Of course, Mupen64 is regarded as one of the least accurate emulators on the site. This goes doubly so when emulating CPU speed (and thus lag).
I think the full run has something like 40 seconds of unemulated lag...
Joined: 9/21/2009
Posts: 1047
Location: California
How would we not know? VI/s are real time and input frames are just input frames. All you have to do is find the difference in time (VI/s divided by 60 and input frames divided by 30) and then you have the total lag (for Mupen). This is useful if anyone plans to TAS something, not for TASes that are already done (unless you're using them to compare to).
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
For N64 games, there's a reason that there is no lag counter. It's very poorly defined. For SM64, it's easy. SM64 runs at 30 FPS and should poll input every frame. However, some games run at 60 FPS and might not poll at every frame, so that formula wouldn't work. Other games poll at 20Hz so the formula becomes wrong again. Some games poll at 60Hz but don't use the input on most frames to do anything, or discard the input of every other frame. Other games have no set framerate like conker's bad fur day, and some other Rare games, which means the concept of lag is irrelevant.
Would you mind explaining, how you implemented this to mupen? This seems like a really useful script.
I've never worked with such scripts, so sorry if it is actually pretty obvious how to get access to this.
I was thinking about something... would it be possible to make a jumpless run ? It would require to get 70 stars (and so to actually find 70 stars which can be obtain without jumping), but it would be very interesting to watch...
I was thinking about something... would it be possible to make a jumpless run ? It would require to get 70 stars (and so to actually find 70 stars which can be obtain without jumping), but it would be very interesting to watch...
It's been attempted, and I think there's a maximum-stars jumpless run in the thread somewhere. It can't get that far, though. (IIRC the first problem was no way to get into the pipe at the end of BitDW, but I might be wrong on that.)
Would you mind explaining, how you implemented this to mupen? This seems like a really useful script.
I've never worked with such scripts, so sorry if it is actually pretty obvious how to get access to this.
I was thinking about something... would it be possible to make a jumpless run ? It would require to get 70 stars (and so to actually find 70 stars which can be obtain without jumping), but it would be very interesting to watch...
It's been attempted, and I think there's a maximum-stars jumpless run in the thread somewhere. It can't get that far, though. (IIRC the first problem was no way to get into the pipe at the end of BitDW, but I might be wrong on that.)
I don't know how SM64 physics work, but I've seen B+Z (the sliding kick) get some height from bounces before. Could that possibly work to get into the pipe?
This version doesn't have a reset ability, does it? (I've just tested it and it didn't work).
Would have been extremly helpful for future OoT/MM runs, because there's a lot of lag going on there, but without the reset feature it is quite useless. I still don't get, why there are dozen of Mupen versions with useful updates out there, but usually each version only has one of those new features, but not any of the other ones.
Is there not anyone out there who could simply put all those stuff together?
Sry, if some people regard posts like this as spam in a thread like the sm64 thread, it is just, that the people, that could possibly tell me anything about this usually pay attention to this thread.
This version doesn't have a reset ability, does it? (I've just tested it and it didn't work).
Would have been extremly helpful for future OoT/MM runs, because there's a lot of lag going on there, but without the reset feature it is quite useless. I still don't get, why there are dozen of Mupen versions with useful updates out there, but usually each version only has one of those new features, but not any of the other ones.
Is there not anyone out there who could simply put all those stuff together?
Sry, if some people regard posts like this as spam in a thread like the sm64 thread, it is just, that the people, that could possibly tell me anything about this usually pay attention to this thread.
I think it's more likely someone integrating PJ64 1.6 into BizHawk than it is to have someone put all those stuff together in the mess of code that is Mupen. :P
What's the point in optimizing for lag that isn't accurately emulated anyway?
Generally avoiding things that cause substantial lag is good and all but counting frames just seems pointless at the current level of timing accuracy.
What's the point in optimizing for lag that isn't accurately emulated anyway?
Generally avoiding things that cause substantial lag is good and all but counting frames just seems pointless at the current level of timing accuracy.
When I TAS I usually aim for maximum speed, so if I can save 1 frame by avoiding lag, I want to save that frame. I've never really cared, whether a TAS looks exactly the same on a console, as long as everything is in theory possible on a console.