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Your Youtube video is audio-desynced. Well, yes vote ^^ ATATATATATATATATA WOTSCHA!
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So I had fun trying this out myself. Don't take it serious... http://www.youtube.com/watch?v=BntKHWbCYk8 (13.71) At some point among the submissions, people began to end the movie without a checkmate. This video should be the fastest checkmate for real, with Cheating™. Time was probably saved by skipping the intro sequence faster.
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Never gonna accept this TAS
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Very entertaining and hilarious.
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I can't watch Youtube, someone please explain it to me, thanks.
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So why does my linked reference do it then? Does it only work there since it's a brick and not a solid block?
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This is a plan for an improvement to the warpless TAS (in 2-1). According to this it should be possible... http://dehacked.2y.net/microstorage.php/info/1379619203/happylee3-smbwarpless.fm2 I haven't succeeded yet...
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So what I would be interested in is, does Youtube allow for 15 minutes or for 15:59 minutes? They allowed 10:59 before...
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Hmm... Obviously, there shouldn't be a dsm which was made with 0.9.6., using a reset. It shouldn't be possible due to the very problem we're discussing here. I talked to adelikat and he seems to approve your modified build for now, since the timing is the same as the official version and it only fixes the SRAM problem. I'm going to need to acquire both the binary and the source version of your modified build. Apparently, adelikat is also going to contact gocha about a potential 0.9.6+ version (which this modified build would derive into along with some more fixes). Thank you very much for taking your time discussing my problems with desmume. I appreciate it.
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He means that you are posting in an old thread and your post doesn't even contain anything useful. Now move on.
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zeromus wrote:
Yes, it should be the case. There should be no dsv created while recording or replaying a movie and any pre-existing dsv should be ignored. When you reset during a movie, youre still recording or replaying, and there will be no dsv still, and you will observe that isn't at 0%. If you stop the movie first, and then reset, then anything may happen, but I am not very much concerned about that. There is no bug right now during TASing in the hacked build, and to prove otherwise will require a dsm with a reset in it that exhibits an error in the completion %.
The problems I pointed out in my original post and in the last few posts refer to the emulator's behavior when in movie-recording mode. Yes, I was recording a movie so this should not be the case. So we're having a "Yes, it is" "No it isn't" argument here... We can go on like that, but that would be pointless, wouldn't it? I'm pretty sure that when the first time I wanted to include a reset, I was in recording mode. However, as this is increasingly confusing to me, chances are that you are correct. I stumbled into the 0% problem when I wanted to bypass the first problem by advancing a frame and a time and seeing if a reset results in a greater %. I will try running a dsm that uses a reset (if there is one) and I will then talk to adelikat and klmz about whether it is okay to use the hacked build.
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Of course. the public release of desmume 0.9.6 is broken in this respect. thats what I fixed in the hacked build!
But this should not be the case. The problem I stumbled upon with 0.9.6 first was that the completion percentage doesn't get updated when switching between savestates. The completion percentage actually raised throughout the run. NOW it is always 0%. Since the dsv isn't created, it says initialzing savedata. I tried redownloading now and I got the same problem. Then I copied the ROM into the new emulator folder and it created a dsv this time, for some reason. After the reset, it didn't say initializing savedata. However, it was still at 0%. Please differentiate between two problems here.
The original problem: Switching between savestates doesn't change the completion percentage. The new problem: The completion percentage always stays at 0%.)
I'm pretty sure that the official 0.9.6 build behaved correctly except for the fact that it didn't update the %. The reason why it is now always 0% is unknown to me and it confuses me greatly. Here is what can be done: -Maybe try to fix the 0% error, but I don't have any clue how. -Replay published runs on the hacked build to prove that timing is correct, then continue my movie on the hacked build (if that's okay with klmz, adelikat and others). -Wait for desmume 0.9.7 and redo the movie (which would be unfortunate).
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Unfortunately if this run is accepted it would set a precedent for obsoleting a very optimized (U)/(J) version with an unknown level of optimization on the (E) version.
I would like to again highlight that if this run manages to get accepted, I will start working on a more serious version. Also, DMTM contacted me saying he might have found a strategy change. He hasn't explained it further to me yet, though.
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Here is how things are right now: Your hacked build (0.9.6 + r3723) works accurately. The completion percentage is raised as I proceed through the game. When I load an old savestate, the percentage is lowered as I expect it to be. I continued on my movie and reset the game. Now when I play back my movie on Desmume 0.9.6 x86 NOSSE2, the game says "initializing save data" after the reset. The completion percentage is always 0%. I can try to redownload this version of desmume and see if that helps, but I'm busy with other things now.
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What about low% instead of swordless? There was some discussion and new discoveries a few months ago.
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Here is an alternative download link. http://npshare.de/files/4e3aa2a9/KSSU%20TAS.dsm What I'm expecting after the reset is that the completion percentage is at the point where it should be. When I play through Spring Breeze, I want the completion percentage to be at 9%. I want to use a reset at this point in the movie and go on. But the after resetting, the completion percentage is still at 0%. (Again, this is another problem. The original problem: Switching between savestates doesn't change the completion percentage. The new problem: The completion percentage always stays at 0%.)
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dsv was never supposed to be used or created while recording or replaying a movie
No, I thought it is supposed to when the save memory initializes or when the % raises. But it isn't created ever (which is related to the other problem I pointed out in my original post). http://dehacked.2y.net/microstorage.php/info/354021844/KSSU%20TAS.dsm 2696 - Kirby Super Star Ultra (U)(Xenophobia) Note that I didn't use the reset in this movie yet.
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What are you refering to? If you are refering to one of my comments on the new video, I explained it.
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Zeromus: My movie syncs on your new version. However, the problem with SRAM doesn't seem to be fixed on it. When I use reset, the completion percentage is always 0%. Desmume doesn't seem to create a new .dsv file upon starting a new game...
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I started my movie on the official 0.9.6 version. To clarify, the problem with using reset was only the faulty SRAM behavior (savestates don't update the completion percentage). I'm not sure if adding blank frames will help the matter and it would conflict with the problem klmz pointed out. I will try your new version tomorrow (and will update this post, I guess).
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It doesn't work on your version (0.9.6 + r3723) either. It desyncs at the menu of the game right away. The build I tried before at least got to frame ~2500 before it desynced.
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I just came around to testing if my movie file from the original version syncs with r3723. It does not sync! Is there no way to fix the problem with SRAM without affecting timing?
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I tried it now and the problem seems to be fixed. I can't spot any inaccuracies with the completion percentage when resetting the game. I have yet to see if I can continue my speedrun on this version of desmume, but I'll worry about it tomorrow. Thank you!