Post subject: Re: PCSX Rerecording (new version)
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
mz wrote:
-Binaries: pcsx-rr-v012.7z
my hotkeys become a little messed up in this version. F1 takes a screenshot (the default should be F12), F2 loads state 1, F3 loads state 2, F4 loads state 3 and so on. it probably has something to do with the new thing you added in the hotkeys called "maximum speed".
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
Yes, you need to re-configure hotkeys if a new version of PCSX adds new ones. There's nothing (clean and not annoying) that I can do to prevent that.
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Joined: 1/26/2009
Posts: 558
Location: Canada - Québec
hi, I switched on an "another computer" and I experiment some problem with kkapture: once I start kkapturing, pcsx(v0.1.2) works for about 1 second, then get a black screen and crash(this happen on any game and any codecs). I never had such problem on my last computer... any idea?
arflech
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Joined: 5/3/2008
Posts: 1120
I thought PCSX-RR had the ability to dump an AVI.
i imgur com/QiCaaH8 png
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arflech wrote:
I thought PCSX-RR had the ability to dump an AVI.
Yeah, but we need sound too.
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
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Drama, too long, didn't read, lol.
Sir_VG
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Player (40)
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Posts: 1913
Location: Floating Tower
Command Line Options ----------- -dumpavi <filename> Automatically save an AVI file at the first emulated frame. Example: pcsx.exe -dumpavi mymovie.avi -dumpwav <filename> Automatically save a WAV file at the first emulated frame. Example: pcsx.exe -dumpwav myaudio.wav
Ummm...we do?
Taking over the world, one game at a time. Currently TASing: Nothing
Former player
Joined: 9/1/2005
Posts: 803
I recall that the video and audio when dumped by pcsx-rr didn't sync.
Joined: 1/26/2009
Posts: 558
Location: Canada - Québec
Does kkapture need a specific dll or something as dependence for encoding, actually it does work on few computer and make pcsxrr crash on other one. Also, is there a way to get a sample demo(not from pcsxrr) for kkapture? I tried to google those in the list(with the binairy package), but I have not idea how getting these demo working.
Joined: 6/24/2009
Posts: 34
I'm having quite a few problems getting this emulator to run properly... Chiefly, no matter what I choose to run, it tells me that it's not a PSX game. Does this for .bin, .iso, and .img files. Secondly, the input plugin doesn't seem to recognize my controller once the emulator's started up. It works just fine when configuring the buttons, except it won't let me reassign the directionals. Me being me, there's probably something stupid I'm missing... I downloaded the latest version I could find on the google page (0.1.2), and I have the SCPH1001 BIOS.
Stuffs. Yarr!
Scepheo wrote:
The chance of choosing the right door is 0, because laser-absorbing goats will brainwash you.
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Joined: 12/3/2008
Posts: 939
Location: Castle Keep
Bug report 0.1.2 : If you map the resident evil 2/3 hack, it will activate the Parasite Eve 2 hack, and vice versa, mapping PE2 will set RE2/3
Editor, Expert player (2073)
Joined: 6/15/2005
Posts: 3282
Edward_Tohr wrote:
I'm having quite a few problems getting this emulator to run properly...
Are your settings already as shown in QuickTutorial? http://code.google.com/p/pcsxrr/wiki/QuickTutorial You can also try NRage for input plugin.
arukAdo wrote:
Bug report 0.1.2 : If you map the resident evil 2/3 hack, it will activate the Parasite Eve 2 hack, and vice versa, mapping PE2 will set RE2/3
Reported to issues in PCSX Google Code.
Joined: 6/24/2009
Posts: 34
Thanks, everything's working now! ... Well, aside from a few issues, but I think those are from the plugin rather than the emulator. :P
Stuffs. Yarr!
Scepheo wrote:
The chance of choosing the right door is 0, because laser-absorbing goats will brainwash you.
filwac
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Joined: 12/12/2009
Posts: 29
Location: Forever floating in a secret world
am i missing something or is there really no macro or turbo keys function?
Waiting takes too long
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
filwac wrote:
am i missing something or is there really no macro or turbo keys function?
If you mean fastforwarding, hit the tab button.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
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Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
filwac
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Joined: 12/12/2009
Posts: 29
Location: Forever floating in a secret world
no, i mean turbo keys . tab would be frame skip. i'm talking about putting X or any other game button on turbo so that it's on one frame off one frame on one frame off one frame so on and so forth EDIT: how do i get gameshark cheats to work on pcsx? it seems to be missing the Enter Code box
Waiting takes too long
Joined: 1/26/2009
Posts: 558
Location: Canada - Québec
try the pec plugin, it work nice... but you need to edith a file to add your own code list(probably in program file/pec) http://pec.duttke.de/download.php for turbo, try this script and edith this line(ex: change the "x" for "r1"):
buttonNames = {"x"}  -- here you choose what button you want for turbo 
filwac
He/Him
Joined: 12/12/2009
Posts: 29
Location: Forever floating in a secret world
how do i edit the script?
Waiting takes too long
Former player
Joined: 9/1/2005
Posts: 803
Open it in a text editor of some description. Also, there happens to be an edit function, so you don't need to delete your post if you want to change something in it.
filwac
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Joined: 12/12/2009
Posts: 29
Location: Forever floating in a secret world
Atma wrote:
Also, there happens to be an edit function, so you don't need to delete your post if you want to change something in it.
i deleted it because i answered my own question before coming up with this one. any other useful scripts? perhaps some ram addresses for ff7, such as timer?
Waiting takes too long
Joined: 1/26/2009
Posts: 558
Location: Canada - Québec
I don't know, but you can try to understand how work those script.
ram addresses for ff7, such as timer?
post your experiment and ask all your question in the main FF7 thread.. I'm sure that someone will answer you.
Joined: 8/24/2009
Posts: 51
Any such thing as a dual analog TASinput plugin input like the single analog one that Mupen 64 uses.
Joined: 12/25/2009
Posts: 1
Hi folks, I figure out why pcsx crashes when running a game under w7-rtm. It allocates memory in order to store recompiled instructions and then executes them. If I do remember, with vista and above, heap pages are not in EXECUTE anymore. You can either deactivate DEP(not recommended) or apply the following patch. In ./ix86/iR3000A.c
static int recInit() {
	int i;

