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So... Lag counter should be saved within savestates? I only have to add "gzfreezel(&lagCounter);" in a couple of places, so if this behavior is fine for everyone, I'll do it for the next version.
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Hotkeys have been removed from the GPU plugin, you need to use PCSX-RR v0.0.5 to use them. TAB should be the default key for fast forward, but it also can be changed from the "Tools"->"Map Hotkeys" menu option.
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Ah, yes, I saw that before. I can't read japanese at all, so maybe I'm wrong, but it looks like those files are just some new definitions for emulator authors or something like that... :P
Yeah, I know. I'll take a look at other emulators later to see how they handle the "Start from SRAM" option.
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@Atma:
-Disc ID on the header sounds like a great idea.
-I don't think there is a source-code for Eternal SPU, but if you can find it I'll gladly take a look.
-There is a "pause at frame 0" workaround now... Pause the emulation in game ("Pause" key by default), and then start recording/replaying a movie with the corresponding hotkeys ("Ctrl+N/R" by default).
-The "none" controller should be easy to do, and useful for hex-editing stuff.
-Memory cards inside the movie files sound more useful than "start from savestate" option.
-I think reset recording is really useless for the PS. I can't think of any good use for them, it takes like 3 billions of minutes to reset. It would probably only be used to corrupt memory-cards saves, something I really hate in recent runs...
Also, most PS games let you press like 10 buttons at the same time and then they take you automatically to the title screen. :P
Thanks for this suggestions, I'll try to work on them after I can get proper avi recording, so it may take a while.
That was the first thing I said on the post with the v0.0.5 release. :P
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If your game desyncs at the first 30 seconds, maybe you should consider again if doing a TAS of a multiple-disks game is a good idea. :P
I said something about making multiple-disks movies in this post. And no, there are no tools to edit these movie files yet.
You can disable that behavior by unchecking the "Change XA speed, if it is played too fast" box; but I agree with everything else you said...
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My favorite is by far Super Bomberman 3 (also released as Mega Bomberman for the Genesis and Bomberman '94 for PCE, well, I think they're very similar anyway), but I don't mind using any of the others.
We already have nitsuja's TASes of the first 2 games, with very long submission texts, so maybe we should pick one of these two if there's some useful information in there.
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(EDIT: I'm really slow...)
I've created a wiki page with the configuration I use: Recommended PCSX Configuration for TASing.
AngerFist, I think all you need to change is on the CDR configuration. Just look at what I use for "Interface" and "Caching mode". Also, take a look at my memory cards, and you may want to use "No Sound 0.4" SPU plugin while TASing, but this is not required.
Eh, I was only using the PCSX internal stuff. :P
I can't barely understand anything on that page, but I think it's a bit too late now to change the order of the sticks, and it's not that important for our needs. Anyway, I think I should add a link to that page on my wiki, just in case someone else finds my documentation first...
Yeah, probably they're L3 and R3, but I haven't tested myself. There's currently no way to record a controller that is not connected; all I know is it would use 0 bytes on the controller data. Maybe someday in the future I might add this, but I think it's not very important.
By the way, I made a short (crappy) movie of Skullmonkeys while I was testing this version: YouTube video.
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v0.0.5 released. See the first post for changelog and other download links.
This version uses a new PXM movie file format, so you will need to convert your old movies to be able to use them with this version: download PXMconvert.
You will have to make new savestates after you convert them (because older savestates still contain the old movie format). Also, not all old movies will properly work with this version, read the changelog for more information.
There's a full description of the new format here: PXM file format description, for all of your hex-editing needs. This will be the final version of the format, I promise.
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That sounds a bit simple. Probably all of the bots will achieve the same AI level after a while.
On the other hand, fighting games sound great; I'd love to see some Mortal Kombat II bots fighting each other. :D
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Those scrolling beat 'em up like Teenage Mutant Ninja Turtles 2/3 for the NES should be kind of easy too, I think.
I'd love to see some multiplayer games played by different bots. I think it would be really entertaining if each one of us could code a different bot for any of the Bomberman games for the SNES and then make a multiplayer tournament or something to see which one is the best.
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FMVs don't get very well with the new frame-advance/pause/save-state/load-state system...
Read the v0.0.3 changelog and try to understand how the emulator works now to prevent desyncs. Unfortunately, it's impossible to do one of those actions while there's a FMV playing, so, you can only save/load/pause/frame-advance after/before a FMV has played.
The only way I can think you could do what you want, is hex-editing the file... Adding/removing 4 bytes each time, until you can't optimize it anymore.
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FBA requires specific rom names (like "pacman.zip") for each game. Also, it needs specific dumps of these roms (this means, not every version on the net will work).
FBA-RR uses the roms set of MAME v0.127, so... You know what to look for.
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I really like this idea, but I would like entertainment to be possible to modify too (for example, it'd be useful for those people who didn't see the bears humping on the Altered Beast TAS the first time they watched it).
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Well, I just tried the two English versions of Myst (PAL/European and NTSC/American) and they both present the same issue you described on the original post. I haven't found a workaround yet...
Regarding the pause/frame-advance not working properly (and all of its related bugs), that's because this game uses movies for almost everything. Pause and frame-advance wait until the next call to GPU_dmaChain(), but FMVs do never call that function, so PCSX have to wait until the movies end or something.
Anyway, it looks like we won't be able to TAS these games with PCSX, unless someone else fixes these bugs on the official emulator (which haven't been updated for ~5 years :P).
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That savestate crashes for me in read-only mode, read+write mode and even loading it without being replaying/recording a movie; so I guess the savestate is damaged somehow. Also, it doesn't give me any message when it crashes (and... It's a bad idea to load/save on CD-loading screens).
I know about the ESC thing on interpreter mode, but I don't know how to fix it, because I can't use the "#ifdef WIN32" things inside that block of code.
By the way, how did you load that savestate on interpreter mode? As far as I know, save/load states also don't work with it. :P
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You have to wait for the game to freeze before enabling this (I mean, enable it when the game is already locked).
Anyway, I'll try to get this game and see if it works for me. Also, there doesn't seem to be people reporting problems with this game on the PCSX forums.
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I don't have this game, but you could try some different things and see if any of them work:
-Change the SPU plugin (Eternal SPU 1.50 seems to have the higher compatibility here).
-Activate "SPU IRQ always enabled" on the CPU configuration.
-Activate "SIO IRQ always enabled" on the CPU configuration when the game freezes.
-Use subchannel reading on the CDR plugin (only if your game is from Europe or Japan).
-Enable "Interpreter CPU" on the CPU configuration.
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You could try this WIP version of spuPeopsDSound and see if it still desyncs. If it does, you'll need to upload your .pxm file somewhere so I can see why it goes out of sync with sound on.
Yeah, I've been thinking about these desyncs lately. It may be related to the stupid way I'm currently doing the file-writing stuff, so I'm going to rewrite all that code for the next version.
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Bad graphics?! Back then, when it first came out, it was by far the best looking game. The Paris map was astounding:
I guess it may seem boring if you've only played alone this game, but if you've ever played with a friend, this may be the most entertaining game on the PS. I can't count the times I've played the New York map with my friends.
Ah, I was finally able to do it only once; thanks. I didn't remember it was that hard to do...
The video in Antarctica was great, I loved the ending. :P
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This game would probably make the best TAS ever. The Thumper video was awesome.
I can't even make the freeze move in real time. :/ That's probably because I have a beta version or something (I lost my original disc some years ago). This will be the first game I'll try to TAS if we ever get a decent PS emulator...
I hope you can make more videos of TM2. I'd love to see a full test run too, even if it kind of sucks.