I'm currently toying with the idea of starting and ultimately failing to create a God of War TAS and immediately ran into an issue with trying to display things on the screen.
It would seem that readdword ignores the CPU string passed to it.
I've created an issue here -
https://github.com/xTVaser/pcsx2-rr/issues/2
However, this seems like a rather obvious issue that would have presented itself immediately to anybody the first time they tried doing anything involving reading memory with LUA.
Can anybody here see any obvious issues with what I'm trying to do before I waste more of their time trying to troubleshoot it?
I do plan to (eventually) get the source compiling so I can work on these things myself but my first attempt at that wasn't very productive.
Finally, once that issue is sorted out, does anybody know any handy LUA commands to convert bytes that make up a dword into a float? By which I mean that I don't want (int)589033298 as shown in the screenshot there, I want the float value that 0x231bef52 represents (...which is the wrong value in the first place, because I'm reading from the wrong memory)
Anyway, I suppose I'm mostly just looking for moral support in these difficult times. I get the impression that even if I get all of this working, nobody has enough faith in PCSX2-RR for it to produce a syncing TAS anyway, but at the very least I'd like to create a few TAS-showcases of shorter gameplay.
As an aside, several glitches/skips in God of War rely on load timing. Does anybody know if that's system-accurate in the emulator, and with a disc-based game, is it even feasibly possible to recreate accurate loading delays caused by seeking between different areas of data on the disc?