Post subject: Important information for tasing with dolphin
RachelB
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Please use builds from http://dolphin-emu.org/download/ . The latest master version should generally be the best to use for tasing in most cases. Gamecube games, or wii games which can be played with a gamecube controller currently sync perfectly, except for certain specific games (mario sunshine being the only one i know of), and should not require anything special to work. Wiimote recording unfortunately does not currently sync as well, and can be prone to desyncs. For these, it is important to use more recent revisions (preferably 3.5 or newer), as older revisions are likely to desync constantly. Furthermore, it is currently necessary to completely close dolphin and restart it every single time you start recording, or playback. If you wish to tas with both gamecube controller and wiimote at once, please contact me, as there is a way to (seemingly) make this work. This does not work on current master builds. Important settings for tasing: Dual Core: This must be off. This is very important, as it can cause desyncs, and even if it doesn't, it is impossible to properly dump video with this on. Idle skipping: Also must be off, as it is not deterministic, and can cause random desyncs. DSP emulator engine: DSP LLE Recompiler should be used. HLE is prone to desyncs, and often just sounds bad. This requires some copyrighted files to be dumped from a gc or wii. Instructions on getting them can be found here. If you need further help getting these files, pm me, and i can help. DSP LLE on thread: Turn this off, it's not deterministic. Audio backend: No audio output is actually the most accurate, and can sometimes prevent desyncs. If you do not need sound to assist in tasing, you should use this. Dumping audio still works with this. Use EURGB60: This should be off for wii games, unless of course you're playing a PAL game. Don't ask me why. Graphics settings: Search for your specific game on http://wiki.dolphin-emu.org . Nothing should matter for tasing in particular, though you may want to disable all of the hacks.
Post subject: Re: IMPORTANT: Do not TAS using official builds
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Joined: 9/21/2009
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rog wrote:
Specifically, these are dual core must be off, idle skipping must be off, and DSP-LLE recompiler should be used (never HLE).
Idle skipping has never given me any problems.
Post subject: Re: IMPORTANT: Do not TAS using official builds
Joined: 3/20/2009
Posts: 87
sonicpacker wrote:
rog wrote:
Specifically, these are dual core must be off, idle skipping must be off, and DSP-LLE recompiler should be used (never HLE).
Idle skipping has never given me any problems.
It depends on the game. Idle skipping basically searches for pieces of code known for "doing" nothing and just waiting idle for something to happen (like a VI) and removes them. This can effect the determinism of some games, while others don't get any code replaced and idle skip does nothing.
RachelB
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Idle skipping quite often will work just fine, but not always. If you really want to, you can use it, and just deal with any desyncs, but imo, it's not worth it.
Joined: 7/16/2006
Posts: 635
The 64 bit version throws me an exception when I try to use it.
Unhandled Exception
  Code: 0xC0000005
Call stack info: 
     tasinputdlg.cpp(591) : TASInputDlg::UpdateFromText
RachelB
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A number of people seem to be having that issue actually. I posted a build of more-save-fixes that i compiled above, which should work fine, though that won't have the new tas input. edit: links updated in OP, see the main dolphin thread. This should fix that crash, but i make no promises.
Spikestuff
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1 word: dammit
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
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Spikestuff wrote:
1 word: dammit
One word: two words. (Six words?)
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Spikestuff wrote:
1 word: dammit
3 words: Why so upset?
Spikestuff
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CoolKirby wrote:
Spikestuff wrote:
1 word: dammit
3 words: Why so upset?
rog wrote:
Also, wiimote recording does not work properly. While it is technically possible to tas a wii game that uses a wiimote, it will desync every 2-3 seconds (if you're lucky), and checking for desyncs requires playing it back from the start. At this time, only gamecube games, or wii games that can use a gamecube controller can be realistically tased.
I'm planning to do Super Mario Galaxy (Jap) oh well I might aswell kill myself doing the 200% single segment as an RTA while waiting
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Joined: 7/22/2009
Posts: 128
Location: Gatineau, Quebec, Canada
When I download your official build for x64, it tells me "The program can't start because SDL.dll is missing from your computer. Try reinstalling the program to fix this problem." I'm obviously missing something there, but I have no clue what it is.
Taming Dolphin, one frame at a time
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In your Dolphin directory (where Dolphin.exe is), You need : cg.dll cgGL.dll SDL.dll I think you can download them on the internet (google it). EDIT : Actually, I have some time... Here you go :) Your dolphin folder should look something like that
Joined: 7/22/2009
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Location: Gatineau, Quebec, Canada
Ah okay I get it. It's the dolphin icon of 12mb that's inside the usual dolphin revision. Thanks!
Taming Dolphin, one frame at a time
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Are you only supposed to use <Nothing> for each memory card when TASing?
RachelB
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You can use a memory card, if you need to.
Soig
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mmm... Can't this version still TAS NSMBwii? It desyncs. Or shouldn't I select Enable Dual Core(speedup) & Enable Idle Skipping(speedup) in configure? And, I can't run this emulator build. Due to 0xc000007b. I've fixed up my direct x9, but it can't still work...I don't know why. (But I run it successfully on my roommate's computer.)
RachelB
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Posts: 1579
Or shouldn't I select Enable Dual Core(speedup) & Enable Idle Skipping(speedup)?
No you should not. Also make sure you use dsp lle recompiler, and no audio output. It still desyncs sometimes, but it's not impossible to tas with. I actually managed to get through the first two levels without any desyncs (but then got some when going back to improve something in 1-1).
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Soig wrote:
And, I can't run this emulator build. Due to 0xc000007b. I've fixed up my direct x9, but it can't still work...I don't know why. (But I run it successfully on my roommate's computer.)
Did you install the Visual C++ 2010 redistributable (I think that's what it's called)? If it still doesn't work, how old is your computer? If it's pretty old, it might not support the shader versions Dolphin requires.
Soig
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I've install Visual C++ 2010. And I get my computer last year. System is Windows 7. But this dolphin version still doesn't work... But it doesn't matter for me now. Because I can run it on my roommate's computer. I use his to TAS nsmbwii during these days. :)
Joined: 3/26/2012
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Do the newest revisions (3.5) have the A/V sync hack integrated now?
RachelB
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No. Just ask me though and i can compile a build with it for you.
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I know I'm asking you a lot, but... would it be possible to make an A/V version of the build you gave me please ? ( https://dl.dropbox.com/u/11111638/STBM.7z ) I contacted Natt a few weeks ago and I think he's too busy with other stuff.
RachelB
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Done, it's at the link you just posted.
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Again, you're awesome ! I need to learn to compile and do these stuff...
RachelB
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