Joined: 3/8/2012
Posts: 398
Location: Windfall Island
Do we have any idea why the Tingle Tuner doesn't work? I understand the low priority of it, but still. I have a feeling that one simple patch could fix it. Would it be possible to allow such a patch in a TAS? Or would it be possible to add it to a seperate branch? I think I'm starting to understand the map assembly for it.
Also, does GBA even sync at all? All of this would be pointless if it didn't. Because there is some crazy ass shit in TWW with GBA combined with superswims.
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".
It doesn't work because it's not emulated properly. Could be 1 line of code wrong, or a million. Until someone figures it out, we don't know.
Obviously any patch that makes emulation more accurate can and should be used.
There are some games that the gba connection works for, you could try tasing one of those and see if it syncs.
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
I don't think it would be making emulation more accurate, more of extending the time before the connection times out. It seems as though as soon as you get past the first Nintendo screen on the GBA and tingle starts floating across the screen, connection is either lost, or it times out. I'll get home and do some testing in a couple minutes. I have FSA, so I'll test the sync on that. Sadly it runs slow as hell on my computer.
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".
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
I'm no emulator coder, so I'm probably wrong. Perhaps it is an error with VBA, idk. It would help if I knew assembly. I'll set some breakpoints in Dolphin and see when the connection is lost and see what I can do. All the GBA symbols seem like a mess to me. It doesn't help that I don't have IDA pro.
Edit: The more and more I look at it, it seems like it's VBA. The main Nintendo screen loves going full-speed while Dolphin is at around 4%. I'm thinking the game just doesn't have enough time to initialize the connection or something. And of course VBA doesn't seem to be able to slow down the Nintendo screen, even with throttle.
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".
Hi ! I'm making a long TAS with Dolphin and I have a problem : since the size of my movie went over 350000 frames (a week ago), Dolphin starts to crash every ~10 times I load/save a savestate. It nearly corrupted my movie yersteday, and I start to be worried about how stable it will be after the 400000 frames will be reached...
I have 8gb of RAM, I'm using the version 3.0-828... What can I do to try to stabilize Dolphin ?
I was unable to replicate any issues using a movie with 7.6 million frames. In fact, it didn't crash once when saving/loading 100-200 times, which is actually unusual.
I would like to know : there's already a pause a movie at the the end thing, but is it possible to modify it into a "pause the movie at frame x" function ?
If it is, can you indicate me the file to modify in Dolphin (so I can make build in any version) ? That would be really helpful.
Line 211 of Movie.cpp is the relevant code. If you want to use a text box to specify a frame number to stop on, you'd want to do that in FrameTools.cpp somewhere.
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
Would it be possible to make a build that would save states for LLE and HLE separately? It would be cool to not be limited to overwriting LLE saves with crappy HLE testing saves. It also sucks loading the wrong one and crashing D:
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".
Would it be possible to make a build that would save states for LLE and HLE separately? It would be cool to not be limited to overwriting LLE saves with crappy HLE testing saves. It also sucks loading the wrong one and crashing D:
diff --git a/Source/Core/DolphinWX/Src/FrameTools.cpp b/Source/Core/DolphinWX/Src/FrameTools.cpp
index 4d66d82..b678ffa 100644
--- a/Source/Core/DolphinWX/Src/FrameTools.cpp
+++ b/Source/Core/DolphinWX/Src/FrameTools.cpp
@@ -1440,6 +1440,8 @@ void CFrame::OnLoadState(wxCommandEvent& event)
{
int id = event.GetId();
int slot = id - IDM_LOADSLOT1 + 1;
+ if (SConfig::GetInstance().m_LocalCoreStartupParameter.bDSPHLE)
+ slot += 10;
State::Load(slot);
}
}
@@ -1450,6 +1452,8 @@ void CFrame::OnSaveState(wxCommandEvent& event)
{
int id = event.GetId();
int slot = id - IDM_SAVESLOT1 + 1;
+ if (SConfig::GetInstance().m_LocalCoreStartupParameter.bDSPHLE)
+ slot += 10;
State::Save(slot);
}
}