I dunno. It just happened randomly. I'm not really too concerned about it anyway, since it's (apparently) very rare, and incredibly obvious when playing back with read only.
Wow, the TAS input window has some new graphics! I like the one in my Dolphin better though, since up and down aren't switched (no graphic at all, actually, who needs it?).
How is that Dolphin? Did you get everything set up fine?
Joined: 9/21/2009
Posts: 1047
Location: California
bzb95 is the one that implemented the new TAS input and built a custom rev for me (with nitsuja's save-fixes). He's still working on it. The TAS input from the picture I posted was the first attempt. Since then, he's fixed the up/down issue, made it more space-friendly, and is beginning to implement the ability to click on the stick diagrams.
You can download it here:
http://www.mediafire.com/?3z9v12wr5m12s3l
Edit: This rev is working great so far. I haven't TASed with Dolphin in months and everything has been extremely improved since then. Read-only is working great, as well as savestates. I haven't had one desync, and Dolphin isn't crashing at all either. I'm really really impressed with all the work that's been done since I last tried it. Even recording and playback in dual core is working for me!
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
I really hope MrGrunz is reading this because he asked for a tas input and how stable dolphin is. I am so glad to see that you feel dolphin is good enough to tas wii and gamecube games. Get on with your Sunshine any% or your Sonic tas! :P ^_^
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 9/21/2009
Posts: 1047
Location: California
Rene, I'll ask bzb for a 32bit version when he gets on the computer today.
Angerfist, I don't know anything about Wii TASing being stable (haven't tried it recently), but yes, Gamecube is working amazingly. Also, I would love to TAS SMS before SA2, but that Sirena Beach glitch is stopping me. Mapler is going to TAS the SA2 intro today after he gets home from school, then I'll be working on improving our old Iron Gate run.
Overall, I'd like to TAS SMS (any%), SA2 (all stories), Wario World (any% and maybe 100%), and Sonic Adventure: DX (not sure if Sonic's story or all stories [aka beating Perfect Chaos]). We'll see how those plans go though. =)
Wii TASing doesn't work at all... Actually, the wiimote tasing doesn't work, it keeps desync when you go too fast by jumping some frames, and as you can't hexedit to repair the movie... Well, let's say that for the moment, Dolphin is not powerfull enough to do Wii TASing. But I'm sure it will be better soon :)
I have a little question : What is VI ?
http://s4.noelshack.com/uploads/images/17676426840534_vi.png
Because there is the "frame" which is increasing strangely with frame advance (3/10 frames per frame advance) and this, which only incrase by 1 everytime... What is this ?
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
Something I find highly annoying when TASing, is when you load a save state you won't automatically appear at that point in the game, but have to press frame advance once in order to do so.
Does it have to be like this...?
Something I find highly annoying when TASing, is when you load a save state you won't automatically appear at that point in the game, but have to press frame advance once in order to do so.
Does it have to be like this...?
I agree this is annoying but I personnaly get use to it...
Ilari wrote:
Vertical Interrupt. Raised every time vertical blank starts, that is, once per actual frame.
I have no idea what Dolphin calls "Frame".
Oh, as it incrase one per one, I actually always used it as frame... Oh well, this has been efficiant until now, so I will continue like that.
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Tompa wrote:
Something I find highly annoying when TASing, is when you load a save state you won't automatically appear at that point in the game, but have to press frame advance once in order to do so.
Does it have to be like this...?
I believe back in the days, Dega behaved similar to Dolphin. Think it was fixed and shouldn't at all be difficult to adjust. Good though that you pointed this minor issue out.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 9/21/2009
Posts: 1047
Location: California
Tompa wrote:
Something I find highly annoying when TASing, is when you load a save state you won't automatically appear at that point in the game, but have to press frame advance once in order to do so.
Does it have to be like this...?
Mupen does the exact same thing, and since that was the first emulator I TASed with, I don't even notice it on Dolphin.
Ilari wrote:
STBM wrote:
I have a little question : What is VI ?
Vertical Interrupt. Raised every time vertical blank starts, that is, once per actual frame.
I have no idea what Dolphin calls "Frame".
On Mupen, VIs is real time (aka include lag, loading times, etc.), and frames are the visual frames. Dolphin seems to be opposite though.
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
I personally find it unbearable to TAS if it's like that at least. And yeah, I heard it was the same way with Mupen. Which probably means there is some kind of reason why it is like that?
Other things I would like, even though they will probably be added in the future, is autohold (I know you can do this with the input plugin currently) and autofire features as well as input display. Those aren't really that needed however, but still.
I greatly appreciate the work people put into this, thanks a lot!
Something I find highly annoying when TASing, is when you load a save state you won't automatically appear at that point in the game, but have to press frame advance once in order to do so.
Does it have to be like this...?
With the more-save-fixes branch, save states are saved/loaded immediately, though the screen still doesn't update until you unpause/frame advance.
With the more-save-fixes branch, save states are saved/loaded immediately, though the screen still doesn't update until you unpause/frame advance.
Also, with input backshifting fixed, now savestating at any frame and pressing a button the next frame is possible. When you load a savestate, however, you need to be pressing the buttons you want for the frame you're returning to, since Dolphin advances a frame when you load a savestate.
VIs in Dolphin count the number of times the screen is refreshed. So if you use frame advance at the beginning of a GameCube game, you might advance one VI, but there will be about 100 more frames advanced. There was no polling for input during those 100 frames, so Dolphin just skipped them. VI does not account for lag like the Frame counter does, so by subtracting the Frame count from VI, you can tell how many lag frames your movie had.