Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
Ppsspp now works in libtas using keylies fork. In ppsspp.ini, make sure enforcesinglethreaded is enabled and rendering is 0 and in libtas that time tracking has gettimeofday set to prevent a softlock. Unfortunately, that rendering 0 requirement cuts down capability.. Games that work: Star wars battlefront Ratchet and clank Wipeout pure Games that dont work: Midnight club Grand theft auto Pspkvm That's what I have so far.
EZGames69
He/They
Publisher, Reviewer, Expert player (4469)
Joined: 5/29/2017
Posts: 2765
I would much rather have ppsspp have it's own stable TASing tools and avi dumping than to basically force it into linux and use an external device.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
Yeah, me too. But sadly tas tools were abandoned a few years ago because of complications of implementing them. At this point, most of the issues with ppsspp are platform specific. Every time I go there, platform specific issues are the first thing I see. Are you also against ppsspp being ported to bizhawk? It wouldn’t make much difference using libtas. Think of libtas like bizhawk in a way.
EZGames69
He/They
Publisher, Reviewer, Expert player (4469)
Joined: 5/29/2017
Posts: 2765
InfamousKnight wrote:
Are you also against ppsspp being ported to bizhawk? It wouldn’t make much difference using libtas. Think of libtas like bizhawk in a way.
No I'm not against that. And it makes much more sense to put it into bizhawk rather than libTAS.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Memory
She/Her
Site Admin, Skilled player (1558)
Joined: 3/20/2014
Posts: 1767
Location: Dumpster
There's nothing wrong with testing to find out if it works. Whether we should allow it is a different question but we're looking into running DOSBox in libTAS too so I don't think running emulators in libTAS is completely out of the question.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Post subject: Re: Running PSP games in libtas
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11495
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
InfamousKnight wrote:
seeing how Dos games won’t run
Who told you that?
InfamousKnight wrote:
seeing how Dos games won’t run, I have doubts ppsspp would run.
How are these even related?
InfamousKnight wrote:
Are you also against ppsspp being ported to bizhawk?
Now how is that related? natt simply has no spare time to work on porting it. If PPSSPP doesn't have an SDL build, it won't work in libTAS. If it has, then we can do the testing.
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.
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
I misspoken with DOS won't run. I really just meant at the time save states won't work. We don't know whether ppsspp standalone will work until its tested. Simply put, my wording was pretty bad. And I'm sorry if I wasn't clear. I actually made a request on ppsspp github for a standalone player to benefit libtas.
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11495
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
So why won't you actually go ahead and try it?
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.
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
feos wrote:
So why won't you actually go ahead and try it?
I will once a stand alone player is made. [edit] ppssppsdl pretty much is a standalone player. I’ll test it this afternoon. But I do need some help building the latest build.. I’ve just had trouble compiling..
keylie
He/Him
Editor, Emulator Coder, Expert player (2845)
Joined: 3/17/2013
Posts: 392
I just tested ppsspp. I could launch a game, inputs work correctly, but: * The unthrottle (tab) key must be constantly held. This is because the emulator is dealing with real-time speed in a secondary thread, and this thread is sleeping for 16 ms to get 100% emulation speed. But it is checking that 16 ms has effectively passed, and because it is not done in the main thread, libTAS does not advance time, which results in a softlock. There is no option to force unthrottling, it has to be done with a hotkey. * Savestates crash, and I don't know why. * Option "Runtime > Backup savefiles in memory" must be disabled EDIT: Also, it must be proven that lag frames of the emulated console are translated to frames in libTAS, and I'm not sure it is.
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
Thanks for testing! I’m sure you will eventually figure it out.
keylie
He/Him
Editor, Emulator Coder, Expert player (2845)
Joined: 3/17/2013
Posts: 392
Savestates were fixed in commit d2cd1a1.
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
Nice! So PSP games will be accepted once a new release of libtas comes out?
EZGames69
He/They
Publisher, Reviewer, Expert player (4469)
Joined: 5/29/2017
Posts: 2765
InfamousKnight wrote:
Nice! So PSP games will be accepted once a new release of libtas comes out?
Not until PPSSPP can be approved by the site.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
Because I’m having trouble compiling the latest commit, could someone test alternate speed toggle? Instead of unthrottle key? That’s what they told me here it might just resolve the problem. Also when dumping video, is the frame rate smooth? As in doesn’t have the slow down or speed up? I’m kinda new to this.[/url]
keylie
He/Him
Editor, Emulator Coder, Expert player (2845)
Joined: 3/17/2013
Posts: 392
InfamousKnight wrote:
Because I’m having trouble compiling the latest commit, could someone test alternate speed toggle? Instead of unthrottle key? That’s what they told me here it might just resolve the problem. Also when dumping video, is the frame rate smooth? As in doesn’t have the slow down or speed up? I’m kinda new to this.[/url]
I tested it by setting a hotkey to "Speed toggle" (In System > Controls > Control mapping). Pressing it once switch to "Alternate Speed 1", which is by default set to "Unlimited". Then I press this hotkey at the first frame when executing PPSSPP with libTAS, which makes the game run.
