InputEvelution
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Joined: 3/27/2018
Posts: 166
Location: Australia
CasualPokePlayer wrote:
No SaveRAM support, save data created by dolphin is wiped on core boot (if you really want to preserve save data, use savestates)
This aspect concerns me a bit in relation to TASes that rely on content being unlocked. Does a half-hour TAS really need to include the 5 hours of input required to unlock the game mode inside the same movie file? What does this do to entertainment and acceptability (especially if that same 5 hours can be found in another already published TAS))?
Emulator Coder, Experienced player, Judge (593)
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Posts: 691
Location: California
InputEvelution wrote:
CasualPokePlayer wrote:
No SaveRAM support, save data created by dolphin is wiped on core boot (if you really want to preserve save data, use savestates)
This aspect concerns me a bit in relation to TASes that rely on content being unlocked. Does a half-hour TAS really need to include the 5 hours of input required to unlock the game mode inside the same movie file? What does this do to entertainment and acceptability (especially if that same 5 hours can be found in another already published TAS))?
It's more so a technical problem due to Dolphin tying save data to file I/O and that's not simple to hack around. Along with such TASes being so rare it's on the bottom of the list in priority.
Joined: 7/17/2012
Posts: 528
Location: Switzerland
Latest build (as July 25, 2022 (Again) (Again)) When trying to load a Wii game (Works with no error with Gamecube games): When trying to dump DTM with a 2 CD game (XML):
---------------------------
GBL load error
---------------------------
System.AggregateException: No core could load the game ---> System.Exception: Second disc name is too large for DTM dump!

   à BizHawk.Emulation.Cores.Nintendo.Dolphin.Dolphin..ctor(CoreLoadParameters`2 lp)

--- Fin de la trace de la pile à partir de l'emplacement précédent au niveau duquel l'exception a été levée ---

   à System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()

   à BizHawk.Emulation.Cores.CoreInventory.Core.Create(ICoreInventoryParameters cip)

   à BizHawk.Client.Common.RomLoader.MakeCoreFromCoreInventory(CoreInventoryParameters cip, String forcedCoreName)

   --- Fin de la trace de la pile d'exception interne ---

   à BizHawk.Client.Common.RomLoader.MakeCoreFromCoreInventory(CoreInventoryParameters cip, String forcedCoreName)

   à BizHawk.Client.Common.RomLoader.LoadXML(String path, CoreComm nextComm, HawkFile file, String forcedCoreName, IEmulator& nextEmulator, RomGame& rom, GameInfo& game)

---> (Exception interne #0) System.Exception: Second disc name is too large for DTM dump!

   à BizHawk.Emulation.Cores.Nintendo.Dolphin.Dolphin..ctor(CoreLoadParameters`2 lp)

--- Fin de la trace de la pile à partir de l'emplacement précédent au niveau duquel l'exception a été levée ---

   à System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()

   à BizHawk.Emulation.Cores.CoreInventory.Core.Create(ICoreInventoryParameters cip)

   à BizHawk.Client.Common.RomLoader.MakeCoreFromCoreInventory(CoreInventoryParameters cip, String forcedCoreName)<---


---------------------------
OK   
---------------------------
When replaying a movie (but seems to be fine to just continue):
Consultez la fin de ce message pour plus de détails sur l'appel du débogage
juste-à-temps (JIT) à la place de cette boîte de dialogue.

