Joined: 12/6/2008
Posts: 1193
drizor wrote:
A friend of mine has been helping me with LUA scripts, but apparently, here, he can't help me. If anyone has some time to waste on compiling Dolphin with the ability to use (LUA ?) scripts to execute inputs (like Abahbob's had), I'd be grateful forever T__T.
Shouldn't standard dolphin be able to do that? If not you could ask RachelB about a version that can. I think he/she is the one who made that in the first place.
Joined: 5/30/2013
Posts: 44
Location: Australia
Slowking wrote:
drizor wrote:
A friend of mine has been helping me with LUA scripts, but apparently, here, he can't help me. If anyone has some time to waste on compiling Dolphin with the ability to use (LUA ?) scripts to execute inputs (like Abahbob's had), I'd be grateful forever T__T.
Shouldn't standard dolphin be able to do that? If not you could ask RachelB about a version that can. I think he/she is the one who made that in the first place.
It will also need the modified Lua files provided by Abah, and as I've been told, it needs to run in debug mode on Visual Studio(2010?). And not only that, it needs to have the TAS Input window open at all times. What I usually do to get Lua working is: 1. Open up the game. 2. Open up the TAS Input. 3. Open up the Lua window. 4. Go to a savestate where the superswim is needed(Be sure NOT to press the frame advance button / key, or it won't work). 5. Run the Lua script you or Abahbob made. If it crashes, it means you done something wrong. It's a really hacky process, but once it's all done, you have SOMETHING that works.
Emulator Coder
Joined: 5/8/2014
Posts: 125
I don't know how much interest there is in using the japanese version of Wind Waker for TASing (or if it was used previously) but there is a game breaking glitch with saving in Dolphin There's a pull request with mostly guessed data/timings on memory card saving that makes memory card writes much more accurate to console. It fixes the hang when saving in Wind Waker (J) which should make it viable for TASing if its preferred. Pull Request: https://github.com/dolphin-emu/dolphin/pull/581 Buildbot build: https://dl.dolphin-emu.org/prs/pr-581-dolphin-latest-x64.7z
Joined: 5/30/2013
Posts: 44
Location: Australia
JMC47 wrote:
I don't know how much interest there is in using the japanese version of Wind Waker for TASing (or if it was used previously) but there is a game breaking glitch with saving in Dolphin There's a pull request with mostly guessed data/timings on memory card saving that makes memory card writes much more accurate to console. It fixes the hang when saving in Wind Waker (J) which should make it viable for TASing if its preferred. Pull Request: https://github.com/dolphin-emu/dolphin/pull/581 Buildbot build: https://dl.dolphin-emu.org/prs/pr-581-dolphin-latest-x64.7z
DAMN, right when I finished the FoF cutscene skip and getting to the 1000 rupee wallet! x_x I don't feel like restarting after a few thousand rerecords. Maybe it won't affect my movie? On the other hand, it's good to see more timing accuracy is being brought to Dolphin!
Joined: 4/13/2009
Posts: 431
To be honest, new stuff is found all the time. If a restart is made every time something new is found, there will never be anything. Is it not okay to not restart and let someone else in the future incorporate the latest finds in a new TAS (which, again, probably won't incorporate all found tricks)?
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
Of course it shall be find to leave such things out if considerable progress has been made when such a thing is found. I however get the impression that the memory card bug JMC posted about is a fatal problem. If the hang is not fatal, then it can probably be excused.
Joined: 5/30/2013
Posts: 44
Location: Australia
I looked on the Google code issue page, from what I understand, if you use savestates, it doesn't do it, but when you're not using savestates, the game gets stuck in an infinite loop. So it shouldn't be any problem for TASing. I also remember that I loaded up some old 2-3 month DTM files, it doesn't do any save infinite loop. So we should be fine to continue. Also, uploading another WIP tonight, Woo! -- EDIT: Here you all go: Link to video I have a feeling it might be a bit slower than Abahbob's, the FoF swordless part anyway. And yes I picked up a rupee, but that's going to be resolved soon enough.
Emulator Coder
Joined: 5/8/2014
Posts: 125
The hang I'm referring to is that every time you save in the Japanese version, the game hangs. It means stuff like saving/quitting to warp (as used in OoT, for instance) couldn't be used. I do know speedrunners have requested this fixed, but I didn't know if it affected the TAS directly. The thing about using savestates and then using in game save was fixed a little while ago. That should no longer have issues.
