Joined: 10/18/2011
Posts: 64
I'm currently toying with the idea of starting and ultimately failing to create a God of War TAS and immediately ran into an issue with trying to display things on the screen. It would seem that readdword ignores the CPU string passed to it. I've created an issue here - https://github.com/xTVaser/pcsx2-rr/issues/2 However, this seems like a rather obvious issue that would have presented itself immediately to anybody the first time they tried doing anything involving reading memory with LUA. Can anybody here see any obvious issues with what I'm trying to do before I waste more of their time trying to troubleshoot it? I do plan to (eventually) get the source compiling so I can work on these things myself but my first attempt at that wasn't very productive. Finally, once that issue is sorted out, does anybody know any handy LUA commands to convert bytes that make up a dword into a float? By which I mean that I don't want (int)589033298 as shown in the screenshot there, I want the float value that 0x231bef52 represents (...which is the wrong value in the first place, because I'm reading from the wrong memory) Anyway, I suppose I'm mostly just looking for moral support in these difficult times. I get the impression that even if I get all of this working, nobody has enough faith in PCSX2-RR for it to produce a syncing TAS anyway, but at the very least I'd like to create a few TAS-showcases of shorter gameplay. As an aside, several glitches/skips in God of War rely on load timing. Does anybody know if that's system-accurate in the emulator, and with a disc-based game, is it even feasibly possible to recreate accurate loading delays caused by seeking between different areas of data on the disc?
Joined: 10/18/2011
Posts: 64
Completely unrelated thought, but I believe there are also some shenanigans to be had by opening/closing the disc tray. Are TASes allowed to take advantage of those sorts of things, and do emulators even allow it / handle it accurately?
Joined: 10/18/2011
Posts: 64
And rather than spam the forums, I'll ask another unrelated question here. Once I've got a movie started and watch it, to see it up to its end, how do I once again start recording from that point? It would seem that the only option is to record a new movie or start adding KeyInputs individually instead of it being back in Record mode.
Joined: 10/18/2011
Posts: 64
And to continue with the spam, does any functionality exist to hook certain instructions and dump something to the console? Right now I can set breakpoints and tell when a checkpoint is triggered or a new data file is set to load, but I don't necessarily want it to actually break execution every time while I'm testing stuff.
DwainiumB
He/Him
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Joined: 2/2/2013
Posts: 316
Location: Where the world can see me.
Wulf2k wrote:
And rather than spam the forums, I'll ask another unrelated question here. Once I've got a movie started and watch it, to see it up to its end, how do I once again start recording from that point? It would seem that the only option is to record a new movie or start adding KeyInputs individually instead of it being back in Record mode.
Savestate just before the movie ends, turn read only mode off, load the same savestate. (That's what I do.)
Perception is the greatest deception. nitrogenesis: 04:43:04: but TAS is life nitrogenesis: 04:43:23: TAS everyday MKWii TAS Discord: https://discord.gg/z5bu44H MKWii TAS Records: https://goo.gl/ZrGKgt Currently Trying to TAS: On Hold: The Incredibles (GC) The Incredibles: Rise Of The Underminer (GC) Future: (GC) Egg Mania: Eggstreme Madness (Wii) The Adventures of Tintin: The Secret of The Unicorn Mario Kart Wii 32 Track GP
Joined: 10/18/2011
Posts: 64
As a heads up to anybody interested, reading from the wrong CPU was confirmed as a bug and has apparently been fixed in the source.