Joined: 6/9/2006
Posts: 614
Location: Mettmann
If i will download and install this emu, can i just put in a original gamecube-disk and play it on the computer? or do i need a certain diskdrive for it? (does the emu support playing gamecubedisks?)
Editor, Expert player (2310)
Joined: 5/15/2007
Posts: 3854
Location: Germany
If i will download and install this emu, can i just put in a original gamecube-disk and play it on the computer?
The emulator says that only very few computers support playing a game directly from the disk itself. Mine doesn't.
Active player (432)
Joined: 4/21/2004
Posts: 3516
Location: Stockholm, Sweden
Ladies and gentleman, I strongly belive that we are soon gonna get all the necessary tools to start tasing Gamecube and Wii games! :) After several months of soft light tickling from yours truly at #dolphin-emu, XK (XtraKrazy) one of the main coders for Dolphin decided to seriously begin helping us. And last night, he began committing. First step: http://code.google.com/p/dolphin-emu/source/detail?r=3552 Also, the movie format will be called .dtm (Dolphin TAS Movie) and he will implement md5 for authenticity. I dare say that we will get the essential tools before 2010 :) And I also expect everyone to heavily credit XK and other contributors once its done ^_^ This link basically gives you the features he will implement: http://code.google.com/p/dolphin-emu/wiki/TAS_Tasks And as you can see, step one is finished.
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: 8/9/2004
Posts: 139
Location: Washington State
has anything new been implemented in the past month?
Experienced player (538)
Joined: 5/12/2005
Posts: 707
There is only few games I'll be rampaging once Dolphin is fully compatible in emulation such as SHMUP based games on GC and of course our little blue friend Rockman 9 on Wii arcade. Right now music and sound may glitch up, pad won't work at all, screen blinks a lot with .wad based games like in Rockman 9 (so far as I know it's openGL plugin problem and you can't fix it through settings). One thing really bothers me that you have to get really powerful and capable computer and maybe a "correct" processor to use SSE4 (4.1 and 4.2), I can use SSE to SSE3 but SSE2 works better than any other I'm able to use. Also I'm not really much in to Windows world so I rather use Linux and work on it. At least my computer is almost fully compatible with PS2 based games but I haven't tested anything GC or Wii (non arcade) based games yet. And I hope few games works well then! :P What I've experienced through emulation in these years it seems XP is better in emulator based games, also emulators really don't need more than 1-2gb of RAM. In Vista DirectX10 can give some advantages but sometimes it's just really bad even you turn it back to DirectX9. Info: OS: XP, Vista and Ubuntu 9.04 (Jaunty) ASUS Nvidia GeForce 9600 GT 512mb (a bit overclocked by ASUS) Intel Pentium E5200 @ ~2,50GHz X2 (2,51GHz, this model only lost few hundread milliseconds in tests if compared to 3GHz processors) Kingston Hypermemory X 2gb DDR2 1068mhz (x2) (with coolers) Here's a guide about Dolphin's requirements if you're interested to know more about it: Dolphin requirements
Active player (432)
Joined: 4/21/2004
Posts: 3516
Location: Stockholm, Sweden
Here is one big update on Dolphin. An IRC conversation between XK (our saviour) and I just recently: <XK> All the TAS features are done <XK> as of r3947 <XK> all that's needed now is a nice GUI for the features <XK> TAS isn't done yet though: We're left with the merging of the old rerecording code and the creation of the Dolphin TAS format (dtm) <XK> but hey! at least I found time to finish the features http://code.google.com/p/dolphin-emu/source/detail?r=3947 --> The revision speaks for itself. And some further info: http://code.google.com/p/dolphin-emu/wiki/TAS_Tasks As an enthusiastic follower of this project, I can almost safely assume that we can begin TASing Gamecube and Wii games before 2010 ^_^
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
Player (36)
Joined: 9/11/2004
Posts: 2623
Sweet! And it compiles under linux x64 without a headache filled stress out.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Experienced player (953)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
Not to cut down all the fun you seem to have, but does it was realy NEEDED to use bin movies? Use FM2 format godamnit!
Experienced player (616)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
I think you are misunderstanding the magnitude of the situation. We are on the brink of having a current gen TASable emulator available and all you care about is whether the movie format is text based or binary? give it a rest.
Measure once. Cut twice.
Player (36)
Joined: 9/11/2004
Posts: 2623
Erm... I actually prefer the binary movie format.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Senior Moderator
Joined: 8/4/2005
Posts: 5769
Location: Away
andymac wrote:
We are on the brink of having a current gen TASable emulator available
Sorry to burst your bubble, but GBA and NDS also were current-gen by the time they became TASable. (I hope you aren't going to argue that handhelds can't be counted as current-gen; in a sense, Wii can't be, either.)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced player (616)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
I'm feeling a bit iffy about the dolphin movie format.