************** Texte de l'exception **************
System.InvalidOperationException: La séquence ne contient aucun élément.
   à System.Linq.Enumerable.First[TSource](IEnumerable`1 source)
   à BizHawk.Client.EmuHawk.PlayMovie.PreHighlightMovie()
   à System.Windows.Forms.CheckBox.OnCheckedChanged(EventArgs e)
   à System.Windows.Forms.CheckBox.set_CheckState(CheckState value)
   à System.Windows.Forms.CheckBox.set_Checked(Boolean value)
   à BizHawk.Client.EmuHawk.PlayMovie.PlayMovie_Load(Object sender, EventArgs e)
   à System.Windows.Forms.Form.OnLoad(EventArgs e)
   à System.Windows.Forms.Form.OnCreateControl()
   à System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   à System.Windows.Forms.Control.CreateControl()
   à System.Windows.Forms.Control.WmShowWindow(Message& m)
   à System.Windows.Forms.Control.WndProc(Message& m)
   à System.Windows.Forms.Form.WmShowWindow(Message& m)
   à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
[...]
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
Emulator Coder, Experienced player, Judge (593)
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The first just indicates it failed to write a file. Make sure you are not placing the BizHawk folder into Program Files or w/e where it would not have write permissions. Maybe reboot computer? idk, might also just be AV software just screwing Dolphin over? The second is telling you the issue, the disc name is too big for the DTM dump. There is a 40 character limit for the file name (including extension and dot) for the disc file for DTMs. Rename the file accordingly. I don't know what the third thing is, I have to assume it's throwing here? https://github.com/TASEmulators/BizHawk/blob/bd58bde07c887f0d76c96d41527a9ecca9e83c00/src/BizHawk.Client.EmuHawk/movie/PlayMovie.cs#L219
Joined: 7/17/2012
Posts: 528
Location: Switzerland
CasualPokePlayer wrote:
The first just indicates it failed to write a file. Make sure you are not placing the BizHawk folder into Program Files or w/e where it would not have write permissions.
I always put Bizhawk folders (and other emulators) on the Desktop, precisely to avoid a read/write problem. I don't have this problem with builds based on 5.0-16426 And that only happens with Wii games, not with GameCube ones, that's what's weird...
CasualPokePlayer wrote:
The second is telling you the issue, the disc name is too big for the DTM dump. There is a 40 character limit for the file name (including extension and dot) for the disc file for DTMs. Rename the file accordingly.
What is weird is that the error is declared for the second disk, but not for the first, yet both are in the same folder and have the same name (with 1 for disk 1 and 2 for disk two at the end of the filename.
CasualPokePlayer wrote:
I don't know what the third thing is, I have to assume it's throwing here? https://github.com/TASEmulators/BizHawk/blob/bd58bde07c887f0d76c96d41527a9ecca9e83c00/src/BizHawk.Client.EmuHawk/movie/PlayMovie.cs#L219
It's possible, in any case it doesn't seem to have any consequences, so it's not very important. Moreover, I seem to have seen that it is not possible to save an XML with the Multi-Disk Bundler if the discs are not in iso format (for the GameCube, I have not yet tested with the Wii). Finally, for the Wii, I tried in Player 5 -> Analog Controls to bind the Accelerometer and/or the IR, with the trackpad, the mouse and different joysticks (gamepad). With the OSD we see that it is taken into account, but impossible to move a cursor in game. I tested for example among other games with Resident Evil The Darkside & The Umbrella Chronicles and the two Peppa Pig games, since it is possible to play them without Nunchuk.
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
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IOS is only a Wii thing? GameCube doesn't have that. Why it's appearing I don't know, it would have to guess it's getting blocked. Only the second disc name is actually stored in the dtm, you can see that here: https://tasvideos.org/EmulatorResources/DTM There shouldn't be any reason why XMLs don't work with non-iso disc formats. In testing the IR does work "fine", however it breaks badly when in conjunction with accelerometer data, as games are trying to figure out the position of the wiimote with both, and the accelerometer values with the IR values generally end up making no sense. It needs to be reworked so the position of the wiimote is inputted (along with its angle and such), and IR/accelerometer values derive from that.
Joined: 7/17/2012
Posts: 528
Location: Switzerland
CasualPokePlayer wrote:
