RachelB
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My guess is that's how the game works.
ALAKTORN
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RachelB wrote:
My guess is that's how the game works.
what do you mean? we already know that the Wii Wheel is capable of full diagonal input in Mario Kart Wii, but the GCN controller can’t
RachelB
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ALAKTORN wrote:
RachelB wrote:
My guess is that's how the game works.
what do you mean? we already know that the Wii Wheel is capable of full diagonal input in Mario Kart Wii, but the GCN controller can’t
It could restrict the input when using a gc controller, but not with the wheel?
ALAKTORN
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RachelB wrote:
ALAKTORN wrote:
RachelB wrote:
My guess is that's how the game works.
what do you mean? we already know that the Wii Wheel is capable of full diagonal input in Mario Kart Wii, but the GCN controller can’t
It could restrict the input when using a gc controller, but not with the wheel?
so you think that’s what’s happening? what should a TASer do then?
RachelB
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ALAKTORN wrote:
RachelB wrote:
ALAKTORN wrote:
RachelB wrote:
My guess is that's how the game works.
what do you mean? we already know that the Wii Wheel is capable of full diagonal input in Mario Kart Wii, but the GCN controller can’t
It could restrict the input when using a gc controller, but not with the wheel?
so you think that’s what’s happening? what should a TASer do then?
I don't know, maybe? No idea what to do.
ALAKTORN
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Posts: 2527
Location: Italy
RachelB wrote:
ALAKTORN wrote:
RachelB wrote:
ALAKTORN wrote:
RachelB wrote:
My guess is that's how the game works.
what do you mean? we already know that the Wii Wheel is capable of full diagonal input in Mario Kart Wii, but the GCN controller can’t
It could restrict the input when using a gc controller, but not with the wheel?
so you think that’s what’s happening? what should a TASer do then?
I don't know, maybe? No idea what to do.
can’t the input plug-in be fixed to circumvent this issue?
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ALAKTORN wrote:
RachelB wrote:
ALAKTORN wrote:
RachelB wrote:
My guess is that's how the game works.
what do you mean? we already know that the Wii Wheel is capable of full diagonal input in Mario Kart Wii, but the GCN controller can’t
It could restrict the input when using a gc controller, but not with the wheel?
so you think that’s what’s happening? what should a TASer do then?
If full diagonal input from GCN controller is written as {1,255}{1,255} in the movie file[1], then the only way around would be to switch to Wii wheel (which may or may not be possible/feasible). I just read the relevant code for movie playback, and I don't see where that would limit the input. [1] If input side is doing something bizarre, this might not be the case.
RachelB
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can’t the input plug-in be fixed to circumvent this issue?
No, because it's not an issue. It must be the game clamping the input. If anyone is curious, the game i mentioned before is tales of symphonia. It increases movement speed based on how far you push the control stick, so because dolphin allows a further range than a normal controller, you can actually move a lot faster than normal.
ALAKTORN
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RachelB wrote:
can’t the input plug-in be fixed to circumvent this issue?
No, because it's not an issue. It must be the game clamping the input.
well ok, but I mean the issue is that the game can’t be TAS’d properly…
RachelB
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ALAKTORN wrote:
RachelB wrote:
can’t the input plug-in be fixed to circumvent this issue?
No, because it's not an issue. It must be the game clamping the input.
well ok, but I mean the issue is that the game can’t be TAS’d properly…
Unfortunately, no one who is able to is willing to fix the problems with wiimote save states, so i wouldn't expect a solution soon :(
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Don't know if it's true, if it is, it should be great news for all Wii tasers: https://code.google.com/p/dolphin-emu/source/detail?r=4681bd7797ef34e9af3f04b7575180bba6fac8b4 "Making the emulated Wii input deterministic".
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
Warepire
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Peterson has produced weird code in the past and was not allowed to commit code to the project for a while. I am not saying that the commit is crap, just that it may break things and should be tested thoroughly before we start jumping around in joy.
RachelB
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Looks like the same code i already tested, which still desynced. edit: Yeah, it does still desync. No idea if it's less often than before or not. edit2: It does allow recording gc controller and wiimote at the same time though. edit3: on second thought, it's possible i had dual core on before. I can't seem to get it to desync at all anymore...
RachelB
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It seems to fix the need to restart dolphin every time you playback a movie too. I'm gonna take a shot at tasing a simple game with it, and see how it goes, but so far i like how it's looking.
RachelB
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I'm halfway done with my tas now. 72k frames, and 3.2k rerecords, and i've had 4 desyncs so far. It's still not perfect, but it's pretty close. For reference, the last time i tried to tas this game, i ended at 22k frames, and probably 50 desyncs. It's a huge improvement. With any luck we'll get the remaining issues sorted out and get it merged into master within a week, and it'll be ready for people to really start tasing wiimote games!
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That's great news! Thanks for sharing all your findings.
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I think it would be amazing if a TAS Input for WiiMote was created. I know that in Mario Kart Wii, tilting is too slow with regular control configurations to do certain glitches.
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
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Not sure if this has been asked elsewhere, but will Wii U emulation be possible in the near future?
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GC and or Wii emulation is still a huge pain, goodluck getting Wii U stuff to work.
RachelB
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jlun2 wrote:
Not sure if this has been asked elsewhere, but will Wii U emulation be possible in the near future?
Nope.
