Post subject: TAS Input Saving
Active player (476)
Joined: 2/1/2014
Posts: 928
I thought it would be interesting if the TAS Input controller could save the position of the controller frame by frame. so when you reload a savestate, you could make slight adjustments per frame rather than having to memorize each position for each frame. I guess each emulator would just parse the data from save files maybe? then when it gets to new frame the TAS input could stay on position or press reset controller to reset the controllers position. I really hope this isnt already implemented and I have just spaced out on seeing it ) edit I realized NES/SNES have editors (ya?) that show frames and inputs. I was thinking more along the lines for 3d platforms.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4043
Isn't this what playing back an input movie in read-only mode does?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Skilled player (1651)
Joined: 7/25/2007
Posts: 299
Location: UK
Isn't that just the very definition of what a movie file is, saving the input you made? If you mean you're on frame 400, and you want to change something on frame 300, normally you'd lose those last 100 frames. So you're asking just to edit that 1 frame and not lose the rest which comes after? In which case, that's what hex editors are for.
Active player (476)
Joined: 2/1/2014
Posts: 928
I'm only talking about the TAS input plugin. So when you go back to make adjustments its still at left stick 71 up, 26 left on frame 300. Then frame 301, the plugin is at the old settings but has a button for you to switch to previous frames control or reset controller altogetber I understand the movie file saves the input but maybe I just haven't watched a playback with the input plugin up.. Hmm I might Have been a bit slow last night
THC98
He/Him
Experienced player (920)
Joined: 8/7/2012
Posts: 279
Location: Brazil
If you're talking about Dolphin, you can enable "Show Input Display" in Advanced tab of Graphics, so you can see the exact input for each frame while in read-only mode.
Youtube Channel | Twitch Channel • Finished projects: GC Sonic Adventure DX - Sonic | GC Sonic Adventure DX - Tails | GC Sonic Adventure 2: Battle - Hero Story | GC Sonic Heroes - Team Sonic • Current projects: GC Sonic Adventure 2: Battle - Dark Story - 1st WIP • Paused projects: GC Sonic Adventure DX - Knuckles - 1st WIP • Individual levels records: Sonic Adventure DX | Sonic Adventure 2: Battle • My Discord: Tales98#0408
Editor, Skilled player (1202)
Joined: 9/27/2008
Posts: 1085
I think what we're looking for is a way to modify the input stream without promptly discarding it on a load state or barring the user from any control in read-only. And the inconvenience of a hex editor means you need to reload the movie just to see if there's any sync, when modifying on the spot what you have in the emulator itself would much more quickly let you know what's happening, while serving as a guide where you're headed as you have the future input right there. Refer to TASEditor of FCEUX, the desired TAStudio of BizHawk, my MtEdit script, and maybe something else I'm forgetting. I'm not aware of anything like that for Dolphin (on the other hand, I'm not familiar with Dolphin).