Posts for Fog


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Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
The Nintendo buying out NrSMBW is not true, it's an April Fools video. Anyways, which version of the game is this using?
Fog
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Joined: 4/5/2014
Posts: 459
Unknown394 wrote:
Samsara wrote:
Are you using these settings?
oh no I had both of these on. okay, but what does this have to do with in-game random variables? Should I play my movie in read-only mode or read+write mode?
When the game is running in single core and recording a TAS, the game emulator tries to be deterministic (same actions will always get the same results).
Fog
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Joined: 4/5/2014
Posts: 459
Patashu wrote:
Fog wrote:
The only sticking point of the Wind Waker TAS is the use of a patch which makes it possible to see when doing door storage. This seems to cause desyncs at about 50k frames without it (the only major place where door storage is used).
Just to make sure, not the kind of desync that can be fixed by adding or removing frames?
I mean maybe it could be fixed, but Dolphin's DTM file is notoriously hard to edit. As for the commentary, it is being worked on now. It was delayed due to Trog moving, among other personal things.
Fog
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Joined: 4/5/2014
Posts: 459
No options yet, it's only basic support to get things started. In the future I'll expand upon it.
Fog
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Joined: 4/5/2014
Posts: 459
Dimon12321 wrote:
TAS features will be imported in the official release or we will get a different emulator (PPSSPP-rr, for example)?
Official if possible
Fog
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Joined: 4/5/2014
Posts: 459
Audio/Video dumping are now merged into PPSSPP.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
jlun2 wrote:
Fog wrote:
feos wrote:
There's a started port of ppsspp in bizhawk, dunno what would be the percentage of completion, but isn't it easier to base on something already started?
That port is quite old, and I feel it's better to implement tools within the emulator itself, like Dolphin.
But no TAStudio support then, unless it already exists there and I was unaware.
No TAStudio. I'm only working on basic re-recording support for PPSSPP. Once it's merged, then we can see how reliable the emulator is and have either myself or the developers improve upon it.
Fog
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Joined: 4/5/2014
Posts: 459
Hetfield90 wrote:
I'm about 13 minutes into a Wii Muramasa run I started making with DPS LLE because of outdated information in the other thread. Is there a way to alter the .dtm so it doesn't automatically change to LLE upon playing it to see if it at least still syncs on HLE? If it doesn't, should I continue the TAS or start over with HLE? (Bernka recently submitted a TAS of the same game using LLE).
If you're using the same version that Bernka used, it's fine to use LLE as his previous TASed used it as well. We're still not sure for the reason of the desyncs, it's something I do plan to look into more.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
feos wrote:
There's a started port of ppsspp in bizhawk, dunno what would be the percentage of completion, but isn't it easier to base on something already started?
That port is quite old, and I feel it's better to implement tools within the emulator itself, like Dolphin.
Fog
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Joined: 4/5/2014
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I've begun work on implementing TAS tools for PPSSPP. The first thing to be worked on was Frame Advance, which has now been merged into master. https://github.com/hrydgard/ppsspp/pull/8939 I'll be working on frame/audio dumping next, then porting over more things from Dolphin as the code base is similar enough.
Fog
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Joined: 4/5/2014
Posts: 459
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. New features are being added in all the time to improve the tools available for TASing. Versions prior to 4.0-3595 are deprecated and will not be accepted in the future. Both Gamecube and Wii games are supported for TASing with Dolphin. For the Wii, Wiimote inputs are only supported through Emulated Wiimotes or TAS Input. 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. DSP emulator engine: DSP HLE is currently recommended due to multiple issues of desyncs occuring with LLE. DSP LLE can be used, but be warned that potential desyncs can occur with memory cards. Other Game Settings: These days, it should be fine to stick with what games recommend for settings, and shouldn't cause any desyncs. 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. SRAM: It's possible for games to utilize SRAM values in games for RNG purposes, causing desyncs if they don't match up. For this reason, it's currently recommended to either copy the SRAM.raw file, or delete it prior to starting a TAS. This will be accounted for in the near future, but to remove any known risks of desyncs, it's best to start from clean SRAM. Desyncs: Desyncs can, and will potentially happen. We're constantly working on and updating Dolphin to be a better emulator for TASers. If you do run into a situation where you do desync, feel free to either contact myself on the forums or on IRC, or make a post on the forums providing as much information as possible. Tracking down desync causes can be difficult, so providing as much information as possible helps us to track it down and hopefully resolve these issues for new versions of Dolphin. Wii TASes with saves: As of 4.0-6512, Wii TASes which require save files will not work as it creates a Blank NAND (which does not transfer saves). To resolve this for the time being, use Dolphin versions prior to 4.0-6512. As of 5.0-2413, Wii saves will now transfer over to the blank NAND when creating a TAS if the save already exists for that particular game. Bounding Box: Newer versions of Dolphin use hardware optimized implementations of bounding box, which produce different results at different resolutions and graphical settings, as well as being tied to specific hardware. To avoid this while using the latest versions, use the Direct3D backend with Microsoft Basic Renderer (as to be hardware agnostic), or use version 4.0-5124 or older to us e the older software based bounding box solution. I will be updating this post as much as possible as soon as new information becomes available. Thanks to RachelB for the original topic.
