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jaysmad
Other
Experienced player (933)
Joined: 12/1/2006
Posts: 629
Location: Mom's
Working on Ren & Stimpy: Veediots. Everything is off exept left/right. Its the only thing that would not make a desync at the start.
Experienced player (614)
Joined: 4/24/2005
Posts: 612
Well, sorry to say but you are most likely going to have to start over with the new settings in order to beat this desync or hex edit but it might be best to start over because, as you've said, you found improvements.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Leave WIP1 on. That can cause desyncs if it is off. Left+right is game specific, but it won't cause goofy desyncs. If the sound doesn't suffer with the last three settings, I leave them off.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Experienced player (614)
Joined: 4/24/2005
Posts: 612
Also, when I say use Fake Mute desync workaround and Sync with sound CPU, I say it as more of a precautionary since sometimes they are not needed at all. With that in mind, when you complete your movie you could always test if your movie syncs up without them on but that's really not necessary and WIP1 Timing should be enough to do the trick.
jaysmad
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Experienced player (933)
Joined: 12/1/2006
Posts: 629
Location: Mom's
I tried many things when i started my movie. The WIP1 had to be off for it to work. I had the same problem with my Mickey and Minnie run. Anyway, i started it up to when it desyncs and will just have to be more carefull next time i guess.
jaysmad
Other
Experienced player (933)
Joined: 12/1/2006
Posts: 629
Location: Mom's
How do you know when you do the settings, on a movie, if it will desync or not? Is there some sort of test, that can be done?
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
jaysmad: Unfortunately, that is purely trial and error. You'll have to record a movie and see if it desyncs. Even if it doesn't desync in your test movie, that's no guarantee that it won't desync in your real movie. Through experience, you'll learn what options are usually a good idea to turn on/off and which ones to test when something goes wrong.
BigBoct
He/Him
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Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
I've been trying to watch Waker Boh's Zombies Ate My Neighbors in SNEX9x 1.43+ v17, and it keeps desyncing at the final boss fight. ZAMN is a SlowROM game, but I've noticed that in the movie sync options, the new "Clean FastROM" setting is checked and grayed out (so I can't uncheck it;) is it possible that it's causing the desync, or am I just having random trouble?
Previous Name: boct1584
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Solon wrote:
I've been trying to watch Waker Boh's Zombies Ate My Neighbors in SNEX9x 1.43+ v17, and it keeps desyncing at the final boss fight. ZAMN is a SlowROM game, but I've noticed that in the movie sync options, the new "Clean FastROM" setting is checked and grayed out (so I can't uncheck it;) is it possible that it's causing the desync, or am I just having random trouble?
If it's not a FastROM game then that setting doesn't apply and doesn't do anything. It's probably something that went out of sync in an even earlier version. It might be worth tracking down what that is... maybe the WIP1 timing option stopped working correctly, or something like that. I've had trouble playing some of my older TASes on these newer versions as well but haven't looked into it yet.
Active player (417)
Joined: 8/22/2008
Posts: 301
Location: Brazil
Nice to see you here again, Nitsuja.
Post subject: desync caused by save-load
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Hi there! I just reasently started TASing with SNES, but soon bumped into a desync problem. i'm using snes9x-1.43-rerecording-v17-win32 and every once in a while when I load a savestate, it somehow skips one or two frames when I continue from that point with frame advance. Actually, I think the problem is in the saving because every time I save at some specific frame and load that, the frame after load gets "desynched". Here is a pic to show my problem: http://koti.mbnet.fi/maza-/pics/snes9x-v17-desync.png So basically sometimes when I load a save it skips one frame and after few the game returns to normal and it looks like it is recording a-okay. The problem is that this one frame skip causes desyng in playback - of course. So does anyone know what is wrong or what I am doing wrong? I would greatly appreciate any help, so that I could continue TASing.
Which run should I encode next? :)
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
I would recommend that you switch to version 1.51. Otherwise you can probably hex-edit those "trash" frames out.
Player (160)
Joined: 5/20/2010
Posts: 295
Maza: Maybe I had the same problem when I made my FF5/FF6 TAS. So I didn’t switch to a latest version. Warepire: v1.51 doesn’t seem to support text in image. If you check text in image, input display becomes purple. When you make input animation or something, you have to rely on older v1.43, not a latest one. And maybe I should have reported these things.
Player (138)
Joined: 9/18/2007
Posts: 389
i'm trying road runner (snes) on snes9x 1.51 at the moment, and it seems to be impossible to let the run sync with standard settings. when playing back at normal speed, the run desyncs at a late point. creating (not loading!) a savestate a few moments before the desync caused the run to sync again, i don't know why. using fast forward causes the run to desync at random points. however, if i disable "flexible sound sample mix", the run syncs with significantly worse sound quality, even fast forwarding works, although it was enabled during creation of the movie. increasing the mix interval to at least 50ms will produce good but delayed sound, and it does have no effect on sync stability. does a movie have serious chances to get published if it requires disabling "flexible sound sample mix"?
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