Joined: 12/6/2008
Posts: 1193
CGF95 wrote:
DAMN, right when I finished the FoF cutscene skip and getting to the 1000 rupee wallet! x_x I don't feel like restarting after a few thousand rerecords. Maybe it won't affect my movie? On the other hand, it's good to see more timing accuracy is being brought to Dolphin!
Well just try if the movie syncs on that version of dolphin.
CGF95 wrote:
I looked on the Google code issue page, from what I understand, if you use savestates, it doesn't do it, but when you're not using savestates, the game gets stuck in an infinite loop. So it shouldn't be any problem for TASing. I also remember that I loaded up some old 2-3 month DTM files, it doesn't do any save infinite loop. So we should be fine to continue.
Well, you'd want to savewarp at some points, wouldn't you? Edit: From your WIP it seems saving already works on the version you are using. *shrugs* Also did you get lua scripts for super swims to work by now? It doesn't seem feasible to do good ones by hand for the entire game.
QuizmasterBos
He/Him
Joined: 6/23/2013
Posts: 136
Considering Tingle Tuner support is well on its way, will you wait until the emulator can support it fully? Or will you try to complete a TAS without the Tingle Tuner first?
Active player (470)
Joined: 3/30/2012
Posts: 405
With the tingle tuner and superswims, do you think that a full TAS of the Wind Waker could be under 3 hours?
Joined: 5/30/2013
Posts: 44
Location: Australia
Slowking wrote:
Also did you get lua scripts for super swims to work by now? It doesn't seem feasible to do good ones by hand for the entire game.
I nearly compiled a version of Dolphin. It needs some errors to be fixed though.
QuizmasterBos wrote:
Considering Tingle Tuner support is well on its way, will you wait until the emulator can support it fully? Or will you try to complete a TAS without the Tingle Tuner first?
I think I'll get comfortable with TASing on this emulator, before actually restarting to use the Tingle Tuner supported version.
Stevmay09 wrote:
With the tingle tuner and superswims, do you think that a full TAS of the Wind Waker could be under 3 hours?
I dunno, I don't do the routing, I'll help with the routing with the Tuner TAS though.
Joined: 12/6/2008
Posts: 1193
QuizmasterBos wrote:
Considering Tingle Tuner support is well on its way, will you wait until the emulator can support it fully? Or will you try to complete a TAS without the Tingle Tuner first?
Any more details on this? Who is working on this and what is the progress? Also not too sure where the tuner would be used at this point. A lot of uses were replaced by storage. Are there even still good ones that warrent the time lost calling tingle?
Joined: 12/31/2013
Posts: 6
Slowking wrote:
QuizmasterBos wrote:
Considering Tingle Tuner support is well on its way, will you wait until the emulator can support it fully? Or will you try to complete a TAS without the Tingle Tuner first?
Any more details on this? Who is working on this and what is the progress? Also not too sure where the tuner would be used at this point. A lot of uses were replaced by storage. Are there even still good ones that warrent the time lost calling tingle?
Earth Temple is the place I'm thinking about.
QuizmasterBos
He/Him
Joined: 6/23/2013
Posts: 136
Slowking wrote:
QuizmasterBos wrote:
Considering Tingle Tuner support is well on its way, will you wait until the emulator can support it fully? Or will you try to complete a TAS without the Tingle Tuner first?
Any more details on this? Who is working on this and what is the progress? Also not too sure where the tuner would be used at this point. A lot of uses were replaced by storage. Are there even still good ones that warrent the time lost calling tingle?
It was mentioned on Dolphin's progress report from May this year accompanied by a video. Link to video It apparently uses a built-in GBA core, instead of relying on VBA. I do not know of the progress made since then, but so far it's looking pretty good.
Active player (470)
Joined: 3/30/2012
Posts: 405
don't you think it would be easier to use VBA as the GBA? Would it be awesome if you could use that for 4-swords adventures?
QuizmasterBos
He/Him
Joined: 6/23/2013
Posts: 136
Stevmay09 wrote:
don't you think it would be easier to use VBA as the GBA? Would it be awesome if you could use that for 4-swords adventures?
But they did at this point, but it wasn't working very well. The GBA core is still pretty young, but proves to be working far more effectively than linking up to VBA. I don't know why. In some months we may be able to finally get Four Swords Adventures TASed, but that may take a while. Just hold your horses till then.