#ifdef WIN32
  DWORD dwOldProtect;
  BOOL bRes;
#endif

	psxRecLUT = (u32*) malloc(0x010000 * 4);

	recMem = (char*) malloc(RECMEM_SIZE);
	recRAM = (char*) malloc(0x200000);
	recROM = (char*) malloc(0x080000);
	if (recRAM == NULL || recROM == NULL || recMem == NULL || psxRecLUT == NULL) {
		SysMessage("Error allocating memory"); return -1;
	}

#ifdef WIN32
  bRes = VirtualProtect(psxRecLUT, 0x010000 * 4, PAGE_EXECUTE_READWRITE, &dwOldProtect);
  bRes &= VirtualProtect(recMem, RECMEM_SIZE, PAGE_EXECUTE_READWRITE, &dwOldProtect);
  bRes &= VirtualProtect(recRAM, 0x200000, PAGE_EXECUTE_READWRITE, &dwOldProtect);
  bRes &= VirtualProtect(recROM, 0x080000, PAGE_EXECUTE_READWRITE, &dwOldProtect);
  if (bRes == FALSE)
  {
    SysMessage("Unable to change memory protection");
    return -1;
  }
#endif

	for (i=0; i<0x80; i++) psxRecLUT[i + 0x0000] = (u32)&recRAM[(i & 0x1f) << 16];
	memcpy(psxRecLUT + 0x8000, psxRecLUT, 0x80 * 4);
	memcpy(psxRecLUT + 0xa000, psxRecLUT, 0x80 * 4);

	for (i=0; i<0x08; i++) psxRecLUT[i + 0xbfc0] = (u32)&recROM[i << 16];

	return 0;
}
I have recompiled pcsx with VS2008 and it works like a charm, I can upload it if you wish. I hope it can help. :)
Joined: 7/7/2007
Posts: 161
After playing around with scripting Final Fantasy Tactics through Lua for a week or so I'm about ready to say that PCSX-RR's Lua behavior is not fully deterministic. I haven't quite pinned down the behavior, but I believe the crux of the issue to be pcsx.pause() not performing exactly as intended. In the dialog advancement scripts I've created, I can cause them to desync in different spots just by moving pcsx.pause() statements around then continuing when the script pauses. I also want to say that, absent external influences, Lua scripts don't always execute identically, but I can't say this with confidence. I've also noticed that frame advance doesn't always increment by 1; it often advances the counter by two. I haven't noticed a pattern as to what determines the behavior. I'm using v0.1.2 and frame skipping is off. Turning it on doesn't change the behavior, by the way, nor does any fiddling with the dithering, stretching, or sound options. If anyone else encounters these behaviors, my workarounds have been the following:
    * Keep scripts small, switching over during long waiting periods * Keep the debug pcsx.pause() statements in, since they influence script operation. The downside is heavy babysitting of the Pause key when recording. * Pad actions with extra frames. This will naturally de-optimize your movie, but what else are ya gonna do?
Since no one has mentioned this, I'm gathering either I'm doing something wrong or PCSX's Lua functionality is not heavily used. Either way I'd love feedback.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
@Whelkman: "frame-advance increments by two sometimes" is the expected behavior, I believe. You probably want to use "VSync Advance" instead, but the downside of that hotkey is that you can't save states between frames. The next version should work as every other emulator (besides Mupen64 and FBA), so this won't be an issue anymore. Your issue with pcsx.pause() is the expected behavior too, I believe, since it probably just waits until the next frame to pause. You can upload your scripts somewhere, if you want, so I can take a better look at this when I get some time. Anyway, the Lua code in the SVN is already much better than the last official release, but a new version can't be released until zeromus finishes his work with his new SPU. @wisk: thanks. I use XP and never had a problem with that, but I will apply your patch.. Although, starting from the next version, the interpreter CPU will probably be the default anyway.
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Joined: 7/7/2007
Posts: 161
mz wrote:
You probably want to use "VSync Advance" instead, but the downside of that hotkey is that you can't save states between frames
I'm not quite following. I thought every rerecording emulator offered only frame precision in save states. If I'm losing every other frame at times, then actions between frames are diminished, no? Anyway, I'm not too concerned about losing a frame or 20, I'm more concerned about reproducability.
mz wrote:
Your issue with pcsx.pause() is the expected behavior too, I believe, since it probably just waits until the next frame to pause.
Waiting until the next frame to pause I can deal with. pcsx.pause() altering script execution is what I have a problem with. Are its side effects known? It seems to add a wait frame, maybe two at places, but it's hard to tell when PCSX advances two frames at a time.
mz wrote:
You can upload your scripts somewhere, if you want, so I can take a better look at this when I get some time.
How do you guys usually handle this? I know TASvideos doesn't have much in the way of hosted space, so I guess you all are creating your own websites. Who's good these days?
mz wrote:
The next version should work as every other emulator (besides Mupen64 and FBA), so this won't be an issue anymore. [...] Anyway, the Lua code in the SVN is already much better than the last official release, but a new version can't be released until zeromus finishes his work with his new SPU.
Maybe waiting for the next version is the way to go. Thanks for your guys' work.