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Brandon
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Editor, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
So, I have my bot...can't seem to figure out how to set everything up based on the guide, so I'm hoping micro500 will show up soon! EDIT: All set up, and I verified The Karate Kid! That said, I still have to record it. Also, I had some other ideas: Couldn't the NESBot read the NES's memory? By extension, couldn't a computer program use that and execute some kind of Lua program? It'd be pretty awesome to play against a computer I program via the NESBot, and if a recording utility is in fact plausible (micro500 said it was), then I shouldn't underestimate its power. EDIT 2: I am fairly confident Startropics is verifiable. It beat the first level without a hitch. I'll keep everyone posted. EDIT 3: Startropics seems flawless, but halfway through the third chapter, the NESBot wouldn't stop pressing down. Why would that be? Just some freeze up?
All the best, Brandon Evans
Brandon
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Joined: 11/21/2010
Posts: 913
Location: Tennessee
Enough edits. OK, so first day verifying, and I have at least one definite sync (The Karate Kid) and one possible one (Startropics). Startropics bugs out at the exact same point with the exact same output (Nothing but the down button). I'm going to try re-extracting it tomorrow and playing again, but this might be an issue with the bot for some reason. In addition, the LED stays constantly green at that point, while the red is no longer lit up, further supporting my theory regarding the bot not working. I'll keep everyone posted, and hopefully verify via video Karate Kid tomorrow.
All the best, Brandon Evans
Brandon
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Editor, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
So, I verified one of The Karate Kid runs and converted the rest. I'm sure they will all sync given a proper delay, but micro500 would have to provide me some code for that. It'd be nice to at least get the current run to sync. Also, I have converted all of the FCEU(X) runs of SMB2 and will verify all of them. While I'm here, is there any chance that we can convert the Famtasia runs? Lastly, we will try to figure out the issue with Startropics after I finish these two items using some debugging. Even if it does desync, though, I won't be able to verify it until I acquire a camera that can record more than a half hour. Shouldn't be a huge problem. Does anyone want to talk about this but me now?
All the best, Brandon Evans
Skilled player (1307)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
So....any chance that a SNESBot will be made?
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Joined: 11/18/2006
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I sent off a Genesis to micro500, so hopefully there will be a Genbot in the future :)
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Joined: 2/23/2011
Posts: 21
Req ps3bot. Make it happen ok go! In other news, we need more console verified runs.
Brandon
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Editor, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
dballin wrote:
Req ps3bot. Make it happen ok go! In other news, we need more console verified runs.
Send me more games.
All the best, Brandon Evans
Joined: 2/23/2011
Posts: 21
Move to Connecticut.
Brandon
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Editor, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
dballin wrote:
Move to Connecticut.
No.
All the best, Brandon Evans
Joined: 7/22/2009
Posts: 128
Location: Gatineau, Quebec, Canada
have you ever tried to play your NESbot on another NES? Maybe, just MAYBE... another console would sync better the movies.
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Brandon
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Joined: 11/21/2010
Posts: 913
Location: Tennessee
Wak017 wrote:
have you ever tried to play your NESbot on another NES? Maybe, just MAYBE... another console would sync better the movies.
I've demonstrated various runs on other NESes, but I didn't notice any differences, and I wouldn't understand why any would occur.
All the best, Brandon Evans
Post subject: Nintendo 64 Bot
Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Any chance this would be feasible on a N64? I'm considering creating this for my engineering class. I'd love to see the 0 Star Run on console!
Joined: 7/2/2007
Posts: 3960
I wouldn't be remotely surprised if Mupen weren't an accurate enough emulator to allow movies made with it to sync on console. The N64 is way more complicated than the NES, resulting in vastly more opportunities for things to go subtly wrong somewhere.
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Joined: 10/4/2005
Posts: 197
I'd love to see the zero star run on the console as well, but I have to agree that Mupen is not nearly accurate enough to make that possible. It may be possible however to record someone playing the actual console, and later play those button presses back. That's on my list of things to try, whenever I can find some free time.
