Omnimaga

Calculator Community => Other Calculators => Topic started by: DJ Omnimaga on April 04, 2010, 05:36:10 pm

Title: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on April 04, 2010, 05:36:10 pm
Ok so Buckeye added support for multiple emulation speed in WabbitEmu. Now you can choose speed from 25 to 800%,so I attempted at playing/capturing galaxian at 25% speed (screenshots are set at 100%) and this is what it gave. I epic failed at it, though, because I forgot galaxian only allows a certain amount of bullets at once in a certain amount of time, some enemies were random and key detection seemed to be kinda bad when enemies went down all at once. Anyway enjoy my attempt anyway :D

Note: for some reasons the screenshot will cut in the middle for most ppl. I suggest you use Virtual Dub to open it.
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: jsj795 on April 04, 2010, 06:44:48 pm
nice! so do we have to download the newest version? it's at revsoft,right?
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on April 04, 2010, 06:55:07 pm
yeah http://group.revsoft.org/wabbitemu.exe
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on April 05, 2010, 02:24:50 am
Ok now I TAS'ed Pyoro. I still messed up a few times then died, tho x.x

I'm uploading screenshot somewhere (it's 13 MB x.x)

http://xlib.mtv-music-generator.com/pyoro.gif
Title: Calc84's Axe Falldown TAS
Post by: DJ Omnimaga on April 05, 2010, 09:29:18 pm
Calc84's Axe Falldown TAS

Now if only Wabbitemu had support to view memory content and see it updated while the emulator is running, not just in Pause, I could spice this up with a bit of luck manipulation if I figured out how random stuff is stored in memory in ASM :P

Uploading now
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: Builderboy on April 06, 2010, 12:06:48 am
Hey this is pretty nifty!  I might have to make some screenshots of some of my favorite games when i get the time ^^ Its also useful that it can speed up programs as well, it could be useful for playing some basic simulation games or testing out some code at higher speed.
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on April 06, 2010, 12:36:28 am
Well, the major issue with BASIC games is the horrible key detection. It makes it near impossible to control at slow framerates. Axe games using the Getkey->VAR format also has trouble.

Btw I just TAS'ed Super Mario 1.2 (and failed of course, but discovered some collision glitches). I can stomp enemies from below them. I need to jump and as soon as I start falling, if I touch a goomba he dies

Also for your games I would need to know every secret about them to make a good run.

EDIT: Uploaded Galaxian video on Youtube
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on April 09, 2010, 11:49:44 pm
New Super Mario screenshot, using new Wabbitemu, this time with speed setting at 10% instead of 25%
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on April 11, 2010, 02:07:14 pm
Another screenie, set to 9 fps capture, showing both Quigibo's Starship example included with Axe Parser, followed with another Super Mario 1.2 first level run.

This time, emulation was set at 5% speed, added in a later Wabbitemu update by Buckeye.
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on April 30, 2010, 04:25:42 pm
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on May 16, 2010, 11:34:52 pm
That Orbit game on ticalc is cool (it's by ThePenguin77 on UTI forums). It's pretty hard, though. As I was bored I decided to do a tool-assisted run of it, where I got 45 points in 30 seconds :D



http://www.ticalc.org/archives/files/fileinfo/429/42902.html
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: ztrumpet on May 17, 2010, 05:21:41 pm
Nice job DJ!  The highest I can get on Orbit is 19.  Thanks for showing it, as it's a really fun game! ;D
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on May 17, 2010, 10:59:44 pm
lol thanks. Now i need to figure out a good way to record as alternative to the built in screenshooting so I can set pause emulation to a keyboard shortcut and use load/save states :P
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on May 24, 2010, 07:48:52 pm


non-tool-assisted, my highscore is only 30, though D: (on emulator)

