Posts for InfamousKnight


1 2
13 14 15
21 22
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Running it natively works just fine. No error msg. [Edit] got it to work by configuring it through libtas and not natively. It runs kinda slow and the osd is garbled. I did check save states in ram as said above. [Edit 2] got osd to print properly but it doesn't advance frames after 2. I got it to print properly by setting opengl to bgfx which I found in the old issues on github. As in on frame 2 it stops. 0 fps 0 lfps on the title Looks like the page needs some updating.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
I'm having trouble loading games with this.. Running ubuntu 18.04 in latest virtulbox What happens: first, I need root just to make any movie. I done all the configurations you stated, removed all fn keys, and made sure windowed mode was enabled. And set run path(as well as tested it natively) Tried running tgoldeye and it goes for like 2 seconds and crashes before the game loads. Heres what the terminal says: Attempt 1: Connected. 10_06 NOT FOUND (tried in tgoldeye tgoldeye) tgoldeye.svg NOT FOUND (tried in tgoldeye tgoldeye) Fatal error: Required files are missing, the machine cannot be run. mame: fccache.c:548: FcCacheFini: Assertion `fcCacheChains[i] == NULL' failed. Got unknown message!!!
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Okay, I enabled “show frames per second” in ppsspp. It’s contantly changing as expected I guess. I also made sure autoframeskip and frameskipping was disabled(which they were in the first place). The FPS in libtas is 60/1 and lfps running ppsspp is 60. So I don’t see the issue there I guess. The movie file desyncs if I dump video. I can see in the frame counter that frames are skipped which are inputs in the movie file. It will sync fine if not dumping any video. Because speed toggle speeds the game up, it’s hard to tas even with frame advance because like let’s say I was moving to a door in final fantasy iv, I would need to plan way in advance so I don’t pass it. Also, slow down in libtas causes desyncs on playback. I didn’t use it when making a test movie, but still. I just exchanged fast forward key for speed toggle because the game is already in fast forward with speed toggle. And so far no way around it.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Well, it looks like a speed problem now. Fps changes constantly while ifps stays at 60. While dumping the video, some frames seem to be skipped over, causing desyncs in the end. Will work fine playing without dumping though. Unless slowing down the emulator could resolve some things. Speed toggle makes the game run super fast making it a little hard to tas. I did disable fast forward key with libtas in exchange for speed toggle though.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
It looks like it’s skipping rendering. The video file is the same length as the movie file is. I also went under fast forward to disable all the options there(shouldn’t make any difference right)?
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
A few important things to mention: Incremental save states need to be disabled otherwise both the tool and the game will hang. Next is encoding options have to be set at H.264 . All other options don’t seem to output much. You can turn off mute as well. It will give a warning at the bottom, but ignore it. Does anyone know how much alternate speed 1 increases by? We would have to know how much to slow down the video to proper speed.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Anbox is another capability layer for android apps... which I believe will result in the same issue with wine.. I don’t even know where to begin with testing this, but I have a feeling it would be easier to work with than wine. Plus there are some android apps I want to see tased. Does anyone want to look into this?
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Is it a cutscene from gold saucer? I remember this happened to me during one of my test runs because I swapped the disc too early.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Fell into another problem.. I don’t know how to load a game.. I tried mounting, but that only works outside libtas. It will say “doesn’t exist”. But when I run mount outside libtas, it works fine. Also, for dosbox-x, I don’t even know where to begin with that.. I do want to wait until next release to play around with, but I also want to know how to use it.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
noahkiq wrote:
Should be noted that libTAS movies can be used to create Citra movies by adding "--movie-record=/path/to/file", meaning this can be used until Citra adds proper TAS support.
I’m confused.. can you elaborate? I understand citra has a movie feature, but I don’t understand what you mean? Like use citra movies file with libtas? Like not in recording mode in libtas but in citra??
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Interesting. There exist some interesting maps like space invaders with Minecraft. As well as some interesting mods. Those will probably stand out the most.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Thanks. Works now
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Looks like dosbox-x found libtas and is fixing issues that might be related to it. Like sdl2 functions and detecting Linux. Btw, I’ve had trouble with setting up dosbox and dosbox-x(couldn’t even start it with latest release). With dosbox, I don’t know where to set cycles, and libtas doesn’t advance frames. I did follow the other configuration like get-ticks though which is real obvious. Any help?
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Oh we aint done yet! There’s a Linux port of pcsx2 and requires sdl2 and OpenGL. So, would it be possible to run ps2 games like this? Maybe add some qt hooks?
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Yeah, but citra doesn’t have save states, and that’s gonna be huge. And this pretty much ends that ordeal. It’s nice that unthrottling isn’t necessary. I’ve had trouble with saving the movie file as both the game and tool soft-locked and crashed on me. But yeah, citra would be very nice to have! Could you include these emulators inside libtas preconfigured? Like how bizhawk does?
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
I like seeing TAS only tricks. I also love seeing optimized 3d driving games. And they’re useful for those curios to see a certain game that’s so hard and frustrating that nobody has of video footage of it. For example, driv3r on gba and saints row on j2me. I also find it amusing seeing no missed shots with “just enough shots” to destroy the enemy at the earliest frame. As well as risky gameplay that looks scary in real time.
Post subject: Dolphin TAS tools removed?
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
A few months ago, I've downloaded the latest dev build, and saw something quite strange: the movie sub-menu was altered to disable recording input. It will say "play back input" when nothing is loaded, and once you load a game, they are all disabled except things like TAS input. I tried to address the problem on dolphin forums a few months ago, and no response.. The problem with Dolphin 5.0 is the wii controller is bugged. It will disconnect. Which was fixed in another commit but how far did it go until they disabled tas tools? Did they do it because of net play or something?
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Nice! I would love to use this pretty soon, but like I said, I’m having trouble compiling.. I tried to read the readme, but still couldn’t figure it out.. could someone show me how it’s done? That way I’m not just waiting for a release package.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Because I’m having trouble compiling the latest commit, could someone test alternate speed toggle? Instead of unthrottle key? That’s what they told me here it might just resolve the problem. Also when dumping video, is the frame rate smooth? As in doesn’t have the slow down or speed up? I’m kinda new to this.[/url]
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Nice! So PSP games will be accepted once a new release of libtas comes out?
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Thanks for testing! I’m sure you will eventually figure it out.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
feos wrote:
So why won't you actually go ahead and try it?
I will once a stand alone player is made. [edit] ppssppsdl pretty much is a standalone player. I’ll test it this afternoon. But I do need some help building the latest build.. I’ve just had trouble compiling..
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
I misspoken with DOS won't run. I really just meant at the time save states won't work. We don't know whether ppsspp standalone will work until its tested. Simply put, my wording was pretty bad. And I'm sorry if I wasn't clear. I actually made a request on ppsspp github for a standalone player to benefit libtas.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Yeah, me too. But sadly tas tools were abandoned a few years ago because of complications of implementing them. At this point, most of the issues with ppsspp are platform specific. Every time I go there, platform specific issues are the first thing I see. Are you also against ppsspp being ported to bizhawk? It wouldn’t make much difference using libtas. Think of libtas like bizhawk in a way.
Experienced Forum User
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Ppsspp now works in libtas using keylies fork. In ppsspp.ini, make sure enforcesinglethreaded is enabled and rendering is 0 and in libtas that time tracking has gettimeofday set to prevent a softlock. Unfortunately, that rendering 0 requirement cuts down capability.. Games that work: Star wars battlefront Ratchet and clank Wipeout pure Games that dont work: Midnight club Grand theft auto Pspkvm That's what I have so far.
1 2
13 14 15
21 22