pokemon-speedrunning / gambatte-speedrun Goto Github PK
View Code? Open in Web Editor NEWFork of https://github.com/sinamas/gambatte with Pokemon speedrunning-related changes.
License: GNU General Public License v2.0
Fork of https://github.com/sinamas/gambatte with Pokemon speedrunning-related changes.
License: GNU General Public License v2.0
I'm planning on making a software that allows non-programmers to easily IGT check a manip, ideally using gambatte input logs as a replacement for bgb demos.
I've talked about this on the PSR server, but essentially, there appears to be something within the MBC3 where if an invalid "bank switch" is sent to the chip, it will essentially lock itself and will not return any data (ie same behavior as locked SRAM). To be clear, I mean invalid combos physically sent to the chip, as all of bits 0-3 are connected to the MBC, with bits 2-3 exclusively connected to the RTC (they're connected to bits 0-1 too but that can also be shared with the rambanks). The normal mask bits 4-7 still applies as they are not connected to anything, it's just that bits 0-3 are all connected to the MBC and it does not like invalid combos being sent to it. Gambatte-Speedrun currently just masks bits 2-3 regardless and will just output data from an actual rambank, when this should not be the case.
Also, I don't believe this locking behavior should apply in the case of an MBC3 chip without RTC (as bits 2-3 would just not be connected to anything, like bits 4-7), although I don't have a way to test that so eh.
Looks like it was made private by the creator. I think you can find the latest merged pull request at this repo.
Colors on this emulator are VERY different than those on BGB and console.
Gambatte: https://puu.sh/uUWZH/28af2caf54.png
BGB: https://puu.sh/uUWpK/1481cef216.png
Console (from Gunners stream) https://puu.sh/uUWLI/16bee86d36.png
BGB and Console look the same but it is clear that Gambatte is off. If there's a way to change this I would love to but I don't know anything like this.
I have a bunch of tests here that can help improve mode 3 timing:
https://github.com/alyosha-tas/Misc.-GB-Tests
They test timing for window + sprites and edge cases of scroll + sprites. Note that I tested them on GBP.
Also the scroll + sprite tests here still fail on Gambatte:
https://github.com/wilbertpol/mooneye-gb/tree/master/tests/acceptance/gpu
These are of practical importance for games and aren't just some edge case stuff that never happens.
I am trying to build this on MacOS Sierra 10.12.3, but I am getting getting the following error after running ./build_qt.sh
:
./gambattesource.h:42:27: error: use of undeclared identifier 'GAMBATTE_QT_VERSION_STR' void reset() { gb_.reset(GAMBATTE_QT_VERSION_STR); }
.
The video filters themselves can probably be looked at, since there were other reports of them being broken/sketchy.
Can be triggered on Save State, Load State, or Open Save Folder.
Miscellaneous input-handling issues (consolidated #50 and #51 here to reduce clutter):
How would I get this on Mac. I love running Pokemon Red but recently have found myself not able to compete with the OpenEmu version of Gambatte due to the Select+Up+B Nido Manip strat not working on that emulator (don't ask why, it just doesn't).
The seed is apparently consistent on starting up the emulator, lol
This is a notable feature solely to JP Crystal, but doesn't work well when other hacks try to take advantage of it. BGB seems to be the only emulator out there and supports this well.
Fails earlier when XCode compilers are used (g++: error: unrecognized command line option ‘-Xarch_x86_64’) than when native CLang compilers are used (ld: symbol(s) not found for architecture x86_64). Tried both QT and SDL flavors.
Parent fork also fails to build in the same environment.
OS X Sierra (10.12) with freshly-installed scons, qt5, and sdl2.
Note that SDL1 support is ending.
The top four scanlines of BG rendering are cut off in this game (should appear as all black.) I have confirmed that this does occur in GBP.
EDIT: It looks like background rendering is turned off until scanline 4
EDIT: nevermind this was fixed at some point just not in release yet
For example the message box after selecting the BIOS image will play on 100% volume regardless of what the system sounds volume is set to.
https://discordapp.com/channels/88066218971385856/686674807093198916/692590795986960395
If you bind the + and - on an axis to the same input (namely binding Select to LT/RT, to match Gamecube functionality), only the second one will work.
A temporary array of booleans used to not "unset" and "set" in the same for loop could fix it?
Effects current release build and current build of BizHawk.
