Posts for Fog


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Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
THE GUMMY BEARS SHALL BE SET FREE!
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
MUGG wrote:
It seems virtualdub (with and without avisynth's avisource()) refuse to open FFV1 avi dumps. So I'm stuck using the supposedly lossy alternative. On the other hand, it doesn't look that lossy to me. Looks good enough for youtube.
You'll need to use ffms2 avisynth plugin to load FFV1 video files. The default codec is more than good enough quality to be used on YouTube.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
We're looking to get the frame advance fix pull request tested. For those who are interested in testing it out, here is the link to the compiled version of the pull request: https://dl.dolphin-emu.org/prs/pr-3794-dolphin-latest-x64.7z
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
Tompa wrote:
You could have skipped the elevator at frame 85000 as well. Curious why you didn't do it here even though it was done the same way later on? For the next elevator, you could have started jumping up earlier as well. For the one after that, you first climb up on the right side and then jump to the left, would have been faster to wait longer on the elevator and then jump up to the left side.
Any idea how many frames could possibly be saved with these optimizations? EDIT: I would also like to know what kind of speed/entertainment tradeoffs are being made. The submission notes do not specify anything other than the fact that there are tradeoffs.
Fog
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Joined: 4/5/2014
Posts: 459
phoenix1291 wrote:
Ah s**t... Thanks for your answer! Usually I use lagarith lossless. The codec they chose takes a lot of space during file writing, this is not really the best. Is the choice of codec still possible on older versions?
Older versions still allow codec change. There are two codecs available at the moment, FMP4 (with the FourCC changed to XVID), and FFV1. FFV1 is your lossless codec, while FMP4 is your lossy codec. By default, FMP4 is the codec it uses, and can be changed to FFV1 by going into Graphics > Advanced and ticking off the "Use FFV1 for Frame Dumps" options.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
MUGG wrote:
Some questions about memory card usage in TAS: 1) Removing or inserting memory cards at certain framecounts assures that it syncs, correct? Or is it not recommended to change memory cards at all? 2) When I have started a DTM with an empty memory card and play it back, does it use that empty memory card or does it use whatever savegame is on the memory card that's configured?
1) It's recommended to have either a memory card loaded at all times, or not loaded at all. I haven't encountered a scenario where removing/inserting a memory card during movie recording, so it's a bit of unknown territory for me. 2) If a memory card is not selected when starting the DTM, it'll start without a memory card selected on playback.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
Dimon12321 wrote:
Fog wrote:
Which version of Dolphin are you using?
Dolphin 4.0-8715.
Can you try the newest version to see if the same issue occurs?
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
Dimon12321 wrote:
BTW, a similar problem is hidden in The House of the Dead 2 & 3 Return. When playing HOD 2: after you choose the game (HOD 2 or HOD 3) and wait out the loading screen, Dolphin says that Wiimote 1 is connected after you enter an input in main menu. That causes a desync if you start movie recording from the beginning, but if you skip this reconnection and start the movie recording from the main menu, the game is pretty TASable. When playing HOD 3: main menu works fine. After finishing the 1st stage, a Wiimote reconnection causes a desync. Sorry if I irritate you with that :-)
Which version of Dolphin are you using?
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
Fog wrote:
Dimon12321 wrote:
Fog wrote:
Dimon12321 wrote:
Is it difficult to fix Wiimote issues? I've already tested for about 20 Wii games that may be interesting to TAS. I'm interested in TASing Rayman Raving Rabbids and Far Cry: Vengeance, but they aren't playable because the hardware tells me to get closer to the TV! Playing with settings also doesn't help. How busy are the programmers now and what is the priority of fixing problems like that?
Usually when TASing wiimote games, Emulated Wiimote is required.
Yeah, that's what I use!
Oh, that's interesting. Let me take a look into this.
Turns out that both games are broken (and have been known to be broken for a while). Not sure when these will eventually be fixed.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
Dimon12321 wrote:
Fog wrote:
Dimon12321 wrote:
Is it difficult to fix Wiimote issues? I've already tested for about 20 Wii games that may be interesting to TAS. I'm interested in TASing Rayman Raving Rabbids and Far Cry: Vengeance, but they aren't playable because the hardware tells me to get closer to the TV! Playing with settings also doesn't help. How busy are the programmers now and what is the priority of fixing problems like that?