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I thought I'd address this here. During a certain cutscene in Paper Mario, you're required to hold down the R button, past where it clicks, for a certain amount of time. Using TAS Input with a full R input, nothing happened, meaning that the game didn't recognize it as a full input. I then went to the GCPad settings instead of TAS Input and configured a button to act as the R button. After doing so, I went into the game, pressed my key and it worked. "Show Input Display" showed both times that the input was "R" even though it worked one time and not the other time.
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Joined: 2/1/2008
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Malleoz wrote:
I thought I'd address this here. During a certain cutscene in Paper Mario, you're required to hold down the R button, past where it clicks, for a certain amount of time. Using TAS Input with a full R input, nothing happened, meaning that the game didn't recognize it as a full input. I then went to the GCPad settings instead of TAS Input and configured a button to act as the R button. After doing so, I went into the game, pressed my key and it worked. "Show Input Display" showed both times that the input was "R" even though it worked one time and not the other time.
The L and R buttons on the Gamecube are both analog and digital, so the first time probably only set analog to max value and the second time probably set analog to max and digital to 1 (pressed). The click on the button is the digital part.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
RachelB
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Ladies and gentlemen, I give you the official release of Dolphin 4.0! https://sv.dolphin-emu.org/blog/2013/09/22/dolphin-40-release-announcement/?cr=sv Changelog: Beta support for the Wii official online multiplayer (Documentation) This is a feature that has been coming for a long time. More than two years ago, Matthew Parlane and Shawn Hoffman started working on emulating the Wii Wi-Fi networking API in order to run Wii online multiplayer games inside Dolphin. While it was not an easy change in itself, it also required a lot of modifications to core components of the emulator to be implemented properly (for example asynchronous IPC HLE) and a lot of debugging. It is now working well enough that we are releasing it to the public as a beta: don't expect everything to work, but popular games like Mario Kart Wii or Super Smash Bros Brawl can be played online right now. Alpha support for ARM/Android About two years ago, Ryan Houdek began the implementation of an ARM port of Dolphin, designed to run on powerful mobile phones and other ARM devices in the future. After a long time spent making Dolphin work well on both ARM and x86, Dolphin can now emulate GameCube and Wii games on recent Android phones. This support is still in early alpha stages: crashes happen, it's slow on Qualcomm hardware because of graphics drivers issues, and it is still missing a ton of features. Nowadays, Dolphin on Android is a two man project: Mathew Maidment is helping Ryan with the UI and making the Android version actually usable. Global User directory on Windows This is not exactly a major feature, but it is a big change in how Dolphin works on Windows, and requires user interaction to move from the old configuration system to the new one. Before 4.0, Dolphin configuration was stored next to Dolphin.exe, often causing issues when upgrading to a new version of Dolphin. New versions of Dolphin use a centralized location to store the configuration for all builds, usually My Documents\Dolphin Emulator. The documentation article linked above explains the details of this move, as well as what you need to do to migrate your old configuration to the new system (if you were using Dolphin before). New AX DSP HLE emulation code DSP HLE is the main audio emulation technique used in Dolphin. Before 4.0, it was extremely inaccurate and full of bugs, mostly due to how it was implemented. Dolphin 4.0 introduces a full rewrite of the audio emulation used in 99% of games, fixing hundreds of audio related bugs in Dolphin. On the flip side, it is now required to run a game at full speed to get full speed audio out of it, which is a direct consequence of fixing these bugs. A lot of more minor changes were also integrated in that new Dolphin release: New look A new look has been designed by MaJoR for Dolphin (new icon, new icon theme) and implemented on a new version of the Dolphin website by Pierre Bourdon. Wii Balance Board and GC Steering Wheel support Support for these two devices was added respectively by Matthew Parlane and skidau. The Wii Balance Board is not emulated and requires the real device to be used. Wii Remote support improvements Wii Remote background scanning was implemented to more closely match how a real Wii detects remotes, and support for -TR (Wii Motion Plus Inside) remotes was implemented for Mac OS X. A new documentation guide about Wii Remotes on Dolphin was also written by MaJoR to help Windows users with Wiimote issues. Fastmem support for Linux and OSX Fastmem is an optimization for Dolphin's CPU emulation, which was previously only implemented on Windows. Adding Fastmem support on Linux and OSX boosted the performance by 15 to 20% on these platforms. New OpenAL audio backend This audio backend, written by skidau, supports three important features that are not implemented in other backends yet: configurable audio latency, surround sound using the information contained in the Dolby Pro Logic II encoding used by most GameCube and Wii games, and support for sound stretching to make audio slow down when a game does not run at full speed. OpenGL video backend rewrite The Dolphin OpenGL video backend was rewritten by Markus Wick in order to use newer features of OpenGL and be GLES3 compatible. As a result, the OpenGL backend is now the fastest Dolphin video backend on NVIDIA cards. NetPlay stability and usability improvements Before Dolphin 4.0, GameCube NetPlay was at best a curiosity. 4.0 added a lot of NetPlay related changes which makes it actually usable for most games, but sometimes with performance issues. Super Smash Bros Melee players are now using Dolphin for regular online NetPlay tournaments, and it just works. Read the official NetPlay guide for more information. Mac OS X support enhancements This release also adds a few small OS X improvements: the Dolphin DMG bundles are now signed by a valid developer ID and do not require you to disable Gatekeeper to be used. The emulator is also Retina Display aware and handles the logical scaling better on these screens. Icon themes support In addition to shipping with a new default icon theme, Dolphin now allows you to make your own themes and share them with other people.
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