EDIT: updated video
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: Geekboy1011 on May 24, 2010, 11:39:11 pm
on calc my high score is 64 havent tried it on a emu yet thats later :P
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: ztrumpet on May 25, 2010, 08:27:25 pm
My high on calc is a 69, tied with my friend's high also.  The Penguin 77 makes awesome games! ;D
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on May 25, 2010, 10:29:01 pm
I agree. I think some might need some optimizing, though, so he can run them on a regular 83+. But still, those are some nice games he did anyway
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: ztrumpet on May 26, 2010, 07:48:57 am
I agree. I think some might need some optimizing, though, so he can run them on a regular 83+. But still, those are some nice games he did anyway
They don't run on the 83+/83+se because he uses the crystal timers (the clock) to time how long before the next frame. :)
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on May 26, 2010, 12:36:39 pm
Aaah ok :/ I wonder if he could find an alternative? I think calc84maniac looked at the source and said so. Also, I tried the Orbit game on 83+ in Wabbitemu and got no issues, but I don't know what will happen on real hardware...
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: ztrumpet on May 26, 2010, 04:57:12 pm
but I don't know what will happen on real hardware...
The readmes claim it will cause a RAM Clear.
Aaah ok :/ I wonder if he could find an alternative? I think calc84maniac looked at the source and said so.
I think he could, and I'd like him to make them work on at least the 83+ses, but I think he should do what he thinks is best. :)
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: calcdude84se on May 26, 2010, 05:43:20 pm
wait, doesn't the 83+SE have crystal timers?
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on May 26, 2010, 06:20:03 pm
It does. However, I noticed that more and more members who join the community aren't even aware the TI-83 Plus Silver Edition ever existed at all. Probably because it was only sold for 3 years and discontinued in 2004 when the 84+SE came out. I am curious if the game will work on it...

(Btw the 83+SE has the full 128 KB RAM pages)
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: calcdude84se on May 27, 2010, 07:32:25 am
Yeah, I've noticed that too, though it was never explicit and I could never be sure.
It should work on an 83+SE, since the only difference between the 83+SE and the 84+(SE) IIRC is the USB port and the clock.
However, lacking the device, I cannot test it myself.
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on May 27, 2010, 01:11:06 pm
Hopefully I might eventually give it a try (altough I won't leave batteries in my SE since it's defect and eat them even when turned OFF) just to see if it runs on it.

That said, about people not knowing about the SE much, I guess in a few years it will make us 83+SE owners look cool among other community members (altough not as much as TI-85 owners) ;D *runs*
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: thepenguin77 on June 05, 2010, 03:12:44 pm
It's so weird to see speed TAS's of my own games lol. On missile I recently watched my friend get a 105 on a real calc. Somehow he uses two hands.

But for the 83+ issue. I have only seen 1 83+ at my school so the way I looked at it is, why limit myself when no one will really notice. I use the crystal timers just because I can, they don't have t,o be used. If you really wanted to, I'm sure you could use interrupts to almost perfectly emulate them, or just use halts or a loop to slow it down suffering from overspeed and then lag. If you run the games on a calculator without the timers, it will just display one frame and then stop as it is waiting for something that will never happen.

But as far as fast mode goes, I think all my games need it except for maybe missile. Orbit used to run without it and lag starts appearing around 25 and the game is half speed when it maxes at 68. Tetris, I don't think there is anyway around it. To have a fast functioning gray scale game I believe takes fast mode. True, desolate was done without it, but if a tetris game had the control lag of desolate it would just be unplayable. Missile is the one game I think you could get away with. I did not put any effort into optimizing once I had the scaling system in place, so that could be fixed. You could also just go with a slower frame rate and make the in-game speed faster.

Orbit, I believe is optimized the best it can be. Tetris is not, but I don't think with grayscale it was any possiblity. (It actually lags when you clear more than 1 line.) But if some one were to optimize, missile would be the one that has possibility.


And since you guys like my games so much, I'll post my second game on here although I never actually finished it. This was basically my learning asm game and was about 6 months in the making. I recently figured out how to fix the bug where it would eat the program after it. This was caused by deleting an appVar that was earlier in the VAT than it. So the VAT moves, but Mirage stored the VAT as static. You can see the change in my source right before it quits. When looking at the source, at about September last year, I switched from all caps to all lowercase.

