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It is still the same game. Granted, a busted version.
Not the first time I have seen a busted version of game (and not some early beta version that everyone expects to be broken).
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The rerecording features should be ported to reasonably up-to-date version of PCSX2. The one I'm aware of is based on ANCIENT version.
Sync stability is much harder than it seems. There have been emulators that "seem" to sync but utterly fall apart if you try to push those by actually TASing.
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I tried digging info about the current format out of source code. Some comments:
- Please change the magic before that thing is considered stable. The magic clashing with existing .WTF files will cause lots of headache.
- Variable-length records create trouble when trying to hex-edit, but OTOH, the full records are very large and storing them in full would seriously bloat the movie file...
- Mouse records store both relative and absolute values. Is there no relationship between the two (thinking about what wildly divergent values would do to games)?
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What version of Mednafen-rr? Because there was some version that broke everything except PCE and PCECD (and the breakage was never fixed)...
I don't remember how that breakage showed up exactly, but movie recording did not work.
In practicular, NGP does NOT work on versions that support .mc2 format.
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SNES has two oscillators, whereas most consoles have just one. The precise interplay of thse oscillators is just unpredictable.
Yes, one can assign some bounds, but that does not help with games this sensitive.
As said, the ratio of two clocks varies by console, by environmential conditions and by time.
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This game is ridiculously sensitive to SMP to CPU clock ratio. Difference of even one part in 20,000,000 causes a desync.
With that kind of differences, it makes >10min in, but even 1 part in ~100,000 causes failures as early as Ridley "fight".
This ratio varies from SNES to SNES, by temperature, power supply voltage and it also jitters around when system is running...
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Done that way since I don't know.
Also, Javascript files are aggressively cached the same way. Makes for some fun if Javascript has to be updated (yeah, I know one could just change the filename).
Yeah, the site code is full of crap. Would take a full rewrite to fix. Unfortunately, such thing is huge effort.
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Most of the CSS is in non-"optimized" form in /css/main.css
That CSS is for the whole site. Not surprising there is stuff not used for movies. E.g. User Movies and SRC_EMBED has fair amount of styles that aren't used anywhere else.
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Yeah, known issue with Google Chrome. Has been reported before.
What could be helpful: Discovering what in CSS causes that (beware: It is fickle and "fix" can easily turn out wrong.)
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There's also channel called #tasemu on Freenode which is dedicated to rerecording emulator development (even if most of the messages there are commit notifications for emulators).
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Looks like the license is GPLv2, which definitely does.
The very basics:
- Movie recording
- Movie playback
- Savestates (including saving input)
- Loading a state repositions the movie.
- Frame advance.
- Check on loading that the state is consistent with the movie.
Then there are very nice things like memory watch and Lua support (Lua is especially handy).
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AFAIK, NullDC does not implement rerecording (it is not just movie recording and savestates but also interaction thereof).
And thus, one can't TAS with it...
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Voting requires a certain minimum number of posts.
It is done that way because of past infestations of vote-stuffing accounts...
And really, posting feedback to submission topic is usually taken more seriously than just voting without posting...