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slight twinge of jealousy that test runs here are making more progress than starcraft... ehh I'll find my groove and hopefully I can get back to work on it I didn't see Nod 2 but I'll look at what's here tonight and comment a little later on it, should be good based on what I've seen so far. Edit: Desyncs. We really need to have everyone petition to the guy that made Mupen to work on a new improvement, the desynch business is just plain frustrating. I don't have the .fla file to delete, since I deleted it beforehand, does it need to be recreated and deleted afterwards to make it work?
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Where is the uber-micro you promised? That engineer had trouble making his way past the second chokepoint alone.
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Former player
Joined: 7/12/2004
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TEST run Zurreco, TEST run.
Working on: Command and Conquer PSX Nod Campaign
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More like FAIL run
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Editor, Experienced player (734)
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OgreSlayeR's right, it's a test run. read above post for desynch problems I had when trying to view.
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It's not a desynch; the engineer just takes a lot of time to get past an area. It shouldn't take anywhere near that much time to move him, especially with how many times his auto-path completion makes him turn back and get stuck a bit. Mayhap you should be the one who is readifying?
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Editor, Experienced player (734)
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Nono, it desynched for me right at the start, not at the engineer. the engineer actions can most likely be optimized by the sound of it, but I can't even get that far.
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Delete the save file again.
Working on: Command and Conquer PSX Nod Campaign
Editor, Experienced player (734)
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the save file is not there to begin with.
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I don't get it. Your previous WIPs worked perfectly for me and this one is now desynching in the first mission (yes, I deleted the save file). This doesn't make sense...
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Are you letting the ROM fully load and run for a few seconds, hitting turbo at all, or loading any sort of savestates while playing?
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Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
OgreSlayeR: I don't think the save file could be relevant; Mupen64 clears all .sra, .eep, and .mpk files corresponding with the ROM being loaded when it is about to play a movie. If it didn't do that, you wouldn't even be able to watch a Mario 64 movie twice, because the second time would load a saved game instead of starting a new one.
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Oddly, though, Ogre's solution works. When I had desynchs before, deleting the save file would remedy the problem. Sure, the problem is somewhere else, but removing the save file was a simpler solution.
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same, it worked for me... the first time, now I have Spocky's exact same problem.
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Zurreco wrote:
Oddly, though, Ogre's solution works. When I had desynchs before, deleting the save file would remedy the problem. Sure, the problem is somewhere else, but removing the save file was a simpler solution.
But are you sure it wouldn't have worked if you had tried again in the same way without actually deleting the save file? If it's simply unreliable then you could do just about anything and try again and get the impression that what you did fixed the desync. Well, if it does somehow help, then I would think upthorn's suggestion above would also work, or replacing it with a 0-byte read-only file. Unless that would make the emulator give periodic error messages when saving fails...
Joined: 8/13/2006
Posts: 21
Ok I have to be honest now, I have spent the last 30-40 minutes trying to figure out how to playback the .m64 file through Mupen. I really can't do it! I have read through the FAQ's on this site, i have tried different ROM versions of this game, I have tried different plug-ins, everything! Even deleting the save file from the save directory in the Mupen folder. I load the ROM, it runs fine and smooth, I then click utilities, then record, then start playback. It then defaults into searching for a .rec file. I can't see a way to playback the .m64 file. I am using Mupen 0.5.1 on windows XP. Any ideas guys?
SXL
Joined: 2/7/2005
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are you sure you got the altered, rerecording version ? check out the faqs and the forums. don't forget that all rerecording emulators used on this site have been made from open-source emulators, by this community. so getting those elsewhere won't work.
I never sleep, 'cause sleep is the cousin of death - NAS
Joined: 8/13/2006
Posts: 21
Can't thankyou enough :) All working great!
Post subject: Input Plugins
Joined: 11/20/2004
Posts: 236
Location: United States
I love you, OgreSlayeR. Alright, so now that that's out of my system... I dunno if this would be any help at all to you, but you might be familiar with this plugin that changes the Analog control into mouse movements and adds Keyboard support to games. Um...DarkMan's Input? I forget. Anyway, it's used primarily for first-person shooters(Goldeneye 007, Turok: Dinosaur Hunter, Doom 64...), but I played with it a little bit, and wouldn't'cha know it? You can actually program it to work as a mouse-only controller suitable to playing Starcraft 64 and Command & Conquer 64! Give it a looksie, mate. It may help your speed run. Or...it may hinder it. I dunno... Playing Command & Conquer 64 with a mouse seemed a whole lot better to me, at least.
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Former player
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Well, I'd like to get the desyncs out of the way before I work on this more. Maybe somebody cool like Nitsuja can find a way to make the game ignore the battery save and that should fix desyncs.
Working on: Command and Conquer PSX Nod Campaign
Editor, Experienced player (734)
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Joseph: I'll Look into that plugin, my only question is how would such a plugin work in frame advance? I think (correct me if wrong) Nitsuja actually doesn't want/know how to fix desynchs for mupen, I've asked him before. I know he does a lot of emulator work but I remember him telling me only one guy on some other forum was the one who made it, and he and him alone could fix the problem but that it'd be unlikely.
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I was just wondering if this is still being worked on? Watching the test run was very good.
Watching a TAS is entertaining.
Editor, Experienced player (734)
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I don't believe so. OgreSlayeR seems to be working on other stuff. Both this and Starcraft (the two best emulated N64 RPS IMO) were desynching, my suspicion is the .fla file. However, Jetforce Gemini also uses .fla to permanently keep the progress saved even if you don't save within the game, and yet it emulates perfectly without desynchs. so it's probably something else.
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BUMP! Any progress on this? I tried to have a go myself, but I'm a complete noob! The way I went about doing this is basically freezing the game, using the custom input plug-in and mapping the analogue controller to go where I wanted on the map, then using frame advance. The problem I had myself was getting complete accuracy on the map, the cursor would go too far once I had set the analogue back to neutral. Regards, Anarki.
SXL
Joined: 2/7/2005
Posts: 571
try the Input Plugin for TAS, it will help for analog input.
I never sleep, 'cause sleep is the cousin of death - NAS