Brandon
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Joined: 11/21/2010
Posts: 913
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Imagine if we could make TASing tools that work with the actual consoles...incompatibility would no longer be a factor, nor would we necessarily be labeled as a site related to emulation / ROMs, which I suppose are somewhat controversial.
All the best, Brandon Evans
Patashu
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Joined: 10/2/2005
Posts: 4016
On the Summer Games Done Quick marathon, DarkKobold used a NESBot to verify Wizards and Warriors 3 live. The result may surprise you: Link to video
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
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Well everyone, my official lab project for Texas Tech this semester is to have a TAS run on the N64 console. Wish me luck. I'm currently reverse engineering the controller, but to show any sort of progress will take me a month or so.
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Patashu wrote:
On the Summer Games Done Quick marathon, DarkKobold used a NESBot to verify Wizards and Warriors 3 live. The result may surprise you: http://www.youtube.com/watch?v=KQXVgMKJEDY
One more vid from there: Link to video
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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SoulCal wrote:
Well everyone, my official lab project for Texas Tech this semester is to have a TAS run on the N64 console. Wish me luck. I'm currently reverse engineering the controller, but to show any sort of progress will take me a month or so.
I doubt Mupen is accurate enough to have any runs sync on a real console, but good luck!
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Joined: 7/11/2010
Posts: 1022
Brandon wrote:
Imagine if we could make TASing tools that work with the actual consoles...incompatibility would no longer be a factor, nor would we necessarily be labeled as a site related to emulation / ROMs, which I suppose are somewhat controversial.
You couldn't savestate unless you somehow had access to the console's internal memory (and loadstating would be even harder!), and you couldn't turbo without overclocking (and consoles can only stand limited amounts of that). So I expect that the plan's mostly a non-starter, except in cases where you have "consoles" like Windows and an Hourglass-like program.
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Patashu wrote:
On the Summer Games Done Quick marathon, DarkKobold used a NESBot to verify Wizards and Warriors 3 live. The result may surprise you:
The Burger King is too badass for the NESBot to handle?-)
ALAKTORN
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Posts: 2527
Location: Italy
I never knew you guys pronunced TAS as letters rather than a word :o
ALAKTORN
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Location: Italy
ais523 wrote:
Brandon wrote:
Imagine if we could make TASing tools that work with the actual consoles...incompatibility would no longer be a factor, nor would we necessarily be labeled as a site related to emulation / ROMs, which I suppose are somewhat controversial.
You couldn't savestate unless you somehow had access to the console's internal memory (and loadstating would be even harder!), and you couldn't turbo without overclocking (and consoles can only stand limited amounts of that). So I expect that the plan's mostly a non-starter, except in cases where you have "consoles" like Windows and an Hourglass-like program.
there’s a Mario Kart Wii TASer that TASes on the Wii… a run of his: http://www.youtube.com/watch?v=B7NAdq-ezI8
Patashu
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Joined: 10/2/2005
Posts: 4016
jlun2 wrote:
SoulCal wrote:
Well everyone, my official lab project for Texas Tech this semester is to have a TAS run on the N64 console. Wish me luck. I'm currently reverse engineering the controller, but to show any sort of progress will take me a month or so.
I doubt Mupen is accurate enough to have any runs sync on a real console, but good luck!
Perhaps not, but you could 'store' input given to the game while playing and play it back - and what emulator is better than the console itself?
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
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Joined: 4/17/2010
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Patashu wrote:
jlun2 wrote:
SoulCal wrote:
Well everyone, my official lab project for Texas Tech this semester is to have a TAS run on the N64 console. Wish me luck. I'm currently reverse engineering the controller, but to show any sort of progress will take me a month or so.
I doubt Mupen is accurate enough to have any runs sync on a real console, but good luck!
Perhaps not, but you could 'store' input given to the game while playing and play it back - and what emulator is better than the console itself?
What we need now is a console slowdown method, to play it if not frame by frame, then at least at 1% speed. And even if it'd be possible, the real pain would be hacking the console to allow savestates (which I doubt is possible).
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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