Posts for mercenariez

Experienced Forum User
Joined: 1/11/2016
Posts: 4
Thank you very much, zeromus. It seems to be fixed now. This will greatly assist me in my TAS projects.
Experienced Forum User
Joined: 1/11/2016
Posts: 4
zeromus wrote:
mercenariez, do you know the difference between the fake analog buttons and the analog axes? "P1 A Up" for example is a button which sets the analog stick to the upmost extent. We record those separately. If those were in the inputlog and conflicting with simultaneous analog input, I don't know what will happen.
Yes, I know the difference lol. -_- The fake analog buttons were left blank, I only used analog axes for stick control, derp. Here's a photo for proof. This is from version 1.11.3. Do you see how I inputted 46 on the Y axis, yet the virtual pad does not show it? The latest 1.11.6 release still has not fixed it. Here's a photo of 1.11.6 still not getting the Y input right (it gets it right on MOST frames, but for some reason on random frames it messes it up from time to time, reading it as 0 when it's not 0). Do you see how I inputted -22 on the Y axis, yet it shows 0 on the virtual pad? Note: This only applies to P1. P2 seems to be fine. I did not upload proof that I know the difference between the "Up/Down/Left/Right" controls vs analog controls because it should be self-evident that I know the difference. They are left BLANK. I will upload a photo if you're still not convinced for some odd reason.
Experienced Forum User
Joined: 1/11/2016
Posts: 4
zeromus wrote:
Check the inputlog in your movie and see if the values are what youre expecting. I find it very unlikely that the virtual pad is mis-representing what's in the movie. It's more likely you don't understand what's making it through bizhawk's joystick input and into the movie. If you're able to verify that theres an actual discrepancy between whats in the movie and what the virtualpad displays, then thats very interesting. virtualpad isn't going to support live input viewing any time soon, it just isn't built to do that. Some people have some kind of live input viewing with OBS, maybe theres some plugin that makes that easy.
Yes I checked the input log. The input log (text label over game) is correct, but on the virtual pad, the visual stick directions are wrong. For example, the text will say "89, -89", but the virtual pad only says "89, 0" and so doesn't show the stick in the right position. Note: I recently discovered the only problem it has is the Y coordinate on the FIRST PLAYER's pad, which stays at 0, even though it's like -60 to 80 or w/e on the INPUT LOG. Player 2 is fine for some reason, lol. I do remember one time though it completely skipped inputs on certain frames which was really weird. Try alternating diagonal topleft/right and bottom left/right inputs at each frame, then try to play back the movie with the virtual pad open.
Experienced Forum User
Joined: 1/11/2016
Posts: 4
Hi, new here. Bug: When I playback a Super Smash Bros. 64 movie I recorded, and open up the Virtual Pad for input viewing, sometimes it doesn't correctly play back the right inputs. For example, I'll do a diagonal up, diagonal down, for several frames, and it'll playback as if: #1) My input wasn't as far on the x/y axis as I actually did in the recording #2) Sometimes it just plays it back as a straight cardinal direction (e.g. east), when I actually did like southeast. Also, as an n64 TASer, I'd like to request that the emulator somehow utilize live input viewing just like the TAS input plugin v0.8 on the mupen64-rr emulator. Not sure if this is possible, but it would be greatly appreciated. Great emulator overall though. Much better than Mupen which always desynced upon playback for me.