For analog sticks, a two bit value for strength would be enough: 00: 0%, 01: 25%, 10: 50%, 11: 100% Each analog stick is 6-bit long: SYYSXX, where XX/YY is strength and S are sign bits Start,A,B,X,Y,Z are binary 1-bit values, summarizing to 6 bits per controller. The D-Pad is a 3-bit value portrayed as follows: 000: No Direction, 001: Up, 010: Down, 011: Left, 100: Right. L, R are 2-bit values, combined with the 6-bit Analog Stick and C Stick, we get 16 bits. 6+3+16 = 25 bits per controller every frame. We reserve 3 additional bits, so that data is readable in hex format (7 hex characters per frame) and future features may be added, such as soft resetting.
The analog sticks should be infinitely more precise, to reflect the precision of the actual controller. I think the precision of an analog control stick on a GC controller is represented by a byte of data per axis. If that precision is available, then it should be accessible. L and R are pressure sensitive, with 256 degrees of accuracy. This should be recorded in the input file. The D-pad should be four bytes not three. Diagonals should be supported and so should up/down and left/right. The data length in bits should be divisible by 8 in order to improve hex readability, even if this means adding an extra 7 bits per frame. EDIT: corrected technical errors
Measure once. Cut twice.
Joined: 12/5/2007
Posts: 716
The controller protocol says that each axis goes from 0-255 (for both the main and C-sticks), L and R go from 0-255 as well (255 being the regular state). When you press them, there are two seperate buttons as well. Those are the only "pressure sensitive" button, the others are represented by a single bit each. This adds up to 64bit per frame: http://www.int03.co.uk/crema/hardware/gamecube/gc-control.htm
Active player (277)
Joined: 5/29/2004
Posts: 5712
What do we do with the 4 bits that seem to be irrelevant to button presses?
put yourself in my rocketpack if that poochie is one outrageous dude
RME
Joined: 8/19/2009
Posts: 4
Well if there's a problem with how he has outlined the format, it would most likely be wise to notify them on the google-code page rather than just posting here if you have not already.
Experienced player (616)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
I believe Xtra.krazzy knows. Since shortly after I made my post, changes were made on the SVN. Whether I was the cause of this is unknown. But seriously, the 3 bit analog precision that was planned would have killed all gamecube TASing. Those who have tried to TAS n64 will agree that in many circumstances and many games, the precision of the analog stick with 8 bit precision is simply not precise enough. And there are very few games where the full precision of the analog stick is not needed. The reason I brought up the 3 bit d-pad was not because it didn't support combinations like up + down, but because it didn't support diagonals (like up + left) which are part of normal play. Support for diagonals requires 4 bits, so you may as well support up + down as well.
Measure once. Cut twice.
Active player (432)
Joined: 4/21/2004
Posts: 3516
Location: Stockholm, Sweden
From IRC: <AngerFist> I dont know if Im late to the party but.... TASING GC GAMES IS NOW READY TO GO!!! http://code.google.com/p/dolphin-emu/source/detail?r=4026 Anyone who is able to compile Dolphin can now begin tasing :D :D :D Please, can someone do that and report to us and XtraKrazy how it is working?
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: 12/5/2007
Posts: 716
No, it's not "ready!!". The controller protocol is represented in a very vague way, to say the least.
Joined: 10/20/2006
Posts: 1248
I can't remember if this works for the PS2 or GCN version of Tales of Symphonia, but I remember you were able to run faster on the map by plugging in the controller while holding backward on the control stick, then run by pressing it forward. So, for one of these two consoles the actual range that the console can register should be higher than it seems at the first glance.
Joined: 5/27/2006
Posts: 82
I'm amazed Wii emulation is this good so quickly and yet Nintendo 64 emulation has been floundering for years now. What's the deal?
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
People care more about the Wii than the 64. Simple as that, really.
Joined: 6/14/2004
Posts: 646
On the plus side, the Wii can emulate the N64 rather well in its own right!
I like my "thank you"s in monetary form.
Player (36)
Joined: 9/11/2004
Posts: 2623
AngerFist wrote:
From IRC: <AngerFist> I dont know if Im late to the party but.... TASING GC GAMES IS NOW READY TO GO!!! http://code.google.com/p/dolphin-emu/source/detail?r=4026 Anyone who is able to compile Dolphin can now begin tasing :D :D :D Please, can someone do that and report to us and XtraKrazy how it is working?
I did a little test file with Wind Waker and it seems to sync through the first bit. But as soon as I started moving around it desynced.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 2/19/2007
Posts: 424
Location: UK
Oh, I see nobody has posted an update here. We have been testing things a bit with one of the developers on IRC, and found that the emulator is non-deterministic, whether in the fast JIT mode or the very slow plain mode, and regardless of lots of options. One possible reason for this was tracked down: The emulator initializes the gamecube's time with the computer system time, which makes it unsurprising that every playback of a movie desyncs in a different way. However, we believe that this easily fixed problem isn't the bottom of it, and it needs a lot of debugging, which we hope that the developers will have time for. The one we spoke to, XK, seemed a bit ambivalent. But at least we have the recording and playback now, which makes it possible to diagnose the non-determinism in the first place, and which should make it possible to solve eventually, whether they do it, or we. They also plan on implementing Lua scripting too, so once it is deterministic, I think this will turn into an excellent emulator for TASing.
Joined: 8/27/2006
Posts: 883
The time of the gamecube should be set in the movie file. That way it could be use to manipulate some data.