I would really like to see some one TAS this one, it uses 17 buttons for controlling the game. It is hard to get used to, but there is a lot of depth to this game. Enjoy.


Here's my pathetic screen shot. I just went to a wall since moving on a keyboard is mostly impossible.
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: _player1537 on June 05, 2010, 03:52:12 pm
oh I love this game!  can you say what the controls are?
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: Galandros on June 05, 2010, 04:33:15 pm
No way, a port of Geometry Wars in DS for z80.

You scaled down the sprites quite well and it looks like a epic shooter just like Geometry Wars.
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on June 05, 2010, 05:23:08 pm
wow nice, I wish you would finish this!

That would sure get a ticalc feature assuming it's fully playable already

As for crystal timers, I think Tetris could be done on a regular 83+. The reason why Desolate lags so much is because it uses an old, unoptimized grayscale package. Tr1p1ea rewrote the game in 8 level grayscale for a while and it manages to run run faster than the old one. He uses his own grayscale routines now. However, if at max level, your pieces needs to go down at about 20 fps, I think with your Tetris features, a regular 83+ version might requires optimizations such as what you see in Project M, F-Zero 83+ and TI-Boy SE: extreme optimizations (and possibly using instructions that will not run on a TI-Nspire)

In Axe Parser, on a regular 83+, the highest frame rate I can get with my hard coded 4 level grayscale (where the screen is erased then 97 sprites are displayed every frame, going through a scanline pattern) is around 30 fps. It looked quite nice on calc, except that the character sprite looked horrible when moving around smoothly.

(http://www.omnimaga.org/index.php?action=dlattach;topic=2198.0;attach=1244;image)
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: thepenguin77 on June 05, 2010, 07:04:15 pm
I might try to optimize them down some other time. But right now I am busy with 8LU3 7007h. I say it like that because if I do get this project up and running I do not want people to be able to go online, search on google, and see that t3xting from calculators is real. I know that brandonW has already done stuff like this but his is just calc to calc. For instance, I have already paired my phone and my calc.

Oh and controls for geometry wars. Use squares of buttons as control sticks. So the square consisting of 2nd, Mode, Del, Stat, Prgm, Apps, Math, and Alpha is used for movement. And the numbers excluding 5 are used for shooting. Enter is bomb, Y= is pause, Zoom is save and Quit, and Graph is a little Mirage exploit I found that is save and quit to HomeScreen.

I will hopefully put this on TiCalc soon, the only glitch I see currently is that the shield guys block the wrong sides.
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on June 05, 2010, 07:06:14 pm
ooooh awesome I wonder if it could be used for multiplayer calc games?
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: _player1537 on June 05, 2010, 07:12:38 pm
I hope so :)  sounds good I'm downloading this right now
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: thepenguin77 on June 05, 2010, 07:13:52 pm
I actually have some far fetched goal of by the time I'm a senior having F-Zero Game Cube ported to the calculator and having it multi-player. But there is a lot I would have to learn before making that.
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on June 05, 2010, 07:17:47 pm
Ok, well, sadly the Geometry Wars game is not TAS'able with the current means of TAS'ing calc games, because of the controls. Had the game used arrows for moving around it would have been possible, but for the directional set of button, it's impossible to play on computer keyboard (since the keys aren't on a grid like the numpad :()

