Joined: 4/13/2011
Posts: 76
Location: Japan
dolphin-3.5-1060-x64でNEW SUPER MARIO BROS WIIを試してみました。 desyncはありませんでした。 一つ疑問なのですが、a/v sync hackの"Dump Audio To AVI"実装することは出来ないのでしょうか? 私は普通に便利な機能だと思うのですが・・・TASを動画としてエンコードするときも余分な音声編集をする必要がありません。
Operation related to TAS of N64/GC/Wii/PS2 emulator is often investigated.
RachelB
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Ah, yeah, a bunch of people have been asking for the av sync hack for the latest revisions. I'll do that shortly.
RachelB
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うーん、desyncしました。Wii partyで5分ぐらいのmovieを作ったのですが、まだ完全なsyncでは無いようです。
Operation related to TAS of N64/GC/Wii/PS2 emulator is often investigated.
RachelB
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はい、Wiiリモコンでまだdesyncが発生。
Joined: 4/13/2011
Posts: 76
Location: Japan
desyncを検証したところ、別の問題が起きているようです。 これはNEWスーパーマリオブラザーズWiiのムービーファイルです。 左側は録画を開始から作ったファイルです。右側は左側のムービーファイルを再生し、ステートセーブしてから読み込み専用のチェックを外してステートロードをしてから作ったファイルです。 この画像はタイトル画面で2ボタンを押したタイミングです。どちらも同じ操作をするように作りました。 左側は特に何も問題無かったのですが、右側は何故か1フレームのズレが起きています。 (制作時の時も左側と比べると、1フレームだけボタン反応が遅くなっていた。) ステートセーブをしたタイミングは、ズレが起きた箇所より少し前のタイミングでセーブをしました。
Operation related to TAS of N64/GC/Wii/PS2 emulator is often investigated.
RachelB
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Posts: 1579
ドルフィンのWiiリモコンのステートセーブはバグがありませ。これは既知の問題だが、私達はそれを修正する方法がわからない。
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Monster commit! --> https://code.google.com/p/dolphin-emu/source/detail?r=eb06c62a6e1f2c5b84a1a11cab269a5e81936f92 With that, delroth (the author behind that branch and one of the main developers of sweet ol' dolphin) claims it should be safe and desynch-free to use DSP HLE for tasing :)
GC and Wii games using the AX UCode should now work almost perfectly with DSP HLE. If you get any issue, make sure the "DSP on dedicated thread" option is disabled, and try setting framelimit to "Audio". As a side effect, DSP HLE should not desync anymore (making it usable in netplay and TAS) with AX games.
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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That's amazing! It'll be so nice to be able to TAS faster with no additional desyncs. Thanks for sharing that with us, AngerFist!
RachelB
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Only for games that use the AX ucode though. Most games do, but notably, almost no Nintendo games do.
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Is there a list of games supporting it? I was unable to find one.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
RachelB
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Nope.
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Be careful about the information you give Rachelb. Abahbob, read below:
[00:34] <AngerFist> hey delroth [00:34] <AngerFist> is there is list? [00:34] <AngerFist> http://tasvideos.org/forum/viewtopic.php?t=7692&postdays=0&postorder=asc&start=840 [00:34] <AngerFist> see my post [00:34] <AngerFist> for reference [00:37] <delroth> there isn't a list of games using AX... it's basically 99% of games [00:37] <delroth> a lot of nintendo games also use AX, rachelb is not exactly right there [00:38] <delroth> the exceptions are Luigi Mansion, Pikmin, SMS, Zelda TWW, Zelda TP, SMG, SMG2, and probably a few others [00:38] <delroth> mario kart double dash [00:39] <delroth> dk jungle beat [00:39] <delroth> ... and that should be most of it [00:39] <AngerFist> may i quote you? [00:40] <delroth> sure [00:40] <delroth> my list isn't exhaustive, I might be missing some [00:40] <AngerFist> gotcha [00:40] <delroth> if you want to check if a game uses AX, look at the dolphin logs [00:41] <delroth> if it says "Instantiating CUCode_AX" somewhere, it means that game uses AX
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
Post subject: HLE audio state of all the games I could find
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RachelB wrote:
Nope.
