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MESHUGGAHTAS

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  1. While these are irrelevant for my topic, I guess I should address these. MrBeefy: Yes, according to https://en.wikipedia.org/wiki/Speedrun: Jinks: I think everything you wrote is incorrect but I don't want to change your opinion or views. Speedrunning is not only all about skipping everything, it's just the shortest way to complete a game. There are also many TASes doing 100 or more percentage runs. Also currently at TASVideos there is no single published TAS that uses a cheat in order to make the game easier at any degree. The same can't be told to speedruns at speedrun.com but might be Speed Demos Archive is also a good no-cheating speedruns place. SmittyB: Thank you for your detailed answer! I've created 4 forum threads so far on various platfoms to investigate/collect informations from the largest active communities, and you fulfilled my answer completely I believe RevEng: Thank you very much for the answer too! I'm very grateful for the answers (especially you guys delivered it in a short time), so let me ask a few other questions, just to verify my informations: 4 - Will Atari 2600 games work on the 7800? This is from AtariAge 7800 FAQ saying "There are a few games that won't work on certain revisions of the 7800 console." Under "Hardware" in the FAQ shows the three different revisions. The reason I'm interested in this is that 2600 games on a certain revision of the 7800 might have an impact like difference in initial memory state, performance (lag frames' position and duration), any change compared to playing it on the original 2600 console.
  2. I don't have on-hand depth experience of tilting/swapping cartridges while the console is turned on for the purpose to speedrun, but here's my notes in my mind regarding this after many time spent researching and understanding the whole phenomenon: 1. Different platforms -> Different schematics (implementation and purposes) -> Different media specification -> Different results 2. From my page, there's only one technical explanation of tilting the cartridge from the left side: https://retrocomputing.stackexchange.com/questions/1648/how-can-tilting-a-n64-cartridge-cause-such-subtle-glitches I think I'm mssing something as no other information found after searching with google. I've thought that given there's many experimentation of this has been video captured, someone should have already figure out a consistent way to make this a reliable thing. I also don't have any degree of physics or electronics, so all I'm based off is that very high chances of reproduction of tilting cartridges supports the possibility to observe and understand the whole process within a small margin of error. 3. From my page, some console devs implemented the feature but either forgot/removed it (Nintendo 64 https://www.therwp.com/article/dk64-stop-n-swop-connection) or used it for crash handling (Genesis Sonic 3D Blast https://www.youtube.com/watch?v=M09oJusoKpI ). 4. Developers probably never even think about this possibility of swapping media while console is turned on, leading to odd results, that means there are high chances they don't hve any additional barriers apart from the physical world where this communication between the media (cartridge, cd, floppy, hdd) and the platform (console, PC) goes terribly wrong.
  3. I suppose you (RevEng) are the main author of 7800.8bitdev.org. Thank you for writing that page, I've mostly learned only from that page. 1 - Subframe inputs - Thanks! I will try to test all released ones then (note to myself: debugger breakpoint swcha swchb read) 2 - Cart swapping - My goal is to create Tool Assisted Speedruns using the BizHawk emulator. While the emulator doesn't supports cart swapping on any of the cores, my ForbiddenTechniques page contains many examples on different consoles with very reliable and reproducible cart swapping: NES, Genesis, N64. That's being said, do you mean from a technical view, cart swapping probably won't result a usable state, only crashing? Would like to ask the same but for cartridge tilting (lifting the cartridge on the left side, I guess this is entirely platform and cartrdige dependent)? 3 - Dig Dug reset glitch - Good to hear other emulator also does it, would like to get information about on console.
