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Alyosha
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Joined: 11/30/2014
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Ah, yeah I should have thought of states when I was doing it as well. I added the new variables to the state now so let me know if it's fixed (remember that you'll have to delete the greenzone file in the .tasproj or else it will automatically crash from not matching state size.) Also I found a whole bunch of test roms here: https://github.com/AntonioND/gbc-hw-tests So looks like I have a lot of work to do! I'll look at the other commits after I sort everything out here and can look at exactly what is happening. EDIT: I finally found the bug in mode 3 timing during windowing and now I am syncing up with Gambatte. Problem solved! The new test roms also revealed a couple other minor bugs so things have been really productive all around. Incidently, the test halt_if relies on the same halt bug that is needed in pokemon yellow, so this information was out there (although obscured) 3 years ago! Kind of funny how information is just strewn about out there.
Alyosha
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http://tasvideos.org/userfiles/info/47224474954827281 I managed to get the new pokemon yellow run to sync on GBHawk as well. This was a very good and very productive test of GBHawk. With the blue run and yellow run now working, as well as the new Halt test rom, I can be very confident of basic design and implementation of GBHawk moving forward. The next challenges will be emulation of double speed mode timings and the remainder of the IRQ timing quirks like those needed to make Pinball Fantaises work.
Alyosha
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With the latest commits to GBHawk Pinball Fantasies finally works. This is an infamous game in GB emulation and a large part of my motivation for starting GBHawk. It was already figured out though by the author of Sameboy long before GBHawk reached the point of being able to analyze it, so once again I was late to the party, oh well. Originally I was going to wait to work on this until after test ROMs are released that test the required behaviour. But there is only one internally consistent solution that makes the game work and passes all the other test ROMs and accuracy checks (such as the pokemon runs) so there was really no point in that. With this, original Gameboy emulation has reached the point where I consider it capable for TASing. So, I'll be putting it into released state once I go over and clean up some stuff. Gameboy Color emulation has progressed significantly, but I haven't really touched double speed mode or associated timing stuff, and there is generally still a lot of work to do there. Maybe I can start on that soon now that I'm pretty comfortable with the original Gameboy part.
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Will GBHawk be prefered to Gambatte in future runs? Does GBHawk have higher accuracy yet?
Alyosha
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MUGG wrote:
Will GBHawk be prefered to Gambatte in future runs? Does GBHawk have higher accuracy yet?
No and no. The answer to your second question would have been yes 2 months ago, but gifvex and tikevin83 and the pokemon people have done an amazing job in keeping Gambatte up to speed with current developments in accuracy. At this point the only real reason to use GBHawk is for a couple of homebrew and pirate games, Kirby's Tilt 'n tumble and Command Master. I'm not done yet of course. This is what I consider 1.0 for GBHawk. Future work includes GBC improvements, link cable stuff, more mapper support, possibly SGB, and whatever else people come up with the Gambatte can't do.
Sonia
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By the way, can you make Grayscale the default palette for Gambatte (like in GBHawk)? Cause the default pea soup one looks pretty ugly.
Alyosha
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Sonia wrote:
By the way, can you make Grayscale the default palette for Gambatte (like in GBHawk)? Cause the default pea soup one looks pretty ugly.
That makes sense since everything gets published in grey scale anyway. Done. I also updated the text in the color selector dialog boxes to be 'Default Green' and 'Default Grey' to reflect what's actually happening. I also set 'equal length frames' default to false while I was at it.
Alyosha
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I improved the tilt controls in Kirby's Tilt 'n Tumble to include rotation rate effects. Now the controls should feel more realistic. If anyone wants to test I would appreciate any feedback. This would also effect Command Master, if anyone is familiar with how that game's controls feel.
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Alyosha wrote:
I improved the tilt controls in Kirby's Tilt 'n Tumble to include rotation rate effects. Now the controls should feel more realistic. If anyone wants to test I would appreciate any feedback. This would also effect Command Master, if anyone is familiar with how that game's controls feel.
I made a movie of the first level: http://tasvideos.org/userfiles/info/47518336021050499 Syncs just fine in the latest build. Seems to control well, though I haven't played this game on a real gameboy for years, so I can't really tell if there's anything off.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Alyosha
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Kurabupengin wrote:
Alyosha wrote:
I improved the tilt controls in Kirby's Tilt 'n Tumble to include rotation rate effects. Now the controls should feel more realistic. If anyone wants to test I would appreciate any feedback. This would also effect Command Master, if anyone is familiar with how that game's controls feel.
I made a movie of the first level: http://tasvideos.org/userfiles/info/47518336021050499 Syncs just fine in the latest build. Seems to control well, though I haven't played this game on a real gameboy for years, so I can't really tell if there's anything off.
Thanks for the testing. If you do happen to notice anything out of place do let me know, as I would like any TAS of the game to be physically reasonable. I suppose one could crack open the cart and replace the accelerometer circuits with something that just returns predetermined values, but I'd still like those values to be based in reality.
Fortranm
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Each archive contains two ROMs; the original ROM, and a version with a fixed header that allows it to run on normal Game Boy hardware and most emulators.
