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RachelB
She/Her
Player (132)
Joined: 12/3/2011
Posts: 1579
What revision did you originally start it with?
Active player (335)
Joined: 1/19/2010
Posts: 383
Location: Texas
I started with the original 3.0 release, but it desyncs about 1/2 way through now.
Emulator Coder, Skilled player (1114)
Joined: 5/1/2010
Posts: 1217
SoulCal wrote:
Have you tried both builds on your end to see if there is a difference in the "frame" and "VI" values when you run a game? Maybe it's just RE4 being iffy? I'll try some more hexing in my dtm, but if the numbers don't match up I don't see it syncing. If we can't get a proper encoding emulator, then I don't see my run getting accepted. :(
Well, this seems to be worse than that. Useful first step would be to locate some Dolphin version with sources available that can sync the whole run. Because if one can get sources for emulator that it syncs on, one can merge AVhack code to it, or in the worst case just hack it to dump enough info to fix the dump...
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
I was talking with Nahoc a while ago and he said that with his AVSync build he could start playing back a movie, load a state, then start recording. Whenever I try this, it starts recording and gets stuck on the first frame. Is this a matter of settings or could this be fixed if I got a new build? I really don't want to go back to using non AVsync, or having to record the entire movie for a WIP.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Abahbob wrote:
I was talking with Nahoc a while ago and he said that with his AVSync build he could start playing back a movie, load a state, then start recording. Whenever I try this, it starts recording and gets stuck on the first frame. Is this a matter of settings or could this be fixed if I got a new build? I really don't want to go back to using non AVsync, or having to record the entire movie for a WIP.
It gets stuck for like 15 seconds but then it starts recording. Give it some time; I usually juggle between pause and un-pause (dunno if it changes anything?)
Joined: 2/2/2013
Posts: 23
Location: Georgia
Can I get a build of 3.5-401 with the a/v sync hack please?
Active player (441)
Joined: 2/29/2012
Posts: 192
I finished level 1 of my 007 Agent Under Fire TAS, can someone supply me with an a/v hack of dolphin that will work with Dolphin build 3.5-367 please so I can see if the music (DTK apprently) plays correctly?
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
If it's DTK, it doesn't play correctly.
Active player (441)
Joined: 2/29/2012
Posts: 192
natt wrote:
If it's DTK, it doesn't play correctly.
Well it sounds fine with DSP LLE, can I at least see what it sounds like or are you telling me there's no point in continuing the TAS because it will have sound errors?
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
nah, do the tas. if you submit a tas, and it does use dtk, and it gets accepted, i'll have to get off my ass and fix it
Emulator Coder, Skilled player (1114)
Joined: 5/1/2010
Posts: 1217
alec kermit wrote:
Well it sounds fine with DSP LLE, can I at least see what it sounds like or are you telling me there's no point in continuing the TAS because it will have sound errors?
My guess is that if you dump it with AVHack as it is now, you get the sound effects (which sound fine) but music will be missing. In contrast, non-AVHack dumps will have severe A/V desync problems, but AFAIK should dump the music.
THC98
He/Him
Experienced player (924)
Joined: 8/7/2012
Posts: 280
Location: Brazil
Can you guys please make an A/V Sync Hack version of 3.0-735? I want to encode my Sonic Adventure DX TASes with it!
Youtube Channel | Twitch Channel • Finished projects: GC Sonic Adventure DX - Sonic | GC Sonic Adventure DX - Tails | GC Sonic Adventure 2: Battle - Hero Story | GC Sonic Heroes - Team Sonic • Current projects: GC Sonic Adventure 2: Battle - Dark Story - 1st WIP • Paused projects: GC Sonic Adventure DX - Knuckles - 1st WIP • Individual levels records: Sonic Adventure DX | Sonic Adventure 2: Battle • My Discord: Tales98#0408
RachelB
She/Her
Player (132)
Joined: 12/3/2011
Posts: 1579
This applies to latest master: http://pastie.org/8033196
Joined: 5/30/2013
Posts: 44
Location: Australia
Hey RachelB, can you fix the LuaInterface.cpp file so it can have Joystick input? I need it badly so I can atleast compile dolphin and do my run on TWW. I'm not trying to rush you or anything into doing it. It's just I need a fixed version of that file so I can use abahbob's superswim script.. :S Yes, I'am giving credit where its needed!
