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Good idea. The first run always tends to be crap. No matter how good tools you have and how carefully you try to optimize (using memory watch to check).
Also, be aware that there can be odd physics... A couple examples from various games:
- Upward hills subtly decreasing speed (but downward ones not increasing speed).
- Jumping off downhill at right frame giving you greater speed than running it down.
- Jumping at correct spot speeding you up (with very sensitive positioning).
- Decelerating resulting greater speed.
- Speed oscillations that can be frozen (hopefully at the highest value).
- Left+Right turning character around immediately, skipping normal acceleration.
- Left+Right in air stopping horizontal motion.
- Speeds in excess of maximum speed on given surface type.
- Look up tables involved in acceleration being read out-of-bounds, sending character at some crazy speed.
- Some jump being meant to be impossible, but being possible with some very precise postioning.
- Attacking in air subtly altering jump arcs (which can have major consequences).
(I have personally seen all of the above).
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Yeah, one needs to figure out how to keep lag low (altering actions, trying to kill enemies as quickly as possible, not killing enemies, etc..). Depends on the game.
Also, use memory watch or Lua scripting to keep track of player position and speed so you can easily see what is faster... Momentary drops in player speed might not be obvious, but still cost lots of time.
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The main dev (and currently the only dev).
The editor is still missing at least some basic features (discovered that when trying it out). Intention is to have it in the next release.
Seems to be up already. More than good enough for a WIP (wouldn't cut for final encode, but that's what encoders are for).
Edit: The "next release" referred from above is out and it does have basic movie editing (but more features are needed).
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Unfortunately, PS2 rerecording is really unstable and bad (and not accepted on the site). Fortunately, that game was ported to GameCube, which is TASable (using Dolphin).
For GC version of the game, there is a forum topic: Thread #13321: The Simpsons: Hit and Run
Unfortunately Dolphin is one of the legendarily bad emulators encoding-wise...
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"Vested member" is one of the user titles (the highest of those, needing 500 posts).
The user titles vary by post count (like player titles vary by player points).
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Bsnes core savestates aren't fully sync-stable. So even if one uses savestates correctly, it can still desync.
The effect of each individual savestate is very small, but when lots of savestates are chained, desyncs can happen. Especially with games that seem to lag randomly.
Also, some versions have busted movie code, but no recent version has one that is known to cause desyncs and still pass even remotely as working.
Also, on Windows, lsnes savestates / movies aren't saved atomically (because I don't know how to write files atomically on Win32), but I think one could spot a damaged savestate pretty quickly (most probably those won't load, with variety of error messages depending on where exactly it blew).
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What is "too big"? Would 110MB for that WIP (a bit under 9 minutes) be "too big" (that's what I got in a test, didn't upload since I don't have a channel)?
Also, that's a savestate (used dev version of lsnes[1][2], it doesn't exactly like savestates[3] from stable versions).
Another reason for me trying that movie was to try to give a bit of a shakedown (bugs and important stuff missing) on movie editor I am working on (yeah, already noted some stuff I need to implement)...
[1] There shouldn't be differences relevant to video dumping between dev and stable versions.
[2] The dev version just happened to be what I had compiled at the time.
[3] The indexing of controls is different, which breaks savestate compatibility.
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Well, there are versions of dolphin that can rerecord a Wiimote (of course, the sync stability and ease of recording is a lot worse than GC controller).
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Did you use the versions that have more stable Wiimote recording (the standard versions have seriously unstable Wiimote recording)?
Also, MKWii supports Gamecube controller? If yes, it is much easier and more stable to TAS with GC controller.
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>4GB+ file. TVCman hits a site bug with those.
Edit: You also seem to use older version that can't even register such upload correctly.
Edit 2: Also there looks to be some sort of bug that the site didn't reject the transfer with size mismatch before the real transfer started.
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The submissions list now has intended tier for accepted/publication underway submissions.
Runs accepted for moons are considered to be higher-priority to encode than ones accepted for vault.
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If you got a binary build for it (for version that syncs), replace dolphin.exe with it.
If you just got the patches, apply those to the source (of suitable version) and build the result.
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The standard Dolphin AVI dumper is worthless. You need A/V sync hack (or hack the emulator to dump the time codes you need... In practicular, frames and DMA blocks).
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The .lsmv conversion (lsnes also uses bsnes core to emulate SNES) has the exact same input as the original .smv (just bitpacking is different). No, I didn't adjust initial frames or anything. Yes, I did check it syncs (and dumped the video).
Also, it is not emulated perfectly (sound is allegedly worse), just that everything sync-relevant is emulated to sufficient accuracy.
Next step with determining accuracy would be to attempt to console-verify it.
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Well, a wild shot (this is the way of manipulating stuff in NSMB DS, I don't know if it works in NSMB Wii): Try changing the number of double/triple jumps you do.
For some unfathomable reason, double/triple jumps throw random numbers in NSMB DS.
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Converted to lsmv
If anyone wants to check accuracy any more, I suggest trying to console-verify it...
Edit: Looks like I got rerecord count off by one. Updated file to fix it, otherwise it is the same.
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ArticleIndex ("articles" in the top navigation bar in the wiki) -> Movie making (tab on the page) -> Movie file storage for WIPs (link) -> Your movies (link)