Posts for InfamousKnight


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Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Yuzu and rpcs3 require high end pcs, which I dont have. So I cant really test without buying a computer for almost 2 grand.
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Joined: 9/12/2014
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Location: Waterford, MI
I did test the rerecording functionalites on some early builds, and back then it was trash. Rng was nondeterministic(which from what I was told the upstream fixes that, so no need to splice segments anymore). Plus no tas input. Which was also implemted. So Ill test the upstream build sometime later.
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Location: Waterford, MI
Again, like yuzu, this one is big. But given that the ps3 is older, is this more closer?
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Joined: 9/12/2014
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Location: Waterford, MI
Well, after 11 months, the pull request has been merged. Theres also linux support. Now, what do you mean by "hacks"?
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Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Updated the original post with relevant info.
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Joined: 9/12/2014
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Location: Waterford, MI
Why dont you make a tas of it?
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Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
I'd like to see a tas of this. Even just a test run with no missed shots at earliest frame.
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Joined: 9/12/2014
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Location: Waterford, MI
It seems like dobiestation is now in active development. As in, development is now more faster paced than it was before. Right now as of writing this there is a build error I addressed on there. Next I will see if it works with libtas once the build error is resolved.
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Joined: 9/12/2014
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Location: Waterford, MI
Psp tasing is now deterministic with keylies fork of ppsspp. Once you compile and run it, open ppsspp.ini and set enforcesinglethread to true and rendering mode to 0. In libtas, time tracking gettimeofday enable to prevent softlock. Because rendering is set to 0, this means not all games will work. Battlefront 2 works and that's good game to tas. Midnight club 3 doesn't work though. That's what I have so far
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Joined: 9/12/2014
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Location: Waterford, MI
Yay, one that's not a complete joke! I love driving taxes! Are you planning on running gbc version?
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Joined: 9/12/2014
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Location: Waterford, MI
What I dont understand is why this took so many rerecords.. I mean my driver 2 tas took less than 7k rerecords and that game is longer and very difficult to optimize. Although the run is far from perfect, you can see the effort.
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Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Is the nanjing mapper supported? The one with ff7 on nes? I'm not sure if this was an emulator bug or game bug, but on fcuex, the equipment in that game was pretty selective for some reason. What I mean is, when red XIII joined the party, he came with some good equipment. Removing that equipment for someone else doesnt seem to make any difference? Also, equipment that is dropped in one area like before guard scorpion saved up for tifa before air buster, the strength stats somehow maxes out and says her strength stat is very high. When in battle, it doesnt seem to have any effect. How would they screw that up? Some pointer goes somewhere else? Not read right?
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Location: Waterford, MI
I understand this may not be done, but can you provide an encode on what you have so far?
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Joined: 9/12/2014
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Location: Waterford, MI
Like citra, I wonder if yuzu would run. It’s still got a long ways, and many games don’t work yet. You’d also need a pretty strong computer. I haven’t tested much myself, but the games seem interesting for a tas. Anyone want to test it?
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Location: Waterford, MI
So excited!
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Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
*bump* With libtas, you should be able to tas this. You can decompile the exe file and port it to game maker studio and compile to Linux. I don’t have any of these tools(or even the game) so does anyone still have it?
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Joined: 9/12/2014
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Location: Waterford, MI
Nice! Thanks for figuring this out! Still haven’t seen any submissions of these libtas only emulators if that makes any sense.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
The way I got non-determistic behavior was by foregoing the getclocktime setting and replaying a battlefront 2 movie. Position is random when you spawn, as well as enemies on map. Replay the movie a few times and you’ll see a difference. [edit] getclocktime doesn’t seem to make a difference. And that save state in ppsspp doesn’t help much either.. I guess I got lucky with the test encode? I still have it and may upload it tomorrow if you like. I do have to hope for the best when playing back. [edit 2] I was wrong about all that in edit 1. First don’t enable getclocktime when making the movie. Somehow this causes desyncs. Next to reproduce non-determisitc behavior, go to ppsspp.ini and go to line forceunthrottleframeskip to false and don’t make any save states with ppsspp and load Star Wars battlefront 2 with mos esly map with assault mode. Move around a bit. Stop movie. Play it back a few times and you should end up somewhere else.
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Location: Waterford, MI
Looking deeper into this, I found that rng is not determistic because the psp itself wasn’t determenistic. So this causes some rng problems. A way to get around this: make a save state(with ppsspp, not libtas), at the beginning to make sure rng is consistent. [Edit] go to time tracking - main thread - getclocktime and you should be good. Star Wars battlefront 2 works pretty well. I made a test encode and next I’m going to make a more optimized battle. Psp tasing is here!
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Again, how do I run dos games in libtas? Do I just put the path in command line of a game?
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
That’s some complex sync settings.. I’m afraid that breaks the rules with “no hassle”. You would have to compile it. Also, do you think there will be a solution for multithreaded games? That wouldn’t require this kind of configuration?
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Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
*bump* With native Lubuntu installed, there’s a massive speed increase. I didn’t think it would be so significant, but it was. Tested battlefront 2 with the configs above, and play back is pretty smooth. Haven’t tested dumping yet.
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Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
What do you mean by “hacks”? Can you elaborate?
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Wow, that was fast. Are you planning on no slots anytime soon? Or maybe even 100% anytime soon? The record on YouTube is like 21 hours. But that could change to like 13 hours would be my estimate.
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Joined: 9/12/2014
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Location: Waterford, MI
Alright, apparently there’s a hidden configuration that says Frameskipunthrottle in ppsspp.ini and can only be found there. Switch that to false and the game runs at 60 fps. But still, the game runs kinda slow and the audio is slow too(whereas it takes a while for it to catch up). Encoding it with the settings I suggested seem to skip many frames. Like it runs faster than the program itself(I have slow down turned off I believe). So, it’s still flawed.. I am still interested in looking into mame tasing for now.
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