Sprites are used for the score and also the player icon on the ladder, they do not appear in emulator, but appear fine on GBP.
Not super high priority, but would get rid of a user pain point of moving/renaming .sav files. BGB has these as features and they are certainly convenient. Might be best to wait until attempt mode is finished (where it should probably be disabled).
This should probably be one of those settings locked behind "the others" builds, with PSR builds locked to cycle based RTC.
Kind of trivial, but right now the checksum only gets displayed after hard resets.
I've been trying to get background input for gamepads working - it's annoying to have to refocus the emulator when going to mark goals on a bingo card for example.
The only problem is that the SDL library used for gamepad input on windows is based on SDL1.5, which uses a very old api that doesn't seem to support background input out of the box. I tried some quick hacks to get it working (joystickCapture(...)) but that didn't really work.
In anycase I want to discuss what the best way forward is. There a few options that I can see:
All of these options are a lot of work so I want to get everyone's feedback on what options to pursue - I'd rather work on an option that is most likely to be accepted in a pull request after all. Of course there may be other options I've missed as well...
Revision used for builds (e.g. resets/shown version) will correspond to the commit number of the gambatte-speedrun repo, missing core commits due to that being a submodule now. Possible solution is to get github actions to commit an update to the submodule each core commit on master.
From https://twitter.com/liji32/status/1262661004678311937 :
"I had a look and it seems very hardcoded for Robopon, and also misses a command used by Pocket Family, so it won’t work for that game. (Also timing is wrong in both it and SameBoy so it invalidates TASes)"
"I’m not even sure how accurate it is for Robopon right now, I think there might be some edge case where it breaks."
See about cross-referencing SameBoy's implementation to patch these issues up. Probably not worth bothering with the alarm clocks though.
I've looked through the settings and didn't find anything, but I figured I'd ask in case I missed something. For clarity, I'm referring to the messages in the lower left of the screen that display when performing a reset/creating or loading a save state.
When using WASAPI engine, using any emulator function that pauses emulation (save/load states, load rom, pause, frame step, changing settings) causes audio buffer issues in OBS. After "max audio buffer" reached, I'm still able to hear the game audio and it appears in the audio bar in OBS, but the recording will not contain game audio. Below is an excerpt from my OBS log, the last few lines show the behavior. Using DirectSound seems to fix this issue for me.
21:35:10.884: [Loaded global audio device]: 'Desktop Audio'
21:35:10.884: - filter: 'Gain' (gain_filter)
21:35:10.896: WASAPI: Device 'Microphone (2- Antlion USB Microphone)' [48000 Hz] initialized
21:35:10.896: [Loaded global audio device]: 'Mic/Aux'
21:35:10.920: adding 42 milliseconds of audio buffering, total audio buffering is now 42 milliseconds (source: Mic/Aux)
21:35:13.438: [game-capture: 'Gambatte'] attempting to hook process: gambatte_speedrun.exe
21:35:14.037: [game-capture: 'Gambatte'] d3d9 shared texture capture successful
21:35:14.054: [game-capture: 'Gambatte'] shared texture capture successful
21:35:33.529: Max audio buffering reached!
21:35:33.529: adding 917 milliseconds of audio buffering, total audio buffering is now 960 milliseconds (source: Desktop Audio)```
README.md doesn't matter since not only do its contents not work, its predecessor, INSTALL.md doesn't complete. There's usually some error about "invalid crypto engines", it not being able to find "python2" ($ pacman -S perl ruby python2 mingw-w64-i686-toolchain mingw-w64-x86_64-toolchain), or any other number of errors of it not actually downloading or installing anything.
README.md mentioned being able to compile the core here for use in other emulators, I assume RetroArch or BizHawk. I wanted to do that since it's obviously a more up-to-date core than the ones featured in those emulators, but I can't.
UP+DOWN and LEFT+RIGHT should cancel each other out
something that's bugging me since r614:
Thanks for a great emu nevertheless!
It looks like this is the only fork of gambatte alive, so I'm asking here. Is it possible to toggle fast-forward instead of having to press a button to fire it?
It's really gaudy to have in a recording. I don't see any toggle for it.