This is from the description of the recently surfaced Pokemon Gold/Silver demo rom. It would be nice if GBHawk can run the original rom, just saying.
Alyosha
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Fortranm wrote:
Each archive contains two ROMs; the original ROM, and a version with a fixed header that allows it to run on normal Game Boy hardware and most emulators.
This is from the description of the recently surfaced Pokemon Gold/Silver demo rom. It would be nice if GBHawk can run the original rom, just saying.
It can't run on normal Game Boy hardware? If that's the case then it shouldn't run in GBHawk either. What did the original run on then?
Fortranm
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This, I suppose? Some sort of machine with SGB interface.
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Alyosha wrote:
Fortranm wrote:
Each archive contains two ROMs; the original ROM, and a version with a fixed header that allows it to run on normal Game Boy hardware and most emulators.
This is from the description of the recently surfaced Pokemon Gold/Silver demo rom. It would be nice if GBHawk can run the original rom, just saying.
It can't run on normal Game Boy hardware? If that's the case then it shouldn't run in GBHawk either. What did the original run on then?
If the information is correct and it really is just a fixed header, it very well may have run on real hardware. I don't think the GB bios actually verifies mapper information from the header? It just so happens to be correct on all licensed titles.
Pokota
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The cartridge type for the header fix versions is changed from MBC1+RAM+BATTERY to MBC3+TIMER+RAM+BATTERY, and the checksums are updated. The dumps are given the SGB extension but otherwise follow DMG rules (which makes sense given SGB is just DMG run through SNES)
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GBHawk will crash if AutoSaveRAM is on (Config->Customize->Advanced).
Alyosha
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shas wrote:
GBHawk will crash if AutoSaveRAM is on (Config->Customize->Advanced).
Thanks for the report, fixed in master.
MESHUGGAH
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version: BizHawk 2.3 The power button... does nothing?
PhD in TASing 🎓 speedrun enthusiast ❤🚷🔥 white hat hacker ▓ black box tester ░ censorships and rules...
Alyosha
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MESHUGGAH wrote:
version: BizHawk 2.3 The power button... does nothing?
Yeah nothing is implemented there yet. Do you need it for something?
MESHUGGAH
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I just used to press every button in TAStudio and saw it, doing nothing.
PhD in TASing 🎓 speedrun enthusiast ❤🚷🔥 white hat hacker ▓ black box tester ░ censorships and rules...
EZGames69
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I noticed when running Mickey's Dangerous Chase, the screen transitions are noticably faster than on Gambette, here's a comparison gif (gif ended up choppy, sorry about that): https://gfycat.com/gifs/detail/foolhardyhomelyalligatorgar Left is Gambette and right is GBHawk. it makes just the opening of the game 31 frames faster than on Gambette and I believe it's faster than when played back on the GBP: https://www.youtube.com/watch?v=sLMvkqmRTR0, which more closely resembles Gambette. Any way to fix this?
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
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I have no idea if it affects anything, but in the latest BizHawk build, using Gambatte core with bios, the start up screen doesn't "lag". In the GBHawk core, it does. Picture: This also makes GBHawk like ~1 or 2 frames faster than Gamebatte core (the "Nintendo" is a bit faster than in GBHawk). Which one is "correct"?
Alyosha
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@jlun2: frame count is inconsistent between the cores , so don’t worry about that too much. As for input lag frames I’ll look at it when I get a chance since I forget what I did. I’ll be back to working on BizHawk / GBHawk again in a couple weeks I think, hopefully not too much has piled up and my code isn’t all foreign to me now
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Alyosha wrote:
@jlun2: frame count is inconsistent between the cores , so don’t worry about that too much. As for input lag frames I’ll look at it when I get a chance since I forget what I did. I’ll be back to working on BizHawk / GBHawk again in a couple weeks I think, hopefully not too much has piled up and my code isn’t all foreign to me now
It's not just the opening: First stage of Sailor Moon R done in GBHawk core: http://tasvideos.org/userfiles/info/49783067853082890 This took 14389 frames, or ~4 mins. Resyncing it to Gamebatte: http://tasvideos.org/userfiles/info/49783054584388133 The same route, with most of the input exactly the same, took 15129 frames, or 13 seconds slower due to increased lag between every screen. I don't know which one is more "correct" either. Please help.
Alyosha
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Unfortunately it’s not easy to compare because Gambatte doesn’t use a big enough integer size to compare cycle count in a trace log. It’s fairly likely that they are both the same just with different frame lengths. I know that this is a big source of confusion between the cores but I’m not really willing to try to adapt GBHawk to have fixed length frames like Gambatte , as I don’t consider it worth the added hit to complexity. Also be aware that accurate gameboy emulation is an ongoing area of research. There are a couple of pending accuracy improvements to Gambatte and likely GBHawk when I have a chance to catch up. If you want to really know which is correct, probably TIKevin83 is the only one who can really know for sure since he has the console verification setup, but he is busy with Pokemon . @ezgames69: sorry I missed your post earlier but it seems like the same thing as jlun2 mentioned Edit: @jlun2: oh, and I’m not really able to check movie files and such anymore unless it’s from strictly free to distribute games (ex. Streemerz) so sorry I won’t be able to actually compare your movies.
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