How a robot got Super Mario 64 and Portal “running” on an SNES
arstechnica.com
arstechnica.com
The TAS blocks at the Games Done Quick fundraising events are always amazing, but this was a step above.
Being unfamiliar with this area I can't tell if this is ridiculously good or just above average. Nevertheless, for _me_ this was an amazing display of both hardware and software hacking.
This kind of falls into the same category of "out of the box" thinking that is used by NASA ground crews to squeeze more and new functionality out of old and distant hardware that far exceeds its original design parameters.
Loved it.
> > TASbot... Gods above and below, that's some mighty fine hacking to translate inhuman button presses into actual glitch code. It's like waving your hands madly in the air and conjuring up an airliner, Matrix-style.
> As TASBot's keeper I can tell you that what we have prepared this year is akin to gesticulating wildly and calling a space shuttle into existence out of nowhere. :)
phew! I was totally confused -- assumed they were somehow rendering and doing the actual gameplay.
The cheat was apparently controversial for the team.
Talk from Defcon: https://www.youtube.com/watch?v=9ZrNWiBzqUE
Still. Much amaze. Wow.
The video is awesome though, thanks for the link! Now ya've got me queueing up tons of defcon videos....
http://www.gamesx.com/controldata/nessnes.htm
The SNES has hardware to generate the P/S signal once per frame, but as the SNES CPU was originally intended to be backwards compatible with the NES it still has the old NES-style bit-banging mode ("old-style joypad registers"). If you remove the shift registers and drive the data line directly you can get higher bit rate. The SNES itself stays unmodified.
"By polling four simulated multitap inputs at 300 times per frame using a method devised by p4plus2 (Jordan Potter), the TASBot team is able to effectively send data to the SNES at 1.15 Mbps"
1.15Mbps / (300 samples per frame * 60 frames per second) = 64 bits per sample, or 16 bits per input, which seems like a likely figure.
[1] http://www.nbcnews.com/technology/how-fast-fast-some-pro-gam...
[2] https://slingshotesports.com/2016/10/28/the-demise-of-korean...
What? I can't parse that sentence and I can't find anything like that in the articles you linked.
And requiring that at least one button/direction be pressed doesn't meaningfully reduce the data rate. You don't lose an entire bit, you just avoid that specific combo.
Yeah, the reasoning is (basically) like the rotation speed of a disk drive. The faster your spin - the higher your response resolution. Instead of taking (up to) a second (for a 60 apm player) to respond you take 60/400 second (for a 400 apm player).
There are of course other factors like that 60 apm players don't simply play at a 1 action per second interval and have faster reaction times than that.
(I recommend that streamer, too. His main project for several years has been to play all NES games to completion.)