I talked a bit about this in the PSR server, but essentially an RTC test rom fails under Gambatte-Speedrun. RTC register writes fail, cycle based RTC appears to be broken in DMG/SGB2 mode (RTC goes at half the speed it's supposed to, note this is specific to cycle based RTC, real time based RTC is not broken), among other things
test rom can be found here https://github.com/aaaaaa123456789/rtc3test/releases
Small list of features I don't see a point in keeping right now (subject to change, if there are compelling reasons to keep any of them)
After soft resetting during a Pokémon Blue randomizer, I got stuck in a loop in the pre-title screen segments and was unable to get back into the game proper, even after hard resetting (Ctrl+R) multiple times. Closing the ROM and re-opening it via the File menu fixed that problem, but then my controller wasn't recognized at all (not detected in Settings->Input). Things were fine after closing gambatte and opening a new instance.
Recording: https://www.twitch.tv/videos/374931855
Using r649 PSR on Linux. Let me know if there's any more information I should provide.
See test sprite_priority from Mooneye GB.
It's pretty apparent in games with lots of sprites, It makes comparison with video from console difficult because screens don't look the same.
While TASing this game in BizHawk, I noticed any time the screen transitions, there is junk on the screen like this:
I tested this in the latest upstream for GSR and the issue is there as well. I also tested this with BizHawk's GBHawk and this doesnt happen in its GBC mode.
and keep in mind, this only affects GBC mode, it is not present in GB mode.
The border in the intro text screen is misaligned. You can see it in this video for example, where it's zoomed in and really obvious:
https://www.youtube.com/watch?v=KsthKsr_2Sw&t=32s
You can also see it in this video, where it appears to be played on a gameboy player:
https://www.youtube.com/watch?v=HCmIQ24AMgo&t=62s
However, there are 2 videos where the border is properly aligned, one is played on SGB:
https://www.youtube.com/watch?v=bEArrvHV6wQ&t=181s
The other I'm not sure about:
https://www.youtube.com/watch?v=K-4r30hHwsA
The game uses the Window in a non-standard way. The top few scanlines are part of the window, then it turns off the window and the normal background is used for the text part, then turns the window back on for the bottom of the screen.
If the background is emulated normally, then it is in fact misaligned. If you look at the 2 videos with proper alignment, there is a clear blank vertical line on the left side of the screen. So, for some reason the background is being shifted to the right one pixel for the alignment to work out.
I have confirmed on my own Gameboy Player that the border is mis-aligned. I don't have a SGB or original GB personally to test on.
The audio output breaks when the emulator is Reset while a game is loaded. You get the below error as soon as you click Reset and the audio gets severely broken:
Clicking Okay brings up the box to change audio device but the only option that will work is Null or Cancel, neither of which fix the broken sound. You must close the Emulator to fix the audio.
Windows 10 x64 v1809
ASUS P6T motherboard (integrated audio)
Hi! I'm trying to do an Any% speedrun of Pokemon Yellow, and whenever the emulator fades out, the input is delayed. I press A to click YES to save the game, but whenever I do it during the fade-out, the A press is delayed.
