RachelB
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Player (129)
Joined: 12/3/2011
Posts: 1579
That would be save data, and you need to manually delete it each time you start recording/playback (use a .bat to make that easier).
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Joined: 1/15/2012
Posts: 343
Ok thanks :)
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Joined: 11/8/2010
Posts: 4035
rog wrote:
A bunch of things are fixed, but they may or may not affect your game(s).
My game's timing was affected somewhere between 508 and the revisions rog has been posting. I get a desync in the same spot in the savestate-compress-fix revision (652) as the wiimote-desync-fix revision (382). In both revisions, my movie desyncs at frame 13556 (at Lord Crump's "Where'd they go?" text, A and B are pressed 5 frames too early). I wanted to upgrade to the savestate fix revision, but unless this is a compilation error, I'll have to stick with 508.
RachelB
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Posts: 1579
Movie sync has changed over 9000 times in the last few hundred revisions. Unless there is a specific problem in 508, i would continue using that for now. There is not really much new after that yet anyway.
RachelB
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Starting with 3.0-678, more-save-fixes and tas-input are merged to master. It's now safe to use that.
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rog wrote:
Starting with 3.0-678, more-save-fixes and tas-input are merged to master.
So should the "Do not TAS using official builds" thread be re-titled "Do not TAS using official builds before 3.0-678" now?
RachelB
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Yeah, i'll fix it later.
RachelB
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Posts: 1579
EuRGB60 option apparently does something (i have no idea what), which can affect sync for ntsc games. If anyone is tasing ntsc wii games, you should probably turn it off.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
We deeply appreciate your work anta! But I have one question, why is your branch a clone and not part of an official branch so people can test your commits and give feedback?
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
Cooljay wrote:
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
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
Rog, if you could compile a 32 and 64 bit rev with the more save fixes/tas input/desync fixes for wii/natts avi fix, I'm sure myself and others would love you forever. =) <3
RachelB
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Posts: 1579
I already did, minus a/v hack, which i will get around to eventually (the patches don't apply anymore). You could bug natt to do it, otherwise i'm lazy and probably won't do it until i need to :(
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
i did an a/v sync hack build off of a488b2c0cab861ca93a02ebf05a0dd813618bf84 recently, seems to work http://www.mediafire.com/?boz76qoc1bcwbk8
RachelB
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Posts: 1579
That is olde.
Editor, Expert player (2328)
Joined: 5/15/2007
Posts: 3929
Location: Germany
Just like with an older Dolphin version I used (3.0 415 Master, or 3.0 383 TAS, I'm not sure which), the current version I use - 3.0 616 TAS - doesn't allow me to save my game anymore. It only tells me my file is corrupted and it can only create corrupted files. Maybe a redownload would fix this, but still..
Editor, Emulator Coder, Site Developer
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Posts: 1108
Location: Murka
rog wrote:
That is olde.
it's the one you told me to build off of...
RachelB
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Player (129)
Joined: 12/3/2011
Posts: 1579
Yes, but it's still olde, and not useful for those using newer builds, including the only one for wiimote tasing.
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RachelB
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Player (129)
Joined: 12/3/2011
Posts: 1579
As far as i can tell, those two commits don't even do anything. The first fixes (or at least tries to, i haven't tested it) the desync check, which seems useless to begin with, and the second disables it entirely.
Post subject: enable lua in new build?
Joined: 3/18/2006
Posts: 971
Location: Great Britain
is it possible to enable lua interface in new builds? http://code.google.com/searchframe#fwGbquBxfFU/trunk/Source/Core/Core/Src/LuaInterface.cpp&q=luainterface%20package:dolphin-emu%5C.googlecode%5C.com&ct=rc&cd=1&sq= the code is still here but not sure if a new build can be compiled with the lua interface enabled.
Post subject: Re: enable lua in new build?
Joined: 3/20/2009
Posts: 87
antd wrote:
is it possible to enable lua interface in new builds? http://code.google.com/searchframe#fwGbquBxfFU/trunk/Source/Core/Core/Src/LuaInterface.cpp&q=luainterface%20package:dolphin-emu%5C.googlecode%5C.com&ct=rc&cd=1&sq= the code is still here but not sure if a new build can be compiled with the lua interface enabled.
Lua was broken before it was removed. If you can fix it and get it to run, the other devs might be willing to merge it back in, but I'm guessing they would probably be against it unless someone can step up and maintain it this time.
Post subject: Re: enable lua in new build?
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Toad King wrote:
antd wrote:
is it possible to enable lua interface in new builds? http://code.google.com/searchframe#fwGbquBxfFU/trunk/Source/Core/Core/Src/LuaInterface.cpp&q=luainterface%20package:dolphin-emu%5C.googlecode%5C.com&ct=rc&cd=1&sq= the code is still here but not sure if a new build can be compiled with the lua interface enabled.
Lua was broken before it was removed. If you can fix it and get it to run, the other devs might be willing to merge it back in, but I'm guessing they would probably be against it unless someone can step up and maintain it this time.
It broke? I'm using an old version of dolphin and lua works fine, at least for my needs :-P It doesn't have controller input implemented yet though. Too bad.
Editor, Expert player (2328)
Joined: 5/15/2007
Posts: 3929
Location: Germany
I have a savestate where I made some progress and one where I start. I held on to these states for a long time, and now I want to see the movie again. I loaded the latter state, switched to readonly and loaded the former, but it doesn't play back any movie at all.... What have I done wrong...
RachelB
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Player (129)
Joined: 12/3/2011
Posts: 1579
MUGG wrote:
I have a savestate where I made some progress and one where I start. I held on to these states for a long time, and now I want to see the movie again. I loaded the latter state, switched to readonly and loaded the former, but it doesn't play back any movie at all.... What have I done wrong...
Do you have the associated .dtms?