Post subject: Saved File
Joined: 5/20/2016
Posts: 8
wow, thank you so much samsara! but can you tell me how to avoid corrupting my own files? anyways thanks for all your help, now i can finally continue on working at my tastudio project. <3
Experienced player (994)
Joined: 1/9/2011
Posts: 227
I was excited for BizHawk 1.11.6 hoping that all the bugs were fixed in TAStudio, but it's made TASing nearly impossible for me. The scariest issue I've had with it is that if I save the game while the Seeking... status bar is going then it throws up a huge I/O error and sometimes something about it not being thread safe. It says that it can't read beyond certain value and a giant red X replaces the TAStudio screen (but the file will still save, but with problems -->) Sometimes it will clear random frames of input from my save file, so I'll get a surprise de-sync and have to figure out which input is missing. So one might think, "Just don't save while it's Seeking, dummy." This would be fine, but a new feature in 1.11.6 keeps my status as Seeking almost all the time, and I can't figure out how to turn it off. If I pause the game and go back to change an input, then TAStudio marks where it last left off with a little arrow in the far left column. TAStudio will be in Seeking status until the game progress back to that arrow, and the part that also truly throws off my rhythm is that it will pause the game once it hits that arrow. Is there a way to stop that marker arrow from being created? I had deleted my previous version of BizHawk, and I can't seem to find a way to download and re-install any of the older versions in order to try and work around this quirk.
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Try contacting feos; he seems to know how to fix some bugs that were posted before. He posted a version of BizHawk here.
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Neat. I didn't even know that thread existed. Thanks!
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Read the OP now. The link above is outdated.
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.
Experienced player (994)
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Posts: 227
Yay!! All of my hidden columns actually stay hidden when I re-open TAStudio :D
WarHippy wrote:
If I pause the game and go back to change an input, then TAStudio marks where it last left off with a little arrow... and the part that truly throws off my rhythm is that it will pause the game once it hits that arrow. Is there a way to stop that marker arrow from being created?
This is still something that I don't know how to deal with. Any way to turn this feature off?
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WarHippy wrote:
Yay!! All of my hidden columns actually stay hidden when I re-open TAStudio :D
Yea, I am glad it's back to working order now.
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WarHippy wrote:
If I pause the game and go back to change an input, then TAStudio marks where it last left off with a little arrow... and the part that truly throws off my rhythm is that it will pause the game once it hits that arrow. Is there a way to stop that marker arrow from being created?
How would you even optimize if it never pauses at the last position? How to compare the outcome without this ability to return to the same exact frame?
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.
Experienced player (994)
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feos wrote:
WarHippy wrote:
If I pause the game and go back to change an input, then TAStudio marks where it last left off with a little arrow... and the part that truly throws off my rhythm is that it will pause the game once it hits that arrow. Is there a way to stop that marker arrow from being created?
How would you even optimize if it never pauses at the last position? How to compare the outcome without this ability to return to the same exact frame?
Pausing and unpausing playback with the middle click on the scroll wheel has been perfect for me and has been fully ingrained into my actions. After every time I go back and change something I usually click the scroll wheel to try and pause the game again at roughly the same time the game auto-pauses which then causes the game to unpause and just keep going. There are also plenty of times when I go back to change something and the effects of it won't be known until well after the game auto-pauses, so I have to reach back and unpause the game every time for those situations. It's a burden to the point that I would just go back to 1.11.4 where that "feature" is not present.
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I don't fully understand. The autopause feature has been there forever.
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.
Editor, Skilled player (1505)
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feos wrote:
WarHippy wrote:
If I pause the game and go back to change an input, then TAStudio marks where it last left off with a little arrow... and the part that truly throws off my rhythm is that it will pause the game once it hits that arrow. Is there a way to stop that marker arrow from being created?
How would you even optimize if it never pauses at the last position? How to compare the outcome without this ability to return to the same exact frame?
It should always pause at the green arrow if auto-restore is enabled. If it isn't enabled it only should do nothing, meaning if it was paused keep it paused, if it was unpaused keep it unpaused and don't stop at the green arrow. TAS Editor has a a manual restore to last position, which is what TAStudio currently does with the unpausing. Also another request: Can the "keep paused" until mouse button released be removed? I know there was and argument that this boosts the rerecords, but usability should be favoured.