Gameboy Colour and Gameboy Advance modes tested.
Link's Awakening EU, USA revision B.
Redux hack was used: https://www.romhacking.net/hacks/4672/
Using Homebrew
Using scons v3.0.1 from Homebrew
Using qt5 v5.12.1 from Homebrew
Compiled by running scripts/build_qt.sh from a clean state
Application fails to launch, and produces the following error dump:
Process: Gambatte Qt [12860]
Path: /Users/USER/*/Gambatte Qt.app/Contents/MacOS/Gambatte Qt
Identifier: com.yourcompany.Gambatte-Qt
Version: 0
Code Type: X86-64 (Native)
Parent Process: ??? [1]
Responsible: Gambatte Qt [12860]
User ID: 501
Date/Time: 2019-03-07 17:08:05.497 -0500
OS Version: Mac OS X 10.14.3 (18D109)
Report Version: 12
Anonymous UUID: C9F66028-2DCD-20ED-D931-71F1A0EB1351
Time Awake Since Boot: 12000 seconds
System Integrity Protection: enabled
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000068
Exception Note: EXC_CORPSE_NOTIFY
Termination Signal: Segmentation fault: 11
Termination Reason: Namespace SIGNAL, Code 0xb
Terminating Process: exc handler [12860]
VM Regions Near 0x68:
-->
__TEXT 000000010a8f7000-000000010a9a9000 [ 712K] r-x/rwx SM=COW /Users/USER/*/Gambatte Qt.app/Contents/MacOS/Gambatte Qt
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 com.yourcompany.Gambatte-Qt 0x000000010a90cf67 MainWindow::moveEvent(QMoveEvent*) + 7
1 org.qt-project.QtWidgets 0x000000010aaa212d QWidget::event(QEvent*) + 1117
2 org.qt-project.QtWidgets 0x000000010abb30f5 QMainWindow::event(QEvent*) + 277
3 org.qt-project.QtWidgets 0x000000010aa662ed QApplicationPrivate::notify_helper(QObject*, QEvent*) + 269
4 org.qt-project.QtWidgets 0x000000010aa676f2 QApplication::notify(QObject*, QEvent*) + 594
5 org.qt-project.QtCore 0x000000010b729fa4 QCoreApplication::notifyInternal2(QObject*, QEvent*) + 212
6 org.qt-project.QtWidgets 0x000000010aac0444 0x10aa56000 + 435268
7 org.qt-project.QtWidgets 0x000000010aa662ed QApplicationPrivate::notify_helper(QObject*, QEvent*) + 269
8 org.qt-project.QtWidgets 0x000000010aa676f2 QApplication::notify(QObject*, QEvent*) + 594
9 org.qt-project.QtCore 0x000000010b729fa4 QCoreApplication::notifyInternal2(QObject*, QEvent*) + 212
10 org.qt-project.QtGui 0x000000010b02f2d4 QGuiApplicationPrivate::processGeometryChangeEvent(QWindowSystemInterfacePrivate::GeometryChangeEvent*) + 516
11 org.qt-project.QtGui 0x000000010b02f999 QGuiApplicationPrivate::processWindowScreenChangedEvent(QWindowSystemInterfacePrivate::WindowScreenChangedEvent*) + 265
12 org.qt-project.QtGui 0x000000010b00ecc3 bool QWindowSystemInterfacePrivate::handleWindowSystemEvent<QWindowSystemInterface::SynchronousDelivery>(QWindowSystemInterfacePrivate::WindowSystemEvent*) + 115
13 libqcocoa.dylib 0x000000010d60a1f6 0x10d5ee000 + 115190
14 libqcocoa.dylib 0x000000010d603cf2 0x10d5ee000 + 89330
15 libqcocoa.dylib 0x000000010d60377b 0x10d5ee000 + 87931
16 org.qt-project.QtGui 0x000000010b0384cc QWindowPrivate::create(bool, unsigned long long) + 140
17 org.qt-project.QtWidgets 0x000000010aa8f811 QWidgetPrivate::create_sys(unsigned long long, bool, bool) + 1201
18 org.qt-project.QtWidgets 0x000000010aa8e4c6 QWidget::create(unsigned long long, bool, bool) + 326
19 org.qt-project.QtWidgets 0x000000010aa9014d QWidget::winId() const + 61
20 com.yourcompany.Gambatte-Qt 0x000000010a90d83b MediaWidget::MediaWidget(MediaSource&, QWidget&) + 107
21 ??? 0x0000600003d81ea0 0 + 105553180761760
Thread 1:
0 libsystem_pthread.dylib 0x00007fff70df23f8 start_wqthread + 0
1 ??? 0x0000000054485244 0 + 1414025796
Thread 2:
