Posts for JMC47


Experienced Forum User
Joined: 5/8/2014
Posts: 125
Wow. I never really thought you could beat this game that fast. What was that glitch you used on the Gargamel rap? That was incredible.
Experienced Forum User
Joined: 5/8/2014
Posts: 125
5.0 won't even work. You need th latest development builds to fix it.
Experienced Forum User
Joined: 5/8/2014
Posts: 125
The bugged screen and bugged sound thing has been fixed. We were initializing HLE audio improperly.
Experienced Forum User
Joined: 5/8/2014
Posts: 125
If you want actual technical details you'd have to ask marcan. He's explained it several times.
Experienced Forum User
Joined: 5/8/2014
Posts: 125
A lot of weird edgecases and memory bugs on the Wii.
Post subject: Possible Lead on Desyncs
Experienced Forum User
Joined: 5/8/2014
Posts: 125
It was brought to my attention that savestates definitely can cause desyncs. Issue 9561 exposed that the behavior of a stage loading can change if loading from a savestate. I'm not too technically minded in Dolphin, but if it can cause a huge difference like that, then it may explain why some users are running into desyncs. I've done a lot of work in Netplay, which uses a lot of the same features and determinism as TASing. The one difference that I know of in netplay is that we cannot use savestates during a netplay session. In 190 hours of testing in preparation of 5.0, I had zero desyncs that were not caused by my negligence. Hell, I even managed to do a disc swap without desyncing! Anyway, I don't have the means to fix the bug but I feel like it needs to be documented permanently somewhere. This bug is going to get fixed someday, and with it, one of our leads to fixing desyncs in Dolphin could be gone too.
Experienced Forum User
Joined: 5/8/2014
Posts: 125
I don't know of any bug like that. Can you make sure you have a good dump of the game?
Experienced Forum User
Joined: 5/8/2014
Posts: 125
Turn off dualcore should be the first thing you do whenever Dolphin crashes randomly.
Experienced Forum User
Joined: 5/8/2014
Posts: 125
It happens in < 60 FPS games.
Experienced Forum User
Joined: 5/8/2014
Posts: 125
I had the same issues Fog. The only way make it work is to use RealXFB, which obviously isn't that great of a solution.
Experienced Forum User
Joined: 5/8/2014
Posts: 125
Take as long as you need; I know doing work on a lot of bugs can be absolutely daunting. I honestly don't have the expertise to do much with TASing to even help out or I'd be jumping in too. 5371 to 5875 is only a couple a steps, so, I'm hopeful it won't take too much longer!
Experienced Forum User
Joined: 5/8/2014
Posts: 125
This sounds like a job for JosJuice to look into. Usually when this happens, something particular has to be triggered. Did you change a disc? Insert an SD card in Dolphin? Anything weird at the point where it displays this message that we haven't properly diagnosed?
Experienced Forum User
Joined: 5/8/2014
Posts: 125
It should. If it is that's very good.
Experienced Forum User
Joined: 5/8/2014
Posts: 125
I'm using Vegas Pro 13 as well; just make sure the xvid codec is installed. For some reason, if you don't use RealXFB and end up in a non-60 FPS game, the encode gets buggy. I've tried asking someone to fix this, but, no one has really looked into it and I'm not sure what's wrong. Apparently a lot of things don't react well to the blank frames.
Experienced Forum User
Joined: 5/8/2014
Posts: 125
Anything fixed before the previous release is purged from the Wiki anyway.
Experienced Forum User
Joined: 5/8/2014
Posts: 125
Frame Advance Fix in progress. https://github.com/dolphin-emu/dolphin/pull/3794
Experienced Forum User
Joined: 5/8/2014
Posts: 125
This isn't a bug. The games actually disconnect the Wiimotes on real hardware. The bug is that Dolphin can't handle this for TASing.
Experienced Forum User
Joined: 5/8/2014
Posts: 125
ES_Launches seem to break savestates, so I wouldn't be surprised if it breaks TASing altogether.
Experienced Forum User
Joined: 5/8/2014
Posts: 125
I dunno, the slow loading times are part of the package. If that makes it not entertaining enough, then that's just the game being itself.
Experienced Forum User
Joined: 5/8/2014
Posts: 125
I disagree with this rejection. AS one of the few people who have played this game, this run is a fucking masterpiece, deserves moon, top TAS of the year, and perhaps an entire page dedicated to the strategies presented. Or at least belongs in vault. One or the other. I mean, are we really going to say a game in which you can drink and smoke and still play well is a sport now? We are? Damn.
Post subject: Huge timing improvements for Dolphin
Experienced Forum User
Joined: 5/8/2014
Posts: 125
It's frustrating when a game doesn't work as it does on console, especially when the difference is something like an in-game timer. With PR3601 now merged, timings in many games will be improved. Metroid Prime 1/2/3 FMVs will no longer lag on transitions, Pokemon Puzzle League, Majora's Mask vC(if you have a save; still can't create a save there), Ocarina of Time VC, Super Smash Bros. VC, Ed, Edd, Eddy GC, and many other titles will now work better in Dolphin. This should open up the possibilities of a Pokemon Puzzle League TAS if people want to use Dolphin for it as was suggested before.
Experienced Forum User
Joined: 5/8/2014
Posts: 125
If you guys are having problems with savestates having desyncs, we're relying on you to report it so it can be fixed! If it only takes minutes (which, isn't TOO bad, but still kind of rough) a bisect shouldn't take more than an hour.
Experienced Forum User
Joined: 5/8/2014
Posts: 125
I think savestates are broken. I actually know they are, but, I didn't think they were broken midgame like this.
Experienced Forum User
Joined: 5/8/2014
Posts: 125
Yeah this is just a case of hopefully making it more accurate for next time someone wants to TAS the game, or do another category.
Experienced Forum User
Joined: 5/8/2014
Posts: 125
...Overflow jumps? Oh god.