Edits by feos: Dolphin revisions from 5.0-10039 to 5.0-10093 inclusively should not be used for TASing due to non-determinism across different operation systems, exposed by tweaks to Idle Skipping. It was fixed in 5.0-10095. Since 5.0, MMU must be explicitly enabled for TASes. Enabling it causes Dolphin to emulate crashes more accurately, which (in certain edge cases) helps ensure that whatever glitches you're exploiting in the game actually work on a real console. Go to Config -> Advanced and tick Enable MMU. Builds from 5.0-11231 until 5.0-13180 have audio/video desync in AVI dumps, first frame will be missing. If the first frame repeats, all its duplicates will also be missing. It can't be fixed on user end. Use older or newer versions.
If you don't have portable.txt in your Dolphin folder, it will store all the config settings in a User folder of your OS, and settings from various versions of Dolphin will mess with each other. So to reduce the possibility of desyncs because of this, always keep portable.txt in your Dolphin folder.
Do not use NKit images or other bad dumps, they are not sync-compatible with clean dumps. To check if your dump is good:
  • Right click the game in the list -> Properties -> Verify tab -> click the Verify button

Messed up stereo setting in the GameCube BIOS may cause desyncs that persist with default SRAM.raw in User/GC. Try setting byte 0x13 to 00 in a hex editor or refer to this post for clearing it through the BIOS menu in Dolphin.
Fog
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Joined: 4/5/2014
Posts: 459
keylie wrote:
I add four options "Read-only" for each controller. When the option is on, the emulator will read the inputs from the movie file. When it's off, it will read from the controller and write it in the movie file. You can see the modifications I made to the code here. I didn't test, but there is no reason it would not sync on an official build.
Would this also apply to Gamecube controller? Also, feel free to test this and possibly make a pull request for inclusion with Dolphin.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
jlun2 wrote:
Would there be any plans for RAM watch? I wish you luck on this. :)
RAM Watch would be just using something like Cheat Engine? Anyways, I'm definitely interested in trying this out with some games that I've wanted to do for a while. Is support for WINE a possibility?
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
The only sticking point of the Wind Waker TAS is the use of a patch which makes it possible to see when doing door storage. This seems to cause desyncs at about 50k frames without it (the only major place where door storage is used).
Fog
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Joined: 4/5/2014
Posts: 459
I've not any luck syncing this fully, how were you able to at least get a dump from it? Did you use multiple savestates along the way while dumping?
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
So after my attempts to sync it, I get desynced somewhere around 22k frames. What are the normal desync points for you?
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
Nach wrote:
Why is this starting from a save file in the first place? Also note the beginning of my judgment on #3491: RachelB's Wii Muramasa: The Demon Blade "Momohime" in 1:04:59.75.
My assumption is the ability to select the hardest difficulty.
Fog
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Joined: 4/5/2014
Posts: 459
What version is the DTM for? EDIT: Can I get your SRAM.raw file, or a savestate from frame 1 during playback of your TAS?
Fog
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Joined: 4/5/2014
Posts: 459
jlun2 wrote:
Fog wrote:
Update with LLE Audio and TASing: We've discovered multiple issues with LLE recompiler and the free DSP ROMs (official DSP ROMs unconfirmed). The first issue being that LLE + Memory Cards can cause desyncs for users trying to playback the TAS, but sync perfectly fine for the TAS maker. The second issue is that it is possible for LLE + savestates to cause desyncs for both the TASer and users attempting to play back said TAS. The third issue is if a user attempting to playback a TAS made in LLE does not have compatible timings, it's possible for the TAS to freeze the game upon playback. With these three issues just recently being found, I am recommending future Dolphin TASes to use HLE audio until further notice.
How was this discovered? Doesn't seem like something easy to track down the cause. Thanks!
I was working with dragonbane0 for figuring out the sync issues with The Wind Waker, and I also had Lars_Hendrick report that he was having issues with GUN. Correlated that both were using LLE and Memory Cards. I had Lars create DTMs for HLE + Memory Card and LLE + Memory Card, with HLE syncing while LLE desynced. Lars then created a DTM for LLE without a memory card and it synced. Then, Lars created a DTM file using LLE and no memory card, but using save states. Which then desynced on him upon playing it back.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
Update with LLE Audio and TASing: We've discovered multiple issues with LLE recompiler and the free DSP ROMs (official DSP ROMs unconfirmed). The first issue being that LLE + Memory Cards can cause desyncs for users trying to playback the TAS, but sync perfectly fine for the TAS maker. The second issue is that it is possible for LLE + savestates to cause desyncs for both the TASer and users attempting to play back said TAS. The third issue is if a user attempting to playback a TAS made in LLE does not have compatible timings, it's possible for the TAS to freeze the game upon playback. With these three issues just recently being found, I am recommending future Dolphin TASes to use HLE audio until further notice.
Fog
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Joined: 4/5/2014
Posts: 459
I did this for Octodad: Dadliest Catch a while ago, but only as Individual Levels. I might look into doing it again better in the future when I'm not so busy.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
Spikestuff wrote:
Fog wrote:
This was well done, surpassed what me and Spikestuff did with a few hours of work :P
Wait we actually did "work" on this game? Well that's news to me.
Sorry, it should be "work", my apologies.
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
This was well done, surpassed what me and Spikestuff did with a few hours of work :P
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
The verification movie is just a DTM file with a savestate. Therefore it's not a valid verification movie. Could you create a DTM file from game boot which gets the required savefile?
Fog
Experienced Forum User, Published Author, Experienced player (626)
Joined: 4/5/2014
Posts: 459
They're more than just keypresses, they also store sync information so that emulators can properly play back said "keypress files".
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