0 libsystem_pthread.dylib 0x00007fff70df23f8 start_wqthread + 0
1 ??? 0x0000000054485244 0 + 1414025796
Thread 3:
0 libsystem_pthread.dylib 0x00007fff70df23f8 start_wqthread + 0
1 ??? 0x0000000054485244 0 + 1414025796
Thread 4:
0 libsystem_pthread.dylib 0x00007fff70df23f8 start_wqthread + 0
1 ??? 0x0000000054485244 0 + 1414025796
Thread 5:
0 libsystem_pthread.dylib 0x00007fff70df23f8 start_wqthread + 0
1 ??? 0x0000000054485244 0 + 1414025796
Thread 6:
0 libsystem_pthread.dylib 0x00007fff70df23f8 start_wqthread + 0
1 ??? 0x0000000054485244 0 + 1414025796
Thread 0 crashed with X86 Thread State (64-bit):
rax: 0x00007ffee5308a58 rbx: 0x00007fcb9970df30 rcx: 0x0000000000000000 rdx: 0x000000010aaa211d
rdi: 0x00007ffee5308a58 rsi: 0x00007ffee5308228 rbp: 0x00007ffee5307db0 rsp: 0x00007ffee5307ce8
r8: 0x00000000fffffc4c r9: 0x00000000fffffe41 r10: 0x000000010aa566b0 r11: 0x000000010b729ff0
r12: 0x00007fcb9970df30 r13: 0x00007ffee5308a58 r14: 0x00007ffee5308201 r15: 0x00007ffee5308228
rip: 0x000000010a90cf67 rfl: 0x0000000000010207 cr2: 0x0000000000000068
Logical CPU: 2
Error Code: 0x00000004
Trap Number: 14
Binary Images:
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0x7fff70c1a000 - 0x7fff70c26ff7 libkxld.dylib (4903.241.1) <D039B38D-E8E6-3011-94F5-A21CD3D59526> /usr/lib/system/libkxld.dylib
0x7fff70c27000 - 0x7fff70c27ff7 liblaunch.dylib (1336.240.2) <D5F0014D-CF46-3B04-9DE0-A1466DA14A2C> /usr/lib/system/liblaunch.dylib
0x7fff70c28000 - 0x7fff70c2dfff libmacho.dylib (921) <6ADB99F3-D142-3A0A-B3CE-031354766ACC> /usr/lib/system/libmacho.dylib
0x7fff70c2e000 - 0x7fff70c30ffb libquarantine.dylib (86.220.1) <58524FD7-63C5-38E0-9D90-845A79551C14> /usr/lib/system/libquarantine.dylib
0x7fff70c31000 - 0x7fff70c32ff3 libremovefile.dylib (45.200.2) <BA53CA8A-9974-3A43-9265-B110B1AE470F> /usr/lib/system/libremovefile.dylib
0x7fff70c33000 - 0x7fff70c4aff3 libsystem_asl.dylib (356.200.4) <33C62769-1242-3BC1-9459-13CBCDECC7FE> /usr/lib/system/libsystem_asl.dylib
0x7fff70c4b000 - 0x7fff70c4bfff libsystem_blocks.dylib (73) <152EDADF-7D94-35F2-89B7-E66DCD945BBA> /usr/lib/system/libsystem_blocks.dylib
0x7fff70c4c000 - 0x7fff70cd4fff libsystem_c.dylib (1272.200.26) <D6C701A2-9F17-308D-B6AC-9E17EF31B7DF> /usr/lib/system/libsystem_c.dylib
0x7fff70cd5000 - 0x7fff70cd8ff7 libsystem_configuration.dylib (963.200.27) <94898525-ECC8-3CC9-B312-CBEAAC305E32> /usr/lib/system/libsystem_configuration.dylib
0x7fff70cd9000 - 0x7fff70cdcff7 libsystem_coreservices.dylib (66) <10818C17-70E1-328E-A3E3-C3EB81AEC590> /usr/lib/system/libsystem_coreservices.dylib
0x7fff70cdd000 - 0x7fff70ce3ffb libsystem_darwin.dylib (1272.200.26) <07468CF7-982F-37C4-83D0-D5E602A683AA> /usr/lib/system/libsystem_darwin.dylib
0x7fff70ce4000 - 0x7fff70ceaff7 libsystem_dnssd.dylib (878.240.1) <5FEA5E1E-E80F-3616-AD33-8E936D61F31A> /usr/lib/system/libsystem_dnssd.dylib
0x7fff70ceb000 - 0x7fff70d37ff3 libsystem_info.dylib (517.200.9) <54B65F21-2E93-3579-9B72-6637A03245D9> /usr/lib/system/libsystem_info.dylib
0x7fff70d38000 - 0x7fff70d60ff7 libsystem_kernel.dylib (4903.241.1) <CA10BC3A-5B09-32CE-B74F-BAD01755AA37> /usr/lib/system/libsystem_kernel.dylib
0x7fff70d61000 - 0x7fff70dacff7 libsystem_m.dylib (3158.200.7) <AF25F8E8-194C-314F-A2D3-A424853EE796> /usr/lib/system/libsystem_m.dylib
0x7fff70dad000 - 0x7fff70dd1ff7 libsystem_malloc.dylib (166.220.1) <4777DC06-F9C6-356E-82AB-86A1C6D62F3A> /usr/lib/system/libsystem_malloc.dylib
0x7fff70dd2000 - 0x7fff70dddff3 libsystem_networkextension.dylib (767.240.1) <4DB0D4A2-83E7-3638-AAA0-39CECD5C25F8> /usr/lib/system/libsystem_networkextension.dylib