The game seems nice, though. I wonder if it would be possible to enable arrow controls in future versions when you ever work on it again?
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: thepenguin77 on June 05, 2010, 07:26:58 pm
Arrow keys would be easy, they would only give 8 directions but I guess 8 is better than like the 2 you can figure out on a keyboard.
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on June 05, 2010, 07:29:56 pm
8 direction would probably be OK I guess, since a lot of people are used to playing 4 directional games on calc and some occasional 8 ones. Maybe you could let the user choose or implement both type of controls. But yeah I agree, as the keys are all scrambled accross the keyboard x.x
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: _player1537 on June 05, 2010, 07:36:19 pm
I think the game runs really well on a RL calc, very fun and addicting :)  Can't wait for 8lu3 7oo7h
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: thepenguin77 on June 05, 2010, 07:50:16 pm
There, I'm feeling generous. Arrows.
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on June 05, 2010, 08:48:21 pm
Nice :D
Also I did not have time to play through all of it but I did a screenshot of the first minute of gameplay
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: Geekboy1011 on June 05, 2010, 10:57:29 pm
wow definetly adding this to my calc i love geowars XD
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on June 07, 2010, 04:42:12 am
It's really great. I hope he releases it on ticalc. I would like to see this featured (it deserves one IMHO. I don't recall seeing a Geometry Wars clone for calcs)
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: TIfanx1999 on June 07, 2010, 05:37:02 am
I might try to optimize them down some other time. But right now I am busy with 8LU3 7007h. I say it like that because if I do get this project up and running I do not want people to be able to go online, search on google, and see that t3xting from calculators is real. I know that brandonW has already done stuff like this but his is just calc to calc. For instance, I have already paired my phone and my calc.

Oh and controls for geometry wars. Use squares of buttons as control sticks. So the square consisting of 2nd, Mode, Del, Stat, Prgm, Apps, Math, and Alpha is used for movement. And the numbers excluding 5 are used for shooting. Enter is bomb, Y= is pause, Zoom is save and Quit, and Graph is a little Mirage exploit I found that is save and quit to HomeScreen.

I will hopefully put this on TiCalc soon, the only glitch I see currently is that the shield guys block the wrong sides.
This looks really nice! I'll have to check it out. Also, if you get the blue tooth stuff up and running, that'd be cool to integrate blue tooth transfer into say..something like TILP. Wireless file transfer from PC to calc or calc to PC? Yes Plox! It'd be cool as hell for calc to calc linking too! Don't be afraid to post progress on stuff here! =)
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: thepenguin77 on June 07, 2010, 04:54:41 pm
Well, I never thought this would be the one to maybe get featured but I guess that gives me enough motivation to finish it. I appears the only problem is the magnet guys blocking the wrong sides.

The game also lags with >70 enemies on screen, but I'm not really sure that's avoidable. (Especially the circles.)
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on June 07, 2010, 11:47:22 pm
We have to remember it's just a calculator after all ;D

Personally I still think it is nice, and also a lot of your calc games are original.
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: thepenguin77 on June 08, 2010, 10:52:21 pm
It is now on ticalc.org. Along with another game I made for the last week of school.

Geometry Wars (http://www.ticalc.org/archives/files/fileinfo/429/42952.html)

For the screen shot, I played until that point on a real calc, then sent the save game appVar to WabbitEmu and played it in 1/4 speed. It is much harder on the computer because WabbitEmu successfully incorporates the key board glitch where when specific 3 keys are pressed, a fourth is pressed also. Which means only 4 moving directions and 8 shooting directions.
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on June 08, 2010, 11:00:48 pm
Wow didn't knew about that glitch. I wonder if this could be why sometimes with some Axe programs when I press too many keys at once some keys won't respond?

Regardless, nice to see the game on ticalc.org and I checked that bubble game and it seems awesome!
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: thepenguin77 on June 08, 2010, 11:27:17 pm
Ya, use this chart (http://future_history.freehostia.com/Files/Resources/ASM/ASMin28Days/lesson/day22.html). If the game handles multiply key presses, which of course Geometry Wars has to, just make a square on the chart.

A fun example is when you press 1, 4, and right. Left is also pressed and you fly into that enemy who was chasing you. My original control scheme thankfully did not line up or else there wouldn't be much of a game. I really noticed this though because 4, XTON, and DEL, while rarely pressed at the same time, also press Zoom, which quits. So I just made Zoom a single key press only.

