I made my own test and look like your supposed to have a little "cutscene" when the airbuster is defeated(the camera zoom on the robot face for few second)
.. so you have to manipulate the game enought to see "this cutscene", else the game would think that you din't even beat him, I suppose.
Obviously I'm doing something wrong. Most games just freeze right after the logo comes up. I can't even reach the title screen. The only game I'm having no problems with is Symphony of the Night.
For most games:
the Sony logo plays just fine
then I hear the Playstation logo, but it's a black screen
After that nothing happens.
I am using v 0.1.0 as well as the plugins suggested for use.
Did you downloaded the psx bios(google for more information) ?
Also, after that loaded the iso file with the following plugin.. make sure to choice "Run CD Thought Bios"
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@mz I saw that you just commited a very large file about adding lua script feature and I'm about confusing about how far this tool can go...
This quite a noob question(hope to don't create any stupid debate), but do you think that it would be possible to write a script that would be able to use brute force from the power ON of a game(when pcsx-RR would be on his final version or something)... and then the script would be able generate every single input possibility on each frame and perform a test comparaison with an(or more) address(example looking on each frame for the address that contain the font "The end"/or animation address, from a specific game). Then the bot would run for few day to test every possibility. When he found a way to get thought the ending.. the bot could even try to optimize hiself, etc... some other feature like trying to switch disc/system reset on every frame would probably be removed from these brute force script to avoid any annoying problem, as well thought.
Is it how far these lua feature could go, or there something that doesn't work with my logic?
edith : by making some search on the forum, I've finaly found this old post and I feel like this would be possible with the correct algorithm/programming...
gia and Aqfaq did something like that for this movie, I think. Note how much CPU power and time it took to process a few seconds on a very simple game... It should be possible with most games, but not very practical.
On the other hand, I think most Lua coders on this forum are always making bots to test every possibility on smaller tasks (such as luck manipulation to make enemies behave this or the other way, drop certain items after killing them, etc.)
New version: pcsx-rr-v011.7z.
You can find all the supported Lua functions on this wiki page: LuaScriptingFunctions; I used the "LuaEngine.c" from FCEU .28 (it was the only one written in C :P) and added a few more functions from other emulators.
Still stunned.. are you the god of C ? :D
now some question...
what are the correct button mapping for the joypad??
I've been trying to guess by looking here at "static const char *button_mappings[]"
button with d-pad seem working fine
joypad.set(1,{["up"]=true})
but not this one:
joypad.set(1,{["x"]=true})
damn... maybe I just got everything wrong, but I think that if you could write an "example lua script" for showing how work each command... it would be a big help for everyone !! (thought the command that work by the same way as other command probably doesn't need any example).
in anycase thanks mz :)
Oops, you're right. That doesn't work at all. I'll try to fix it as soon as I can and upload a new version. I only tested joypad.get, and forgot about joypad.set... Hopefully I didn't forget to test other functions too. :D
I'm using the same code from other emulators, so you could start with that... People have written a lot of examples for FCEU/X, Snes9x and Gens; and they're much better than anything I could ever write. :P
There's also this very useful page, besides the official documentation from the other emulators.
Thanks for reporting the bug.
I din't know that pcsx supported r3/l3... I might try this if there some interesthing glitch with this, but what about the analog stick??.
Also,
if I do something like:
local input = {}
input = joypad.read(1);
how is it stored in the array/memory of input[]?
I might want to do something like:
input = joypad.read(1);
input[4] = true --Pressing start with the right nil/true byte?
joypad.set(1, input);
getting these nil/true number insthead of these predefinined string in the array could help me for a brute force bot... (but, I'm also just simply curious how this is stored)
another thing.. I'm very unsure how I can do a savestate and reload it...
local i = 0
test = savestate.create();
while true do
pcsx.frameadvance();
if i > 600 then -- loading savestate after 600 frames
savestate.load(test);
i = 0
end
i = i + 1;
gui.text(0,50, "frame : " .. i)
end
You need to save something before loading a temp savestate. :P
Also, I've always seen they put "emu.frameadvance()" at the end of the while loop, so you may want to try moving it to the end too.
oops... ok with the saving fonction that's work and rocks, now :)
btw, where is saved this "temp savestate" ? does there are a way to get it on our hard disk? (once again, after many brute force test... I suppose that this is best way to get a backup of his best attempt, right?)
No.
There is no PCSX support team, in fact, there is no PCSX team at all since the year 2003, and even then, the team was only linuzappz, so I wouldn't even call it a team.
(All I've seen in the official project page on SourceForge is a guy called "pixels" commiting only a pair of minor patchsets in the last 6 years.)
Now, if you load your savestate in PCSX (not PCSX-RR), it happens exactly the same as in my version.
All I've seen so far from you is a savestate in the middle of the fight, which doesn't mean absolutely anything. Not to say, you already had this issue before with the previous fight, which was occurring because you didn't use a certain limit break or something. Also:
Also:
So, yes, you can see why I can't take this very seriously. If you really want me to take a look at this issue, upload a .pxm file that starts from power-on, with no savestate or memory card bullshit. I won't submit your movie with my name on it, I promise.
By the way, I'd appreciate if you could stop spreading lies about my version of PCSX.
It should be in your system temp folder, I think.
The best way would be to just save a table with the input made, in my opinion, so you don't have to make a 4MB savestate for every attempt.
Joined: 3/18/2006
Posts: 971
Location: Great Britain
I'm not talking about you or the forum post at ngemu. I said 'by email' in my post if you look carefully. Please be careful before assuming something :)
And ever another new version: pcsx-rr-v012.7z.
To give you an idea of what the fix in this release does, I was having around 10 or so desyncs every few seconds of gameplay in FF8; now I've recorded 20000 frames and I haven't had a single desync yet. So, you probably may want to use this version if you ever plan to use PCSX-RR to make TASes.
The "no sound in FMVs" is a known issue, and to fix it should have the highest priority now.
About the music, you probably need to use a different CDR plugin if the game is using CDDA.
That fix must be the most important line I ever wrote in PCSX. :P
There's still one cause of desync left (at least in the case of Final Fantasy VIII): when you use fast-forward there's a very minimal chance that your run will go out of sync. I haven't bothered to debug it yet, because I only use FF when I'm replaying from the beginning (and the desync happens very rarely), but it probably has something to do with the speed hacks in the frame-skip functionality.
I'm very happy anyway: I'm almost 30 minutes (100k frames) into a very complex game, and no desyncs yet since I applied that fix. :D