Posts for RachelB


RachelB
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Joined: 12/3/2011
Posts: 1579
Link to video Up to sacred grove, complete with mostly synced audio!
RachelB
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Joined: 12/3/2011
Posts: 1579
CoolKirby wrote:
So once we start using that revision for TASing, someone could obsolete my TAS with a movie where a different RNG removes the need for wasting frames and the character moves a little faster?
He was making up examples of possible side effects that wouldn't be noticed.
RachelB
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Warepire wrote:
and all, but using an interpreter for wii/gc emulation is dumb.
He does not know how to fix it, so he disabled it in JIT, just that one opcode, he did not disable all of the JIT.[/quote]And that still seems pretty dumb :(
RachelB
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Yes, you can tas with debug mode.
CoolKirby wrote:
Also, the comments on the newest "master" branch revision say that the old master revisions were "broken" and they prefer this more accurate, "slower" revision. But isn't the new version rog just compiled accurate, or were those coders specifically talking about the emulation of the game it fixes?
The revision is a workaround to avoid fixing the actual problem, which only affects one game. Instead of fixing the JIT, Parlane decided to just switch to interpreter, which is more accurate, but 30x slower. Accuracy is nice and all, but using an interpreter for wii/gc emulation is dumb.
RachelB
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Miles wrote:
I think I more prefer the 600% increase I get when running Dolphin in Debug mode.
Goddamn, that's awesome.
RachelB
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30 fps
RachelB
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Experienced Forum User, Published Author, Player (127)
Joined: 12/3/2011
Posts: 1579
Link to video 15 frames faster than using midna.
RachelB
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Joined: 12/3/2011
Posts: 1579
While i think DarkKobold's initial comment was clearly a joke, and not intended to insult, i have to agree with warp on
Rather than saying something like "I didn't mean it like that" you end up saying "I feel sorry for you". If that's not belittling and demeaning, then I don't know what is. I really think you should revise your attitude. If you don't appreciate my opinions then just ignore them rather than making such public demeaning comments. (Or at the very least learn to express yourself more clearly.)
If you accidentally hurt someone, and they get upset by it, the appropriate thing to do is usually to apologize, and explain that you did not intend to. Insulting them for getting upset over a misunderstanding/accident is incredibly rude.
RachelB
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Joined: 12/3/2011
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New builds, using latest fifobusy branch, along with tas-input branch merged in. There's a few bug fixes here, and quick testing of performance (4 minutes of running my muramasa tas), it seems to be ~8% faster than the 470 build i posted a week ago. I did not include the updates to master, because of this revision, which would cause it to run a lot slower in certain cases, for no actual gain, except in the case of pokepark. Nothing else in master is interesting anyway. 64 bit - http://www.mediafire.com/?vmytf7ubnqk2kq0 32 bit - http://www.mediafire.com/?7njkat2nlu3m197 The last included revision is http://code.google.com/p/dolphin-emu/source/detail?r=05692b1e7e88d19d6045cc42464cc8ef11760c62&name=FifoBusy
RachelB
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Posts: 1579
CoolKirby wrote:
Or is it like it is with hex editing movie length, where if the file is extended, Dolphin still only plays back the original length of the movie?
It's not like that, and neither is movie length. Both frame count and VI count are stored in the header. You need to edit both, or it'll end when the lower count is reached.
RachelB
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Can't wait for a cutscene-less encode!
RachelB
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It starts at 0x2d in the header. The rerecord counter in dolphin is retarded though. If you load a save state with read only, it'll read the rerecord count from the save state's .dtm, so if you make a new save state while playing back, and start recording from that, the rerecord coujnt will be wrong. if you were to use one save state every so often to verify your movie syncs, you could easily end up with a rerecord count of 0.
RachelB
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Because it was recorded with idle skipping. You'll need to redo everything after the desync.
RachelB
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That will happen with any game, if you use a save file. Just make a .bat file to delete it whenever you play back from the start.
RachelB
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Idle skipping is definitely the problem them. Turn it off, and redo whatever doesn't sync.
RachelB
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So the DTM "can" be played back, but not every time you try, Idk if I should stop progress til this is fixed or what...
Sounds like dual core and/or idle skipping is enabled. Are they?
RachelB
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How much sharing around of Gamecube/Wii TAS files has there been so far?
Not much. And ThatGugaWhoPlay was unable to get my muramasa run to sync. It seems unlikely that timezones affect syncing, but it's not impossible that it does, and no one noticed it before.
RachelB
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Is the tingle turner usable in a TAS yet?
Nope.
RachelB
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Ah, i see what you mean. My bad, that could be it.
RachelB
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Yes, but if something was based on the system clock, then trying to play back a movie on the same computer would always desync, since the time would be different than what it was when the movie was recorded. Am i wrong?
RachelB
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If your computer's time mattered, it would never sync for anyone. My first guess is either dual core or idle skipping aren't disabled. Both of these can cause random desyncs that might not be immediately seen.
RachelB
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Slowking wrote:
Don't think that is what he meant. That would not make sense. We were not talking about if something works on a real N64. The GCN rom will allow you to use stick on B in mupen, just like all the other roms.
Just like every rom allows you to use gameshark codes to instantly win the game, too. And yes, ShadowWraith, this is why the other thread was locked, so it seems to me that this is probably not the best place to have this discussion.
RachelB
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The rom on the gc disk does not allow you to use stick on B, so no.
RachelB
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bkDJ wrote:
is the last one so far away that we can't reach it quickly even with, say, a diagonal-ish sidehop and jump slash?
Yes.
RachelB
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I believe that was fixed in the more-save-fixes branch. Don't use master builds.