0x7fff70dde000 - 0x7fff70de5fff libsystem_notify.dylib (172.200.21) <65B3061D-41D7-3485-B217-A861E05AD50B> /usr/lib/system/libsystem_notify.dylib
0x7fff70de6000 - 0x7fff70deffef libsystem_platform.dylib (177.200.16) <83DED753-51EC-3B8C-A98D-883A5184086B> /usr/lib/system/libsystem_platform.dylib
0x7fff70df0000 - 0x7fff70dfafff libsystem_pthread.dylib (330.230.1) <80CC5992-823E-327E-BB6E-9D4568B84161> /usr/lib/system/libsystem_pthread.dylib
0x7fff70dfb000 - 0x7fff70dfeff7 libsystem_sandbox.dylib (851.230.3) <D6469A17-C13C-3538-A300-D6517BB7F249> /usr/lib/system/libsystem_sandbox.dylib
0x7fff70dff000 - 0x7fff70e01ff3 libsystem_secinit.dylib (30.220.1) <5964B6D2-19D4-3CF9-BDBC-4EB1D42348F1> /usr/lib/system/libsystem_secinit.dylib
0x7fff70e02000 - 0x7fff70e09ff7 libsystem_symptoms.dylib (820.237.2) <487E1794-4C6E-3B1B-9C55-95B1A5FF9B90> /usr/lib/system/libsystem_symptoms.dylib
0x7fff70e0a000 - 0x7fff70e1fff7 libsystem_trace.dylib (906.220.1) <4D4BA88A-FA32-379D-8860-33838723B35F> /usr/lib/system/libsystem_trace.dylib
0x7fff70e21000 - 0x7fff70e26ffb libunwind.dylib (35.4) <EF1A77FD-A86B-39F5-ABEA-6100AB23583A> /usr/lib/system/libunwind.dylib
0x7fff70e27000 - 0x7fff70e57fff libxpc.dylib (1336.240.2) <EE0CDA53-6FF9-3B4E-A571-335A5FF6B6F4> /usr/lib/system/libxpc.dylib
External Modification Summary:
Calls made by other processes targeting this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by all processes on this machine:
task_for_pid: 8973
thread_create: 0
thread_set_state: 0
VM Region Summary:
ReadOnly portion of Libraries: Total=385.7M resident=0K(0%) swapped_out_or_unallocated=385.7M(100%)
Writable regions: Total=588.1M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=588.1M(100%)
VIRTUAL REGION
REGION TYPE SIZE COUNT (non-coalesced)
=========== ======= =======
Accelerate framework 256K 2
Activity Tracing 256K 2
CG backing stores 1600K 5
CoreImage 32K 5
CoreServices 4608K 2
CoreUI image data 156K 3
CoreUI image file 404K 6
Foundation 4K 2
Kernel Alloc Once 8K 2
MALLOC 185.8M 28
MALLOC guard page 32K 9
MALLOC_NANO (reserved) 384.0M 2 reserved VM address space (unallocated)
STACK GUARD 56.0M 8
Stack 11.0M 8
VM_ALLOCATE 76K 11
__DATA 24.8M 247
__FONT_DATA 4K 2
__LINKEDIT 219.4M 14
__TEXT 166.4M 246
__UNICODE 564K 2
mapped file 52.2M 19
shared memory 640K 14
=========== ======= =======
TOTAL 1.1G 617
TOTAL, minus reserved VM space 724.0M 617
See TASEmulators/BizHawk#2482, but the gist is that due a bug within this game, the game will end up reading the SRAM area (this game has no RAM lol) and then write to whatever it read, so under the "always return FF for lack of/disabled sram reads" the game writes to FFFF and ends up disabling interrupts. This bug is however benign on (most? at least the GBP anyways) consoles due to the write ending up happening in 0A0A, which does nothing.
So we end up actually have a game where you need tr00 open bus emulation for it to work, fun:tm:
Currently STAT mode becomes zero for 4 cycles in between mode 1 and mode 2 a scanline zero. This is incorrect (at least for GBP) as verified by the test in the title.
Maybe it is zero for some GBC models, but the GBP behaviour is needed for Castlevania The Adventure (JPN, GB) (and RC Pro AM) to be console verified.
As the title suggests, I'm wondering if there's a way to change the default keybindings for things like save/load state, pause, frame step, etc.
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