Active player (318)
Joined: 1/15/2012
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Hmmm it's funny, now the wii-recording sync sometime (5% of the movies I guess) but... When i'm recording lvl 1-1 of World of Goo, i get 0:00 in time, but when I play the movie I got 0:01... I don't know why ! But I think this is linked with why the recording does not always sync, there must be some frame added... Any idea ? EDIT : When I say "now", I mean i'm using the latest build that rog posted
RachelB
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Joined: 12/3/2011
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STBM wrote:
I don't know why !
It desynced.
RachelB
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My movies don't sync on the 516 build i posted before. Muramasa failed before the title screen, and TP makes it to the second area and then fails to pick up a rock at the start. No idea which revision causes the change, or how hard it would be to fix.
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
Rog, would you mind compiling a revision of 3.0-508 64-bit with the TAS-input changes for me? EDIT: Thanks for sending it to me!
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Joined: 5/15/2007
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Can somebody provide a download for r6218? I need to do some testing on that revision but mediafire deleted all the old revisions it seems.
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MUGG wrote:
Can somebody provide a download for r6218? I need to do some testing on that revision but mediafire deleted all the old revisions it seems.
It looks to me like they're still there. You just need to copy the link in the Dolphin archive, remove everything except the MediaFire link, and paste that into your address bar. Using this method, I found that the original files are still there: r6218 32-bit r6218 64-bit
Editor, Expert player (2313)
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Joined: 7/22/2009
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Location: Gatineau, Quebec, Canada
Soooo... After a good 4 months without checking out this thread, can anyone tell me what's new with dolphin? Is it becoming more stable? What revision should I get for the future TASes?
Taming Dolphin, one frame at a time
RachelB
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Wak017 wrote:
Soooo... After a good 4 months without checking out this thread, can anyone tell me what's new with dolphin? Is it becoming more stable? What revision should I get for the future TASes?
Much more stable. gc controller recording does not desync at all anymore (except in mario sunshine), it's much faster, and a whole bunch of bugs have been fixed. See the sticky for version/settings.
Joined: 7/22/2009
Posts: 128
Location: Gatineau, Quebec, Canada
Thanks! I just downloaded that 516 revision you recommend. I highly doubt it, but did they fix it so TASes can record the wiimote sensor?
Taming Dolphin, one frame at a time
RachelB
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Wiimote recording works, but is prone to frequent desyncs. Also, playback with read only will never sync, so checking desyncs requires playing it from the start.
Editor, Experienced player (608)
Joined: 11/8/2010
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rog wrote:
Also, playback with read only will never sync, so checking desyncs requires playing it from the start.
I just want to clarify that rog means read only playback for Wii movies. Read-only playback for GameCube .dtms works perfectly now, as long as you use the recommended settings.
RachelB
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To clarify even more, it's only a problem for wii games played with a wiimote. Wii games played with a gamecube controller work fine. Sorry if that was unclear before.
Editor, Expert player (2313)
Joined: 5/15/2007
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Location: Germany
So, a while back petrie911 managed to find some memory addresses (for Metroid Prime?), by using Dolphin's debug features. How do you do this? When I tried, I didn't manage to find or do anything. In Mario sunshine, I'd like to be able to edit Mario's location at will.
RachelB
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Launch it with -d for debug, then view -> memory.
Editor, Expert player (2313)
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I know, but
When I tried, I didn't manage to find or do anything.
Joined: 3/4/2012
Posts: 74
MUGG wrote:
I know, but
When I tried, I didn't manage to find or do anything.
You'll want to start with the cheat search feature and use that to narrow down the memory addresses to look at. Basically keep going in one direction and keep doing a search as "greater than" in the cheat search, then change directions and try some more but use "less than" this time. This might not work though since we don't know which direction is the positive direction and which is the negative. To get around that, the first position address I searched for when I did this for Super Monkey Ball was the Z position since up is generally positive. One issue there however is if Mario happens to be at a negative z-location and then you move him to a positive z-location, that positive z-location will be "less than" the negative z-location in terms of the value in memory if it is stored as a floating point value (and it probably is). With a bit of trial and error you can narrow the list of possible candidates down to less than 10 probably. At that point write down those values in notepad or something and then use the memory watch to see if those values are doing what you'd expect. You can also try changing some of those values to see if they make Mario move to a new location, but it's possible that might not work. Once you find the z-location memory address, the x and y are probably near by. Sorry if this is a bit confusing. I'm not especially good at explaining things and this is something you really have to try for yourself to get the hang of. If you need more direction let me know. I might try find these values myself to help you out if I get around to it.
Editor, Expert player (2313)
Joined: 5/15/2007
Posts: 3855
Location: Germany
Here's a problem now. I can start Dolphin with debug features but it won't run a game. It doesn't even work on the revision that previously worked, r7719.
(error: LR=0)
invalid callstack
When I first said I didn't know how to deal with memory searching, that was when I tried it a year ago, just so you know.
Editor, Expert player (2313)
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Location: Germany
On both 3.0-381(TAS) and 3.0-425(official), in Zelda wind waker, when I save my game and want to load it, it says it's corrupted and my memory card needs to be formatted. This problem hasn't occured until today so I'm confused... AR is disabled, and it happens even when I take clean and working memory card files and save over them. (Yes I know I should update my TAS build, I don't do it too often)
RachelB
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Have you tried the latest builds? Also deleting cache files?
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Posts: 3517
Location: Stockholm, Sweden
Mugg, this could partially fix or maybe is related to your issue: http://code.google.com/p/dolphin-emu/source/detail?r=87954dacad2c91183a5b767582dbeb4a35fe3e42
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
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Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
rog wrote:
Have you tried the latest builds? Also deleting cache files?
Can you please tell me what's the best build to TAS on atm? :) Edit: There's this game that works only by using the Interpreter CPU Emulator Engine. It runs at 3% speed, but does it sync well?
RachelB
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jlun2 wrote:
rog wrote:
Have you tried the latest builds? Also deleting cache files?
Can you please tell me what's the best build to TAS on atm? :) Edit: There's this game that works only by using the Interpreter CPU Emulator Engine. It runs at 3% speed, but does it sync well?
Check the sticky. What game is that? You could use interpreter, but trying to tas at 1-2 fps is insane, and would never work.
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What game is that? You could use interpreter, but trying to tas at 1-2 fps is insane, and would never work.
The game is Spider-Man 2. The iso is called: GK2E52. I tried different settings, but they all caused Dolphin to crash upon starting the game. Only the interpreter didn't crash.
RachelB
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http://code.google.com/p/dolphin-emu/issues/detail?id=4128 try debug mode. Also, it might be worth trying make a save state after it starts up (in debug or interpreter) and then loading that with the JIT. Depending on how it crashes though, that might not be an option.