There is a partial list of games that use the Zelda ucode on Pastebin (see the very last link). And through a couple hours of research, I've turned up a few more Zelda ucode games that delroth forgot, as well as some other games that have HLE audio problems and lots of reports of AX games (including some first-party ones) that DO work. Games that were fixed by new-AX-HLE: * "Basically 99% of GameCube and Wii games" are mostly fixed according to delroth (who committed the huge fix) * Kirby Air Ride is mostly fixed * Xenoblade Chronicles has had all HLE-exclusive problems fixed (some general audio errors still remain) * Super Smash Bros. Melee and Brawl, Soul Calibur 2, Tales of Symphonia, Star Fox Assault and Adventures have "perfect audio" now * Mario Party 4-6 (and I assume he means 7-9 too) and Mario Super Sluggers are fixed * REmake, Resident Evil 0, Fatal Frame 4, and Skies of Arcadia Legends are all fixed * New Super Mario Bros. Wii's Wiimote speaker sounds play correctly once again Games that still have issues (for various reasons): * Metroid Prime 2: Echoes (problem introduced from an old AX-HLE build, delroth has acknowledged it so I assume he's working on it) still has some very slight problems * Pikmin, Pac-Man Vs., and Animal Crossing (Zelda ucode) * Mario Kart: Double Dash!! (Zelda ucode) * Super Mario Sunshine, Super Mario Galaxy, Luigi's Mansion (Zelda ucode) * Super Mario Galaxy 2 and The Legend of Zelda: Twilight Princess (Zelda ucode) * Pikmin 1 Wii, Pikmin 2 (GC and Wii), The Legend of Zelda: The Wind Waker, The Legend of Zelda: Four Swords Adventures, The Legend of Zelda: Collector's Edition, Donkey Kong Jungle Beat (GC and Wii), The Legend of Zelda: Twilight Princess (GC and Wii) (Zelda ucode)
Joined: 4/3/2013
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The MP2 issue is very minor, nothing game breaking and/or desync related (so HLE is still safe for that game, maybe not if you're encoding a video and want to avoid any audio bug). Wii Sports does not have any known issue, and no game "requires" the polyphase resampler (which is why I didn't bother fixing it and actually disabled it...). Not sure where you got that one from.
Pierre "delroth" Bourdon <delroth> Dolphin Emulator developer
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delroth wrote:
The MP2 issue is very minor, nothing game breaking and/or desync related (so HLE is still safe for that game, maybe not if you're encoding a video and want to avoid any audio bug).
Good to know, thanks for sharing that.
delroth wrote:
Wii Sports does not have any known issue, and no game "requires" the polyphase resampler (which is why I didn't bother fixing it and actually disabled it...). Not sure where you got that one from.
Whoops, that was the wrong link. I've updated the link. It's to a post where you said it yourself three days ago; I don't know why you don't remember.
Joined: 4/3/2013
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"also" implies that it's a different problem. It has been fixed since I said that: see http://code.google.com/p/dolphin-emu/source/detail?r=60b43eb8d34d0267732b686f9e02094f68a8ec48
Pierre "delroth" Bourdon <delroth> Dolphin Emulator developer
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Oh, okay. Thanks for explaining that. I've corrected my post again (hopefully for the last time). It's awesome that all those games work now as well! Great work!
RachelB
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(so HLE is still safe for that game, maybe not if you're encoding a video and want to avoid any audio bug).
The question then becomes does a movie recorded with hle sync with lle? If not, i'd be wary of tasing with hle if you're not sure there are no issues.
Joined: 4/3/2013
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You're right, HLE will not sync perfectly with LLE so for that game it's better to stay with LLE until that minor issue is fixed if you want perfect sound. Note that this is the only known AX HLE bug at the moment. This means most games are not in that case.
Pierre "delroth" Bourdon <delroth> Dolphin Emulator developer
Post subject: Re: HLE audio state of all the games I could find
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CoolKirby wrote:
* Kirby Air Ride is mostly fixed
I'll try making a small movie and see if it syncs back in LLE. Edit: This is really annoying to do since the memory card must still be cleared manually everytime I play back.
Post subject: Re: HLE audio state of all the games I could find
RachelB
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jlun2 wrote:
CoolKirby wrote:
* Kirby Air Ride is mostly fixed
I'll try making a small movie and see if it syncs back in LLE. Edit: This is really annoying to do since the memory card must still be cleared manually everytime I play back.
Set byte 0x98 to 1, and it'll use a new memory card file every time you playback. If no memory card file exists when you start recording, that will be set automatically.
ALAKTORN
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about input plug-in: I’ve heard from Mario Kart Wii TASers that the input plug-in doesn’t give the full range of directions (it’s contained within the circle of the analogue stick, instead of the more wider square box); why is this? it’s known for a fact that Wii Wheel is capable of the full range of directions, and that the GCN Controller is limited to the circle, but shouldn’t the plug-in simulate the Wheel’s input?
RachelB
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Huh? It goes past the normal circle range just fine. I know there's at least one game that even lets you move significantly faster than is normally possible because of this (like that kayak game swordless tased, for example).
ALAKTORN
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RachelB wrote:
Huh? It goes past the normal circle range just fine. I know there's at least one game that even lets you move significantly faster than is normally possible because of this (like that kayak game swordless tased, for example).
an MKW TASer has told me that the full diagonal input gets registered by the game as just an input within the circle… could it be that this was an old problem and he hasn’t updated his input plug-in? or maybe it’s a problem only with Mario Kart Wii? actually the guy I’m talking about is MKDasher, maybe you know him edit: his words: “I have just made a short test with TAS input and I set it on full diagonal, and it registered at 4 / 5 (full diagonal should be 7/7 )”