Posts for JosJuice


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JosJuice
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McBobX wrote:
My question is: Is there any 32-bit version of Dolphin that TASVideos can support?
None of the versions that TASVideos currently supports are 32-bit compatible, and I see no reason for them to start accepting older versions again in the future. So the answer is no.
McBobX wrote:
If not, then is there anyway to build a 32-bit copy of the current versions of Dolphin (for everyone who have the same case as me)?
I know it's possible to make 32-bit builds for non-Windows OSes if you do it on your own, but I'm not really sure how it works in Windows. If there isn't a simple way to do it, it should at least be possible with some hacking. But be warned: No matter how you compile it, there will be no JIT, so games will be incredibly slow. (To give a rough estimate, it might be a hundred times slower than normal!) And I'm not sure if you'll be able to sync TASes made using JIT. If you want a useable version of Dolphin that you can submit to this site with, you have no other choice than installing a 64-bit operating system. (If you don't want to format your whole hard drive, it is possible to dual boot Linux.) EDIT: Oh, 4.0.2 is just deprecated, not forbidden? I wouldn't recommend using it, but... eh. Maybe.
JosJuice
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You're speeding up the audio in a way that preserves the pitch. You need a way that doesn't preserve the pitch. I've never used Sony Vegas, but to use Audacity as an example, Effect > Change Tempo will preserve the pitch and Effect > Change Speed won't preserve it.
JosJuice
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What's probably simpler is speeding up the audio by 50% (without pitch preservation). What did you mean by voices being "smashed" when you tried speeding the audio up in Sony Vegas?
JosJuice
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Dimon12321 wrote:
I have dumped frames and audio, but audio appeared to be slowed down. Video's length is 15:32 and audio's is 23:19. If I speed up the audio using Sony Vegas Pro 13 (for example), all the voices in audio will be smashed. How to fix it? I don't face this problem when dumping Wii games. Emulator: Dolphin 4.0-9390. Game: TMNT Mutant Melee (GC)
Dolphin writes the sample rate 32 KHz to the WAV file's header even if the game actually uses 48 KHz. It sounds like that's what happening here. See if there's some way for you to force 48 KHz when loading the audio. (This isn't a GC vs Wii thing, it's just something that happens with certain games.)
JosJuice
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Oh, it seems like the stop function does graceful handling of Wii shutdowns before saving the movie... That's not nice. I don't know if it's the reason for your problem, though. You can save a copy of the movie without stopping emulation by using Movie > Export Recording..., but there's no way to actually stop recording without stopping emulation as far as I know.
JosJuice
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Yeah, it's a good habit to disable Wiimotes when they aren't supposed to be used (when it comes to TASes). The Muramasa submission should preferably say that Wiimote 1 needs to be connected.
JosJuice
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Hmm... I don't know why I didn't think of this before, but try enabling an emulated Wiimote along with the GameCube controller.
JosJuice
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I gave it a try now, and I'm also getting constant disk changes. I had to run the DTM with a different game since I don't have Muramasa, but that shouldn't make any difference on whether there are disk changes. (I'm not getting the "Change the disc to " message, but that's because having an empty s_discChange string in this line of code will make Dolphin think any directory that's set as a path for the game list is the disc image it's looking for. Instead, I got "Invalid file" errors later when Dolphin tried to open one of my directories as a disc image. I'm assuming you got the "Change the disc to " message because you hadn't set any path to scan for games in. ) EDIT: If you want to force Dolphin to ignore disc change commands in DTMs, replace "s_padState.disc" in this line with "false": https://github.com/dolphin-emu/dolphin/blob/342c053bf5fbd6775822467b48b548b9e458e2a5/Source/Core/Core/Movie.cpp#L1253 Batch editing the DTM should also be possible, but I'm not aware of any particular tool you can use for it.
JosJuice
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thecoreyburton wrote:
Hetfield90 wrote:
No, this is news to me. I never saw any "change disc" messages while making or encoding the run, nor do I even know how to add those commands to the DTM file.
I asked and got that reply from the author. Perhaps there was a change to the DTM format at a certain revision and those bytes no longer are used for change disc but are used for something else instead? I'm looking in to it now but this is definitely not my area of expertise.
There haven't been any changes like that as far as I know (at least not in the last two years or so). You're using the same version of Dolphin as the author anyway, right?
JosJuice
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thecoreyburton wrote:
I had a bit of play around after reading your message and for it to work properly both files need to be in the Dolphin library (they can't be opened manually) otherwise the error still persists.
I think the first file doesn't need to be in Dolphin's game list, but yeah, the second one has to.
thecoreyburton wrote:
In the original DTM there's no second disk ISO listed, so leaving that as is causes an "invalid file" pop-up. If I use the one I modified in hex and list the second ISO as a separate file, it works without any issue though as you noted - it definitely don't sync. It just flashes between the Wii's warning's and a "please insert disk" message (as console output, not a Dolphin error).
That makes sense.
thecoreyburton wrote:
It definitely syncs up for the author, as there's been a temporary encode done for viewing while it's still a submission. I might put a comment in the submission thread and ask about the disc change commands now that I don't think it's just a misconfigured setting on my end.
Please do.
