Editor, Expert player (2310)
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Some questions about memory card usage in TAS: 1) Removing or inserting memory cards at certain framecounts assures that it syncs, correct? Or is it not recommended to change memory cards at all? 2) When I have started a DTM with an empty memory card and play it back, does it use that empty memory card or does it use whatever savegame is on the memory card that's configured?
Fog
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Joined: 4/5/2014
Posts: 459
MUGG wrote:
Some questions about memory card usage in TAS: 1) Removing or inserting memory cards at certain framecounts assures that it syncs, correct? Or is it not recommended to change memory cards at all? 2) When I have started a DTM with an empty memory card and play it back, does it use that empty memory card or does it use whatever savegame is on the memory card that's configured?
1) It's recommended to have either a memory card loaded at all times, or not loaded at all. I haven't encountered a scenario where removing/inserting a memory card during movie recording, so it's a bit of unknown territory for me. 2) If a memory card is not selected when starting the DTM, it'll start without a memory card selected on playback.
JosJuice
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Location: Sweden
Fog wrote:
1) It's recommended to have either a memory card loaded at all times, or not loaded at all. I haven't encountered a scenario where removing/inserting a memory card during movie recording, so it's a bit of unknown territory for me.
I'm not aware of anything in Dolphin that handles removing or inserting memory cards when playing back a movie, so I don't think it would work (unless you want to do it manually and get desyncs).
Dwedit
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Location: Chicago
The only game I can think of where you actually want to take out the memory card is Majora's Mask, and that's not for TAS reasons.
Editor, Expert player (2310)
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Afaik, Mario Sunshine has a faster file select screen when you use an empty memory card. When you remove the card after starting a run, you get a faster "save your game?" screen after each shine you get. I will go ahead and use no memory card for my run (Mario Party 5). It looks like it's fastest to do that anyway.
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Editor, Expert player (2310)
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jlun2 wrote:
Is it something like this?
No? I'm talking about removal and insertion. Not copying.
Editor, Expert player (2310)
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Ok I started running story mode in MP5 but I noticed frame advance will act weird sometimes. Sometimes it unpauses the game which causes the emulation to go on without music. It's supposed to advance 1 frame and no more. This issue happens only sometimes for me. using 4.0-9215
Dimon12321
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MUGG wrote:
Ok I started running story mode in MP5 but I noticed frame advance will act weird sometimes. Sometimes it unpauses the game which causes the emulation to go on without music. It's supposed to advance 1 frame and no more. This issue happens only sometimes for me. using 4.0-9215
I'm following the thread on github where the programmers discuss the solution of Frame Advance issue, but looks like it's not in priority for now! Also looking forward to seeing that fix.
TASing is like making a film: only the best takes are shown in the final movie.
Fog
Experienced player (625)
Joined: 4/5/2014
Posts: 459
We're looking to get the frame advance fix pull request tested. For those who are interested in testing it out, here is the link to the compiled version of the pull request: https://dl.dolphin-emu.org/prs/pr-3794-dolphin-latest-x64.7z
Dimon12321
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I've already tested that build in 7 games (3 for Wii and 4 for GC) and got NO random unpauses! Now it works just fine. Or it's just me?
TASing is like making a film: only the best takes are shown in the final movie.
Joined: 5/8/2014
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It should. If it is that's very good.
Samsara
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Gave it a quick test, no unpauses and a quick input file test synced fine.
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Editor, Experienced player (607)
Joined: 11/8/2010
Posts: 4012
The TAS input window will bug out for some Wii games, such as Mario Party 8 ( from the main menu onward). It will appear to press every button no matter what for as long as it's open and the IR won't work. Closing the window returns the input to its normal state. It does work fine for other games like Mario Party 9 though.
Joined: 3/21/2016
Posts: 11
JMC47 wrote:
If you guys are having problems with savestates having desyncs, we're relying on you to report it so it can be fixed! If it only takes minutes (which, isn't TOO bad, but still kind of rough) a bisect shouldn't take more than an hour.
Very late response, but I just got back to testing this. I can't say for certain if it's even related to savestates, but in either case the issue of movies desyncing fast in Wind Waker and probably other games exists as early as 5875. I know for a fact it doesnt exist in 5371, so the issue likely crept up between those 2 points. I also tested the most recent build 9327 and it still had the issue. Didn't have time yet to nail it down further between 5371 and 5875 since recording up to 10k frames can be quite time consuming. But I will get back to it tomorrow :)
Joined: 5/8/2014
Posts: 125
Take as long as you need; I know doing work on a lot of bugs can be absolutely daunting. I honestly don't have the expertise to do much with TASing to even help out or I'd be jumping in too. 5371 to 5875 is only a couple a steps, so, I'm hopeful it won't take too much longer!
Editor, Expert player (2310)
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I started a DTM after power-on. Then realized it's savestate-anchored. So I went ahead and started TAS work off it. Played it back and it worked. Then worked on something else, rebooted computer inbetween, then loaded state from that savestate-anchored movie and continued. Then tried to play back and it played from power-on instead of savestate. Also it seems that the movie ends way before the framecount indicates it should. Luckily it was TAS work I wasn't going to keep anyway. Not sure where I went wrong.
Editor, Expert player (2310)
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Location: Germany
I started recording frames while in a screen transition (white screen) and the avi was messed up. Every 4th frame or so, the frame was messed up. I'm thinking the frames that have been messed up are lag frames (where screen doesn't update). And the point I started recording - the screen transition - is where the game also doesn't update screen. Needs looking into, maybe.
Fog
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Posts: 459
MUGG wrote:
I started recording frames while in a screen transition (white screen) and the avi was messed up. Every 4th frame or so, the frame was messed up. I'm thinking the frames that have been messed up are lag frames (where screen doesn't update). And the point I started recording - the screen transition - is where the game also doesn't update screen. Needs looking into, maybe.
XviD? Are you using a video editor to combine the audio and video?
Joined: 5/8/2014
Posts: 125
I had the same issues Fog. The only way make it work is to use RealXFB, which obviously isn't that great of a solution.
Editor, Expert player (2310)
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Location: Germany
Fog wrote:
MUGG wrote:
I started recording frames while in a screen transition (white screen) and the avi was messed up. Every 4th frame or so, the frame was messed up. I'm thinking the frames that have been messed up are lag frames (where screen doesn't update). And the point I started recording - the screen transition - is where the game also doesn't update screen. Needs looking into, maybe.
XviD? Are you using a video editor to combine the audio and video?
I dumped with the lossy codec and opened the avi in virtualdub (with or without avisynth's avisource). It also appeared when viewing the avi in vlc player. It's not a problem related to audio or compression. It was a problem related to dumping frames in the first place. Edit: Does not seem to be related to starting recording during screen transition. At least I can't reproduce it anymore... So it was a one-time thing.
Joined: 5/8/2014
Posts: 125
It happens in < 60 FPS games.
Joined: 7/17/2012
Posts: 528
Location: Switzerland
I had never really paid attention before, but where is the "lock threads to core" now?
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
JosJuice
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phoenix1291 wrote:
I had never really paid attention before, but where is the "lock threads to core" now?
https://forums.dolphin-emu.org/Thread-lock-threads-to-cores-in-4-0-2
Joined: 7/17/2012
Posts: 528
Location: Switzerland
Thanks JosJuice. I was looking for a solution for DKC Returns, which freeze with a sound as if the console crashed, it happens in different places, like the bonus area of the first level, and the end of the first level when passing the score screen. In seeking for the reason I came on topics that spoke of the lock on threads. Are there other solutions?
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291