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
Nice! I would love to use this pretty soon, but like I said, I’m having trouble compiling.. I tried to read the readme, but still couldn’t figure it out.. could someone show me how it’s done? That way I’m not just waiting for a release package.
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
A few important things to mention: Incremental save states need to be disabled otherwise both the tool and the game will hang. Next is encoding options have to be set at H.264 . All other options don’t seem to output much. You can turn off mute as well. It will give a warning at the bottom, but ignore it. Does anyone know how much alternate speed 1 increases by? We would have to know how much to slow down the video to proper speed.
keylie
He/Him
Editor, Emulator Coder, Expert player (2845)
Joined: 3/17/2013
Posts: 392
InfamousKnight wrote:
Does anyone know how much alternate speed 1 increases by? We would have to know how much to slow down the video to proper speed.
Alternate speed 1 is unlimited speed (basically unthrottle), but libTAS is doing the sleeps, so the speed should be correct. However, we would need to investigate how ppsspp handles lag frames (does it display duplicate frames or does it skip rendering) ?
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
It looks like it’s skipping rendering. The video file is the same length as the movie file is. I also went under fast forward to disable all the options there(shouldn’t make any difference right)?
keylie
He/Him
Editor, Emulator Coder, Expert player (2845)
Joined: 3/17/2013
Posts: 392
Could you describe what issue exactly are you observing ? Constant higher speed than normal ? Or some missed frames ? If libTAS fps setting does not match the game (logical) fps, or if the game has variable fps, then we should see speed problems indeed.
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
Well, it looks like a speed problem now. Fps changes constantly while ifps stays at 60. While dumping the video, some frames seem to be skipped over, causing desyncs in the end. Will work fine playing without dumping though. Unless slowing down the emulator could resolve some things. Speed toggle makes the game run super fast making it a little hard to tas. I did disable fast forward key with libtas in exchange for speed toggle though.
keylie
He/Him
Editor, Emulator Coder, Expert player (2845)
Joined: 3/17/2013
Posts: 392
I'm even more confused by your message now. First of all, could you check if you have frameskipping and autoframeskip disabled in ppsspp ? Also, could you set "Show FPS Counter" to "Both", so that it will show you the framerate value of the game you are running. Like in libTAS, the first value is the real-time fps value, and the second value is the actual rendering framerate of the game (what I call logical fps). Normally, the first value should match the fps setting in libTAS. And you must set the fps value in libTAS to match the logical fps value of the game, otherwise you will have speed issues.
InfamousKnight wrote:
Well, it looks like a speed problem now. Fps changes constantly while ifps stays at 60.
You are talking about the two fps values in libTAS, right ? The first one is the real-time fps value, it doesn't matter for our issue. Also, make sure by the above comment that your game is indeed running at 60 fps.
InfamousKnight wrote:
While dumping the video, some frames seem to be skipped over, causing desyncs in the end.
You are talking about audio/video desync ?
InfamousKnight wrote:
Speed toggle makes the game run super fast making it a little hard to tas.
I'm confused. You have the tas tools at your disposal (frame advance, slowdown) for that.
InfamousKnight wrote:
I did disable fast forward key with libtas in exchange for speed toggle though.
That's not the same thing ! Keep libTAS in control of the speed.
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
Okay, I enabled “show frames per second” in ppsspp. It’s contantly changing as expected I guess. I also made sure autoframeskip and frameskipping was disabled(which they were in the first place). The FPS in libtas is 60/1 and lfps running ppsspp is 60. So I don’t see the issue there I guess. The movie file desyncs if I dump video. I can see in the frame counter that frames are skipped which are inputs in the movie file. It will sync fine if not dumping any video. Because speed toggle speeds the game up, it’s hard to tas even with frame advance because like let’s say I was moving to a door in final fantasy iv, I would need to plan way in advance so I don’t pass it. Also, slow down in libtas causes desyncs on playback. I didn’t use it when making a test movie, but still. I just exchanged fast forward key for speed toggle because the game is already in fast forward with speed toggle. And so far no way around it.
keylie
He/Him
Editor, Emulator Coder, Expert player (2845)
Joined: 3/17/2013
Posts: 392
I tested ff4, and the game switches from 60 to 30 fps without rendering duplicate frames, so tasing with libTAS is currently flawed, it would need a modified version of ppsspp to work correctly, or a way for libTAS to handle programs that make their sleeps in a non-main thread.