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Two ways:
- If the game supports GC pad, use that. It is much more stable.
- Use some version that has fixes related to Wiimote. I think newest mainline versions do. Much better, but not perfect.
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The only place '-' would cause problems is in the actual extension.
The filename it uses is:
1) The filename specified on form overrides all others.
2) If uploaded file is not a .zip, then the filename of the uploaded file.
3) If uploaded file is a .zip, then name of file inside it.
Just did some tests:
1) Uploading the file given with no explicit filename (the local filename is as is Microstorage sets it) goes through.
2) Uploading the file with explicit filename given goes through.
3) ... But, if I "accidentally" put a space after the filename, it does NOT go through, instead it gives complaint about lacking an extension.
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"Filename lacks an extension" is given when filename has no recognizable extension.
The error if extension is unknown is different ("Unknown movie type").
Actually, looking at site source code, weird extensions (including ones with a dash) would cause "lacks an extension" instead of "unknown movie type" error.
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I think the main method of luck manipulation in past Fire Emblem TASes has been quickly changing the route back and forth before executing movement.
For some reason random numbers were used in routing / path drawing... This can be seen in the encodes as the movement path shown wobbles.
Dunno if similar trick works in this game...
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Eh, it definitely should. Maybe the hack you used was of older version (note that the hack version is unrelated to dolphin version) that doesn't guard against DMA reprogramming.
DMA reprogramming with avhack that doesn't guard against it results in A/V desync. First noticed with Billy Hatcher.
... Also watched the video. The luck manipulation doesn't look to be on par with past Fire Emblem TASes... In those, enemies rarely hit and players routinely deal double hits.
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Note that you need a reason to use a save file for submissions (and a verification movie). So unless you want to do such run, better to start from clean card (or no card).
Oh, and don't use RAR.
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The desync is caused by problems in video dumping.
All except the very first published Dolphin run was dumped using modified version of Dolphin that dumps extra data that allows reconstruction of proper audio and video (both are bad).
Obviously such modifications require locating source code for version that can play back the run correctly.
Then there are a few GC games that use Disc track player (DTK) for music. Currently that music can't be dumped properly, but if such submission would land on the workbench, those problems would be worked out.
... But Fire Emblem: Path of Radiance doesn't appear to use DTK.
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Yeah, FCEUX 2.1.5 isn't bad emulator by any means (although some annoying bugs have since been fixed), but it somehow seems odd one out in FCEUX versions.
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You can't get everything required from the building in one pass? Not even altering the order you do levels (in case getting the needed stuff needs some unlocking)?
Or you could, but not having some stuff in other level would be massive time loss?
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You have a Linux (i386 or amd64) VM with Valgrind installed, right?
Valgrind is extremely powerful (if very slow) tool for debugging memory problems in C (and C++) code.
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There are more:
- GBC Mega Man Xtreme
- GBC Super Mario Bros. Deluxe "You vs. Boo"
- GB Super Mario Land "hard mode"
Some of these may have obsolete runs too.
The point is: If using SRAM is possible, that is preferred to using savestates.
Some emulators don't support SRAMs (there might be workarounds, e.g. with Mupen64, there is a trick allowing run to start from SRAM).
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Furthermore, two (Pokemon Yellow and Super Mario World) of those four games have glitches severe enough to execute completely arbitrary code.
Pokemon Yellow has two "total control" runs, and the slightly fixed version of SMW "glitched" shows how to poke arbitrary values into arbitrary places in SNES low RAM (then jumping into what was just written is simple).
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Yes, Dolphin should be fixed so stable length can be given, but with older submissions it is nasty.
RachelB says Input frame count should give accurate time... I haven't looked into that.
Well, with this submission, I plan altering the length field once I get to know the real length (byproduct of dumping it).
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It is made worse by the fact that the "VI" in .dtm header is in fact output frames and not vertical interrupts.
If it was vertical interrupts (and interleaving was taken care of), one could obtain approximate length (which might be off by some amount, but not over 2x wrong).