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GhostSonic
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Joined: 3/14/2013
Posts: 61
On the Genesis side of things: I tried Rocket Knight Adventures by Upthorn, desyncs as soon as it reaches the first midboss, can't see any way around it. I feel as though Genesis verifications aren't going to happen unless a much more accurate emulator comes about. Also, I'm afraid that saying the Super Mario World video was verifying the currently publiczed glitched run was in error. It was only showing an unoptimized run that Masterjun made to prove the glitch worked on lsnes would also work on a console. I will definitely try to verify an optimized run if one ever comes about though!
Masterjun
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GhostSonic wrote:
Also, I'm afraid that saying the Super Mario World video was verifying the currently publiczed glitched run was in error. It was only showing an unoptimized run that Masterjun made to prove the glitch worked on lsnes would also work on a console.
<TASVideoAgent> Movie [1945] SNES Super Mario World (USA) "glitched" by Masterjun in 02:36.4 edited by feos: Set flag Console-verified --> http://tasvideos.org/1945M.html <Masterjun> not sure about that change <Masterjun> since not that exact run was verified, but my unoptimized lsnes run [...] <feos> err, well, everything still works out on a console, I'd let this edit be
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
GhostSonic
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Joined: 3/14/2013
Posts: 61
Masterjun wrote:
GhostSonic wrote:
Also, I'm afraid that saying the Super Mario World video was verifying the currently publiczed glitched run was in error. It was only showing an unoptimized run that Masterjun made to prove the glitch worked on lsnes would also work on a console.
<TASVideoAgent> Movie [1945] SNES Super Mario World (USA) "glitched" by Masterjun in 02:36.4 edited by feos: Set flag Console-verified --> http://tasvideos.org/1945M.html <Masterjun> not sure about that change <Masterjun> since not that exact run was verified, but my unoptimized lsnes run [...] <feos> err, well, everything still works out on a console, I'd let this edit be
Well, alright then.
AnS
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Posts: 682
Masterjun wrote:
GhostSonic wrote:
Also, I'm afraid that saying the Super Mario World video was verifying the currently publiczed glitched run was in error. It was only showing an unoptimized run that Masterjun made to prove the glitch worked on lsnes would also work on a console.
<TASVideoAgent> Movie [1945] SNES Super Mario World (USA) "glitched" by Masterjun in 02:36.4 edited by feos: Set flag Console-verified --> http://tasvideos.org/1945M.html <Masterjun> not sure about that change <Masterjun> since not that exact run was verified, but my unoptimized lsnes run [...] <feos> err, well, everything still works out on a console, I'd let this edit be
I don't get it. Verifying another run somehow made a published movie console-verified? What kind of logic is this?
Warepire
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Masterjun wrote:
GhostSonic wrote:
Also, I'm afraid that saying the Super Mario World video was verifying the currently publiczed glitched run was in error. It was only showing an unoptimized run that Masterjun made to prove the glitch worked on lsnes would also work on a console.
<TASVideoAgent> Movie [1945] SNES Super Mario World (USA) "glitched" by Masterjun in 02:36.4 edited by feos: Set flag Console-verified --> http://tasvideos.org/1945M.html <Masterjun> not sure about that change <Masterjun> since not that exact run was verified, but my unoptimized lsnes run [...] <feos> err, well, everything still works out on a console, I'd let this edit be
This is not how the Console Verified flag works at all. That flag should not have been set.
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AnS wrote:
What kind of logic is this?
The same kind of logic I used to conclude Purple = Pink
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Wow. I don't know the Glitched run by heart, but remember it. When I watched the verification, I saw nothing different from what I remembered. I was excited the glitch works all the way through and thought it was the same exact run. Name the differences that can be seen by an untrained eye. AFTER setting the flag I was said it's LOL COMPLETELY DIFFERENT THING, but wanted to keep the flag because "everything still works out on a console". This is what kind of logic it is.
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.
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feos wrote:
Wow. I don't know the Glitched run by heart, but remember it. When I watched the verification, I saw nothing different from what I remembered. I was excited the glitch works all the way through and thought it was the same exact run. Name the differences that can be seen by an untrained eye. AFTER setting the flag I was said it's LOL COMPLETELY DIFFERENT THING, but wanted to keep the flag because "everything still works out on a console". This is what kind of logic it is.
The trick being possible on a console doesnt mean the input file syncs. Or else the latest SMB warpless run would be console verified as well, despite not syncing on console.
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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.