But for a while, this, with all the other problems I had with Mirage, made this game very confusingly unstable.
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on June 08, 2010, 11:32:56 pm
Weird x.x

Sadly I don't know ASM though so I don't understand that guide much :(
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: thepenguin77 on June 09, 2010, 12:13:30 am
I was just talking about the little chart with all the buttons on it. If you make a box of buttons, it presses the fourth. The numbers don't even mean anything. Using that method, I have played mario without touching the arrow pad.
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on June 09, 2010, 12:35:04 am
oh wow I see what you mean now, weird x.x

EDIT: On a side note I am somewhat happy Eeems decided to host Asm28d again. It  sucked when the other online guide shutted down x.x
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: calcdude84se on June 09, 2010, 02:53:01 pm
I was just talking about the little chart with all the buttons on it. If you make a box of buttons, it presses the fourth. The numbers don't even mean anything. Using that method, I have played mario without touching the arrow pad.
That's strange... But wait, how can you convince the hardware that you pressed, say, right, without touching any of up, left, down, or right? Wouldn't you be required to press at least one of those? I'm just curious.
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: ztrumpet on June 09, 2010, 03:37:08 pm
Wow, ThePenguin, your games are awesome!  I just found Geometry Wars and Bubble.  Great job on these! 
 *ZTrumpet puts on calc. ;D
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on June 24, 2010, 05:25:06 pm
Someone excited at BuckeyeDude's Pokémon port while on caffeine
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: ztrumpet on June 25, 2010, 05:19:09 pm
lol (?)
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on June 25, 2010, 07:11:41 pm
I was bored as you can see ;D
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: Builderboy on July 02, 2010, 04:37:51 pm
Here is a TAS of the Portal demo, complete in 8 seconds ^-^
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on July 02, 2010, 04:47:47 pm
Haha awesome! Especially shortly after picking the box XD

And looks nice as always :)
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: Builderboy on July 02, 2010, 04:57:33 pm
Thanks :) I had to run it at 5% speed and even then it was really tricky to get working.  I really like the end result though :D
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on July 02, 2010, 05:48:46 pm
Yeah even at slow speed it can still be hard, especially with complex physics. It's hard to calculate exactly where the character will land/jump. If Wabbitemu had quick save/load and advance frame by frame like most console emus with TAS support, it would be even easier :P
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: Builderboy on July 02, 2010, 08:59:51 pm
I wonder how wabbit would handle frames though? O.o maybe buffer updates?  Either way I wonder why you arnt able to go lower than 5?
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on July 02, 2010, 09:10:16 pm
what I thought about is that as soon as Wabbit reaches a direct input or getkey type command, you could set it to stop completly until a key is pressed. Screenshooting would be temporarly halted, as well, and in sync with the speed at which emulation goes at.

As for 5, it was set this way since this is what I suggested before (it was 25% but I wanted slower mode). I guess you could maybe ask Buckeye to implement some other options like this.
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: ztrumpet on July 02, 2010, 09:59:25 pm
Nice!  So that's how you beat it... :P
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: calcdude84se on July 03, 2010, 09:47:51 am
Nice screenshot!
* calcdude keeps waiting for a public demo :P
Pausing the emulation at every in a,(01h) and in a,(c) when c is 01h could be interesting... It could be an awful pain at times, but I guess it could be useful.
If that's being done, then Wabbit should probably highlight the keys corresponding the selected groups (what keys will be checked on the read from the keyboard). For example, the code "ld a,FEh \ out (01h),a \ nop \ nop \ in a,(01h)", which checks the arrow keys, would highlight them upon reaching the "in a,(01h)" line.
Edit: Nevermind, there is one (demo). I just hadn't reached the post yet :P
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on July 03, 2010, 03:04:18 pm
Yeah you can lose the game in the Portal X thread
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: ztrumpet on July 04, 2010, 04:29:35 pm
Hey, nice screenie!  Thanks! ;D
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: DJ Omnimaga on July 04, 2010, 06:56:22 pm
no problem ^^

Btw fun game
Title: Re: Wabbitemu Tool-Assisted Speedrun support test
Post by: _player1537 on July 04, 2010, 11:22:25 pm
:/  you said game...I lost.
Nice screenies everyone :D