Revert "Change where we break S9xMainLoop/Scan for input ("Brunnis lag fix")" - Causes incorrect behaviour in Super Punch-Out!! #750
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
This reverts commit 10e0ef0.
Hello again,
This commit causes incorrect behaviour in Super Punch-Out!! due to punches starting earlier than they are supposed to after input. See here for a demonstration: https://www.youtube.com/watch?v=nHr5W12TYrg
The fastest possible time on Piston Hurricane is 5"49, which requires a manually timed gut punch at 2"05 on the in-game timer. Pressing Y one frame earlier will cause him to block your punch. On the left I demonstrate obtaining a 5"49 by frame advancing so you can see the timed punch. On the right, I try the same thing again on 1.56, but pressing Y at 2"05 causes him to block the punch because it starts earlier than it should. Delaying this punch by 1 frame allows you to complete the strategy on 1.56, but with a final time of 5"50, one frame slower than what should be possible. Reverting the polling change from 10e0ef0 fixes the issue. The current TAS of the game done on BizHawk 1.5.1 gets a 5"49, and here is a video of me obtaining a 5"49 on real hardware: https://www.youtube.com/watch?v=V_EMDAx9WcA
I believe there are other examples of strategies not working due to this, but this is the most commonly encountered due to it being one of the easier fights to execute. If there are other games that are similarly sensitive to frame timings, they may be affected by this as well.
Thanks.