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The way taseditor does it is this: if the green arrow is in greenzone, it won't pause there, otherwise it will. That way AnS worked around my problems by adding some real logic: if I'm editing, I need it to stop at the last frame after each edit, so that I could evaluate the outcome; and if I'm just watching, to evaluate the fashion, it won't pause there to not break the real-time pace. I haven't specifically tested, but I'm pretty sure you can't tell taseditor to stop pausing on an ungreenzoned green arrow, either with autorestore on or off. Autorestore means it will just autorun to there. Pausing there isn't optional.
TASeditor wrote:
Also another request: Can the "keep paused" until mouse button released be removed? I know there was and argument that this boosts the rerecords, but usability should be favoured.
Describe the situation.
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.
Editor, Skilled player (1505)
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feos wrote:
The way taseditor does it is this: if the green arrow is in greenzone, it won't pause there, otherwise it will. That way AnS worked around my problems by adding some real logic: if I'm editing, I need it to stop at the last frame after each edit, so that I could evaluate the outcome; and if I'm just watching, to evaluate the fashion, it won't pause there to not break the real-time pace.
This is what TAS Editor only does with middle-mouse, but not with pause button or hotkey. TAStudio does it with all three of them.
I haven't specifically tested, but I'm pretty sure you can't tell taseditor to stop pausing on an ungreenzoned green arrow, either with autorestore on or off. Autorestore means it will just autorun to there. Pausing there isn't optional.
It only pause with middle-mouse button (and auto-restore, manual restore).
feos wrote:
TASeditor wrote:
Also another request: Can the "keep paused" until mouse button released be removed? I know there was and argument that this boosts the rerecords, but usability should be favoured.
Describe the situation.
It is just annoying that for every input change I need to release the button in order to fire auto-restore (e.g. holding A for different jump height).
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Post subject: TAStudio Auto-Pause
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http://imgur.com/gallery/c4AyMwi/new This is a more clear showing of what I mean. I pause the game > change an input > and a green arrow shows up next to where the game last left off. I then un-pause the game and it only runs right up to the green arrow and automatically pauses itself. It only started doing this in 1.11.6 and on.
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You have autorestore off?
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.
Experienced player (994)
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Posts: 227
Yes. I'm also having issues with the auto-save feature. Since there's no way to turn it off, I've set it to the maximum allowed time which is 1410064 seconds (just over 16 days), but it still saves the game every 2 minutes. Edit - I've reduced the time down to just 5 day intervals and it seems to be working properly now.
Joined: 5/20/2016
Posts: 8
It happened again... here is the file and if you are able to fix it pls tell me how. https://www.dropbox.com/s/6xpxpsc5zy26lgj/firstg.tasproj?dl=0 ty Patiga
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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.
Post subject: skipped post
Joined: 5/20/2016
Posts: 8
sry for skipping your post feos, is saw samsaras and it just was so easy and then i didn´t try to understand your post because i already had my saved file (sorry for that). Now you reminded me of you post i tried it out and it actually worked! thanks Patiga
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Use this interim build that has many bugs fixed. https://www.dropbox.com/s/3p2agitqff88qrd/BizHawk.zip?dl=0
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.
JorWat25
He/Him
Player (18)
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I'm not sure how, but the formatting of TAStudio has messed up for me. I can no longer see the branches. I suspect it's got something to do with the fact I was using an external monitor of a different resolution to my main screen, but I can't seem to get it back now. EDIT: Restarting my computer fixed the problem. But I am still curious as to what happened...
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Not sure if I reported either of these already since I deleted the puushes to make room for others, but using the latest build I get this error which crashes BizHawk consistently every 5-10 minutes or so. It happens regardless of what I'm doing as long as TAStudio is open, whether it's loading branches, doing anything else related to TASing, or just playing the game in real time without loading any states or branches. This error, which crashes BizHawk and deletes all branches and savestates, seemed to be related to loading branches at certain points in the game. It happened 3 or 4 times around frame 203000 in this project for Front Mission Series: Gun Hazard, but hasn't occurred since I got past that part.
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Minor bug, but when a marker is deleted by control z/undo, can redo please readd the marker? Sometimes I accidentally press undo more than needed, and this gets rid of frame markers.
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I made some important changes to autosave. Please test the new interim (in the OP) extensively while I'm doing other stuff. https://github.com/TASVideos/BizHawk/commit/559eacf95a03c6a66528c976aa1fa4a723700b99
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.
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That interim is this dropbox link right? https://www.dropbox.com/s/3p2agitqff88qrd/BizHawk.zip?dl=0 Using BizHawk 1.11.6 to make a project, then dragging it to that version have this.