IOS is only a Wii thing? GameCube doesn't have that. Why it's appearing I don't know, it would have to guess it's getting blocked.
I don't know. But on the latest version I have no problems with GameCube games. I have no problem playing Wii games on BizDol versions based on 5.0-16426 as well. I've tried all the advice I could find online, changing "windows defender parameters in 'Controlled folder access'". Changing read/write settings of Bizhawk folders and roms etc. Even renaming the Dolphin User folder to Dolphin etc. So I would stick to the latest versions for GameCube games, and use old beta versions for Wii games... With older versions, I use exactly the same iso/wbfs, in exactly the same folders. I haven't updated Windows since the last update before update 5.0-16793, no antivirus, Windows Defender has been disabled for a long time... So I have no ideas.
CasualPokePlayer wrote:
Only the second disc name is actually stored in the dtm, you can see that here: https://tasvideos.org/EmulatorResources/DTM
Ok.
CasualPokePlayer wrote:
There shouldn't be any reason why XMLs don't work with non-iso disc formats.
Will retest to see if I'm hallucinating or not.
CasualPokePlayer wrote:
In testing the IR does work "fine", however it breaks badly when in conjunction with accelerometer data, as games are trying to figure out the position of the wiimote with both, and the accelerometer values with the IR values generally end up making no sense. It needs to be reworked so the position of the wiimote is inputted (along with its angle and such), and IR/accelerometer values derive from that.
Ok, but just enabling the IR or just the accelerometer (don't enable both at the same time) doesn't work for me either. Anyway, I hope it can be fixed one day! Dolphin also has a Point Parameter which manages the movement of the Wiimote, what does this correspond to in BizDol? Also is it possible to have multiple tabs under Config -> Controller, as is the case for the WonderSwan, for the Wii, when the Wiimote is horizontal or vertical?
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
Emulator Coder, Experienced player, Judge (593)
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A look at the IOS_FMT seems to say it happens *before* the game is actually loaded. Or more so when the game is being hashed. Not sure why that would have issues though, I might just disable panic handlers here so that doesn't pop up while the game is being hashed.
Joined: 7/17/2012
Posts: 528
Location: Switzerland
Loading a Wii game and loading movie errors are solved in the last build. Will try Taxi and Dragon's Lair again when I have time. Thanks for your work!
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
Joined: 7/17/2012
Posts: 528
Location: Switzerland
Taxi 3 still crash continuously. (I think it's a loading bug). Latest build (July 26, 2022). Shrek Smash n' Crash Racing (GameCube) desync.
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
Joined: 9/12/2014
Posts: 535
Location: Waterford, MI
New beta release came out a week ago. Could you update the core?
Joined: 9/12/2014
Posts: 535
Location: Waterford, MI
*bump* and many other beta releases have been made. The latest one has a 50 percent performance boost from ubershaders(if I'm not mistaken).
bpm46
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Joined: 3/16/2023
Posts: 11
Hi, I was messing with Wario Land: Shake It! and got this crash:
System.IO.IOException: A single state must not be larger than the buffer at BizHawk.Client.Common.ZwinderBuffer.<>c__DisplayClass32_0.<Capture>b__0() at BizHawk.Client.Common.ZwinderBuffer.SaveStateStream.Write(ReadOnlySpan`1 buffer) at BizHawk.Client.Common.ZwinderBuffer.SaveStateStream.Write(Byte[] buffer, Int32 offset, Int32 count) at BizHawk.Emulation.Cores.Nintendo.Dolphin.Dolphin.SaveStateBinary(BinaryWriter writer) at BizHawk.Client.Common.ZwinderBuffer.Capture(Int32 frame, Action`1 callback, Action`1 indexInvalidated, Boolean force) at BizHawk.Client.Common.ZwinderStateManager.CaptureGap(Int32 frame, IStatable source) at BizHawk.Client.Common.TasMovie.GreenzoneCurrentFrame() at BizHawk.Client.Common.MovieSession.HandleFrameAfter() at BizHawk.Client.EmuHawk.MainForm.StepRunLoop_Core(Boolean force) at BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop() at BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
If it helps, it happened while I was using TAStudio and making inputs during a section where the game doesn't take them.
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I'm assuming you disabled state compression, which case you need to increase the state buffer sizes as the defaults are too small. They can be increased in Meta -> Savestate History Settings
bpm46