RachelB
She/Her
Player (132)
Joined: 12/3/2011
Posts: 1579
Ask abahbob, he implemented that himself.
Joined: 5/30/2013
Posts: 44
Location: Australia
Hmm.. I guess I'll have to implement it myself somehow. I dunno if he means that he got rid of the source code with the functions though. He said that he got rid of the emulator with the Lua console. I'll edit my post and ask him if he still has the Lua functions file(s). Thanks in advance!
Active player (441)
Joined: 2/29/2012
Posts: 192
I'm having trouble dumping with a/v sync. It dumps and syncs fine from the start of the game but when I load a savestate or try to dump audio to AVI after loading a savestate dolphin crashes.
Emulator Coder, Skilled player (1114)
Joined: 5/1/2010
Posts: 1217
alec kermit wrote:
I'm having trouble dumping with a/v sync. It dumps and syncs fine from the start of the game but when I load a savestate or try to dump audio to AVI after loading a savestate dolphin crashes.
Yeah, avhack doesn't like loadstates. Known problem.
Post subject: Abahbob + lua support
Joined: 3/18/2006
Posts: 971
Location: Great Britain
RachelB wrote:
Ask abahbob, he implemented that himself.
Is the dolphin with lua build available publicly anywhere? Or any link to Abahbob's build?
Post subject: Re: Abahbob + lua support
RachelB
She/Her
Player (132)
Joined: 12/3/2011
Posts: 1579
antd wrote:
RachelB wrote:
Ask abahbob, he implemented that himself.
Is the dolphin with lua build available publicly anywhere? Or any link to Abahbob's build?
What i did is at http://code.google.com/r/rachelbryk-lua-scripting/ Almost everything is broken though.
Former player
Joined: 4/13/2011
Posts: 76
Location: Japan
a/v sync hackの機能をデフォルトとして入れることは無いのでしょうか? わざわざ専用ビルドをしなくてもいいと思うのですが。 またはvpsが0の時(ゲームのロード時間)にもフレームをダンプしてくれるようになれば、問題ないのですが・・・
Operation related to TAS of N64/GC/Wii/PS2 emulator is often investigated.
Post subject: RachelB + Abahbob + lua support
Joined: 3/18/2006
Posts: 971
Location: Great Britain
RachelB wrote:
antd wrote:
RachelB wrote:
Ask abahbob, he implemented that himself.
Is the dolphin with lua build available publicly anywhere? Or any link to Abahbob's build?
What i did is at http://code.google.com/r/rachelbryk-lua-scripting/ Almost everything is broken though.
Thanks for the link! Is it normal to get these errors when building the 32bit version?
Error	236	error C1083: Cannot open include file: 'lua.h': No such file or directory	G:\Games\Dolphin RB Lua\rachelbryk-lua-scripting\Source\Core\Core\Src\LuaInterface.cpp	39	1	Core
Error	238	error LNK1181: cannot open input file 'G:\Games\Dolphin RB Lua\rachelbryk-lua-scripting\Source\Win32\Release\Core.lib'	G:\Games\Dolphin RB Lua\rachelbryk-lua-scripting\Source\DSPTool\LINK	DSPTool
Error	239	error LNK1181: cannot open input file 'G:\Games\Dolphin RB Lua\rachelbryk-lua-scripting\Source\Win32\Release\Core.lib'	G:\Games\Dolphin RB Lua\rachelbryk-lua-scripting\Source\Core\DolphinWX\LINK	Dolphin
RachelB
She/Her
Player (132)
Joined: 12/3/2011
Posts: 1579
Everything is broken :P The include directory for Externals/Lua wasn't set up.
Post subject: building dolphin 32 from source
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Looks like I'm to newb to build it correctly myself then :P Cookies for anyone that can build me a 32bit version? https://code.google.com/r/rachelbryk-lua-scripting/ [URL=http://media.photobucket.com/user/PlagueEleven/media/Smileys/cookie.gif.html][/URL]
RachelB
She/Her
Player (132)
Joined: 12/3/2011
Posts: 1579
Right click the Core project, select properties, then go to configuration properties->c/c++ and add ..\..\..\Externals\Lua to Additional include directories. Alternatively, just change the include to ../../../Externals/Lua/lua.h should work.
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