I've been wanting to use ConnectedNES for something other than monitoring my twitter feeds, so I built this prototype last night for autoplaying NES games on real hardware, a la TASBot.
With a little help from a Python script I wrote, you can now pipe recorded gameplay presses via FCUEX over WiFi and to real hardware.
To reduce impact on the microcontroller, I implemented a compression algorithm on keypress recordings that outputs two arrays. One array contains the series of keypresses, each one stored as a single byte (e.g., 0b10001000). The other array contains a series of time values (in frames) for which the corresponding keypress is valid (e.g., 0b11110001). Keypresses that go for longer than 255 frames are sent in a second byte-byte pair, so the arrays are perfectly matched.
It was incredibly accurate for my own playthrough Super Mario Bros., though at this time not accurate enough to play back glitch-happy, precision runs like this one.
Read more about ConnectedNES here.
Posted January 17 at 1:08 PM while listening to the rain.