Active player (470)
Joined: 3/30/2012
Posts: 405
QuizmasterBos wrote:
Stevmay09 wrote:
don't you think it would be easier to use VBA as the GBA? Would it be awesome if you could use that for 4-swords adventures?
But they did at this point, but it wasn't working very well. The GBA core is still pretty young, but proves to be working far more effectively than linking up to VBA. I don't know why. In some months we may be able to finally get Four Swords Adventures TASed, but that may take a while. Just hold your horses till then.
Yeah. It seems like Gamecube Emulators are actually better than N64 emulators atm. I'm really excited to see some zelda TASes. I'm still waiting on Oot and MM 100%. I think a TAS of WW would definitely be worth the wait.
Joined: 12/6/2008
Posts: 1193
Stevmay09 wrote:
don't you think it would be easier to use VBA as the GBA? Would it be awesome if you could use that for 4-swords adventures?
Considering how few games actually support GBA connectivity it's probably easier to have a specialised core you can optimise to do just that.
Stevmay09 wrote:
Yeah. It seems like Gamecube Emulators are actually better than N64 emulators atm. I'm really excited to see some zelda TASes. I'm still waiting on Oot and MM 100%. I think a TAS of WW would definitely be worth the wait.
Well OoT 100% becomes really tedious because of all the skulltullas. MM 100% is a nightmare to route because of all the time based events. Also there aren't really any MM runners left. If there were, I'd say the any% needs an update before somebody would consider 100%, anyway.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4043
QuizmasterBos wrote:
Stevmay09 wrote:
don't you think it would be easier to use VBA as the GBA? Would it be awesome if you could use that for 4-swords adventures?
But they did at this point, but it wasn't working very well. The GBA core is still pretty young, but proves to be working far more effectively than linking up to VBA. I don't know why. In some months we may be able to finally get Four Swords Adventures TASed, but that may take a while. Just hold your horses till then.
Well, a Four Swords Adventures 1 player TAS would be faster than a 4 player TAS actually, and you can already TAS that, IIRC Tompa and Got4n wanted to do it but they had other obligations to do first.
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 (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
drizor wrote:
Slowking wrote:
QuizmasterBos wrote:
Considering Tingle Tuner support is well on its way, will you wait until the emulator can support it fully? Or will you try to complete a TAS without the Tingle Tuner first?
Any more details on this? Who is working on this and what is the progress? Also not too sure where the tuner would be used at this point. A lot of uses were replaced by storage. Are there even still good ones that warrent the time lost calling tingle?
Earth Temple is the place I'm thinking about.
I hope those can be replaced by some faster non-tingle turner strategy one day. What are those uses btw?
QuizmasterBos
He/Him
Joined: 6/23/2013
Posts: 136
jlun2 wrote:
drizor wrote:
Slowking wrote:
QuizmasterBos wrote:
Considering Tingle Tuner support is well on its way, will you wait until the emulator can support it fully? Or will you try to complete a TAS without the Tingle Tuner first?
Any more details on this? Who is working on this and what is the progress? Also not too sure where the tuner would be used at this point. A lot of uses were replaced by storage. Are there even still good ones that warrent the time lost calling tingle?
Earth Temple is the place I'm thinking about.
I hope those can be replaced by some faster non-tingle turner strategy one day. What are those uses btw?
Only use I know of is being able to heal yourself at any time by buying a special potion from Tingle. This can be used to safely get out of Zombie Hover. However, I do not know how useful that would be now that Dry Storage has been found.
Joined: 12/6/2008
Posts: 1193
Well the earth temple one is still pretty big. You skip a lot of the temple by hovering oob, then buying blue ting and leafing over to the mini boss. TAS could probably buy red ting, now that I think about it. For all the other hovers you can usually heal with fairys or heart dropped by enemies. That might be a little slower sometimes, but probably still faster than the time it takes to call tingle. There is that strat where you balloon to forbidden woods. But that probably doesn't save a ton of time either.
Joined: 5/30/2013
Posts: 44
Location: Australia
I'm having a little bit of trouble, I'm superswimming to DRI(because I restarted and fixed a lot of errors, not to mention a new Dolphin revision) and it seems whenever I superswim to DRI, the island load causes me to fall underwater? Anyone know any fix I can do to prevent this? The Float big endian value / speed value = 1957. I'm sure it's the Island load, but I cannot be too sure..
Joined: 12/6/2008
Posts: 1193
If you are slower the ocean should have time to load.