This needs a lot of help from some tas tools developer, but Ill just add a couple of things here.
1. I cant figure out what the hell is going on. I had a hard time even getting VR missions (dunno what integral is) to respond to my analog sticks
2. X and Y are kind of backwards in tastudio
3. the disc select input is -1 until you open the disc select dialog. This must be my fault. I dont know why I would have done this, but it sounds like a bug to me. It should be defaulting to disc 1 inserted (disc 0 should be none). Also it seems like we should have a lid open/close button showing up in tastudio
Okay so looked at disc switching more.
Am I right in saying cue loading only works when BizHawk detects the discs as verified good in the bottom left corner (the green tick), right?
Reason I say this is because my cue files that show a tick when loaded via m3u work but ones that are not verified as good dump fail to load with this: http://i.imgur.com/HGYo8gt.png
Location: Norrköping, Sweden
First of all, thank you very much for the PSX core!
Although it works great for some games I have tried, I can't seem to open other PSX ROMs. Some PSX ROMs I have have file extension .img.ecm rather than .img. When this happens and I try to open the ROM through the .ccd file, I get an error that the .img file is missing.
So I tried changing the extension from .img.ecm to just .img so Bizhawk would find the .img file, but now I get an error that the IMG file length is not a multiple of 2352.
I have been able to play these ROMs in other emulators, for example ePSXe, so the ROMs do work (and I didn't need to rename anything for this emulator).
An example of a ROM where I have this problem is
Star Ocean - The Second Story [NTSC-U] [Disc1of2] [SCUS-94421]. This ROM came with a .ccd file, a .img.ecm file, and a .sub file.
Is it simply that some games are not yet supported by the new PSX core?
Experienced Forum User, Published Author, Senior Judge, Senior Publisher
You should unecm them, they are archives. Google unecm.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
If TASing is meta-play, TASVideos Movie Rules are meta-meta-play!
Are there plans to implement Multitap support for SNES games? Specifically, I'd like to be able to do a 3 player TAS for Secret of Mana where the multitap is not only used to have 3 players, but also the physical switch on the multitap can deactivate the 3rd controller during cutscenes, leaving the other 2 controllers to move around during them. Unless that were implemented, I'd have to use SNES9x for the multitap functionality, although I'm not sure TASes for it can correctly use the multitap's switch to deactivate the 3rd controller.
Pokota: Where do you suggest we document it as a feature? We don't have much organized 'documentation'.
StingerPA: I don't see anything in the bsnes code for the physical switch, so I'm not sure what it does and it doesn't seem like we have support for it. Besides that, bizhawk's story for supporting multiple peripheral configurations is terrible right now. Nobody is chomping at the bit to do it.
Basically what the switch does is alternate the multitap from 2 player functionality to 4 or 5 players, based on the number of slots on the multitap. Switching it from 4+ to 2 while the 3rd controller is active is what leads to the games odd behavior with disconnecting the 3rd controller in Secret of Mana. It's something we do regularly in RTA runs with deactivating the multitap probably 10 times or so during the course of the full game run. I wouldn't really feel comfortable making a SoM full game TAS if it were less capable than what humans are able to do during an RTA run.