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CasualPokePlayer wrote:
I'm assuming you disabled state compression, which case you need to increase the state buffer sizes as the defaults are too small. They can be increased in Meta -> Savestate History Settings
Just to be sure, is the first setting you mention the "use compressed states" toggle in the Dolphin Wii settings? Also should I set the buffers to anything in particular or just some large numbers (I should have space)? Sorry, I'm new.
Emulator Coder, Experienced player, Judge (593)
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That would be the setting I'm referring to. You can probably just double all the buffer sizes and it'll be fine.
bpm46
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Seems to be working now, thank you!
Dimon12321
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CasualPokePlayer wrote:
March 1, 2023 - Switch state compression to zstd - Internal fixes
Wow, the fork still receives updates. Thank you! So, GC games behave more or less stable and desyncs happen not more often than on Dolphin, right?
TASing is like making a film: only the best takes are shown in the final movie.
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So excited to see this release in the legit BizHawk one day. (I assume publications aren't permitted with this until then, so I guess it would have to sync with normal Dolphin?)
Published TASes: #1, #2, #3, #4, #5, #6, #7, #8, #9, #10, #11, #12 Please consider voting for me as Rookie TASer Of 2023 - Voting is in December 2023 My rule is quality TASes over quantity TASes... unless I'm bored.
GMP
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OtakuTAS wrote:
So excited to see this release in the legit BizHawk one day. (I assume publications aren't permitted with this until then, so I guess it would have to sync with normal Dolphin?)
I already have a pub which was entirely made with this version. But yeah I didn't submit the bk2 directly but rather dumped the dtm and submitted that instead. So far there doesn't seem to any sync issues at all provided the appropriate dolphin version is used.
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GMP wrote:
OtakuTAS wrote:
So excited to see this release in the legit BizHawk one day. (I assume publications aren't permitted with this until then, so I guess it would have to sync with normal Dolphin?)
I already have a pub which was entirely made with this version. But yeah I didn't submit the bk2 directly but rather dumped the dtm and submitted that instead. So far there doesn't seem to any sync issues at all provided the appropriate dolphin version is used.
GC or Wii?
Published TASes: #1, #2, #3, #4, #5, #6, #7, #8, #9, #10, #11, #12 Please consider voting for me as Rookie TASer Of 2023 - Voting is in December 2023 My rule is quality TASes over quantity TASes... unless I'm bored.
GMP
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OtakuTAS wrote:
GC or Wii?
GameCube
Dimon12321
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CasualPokePlayer wrote:
Can you please post the resulting last_stdout and last_stderr files?
Where to find them? When I launch a game, I get the following error. It doesn't matter if the firmware is present on not, but I can assume only the autodetected firmware will work. I found dsp_coef.bin for "DSP COEF" and dsp_rom.bin (?) for "DSP IROM" in Dolphin's Sys folder within "My Documents" directory. Internet seems to share the same IPL.bin file for Gamecube, no matter where I look for it. Anyway, all of these 3 files are not detected by Bizhawk and, if I import them, they are shown as question marks. Using 5.0-16793 final release. Windows 7 SP1 x64.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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5.0-16426 works fine for me, but 5.0-16793 still crashes no matter what, I've described it above. Is there any chance there's a mistake in the code?
TASing is like making a film: only the best takes are shown in the final movie.
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LoadLibrary failure either means the dolphin dll in the dll folder is just missing (bad download?), or a dependency for that dll is missing. Dolphin requires the 2022 visual c++ redist package, which you can get here https://aka.ms/vs/17/release/vc_redist.x64.exe Note too that Dolphin dropped support for Windows 7-8.1 officially some time ago so the core might just not work for those OSes. Also, the firmware manager is intended for official firmware, not dolphin's free alternatives (which are packaged in hawk already). You do not need to set any firmware for 99.9% of games.