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You mean you upgraded Dolphin version partway through and didn't regenerate saves?
Or that you did, but accidentally used a save from old version?
(Both of these should get fairly quickly caught in sync checking).
Any modern emulator should prevent loading savestate in a way that would leave the movie in inconsistent state. Of course, there might be bugs in this code...
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Did you figure out what the heck happened?
- You didn't check sync (very few emulators are even close to perfectly sync-stable), leading to movie desyncing without you noticing?
- The emulator settings changed midway through, leading to inconsistent movie?
- Something else?
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That link gives 404 error (which means it doesn't exist).
If that link is copied from some page where it works, maybe that's because it has been protected against hotlinking?
(lambda functions for the win).
Also revealed a crash with certain kinds of memory watch expressions and a bug in my IRC announce script. :-)
[1] Granted, the boilerplate is only 1 line of code in itself.
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In mode B, there is no way to get to those (without hacking or corruption).
Well, Baxter used NTSC, so I think it should be used.
Ah, these endpoint discussions...
I say that if you decide to go through luck manipulation route, ensure that the manipulation you do saves more time in the actual level than what the luck manipulation itself loses.
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64-bit computers should be able to run 32-bit binaries. This doesn't work?
Or are you meaning that it doesn't compile on 64-bit? Or that it compiles but crashes/misbehaves when running?
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I don't think monitoring writes to controller stuff is the correct way...
With lsnes, there's easier (and correct) way: on_snoop Lua callback.
The parameters are:
1st: Port number (always 0 if there is just a single controller).
2nd: Controller number in port (always 0 unless there is multitap or paired justifiers on that port)
3rd: Control index within controller (always counting from 0 for each poll)
4th: The value to be returned.
Simple script (only supports one gamepad):
Download polldump.lua
Language: lua
dumpfile = nil;
start_dump = function(filename)
file, err = io.open(filename, "wb");
if not file then
error("Can't open output file: " .. err);
end
dumpfile = file;
dumped = false;
current = false;
iframes = 0;
end
end_dump = function()
dumpfile:close();
dumpfile = nil;
end
current = false;
iframes = 0;
on_snoop = function(x, y, z, w)
if z == 0 then
if current and dumpfile then
byte1 = math.floor(current / 256);
byte2 = current % 256;
dumpfile:write(string.char(byte1, byte2));
iframes = iframes + 1;
end
current = (w ~= 0) and 1 or 0;
dumped = true;
else
if w ~= 0 then
current = bit.any(current, bit.value(z));
end
end
end
on_paint = function()
if dumpfile then
gui.text(0, 0, iframes, 0x00FF00, 0);
end
end
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What kind of encode? Just quick'n'dirty (just try not to end up looking crappy) Youtube job to speed up getting feedback or some sort of encodes trying to be official?
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Basically, there are two things that could be done:
1) Change the extension stored in the database for type code 7.
- This would cause all Bizhawk movies to change the reported extension.
2) Create a new type code for .bkm and then edit the relevant movies to use this code (as well as editing the movie parser, so future publications will have it correctly).
- Unfortunately, free type code entries aren't exactly plentiful.[1][2]
[1] I haven't looked at what it would take to expand the type code space...
[2] Best guess would be that expanding the type code space would be relatively easy...
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Yeah, the site measures length in terms of fixed-length units (VIs), but the bot works in terms of input frames. So lag emulation not being correct does not matter (unless lag itself affects randomness).
Edit: ... or if the game polls even when it doesn't need the results.
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Unfortunately, the N64 video output is pretty crappy, so you wouldn't get good-quality encodes.
Allegedly TASVideos N64 videos are way better in video quality than SDA ones, and most of the difference is due to what N64 outputs.
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Well, that's implemented now.
I saw the code you wrote. Looked like some simplifications could be possible by using new Lua functions on the newest version.
Also, looked like implementing some new lua functions / callbacks would be in order... Ideas?
Also, the controller number table is:
1st controller is physical 0 (0,0)
2nd controller is physical 4 (1,0)
3rd controller is physical 5 (1,1)
4th controller is physical 6 (1,2)
5th controller is physical 7 (1,3)
6th controller is physical 1 (1,1)
7th controller is physical 2 (1,2)
8th controller is physical 3 (1,3)
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I think CPU like that ought to get at least 1.5x of real time on most games with compatibility core (enhancement chips slow things down, and SGB is really terrible speed-wise).
Of course, this is much slower than snes9x (even the later versions, which are much slower than the earlier ones).
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Not really "killed off". 1.52 and 1.53 are definitely accepted for submissions and even saw occasional submissions. But I think the lack of tools made them quite unpopular.
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I just built a new version: http://www.elisanet.fi/ilari_l/streamtools-r11.7a.7z (complete with fixes to some known bugs).
As to quick and dirty encoding, something like the following might work:
> dumpconvert --video-width=720 --video-height=480 --video-framerate=60 --output-wav=audio.wav --output-x264=video.mkv,crf=15 dump.jmd
> mkvmerge --aspect-ratio=1:4/3 -o wipencode.mkv video.mkv audio.wav
(The framerate is not quite 60fps, but very close).
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Ken's Labyrinth...
Ah, I once tried this game... Got so far as to find the position addresses, angle address and coin address.
Of course, DOS memory addresses tend to differ between runs based on very subtle differences in setup... So I would have to see the movie file if I was even to try to to find memory addresses...
Some bootup hints:
- Put the game onto hard disk and put the hard disk to slot D. This avoids a timeout from BIOS.
- Hit enter after seeing the prompt about boot menu. This cuts about 2.5 seconds wait time.
- Skip autoexec.bat... There is nothing needed there, only some stuff that will mess up things.
- The keyboard is buffered, so before entering the actual game, you can hit keys before the computer is ready (up to certain limits).
The glitching is also present in DOSBox, so I guess it is not an emulation error.
As for music, use Adlib, NOT MPU-401 (even if the latter works) or some encoder is going to have a quite bad day...
At odds like that, would be useful to find the RNG address and find out what numbers give the jackpot. Much too slow to just try blindly.
http://www.elisanet.fi/ilari_l/jpcrr-r11.7-precompiled.zip
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If the run is accepted, somebody that can build dolphin will produce A/V sync revision that it will sync with.
The problem is seemingly that all the judges that handle Dolphin are apparently busy doing other things.