter, so it was pretty easy to work out what the intended behaviour was.
Alyosha
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I added compatibility for the Bootleg game Rockman 8. This is easily one of the most ridiculous bootlegs I've seen, probably not even worth adding, but I got a laugh out of it at least. I'm not going to spend much time on bootlegs but this one was really easy.
Alyosha
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With some help from gifvex, I got the recent Pokemon Blue run to sync in GBCHawk. That's pretty good indication that I'm on the right track in terms of accuracy. Also I started working on MBC7 for Kirby tilt 'n tumble TASing, but it's not done yet.
Memory
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Alyosha wrote:
Also I started working on MBC7 for Kirby tilt 'n tumble TASing, but it's not done yet.
I am unreasonably excited about this.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
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Alyosha wrote:
Also I started working on MBC7 for Kirby tilt 'n tumble TASing, but it's not done yet.
👀
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Alyosha
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Ok we can now tilt 'n tumble! I think I got everything working with the mapper and EEPROM. Motion controls and centering work, saving works, and TASing is possible. However, I've never had a GBC or played this game, so I don't really know if the controls feel right, or if it gives the proper playing experience. So, if you are interested in this game I would really appreciate some testing and feedback. (I know there are a few graphical bugs, I'll work those out over time, I'm primarily interested in how it controls.) Some notes on controls: You control the angle of tilt directly with the controls. This means there are some nonlinear effects. They aren't really that noticable in casual play though, since the angles are not that large. The control scheme is based around rotating about the up-down tilt access first, then rotating around the left-right tilt second. However, both rotations are around body fixed axes. This means that left-right tilt is coupled to the up-down tilt. The effect of this is that left-right tilt is less effective as up-down tilt increases. This might be an important consideration for a TAS, but so far in casual play I didn't see any serious impact. The current control scheme assumes you tilt slowly (basically the only accelerations on the system are from gravity.) There are no induced accelerations from fast motions. This is one area where there might be noticable differences between real play and emulator. I can simulate them if the feedback is that it's really needed.
Alyosha
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I fixed the other MBC7 game, Command Master, and also fixed the sprite priority glitches that were effecting GBC games, so Kirby tilt n tumlbe no longer has graphicla glitches (and all other GBC games impacted by this as well.)
Alyosha
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I've been struggling through trying to implement new information found by gifvex. So far I can pass a new test ROM that is supposed to verify this behaviour, but ultimately I don't match the expected console behaviour in Pokemon yellow for some reason. I did re-organize the CPU to poll the INT line on the correct cycle though, so that's good since it needed to be done eventually anyway. Unfortunately though this didn't actually solve any problems, oh well. So if anyone notices any regressions in the latest dev builds do let me know.
Alyosha
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I just committed some improvements to GBHawk that allow the game Airaki to work. This is a game by Furrtek, which is known for their anti-emulator checks in their games. This game did 2 things. First, it checked that reading from the Cart was disabled while DMA is in progress and DMA address is from ROM space. Second, it checked if the timer divider register is being used to clock the length in SQ1 in the audio. (You can prevent clocks by constantly resetting the DIV register.) These are both well known behaviours, but aren't commonly implemented in emulators I guess, at least at the time the game was made, Sameboy for exmple runs it just fine.
TiKevin83
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GBHawk is now extremely accurate, I used the new build today to begin rewriting the Yellow TAS past a previous desync and it worked, new record longest syncing GBC TAS at about 46 minutes. Here's some documentation of how that works. https://pastebin.com/DXiDT9ZT I do have 2 things to mention now that sync is so accurate: GBHawk appears to emulate the visual effect of an LCD disable differently from other emulators and console. For example during Pokemon map transitions the LCD is disabled and console and emulators show a white screen during this time frame, where GBHawk appears black. This got me a bit freaked out about another desync but I was able to write past it so it appears to just be a visual difference. Second, it's a lot slower than Gambatte when the fps throttle is turned off, which makes writing these new hyper-accurate TASes a lot longer, but if the slowness is related to the improved accuracy we might have to live with that.
Alyosha
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I'll fix the screen color (I just set it to black when I first wrote it and didn't update it at all.) It's slower then Gambatte primarily since it's written in C#. It's probably as fast as it's going to be. My goals are accuracy and maintainability, not speed, although I do try to optimizae where I can. I realize this is a pain especially for longer TASes. Honestly as long as you know it works on console you might as well stick with Gambatte, especially if gifvex continues to be able to keep it updated. Maybe somewhere down the road GBHawk will really start to pull ahead in terms of accuracy, but I don't think we're there yet. Still cool to have Pokemon Yellow syncing though, let's go for a full run!
TiKevin83
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Yeah I think in general it will make sense to do long TASes on Gambatte unless something new is found that it can't emulate. I should also mention I'm getting a lot of audio problems with GBHawk right now, it seems to speed up and slow down a lot which in turn makes the pitch sway wildly.
Alyosha
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TiKevin83 wrote:
I should also mention I'm getting a lot of audio problems with GBHawk right now, it seems to speed up and slow down a lot which in turn makes the pitch sway wildly.
That's because during loading when the screen is disabled multiple audio frames are squeezed into one input frame. When made into a video encode and played back it should sound fine since multiple video frames will be used as needed to account for the length of the audio sample.
Post subject: New Desync
TiKevin83
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I continued using GBHawk for finishing this project out of curiosity and ran into another desync at around the 52:45 mark. A Horn Drill missed Eevee where it hits on GBHawk. I'm investigating whether it could be due GBI and the verification pipeline but am not quite so good at narrowing down emulation bugs. I'll probably want to test Gambatte for it as well. http://tasvideos.org/userfiles/info/47098121238689520
Alyosha
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Uh oh , I was really hoping it would just get to the end without issue. Yeah please do try Gambatte and see what happens, I’ll look at it this week and see if I can anything funny going on. EDIT: I manually resynced the gambatte version to see if things diverge anywhere, it turns out they diverge at 177475 (GBHawk) or 178390 (gambatte). This is right when you are using cut to clear a path after doing a bunch of shopping. Once again the point of divergence is mode 3 timing. I seriously need a test rom to figure out what's going on there. Of course I don't know for sure if what gambate is doing is correct either, I'll need to wait and see what TiKevin83 comes up with.
TiKevin83
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Gambatte continued syncing all the way to the 1 hour mark at the first Koga Juggler, so whatever it's doing for mode 3 timing is accurate in my estimation. I haven't written any further yet :)
TiKevin83
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Also apologize for the off topic, but I think I'm getting some crashes in Gambatte right now related to save states which I think might be being caused by my oversight of porting this commit from gambatte-speedrun with Gifvex's updates. https://github.com/Dabomstew/gambatte-speedrun/commit/1b5c520a55e0319915625138e26989aadcea3f48 And there are a few more accuracy related commits since then that don't affect Yellow. https://github.com/Dabomstew/gambatte-speedrun/commits/master
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