  4. Thanks for the answer! My (edit:) Tool-Assisted Speedrun projects are on pause until I can make use of debugger tools (currently missing in BizHawk). Lynx Scrapyard Dog -> new time saver found (pause unpause at score countdown) to published TAS but want to debug the movement glitch and also desyncs at lightning boss http://tasvideos.org/userfiles/info/41211150738858593 Lynx Electro Cop (has video encode in the link) -> needs route planning (and probably need to remove the fast level trick because it uses the level select code despite I go to level 1) http://tasvideos.org/userfiles/info/41175305288979821 Lynx Xybots -> INSERT GAME without crashing http://tasvideos.org/userfiles/info/38812954781886441 INSERT GAME permanently and lag frames http://tasvideos.org/userfiles/info/38813160016997614 I don't know my other Lynx projects from the top of my head, probably 2-3 more. edit: Gordo 106 (better optimized movements mostly), Krazy Ace Minature Golf (need to investigate a random desync point that uses nearly same input but changes the ball despite same strength and angle)
  5. I don't find how to edit, so here's is the correct link for my A7800 page: http://tasvideos.org/PlatformResources/A7800.html
  6. Yes, I'm making TASes. In the OP I linked a photo of a Lynx with a different d-pad, does it also have a middle pivot, preventing physically pressing l+r/u+d? Regarding impossible human input: It's known that most controllers gets worned out after playing with a lot of time. So while it's very unreliable, applying big force on the right spot let's you press down those l+r/u+d buttons for at least a few frames. I have no programming experience in assemblies (apart from very simple stuffs) and especially no on-hand experience with SMS. I didn't knew there's a possibility that video game consoles poll multiple times rather than just every 30/50/60 frame, so this is still something new information for me and probably many other people. Now does this means my lengthy tests with the number of polls mentioned and those other tiny facts are "real", valid? Can you recommend an emulator supporting this, as well as featuring a debugger? And thank you all for the answers so far
  7. Thanks for the answers! sage: Frame as in video frame and subframes input as in multiple input during one frame. So only the Xybots question remains.
  8. sage: b - I guess this means it's possible. I've read through some dev manuals but there was no mention of this possibility or application. Do you happen to know any emulator or game making use of subframes? d - I'm pretty sure both the ROM and the emulator is correct. Can you suggest a better emulator so I can test it out? This U+D/L+R glitch usually have these effects on various platforms and games, but the results are so weird, I'm not sure does it really works the same way on a real console.
  9. TL;DR: Speedrunner looking for potential techniques Hi all, I'm currently maintaining two projects (in a different community) about potential techniques on different platforms that could be considered for speedrunning purposes. I'm looking for two primary things regarding 7800: - answers to my 3 technical questions, - any experiences of oddities on a real hardware. 1 - Subframe input - Is it possible for a game to poll multiple inputs within a single frame (swcha and swch i/o ports)? 2 - Cart swapping - I only found this on AtariAge forums, anyone knows more details of point me to the relevant threads? - Would like to know is it possible to swap carts while the console runs without getting a crash, continuing the gameplay? 3 - Dig Dug reset glitch - If you press reset 36 times, does the game crashes and will only show garbled lines? In BizHawk, pressing reset 36 times will result in a visual glitch which seems to be an unrecoverable soft lock. The resulting soft lock visually identical to another glitch in Choplifter which can result in resetting the game as well. More about Choplifter glitch: If you are interested in the current state of my projects, here are the links: http://tasvideos.org/PlatformResources/Lynx.html http://tasvideos.org/MESHUGGAH/ForbiddenTechniques.html Thanks in advance
  10. TL;DR: Speedrunner looking for potential techniques Hi all, I'm currently maintaining two projects (in a different community) about potential techniques on different platforms that could be considered for speedrunning purposes. I'm looking for two primary things regarding Lynx: - answers to my 4 technical questions, - any experiences of oddities on a real hardware. 1 - 75hz game? - Is there any commercially released one with this mode? http://www.monlynx.de/lynx/lynx5.htmlmentions this operating mode, however I didn't found any released Lynx games running at this speed. 2 - Sub frames input - Is it possible for a game to poll multiple inputs within a single frame ($FCB0, $FCB1)? 3 - Cart swapping - Does it have a "cart lock", a plastic piece preventing cart swapping while the console is powered on? 4 - Xybots / Up+Down or Left+Right - If you press up and down or left and right in this game, illegal opcodes will be executed. Is this happens on a console as well? Handy 0.95 windows contantly popping up "C6502::Update() - Illegal opcode (33) at PC=$0065." - Somewhat related, is it possible there were Lynxes without a middle pivot, letting you press up and down or left and right simultaneously? Relevant image: http://www.old-computers.com/museum/photos/atari_lynx2_1.jpg If you are interested in the current state of my projects, here are the links: http://tasvideos.org/PlatformResources/Lynx.html http://tasvideos.org/MESHUGGAH/ForbiddenTechniques.html Thanks in advance
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