GhostSonic
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Posts: 61
feos wrote:
[1945] SNES Super Mario World "game end glitch" by Masterjun in 02:36.40 Happy now?
That's a lot less misleading. I'll be sure to verify an optimized run if one ever comes about.
Patashu
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@GhostSonic: If you're capable of coming to Summer Games Done Quick 2013 or Awesome Games Done Quick 2014 and taking your SNES bot with you, you should look into doing it. Not only would you be able to show a SNES TAS live to thousands of viewers (if you schedule it with Mike Uyama and he approves), there'd be plenty of SNES carts around that you could console verify TASes on for experimentation. I remember that an SGDQ ago a NESBot was brought in by DarkKobold to do a Wizards and Warriors 3 TAS live so there's a precedent for it. https://forum.speeddemosarchive.com/board/marathon_discussion.html
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Patashu wrote:
@GhostSonic: If you're capable of coming to Summer Games Done Quick 2013 or Awesome Games Done Quick 2014 and taking your SNES bot with you, you should look into doing it.
Unfortunately, most SNES TASes are done using snes9x 1.43, which is really inaccurate. And even snes9x 1.5x isn't really that accurate (although way ahead of 1.43 in accuracy). So there probably aren't many SNES TASes that would sync on the real console. :-/
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Then we must make one, as optimal as the time allows. Or tweak the existing one (96 exits?). I think that we must contact Mike or someone close right now if GhostSonic is able to go.
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.
GhostSonic
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Posts: 61
I doubt I'd be able to afford going to Denver in the summer, as much as I'd like to. And, as Ilari stated, there's not a very sizable selection of verification candidates.
Patashu
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If money is the only problem I'd be willing to help fund it.
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
GhostSonic
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So I attempted to try and sync this older run of Sonic 1 since it uses Revision 0. After having to mess with the file just to get it sync past the title screen, it will play all the wall until Labyrinth Zone and then desync almost instantly. I suspect water as being one of the culprits behind this. Edit: Ok for no reason at all it just suddenly synced at Labyrinth zone without me even touching the file, then it desynced at Starlight Zone due to input happening too early.
WST
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It would be great to see a Genesis run console-verified someday…
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 :)
GhostSonic
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WST wrote:
It would be great to see a Genesis run console-verified someday…
Ok. Link to video Granted, the run is obsolete due to the newer runs using rev01 which was only released in Japan. Maybe I'll find a copy of that some time. Had to modify the file a bit to get to sync in a few places. That file can be found here.
Joined: 10/31/2006
Posts: 134
Surprised nobody even replied to that yet. That's awesome! While I didn't really follow your progress on that, how possible do you think other games can synch with about the same amount of modification you did for the sonic one? Edit: Also earlier you said that it wasn't working and then it did. Is the movie you posted a once in a while thing or it now works every time? Wow 7am, my wording is so bad, hope you get what I mean.
WST
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Hmm, May the weird behavior of your Sega (sometimes syncing, sometimes not) be related with instability of processing frequency of the real Genesis console? I think, because of that some lag frame may appear/disappear, and it may depend on such factors as power voltage stability (controlled by an 7805 IC) and temperature stability?..
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 :)
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WST wrote:
Hmm, May the weird behavior of your Sega (sometimes syncing, sometimes not) be related with instability of processing frequency of the real Genesis console? I think, because of that some lag frame may appear/disappear, and it may depend on such factors as power voltage stability (controlled by an 7805 IC) and temperature stability?..
If there is just one oscillator, everything will slow down or speed up in proportion, and since bot syncs to select pulsing, that wouldn't cause the desyncs. If there are multiple oscillators, all bets are off... My guess is that it might be related to undefined initial system state (memory and various kinds of internal hardware counters).
GhostSonic
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Posts: 61
Master of Puppets wrote:
Edit: Also earlier you said that it wasn't working and then it did. Is the movie you posted a once in a while thing or it now works every time?
It's pretty consistent, but sometimes it'll just desync anyways. The video I posted is actually the second time in a row I played it back, I just had issues with the first recording.
Joined: 2/23/2011
Posts: 21
Oh man I want a nifty Genesis TAS thinger! If I knew how these kinds of things worked, I'd offer ~250 games and every flavor of the console to try them on. :(
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Hey GhostSonic. Do you happen to own a copy of Earthbound? I would love to see this run on console. :)
Joined: 10/31/2006
Posts: 134
jlun2 wrote:
Hey GhostSonic. Do you happen to own a copy of Earthbound? I would love to see this run on console. :)
Wont work, the run is done on snes9x, unless it does synch with lsnes
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