JosJuice
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That's strange. Seems like the DTM contains repeated commands to change the disc... I wonder how those ended up there? Does the DTM sync correctly for the author when played back from the start? Making a copy of the ISO using the same name as the second ISO string in the DTM will you get past the errors and pausing, but if the disc change commands weren't there when the author created the DTM, there will be a desync regardless of whether you get past the pausing and errors.
JosJuice
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The desync problem that I mentioned a while ago should be fixed as of 5.0-1223. There are still other desync problems, though!
Post subject: Re: [WIP] Trauma Center Second Opinion
JosJuice
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Thurler wrote:
I'm using dolphin's latest release that is available on their main page, should be whatever 5.0 they're distributing as of this post's creation time. I did some research on recommended settings for emulation while TASing, so I'll just post here the settings I found to be relevant to change, if there's anything off please tell me so that I can correct it for the future of this project. :p
    Disable Dual Core Disable Idle Skipping Emulator Engine: JIT Recompiler DSP Emulator Engine: LLE Interpreter Video Backend: OpenGL Resolution: Native
I'd recommend switching away from LLE interpreter if you can, because it's a lot slower for no real benefit. Keeping it probably won't lead to any problems other than lowered performance, though.
JosJuice
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The way the Wind Waker TAS did it was to create a high-level replacement for GBAs instead of actually emulating GBAs. That kind of approach requires game-specific code to be added to Dolphin. It should be possible to do the same thing for this game, but you need to find someone who's willing to write that code. Keep in mind that this method can be problematic when it comes to verification of TASes, since it might be possible to cheat on the GBA side if the high-level replacement doesn't act identically to the original GBA software. I'm not sure if a decision has been made yet on whether submissions to this site are allowed to use the method. The Wind Waker thread has more information about the potential problems. It's not impossible that there will be a proper solution that works for all games at some point in the future, but there's no timeframe for when that will happen.
JosJuice
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DwainiumB wrote:
I'm not sure how to change the video quality for dumping on Dolphin, On 4.0 the quality was okay on native but 5.0 is a different story.
It's not possible to adjust the quality of the lossy format in 5.0, but it is possible to change the a lossless format using a setting in the Advanced tab of the video configuration.
JosJuice
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AngerFist wrote:
TheMG2 wrote:
Unfortunately it seems that there is an issue with 5.0 where the disc state isn't saved properly with savestates. Doors will instantly load if you savestate/loadstate during them, which leads to desyncs.
Perhaps he should send Fog a pm and see if he could resolve it. There might still be a fair shot at fixing it.
I've already discussed this a bit with Fog in the Dolphin IRC. JMC can reproduce the problem, but we don't know why it's happening or what can be done about it.
JosJuice
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G37NEO wrote:
Ah ok, now i think i know what you mean. I thought you have to upload the cutted TAS to YouTube. Well i will try to figure out how to get an input file.
It's good to upload a video of the TAS to YouTube (because it will make your TAS easier to watch without having to wait for a proper submission encode), but it's not required. Making an input file is always required. If you need to cut a video of the TAS, you are probably doing something wrong. If you have an input file, you can record a video file without cutting anything (unless you need to do it to avoid Dolphin desyncing often, which isn't unheard of). To start making an input file, use Emulation > Start Recording Input in Dolphin.
JosJuice
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G37NEO wrote:
No, i meant the Video quality. In SDA for example you must have a good Quality
TASVideos isn't like SDA. You need to send in an input file, not a video file, so the video quality isn't important.
JosJuice
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G37NEO wrote:
@TASSeditor: I will change the Video File to your Format. Just asking about the Quality. @arandomgameTASer: What do you mean ?
Every TAS must be submitted as an input file, not a video file. It's impossible to convert a video file to an input file. (In Dolphin's case, the input file format is called DTM.) What you sent us is not a TAS. If you want to know how good your TAS gameplay quality is, you need to show a TAS.
JosJuice
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fsvgm777 wrote:
By the way, Idle Skipping was left enabled. That may cause desyncs.
The consensus among Dolphin developers is that it won't cause any desyncs as long as you're not using dual core: https://github.com/dolphin-emu/dolphin/pull/3806
JosJuice
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FitterSpace wrote:
I remember someone posting about that on the Dolphin development topic. From that moment on, i always play the .dtm file before loading a savestate from the movie. If i understand the bug properly, that should prevent it from happening, right?
That's correct.
JosJuice
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Unknown394 wrote:
how do I enable autofire? It takes too long to do it manually with frame advance
Right-click on the button's checkbox in the TAS input window.
JosJuice
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Hetfield90 wrote:
Is there a way to alter the .dtm so it doesn't automatically change to LLE upon playing it to see if it at least still syncs on HLE?
Yes. Use a hex editor to change the byte at 0x8D to 1, then Dolphin will force HLE instead of LLE.
JosJuice
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admiralpete wrote:
Sorry to revive an old thread, but what do I need to do with ffmpeg to achieve a dump with the FFV1 Codec on Windows?
Go to Graphics > Advanced and enable "Frame Dumps use FFV1". After that, you just have to turn on Dump Frames as usual.
JosJuice
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To make Dolphin run at an unlimited speed, go to the first tab of the general configuration and change Speed Limit to Unlimited (or change Framelimit to Off if you're using an old version of Dolphin). Or did you mean autofiring buttons? If so, I think you're supposed to right-click on the relevant button in the TAS input window.
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