Posts for JMC47


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Joined: 5/8/2014
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I wouldn't recommend Wii VC; as Dolphin has issues with it. GC N64 emulation works fine; so the Collector's Edition should be fine.
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It'd probably be worth it to make an action replay code or something that could possibly work?
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I tried, it didn't work. Energy Storage is probably useful for a TAS that wants to get the one cycle without Buster Unit (probably 19 seconds faster than not trying for it, assuming the TAS needs energy storage.) The out of bounds is weird. We have some special weapons (same crouching animation as jetskates) that have backward momentum, so maybe those would work? Only one of them we can get before Cardon Ruins, and it would cost more time to get than to do the Roll segment.
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TASing the N64 version isn't really realistic. I run the game on console, and the emulators just aren't up to snuff. The "lag" mentioned throughout this thread is actually frameskipping on console. For some reason, on emulator, it lags instead of frameskipping. This makes timing and testing stuff stupid, and a horrible comparison to console. There are a few things I was wondering if someone more experienced with TASing could help with. I discovered a few glitches that may be useful for a TAS of Legends of Mega Man 64. You can store a kick's "push" by pausing at times, and edit the properties of in-flight buster shots, as well as delay the energy stat from updating after you lower it. https://docs.google.com/document/d/18x1TfC2VcIbv5kR6HDPM8hBZGCwvRQn3zCQhR1QaNkM/edit One thing I can't figure out? How does the timer work? On N64, it seems to vary quite a bit, and through manual timing with livesplit and then comparing to the in-game timer, it seems inconsistent as well. Some load times seem to pause the timer, where as others don't. Also, the ram expansion for the N64 makes the game run much faster, and does affect the in-game timer and menu inputs.
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I'm not entirely sure what would cause desyncs between those builds... you'd have to narrow it down further if you can reproduce it consistently.
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Joined: 5/8/2014
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That sounds weird, like something is set to that would cause desyncs. Maybe RachelB would know of a setting that could do this?
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Are there strats that may be faster on some variants of the GameCube vs some variants of the Wii with the much faster drive?
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The formula is likely never going to be perfect, it's all estimations. It's going to be close most of the time, but, considering that the Wii/GC will load as fast as the drive will take it, we'll never have a perfect solution.
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I really don't know what else we can do to make load times more accurate. I'm sure some of the higher ups that understand how Dolphin works could come up with some explanations, but it shouldn't be significantly wrong any more. It varies per console, and we more or less lined up the general read speeds to be between a GameCube and a Wii for GC games. Being off significantly sounds like there's still more to it... but I have no idea what could be left.
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Is it the actual game doing that, or is Dolphin's input handling just bad. I'd totally believe either at this point.
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Do we know why it's ignoring an input? I wouldn't recommend using old versions like that, as the physics won't match console.
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Dolphin has problems with the Virtual Console version of Ocarina of Time and Majora's Mask. The former randomly hangs, and the latter hangs consistently at spots. The GameCube versions run perfectly from my experience; I've played through the first dungeon of Majora's Mask and the whole child section of Ocarina of Time.
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I think it'd actually be more legitimate to run it on Dolphin (and not because I affiliate with them!) With an N64 emulator, you're running a different emulator than the Virtual Console emulator. I'd be the same thing if you ran OoT on Wii64; the game is the same, but it's just using a third party emulator. With Dolphin, you'd be emulating either the Collector's Edition, Master Quest (which includes the non-master quest version too) or Virtual Console; all of which, assuming Dolphin properly emulates the games, would match up to the same experience you'd get on console. I wouldn't recommend the Virtual Console version though; the game seems to randomly hang due to unknown reasons. The N64 variants should be fine; but, in order to avoid extra lag, you may need to override Dolphin's emulated CPU clock rate until it matches up more with console lag.
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I wonder if something is broken in savestates... I honestly would believe it.
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Well, once the Pull Request is up and people can actually see the code; maybe someone can make a version for TASing. I more or less posted this to get some more testing in from people who would be pushing it much harder than I would as a casual player.
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This is an interesting change of pace. Higan was basically discontinued, and the GBA core was very, very immature/young. So, now another dev has taken over in trying to improve Dolphin and VBA. This should work 100% perfect for Wind Waker's tingle tuner under two conditions. 1: Wind Waker remains full speed. 2: VBA Runs full speed. The connection is currently asynchronous and probably not suitable for TASing; but savestates and stuff worked for me in a quick test. http://www.mediafire.com/download/ov3h62qd84sdnh8/Dolphin+VBA-M+GC-GBA+connect+async.zip #tinglegate edit: Also, if you want to distribute the build, please distribute it from this link for now. There should be a Pull Request coming soon.
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Again; that sounds like it's corrupting the state of the embedded frame buffer. That can cause hard crashes, feed the CPU bad data, etc. It totally makes sense for the graphics plugin to matter; a less/more accurate plugin may avoid some of the crashes, depending on what's causing it. Assuming it crashes on console in all cases, then we'd assume the better plugin/emulators would also crash.
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I noticed in one of the "crashes" that the embedded framebuffer (at least on the the Virtual Console version) got corrupted; and that can explain why graphics plugins matter for if it will crash or not.
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On actual GameCube/Wii, it depends on the game. Yes; there are still games that run slower on PAL50 than NTSC, and faster/same on PAL60 from what I know about Dolphin. You'd be surprised at how half assed some engines are; but it'll be a lot rarer than N64, which still did it commonly. Also, I just meant you assumed the emulator.
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I think this is moot because Dolphin runs NTSC games at a flat 60; and I'm guessing that it'd run PAL60 games at a flat 60. It really depends on the game at that point.
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I've been recording video footage for a few days on similar versions (4.0-5070 and a few others; updating as I go) and I'm not getting video and audio out of sync. I'm also not TASing though; just basic realtime DTMs played back with audio/video dumping on.
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It will automatically dump to "My Documents/Dolphin Emulator/Dumps/" If your path has some weird characters in it, it's possible it could fail due to Dolphin's stupidity.
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I think this may have re-emerged from Jasper's input rewrite; not sure exactly when this was merged though.
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If you ever want to talk about GBA <-> GCN linking; the Dolphin Developers have shown interest in fixing it. I'm not sure which side has broken stuff on it, but people working on both sides should make it much easier to fix up and make work in all scenarios.
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You can use a custom texture to work-around it. I'm not sure if I can find it any more, though.