Usually when TASing wiimote games, Emulated Wiimote is required.
Yeah, that's what I use!
Oh, that's interesting. Let me take a look into this.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
Dimon12321 wrote:
Is it difficult to fix Wiimote issues? I've already tested for about 20 Wii games that may be interesting to TAS. I'm interested in TASing Rayman Raving Rabbids and Far Cry: Vengeance, but they aren't playable because the hardware tells me to get closer to the TV! Playing with settings also doesn't help. How busy are the programmers now and what is the priority of fixing problems like that?
Usually when TASing wiimote games, Emulated Wiimote is required.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
If you need any assistance in creating a pull request, feel free to PM me either on IRC or on the forums.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
Link to video Scam 2 is done
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
I'll probably work on the re-sync tonight
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
Link to video Restarted the TAS, and I've saved around 3 seconds from the last WIP.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
Warp wrote:
If this is a hack, and not the original game, I would consider that a completely acceptable argument for rejection. However, I see no reason why a TAS of the original game couldn't be published. (In fact, I find this more interesting than quite many vaulted runs.)
It's the original game, just using a texture pack for comedic purposes. The run syncs with the game without a texture pack.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
JosJuice wrote:
evknucklehead wrote:
TorKa wrote:
this video is candidate to play for TASBot in Summer Games Done Quick
First they have to figure out how to use TASBot with a Wii, which is much trickier than using it with any other system they've done so far. Might be easier if the game supported GameCube controllers, but this one does not.
There's not much hope that being able to sync GameCube/Wii TASes on console is possible. For all we know, the disc drive is non-deterministic, meaning you wouldn't even be able to play back input you recorded on a console. Even if that wasn't the case, Dolphin doesn't have frame perfect accuracy.
An encode could be created much in the same way one was created for Ikaruga for SGDQ 2015.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
ALAKTORN wrote:
Doesn’t this cheat code “manipulate” the RNG, even? I’d expect this run to be impossible to hex with pauses and no cheats, so it’d be even less legitimate than simply using a cheat code.
Hexing Dolphin runs in general is nearly impossible.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
Nicos wrote:
still yes, does it synch with the normal game ?
Yes, custom textures don't affect sync. Link to video
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
CoolKirby wrote:
I thought it looked like a pretty bad game...until your improvements happened! Did you hack the game to do that?
Custom textures in Dolphin.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
jlun2 wrote:
Are you sure it's not an emulation error then if for some reason it syncs with SRAM attached, yet according to you if it's not attached it desyncs?
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
gamerfreak5665 wrote:
JosJuice wrote:
The memory leak fix that's mentioned in the previous post has been merged and is included in 4.0-8735 and newer. Unfortunately, using 4.0-5400 or older is still necessary for avoiding the bug that makes frame advance unpause randomly.
I found that the weird frame advance behavior does have a temporary solution. If you pause and then load a savestate, press the frame advance 3 or 4 times very slowly, like once every second, and then after hold the button down for a few seconds. After that, it should behave normally. Kind of a pain yeah, but the unpausing thing doesn't come back for quite a while, at least for me.
This should be fixed in this Pull Request: https://github.com/dolphin-emu/dolphin/pull/3712
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
JosJuice wrote:
I haven't checked it out much yet, but it seems like an interesting fork. Contributing the improvements to master would be appreciated if you want to do it, though there are a few ones like the fake Tingle Tuner that I don't think would fit.
Adding on to this, if you're interested, feel free to hang out in #dolphin-dev on freenode.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
How much faster would using Emerl be in comparison to use Shadow?
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
The Brookman wrote:
authorizing use of the Japanese rom as a means of saving time in the first boss fight and also likely in any text scrolling seems like it basically obsoletes the 100% run. also snes9x renders the game with significantly less lag than is accurate compared to bsnes from my experience which would affect future publications using more accurate emulation, no?
No, the more accurate emulator would be preferred for future publications. As for text scrolling, if using the Japanese version only improved the time because of faster text scrolling, the US version would be preferred. But because it saves time with the first dragon fight, it's an acceptable version of the game.
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