Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4038
Sounds amazing! Thanks for your informative announcement post.
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
TAS uses should be aware of this:
Update: a few hours after release, a bug causing crashes with Windows x64 and Single Core mode was found by testers. Single Core mode is not used for regular gameplay but is usually required for TAS and NetPlay. While it only affects a few specific use cases of the emulator, we still consider this a critical issue and we will release a Dolphin 4.0.1 version fixing this bug. Sorry for the inconvenience.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
RachelB
She/Her
Player (132)
Joined: 12/3/2011
Posts: 1579
It's fixed as of 4.0-19.
Former player
Joined: 4/13/2011
Posts: 76
Location: Japan
a/v sync hackのオプションを公式ドルフィンには入れないのでしょうか? 時間が経てば、誰かが同じことを繰り返すようにa/v sync hackのオプションを要求するでしょう。
Operation related to TAS of N64/GC/Wii/PS2 emulator is often investigated.
RachelB
She/Her
Player (132)
Joined: 12/3/2011
Posts: 1579
(posting in English because i'm tired and don't feel like thinking right now) We can't merge natt's a/v sync hack because there are a few problems with it, and it's not very clean code. Someone is planning to rewrite the video dumping feature from scratch, but it's going to take a while. In the mean time, we unfortunately, just have to keep doing what we have been.
Former player
Joined: 4/13/2011
Posts: 76
Location: Japan
RachelB wrote:
(posting in English because i'm tired and don't feel like thinking right now) We can't merge natt's a/v sync hack because there are a few problems with it, and it's not very clean code. Someone is planning to rewrite the video dumping feature from scratch, but it's going to take a while. In the mean time, we unfortunately, just have to keep doing what we have been.
そうですか・・・気長に待ちます。
Operation related to TAS of N64/GC/Wii/PS2 emulator is often investigated.
Experienced player (584)
Joined: 1/27/2011
Posts: 427
Location: Oregon
Downloaded Dolphin 4.0 today. Mega Man 9 works fine with dual core enabled, but disabling it (to TAS) force closes dolphin as soon as it starts with no error message. Anybody else experience an issue like this?
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
diggidoyo wrote:
Downloaded Dolphin 4.0 today. Mega Man 9 works fine with dual core enabled, but disabling it (to TAS) force closes dolphin as soon as it starts with no error message. Anybody else experience an issue like this?
Are you on 4.0-19 or later?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Experienced player (584)
Joined: 1/27/2011
Posts: 427
Location: Oregon
Whoops nope just the one from the main page. Haven't dealt with dolphin in a while so I forgot to pick up the newest revision. Thanks.
Emulator Coder, Skilled player (1114)
Joined: 5/1/2010
Posts: 1217
diggidoyo wrote:
Downloaded Dolphin 4.0 today. Mega Man 9 works fine with dual core enabled, but disabling it (to TAS) force closes dolphin as soon as it starts with no error message.
Known bug in 4.0 release. As Patashu noted, it was fixed soon after.
Active player (322)
Joined: 1/15/2012
Posts: 343
Quick question (that doesn't deserve a thread) : Is it safe to run Dolphin 4.0 AND Dolphin 3.5 at the same time ? (to compare stuff)
Emulator Coder, Skilled player (1114)
Joined: 5/1/2010
Posts: 1217
STBM wrote:
Quick question (that doesn't deserve a thread) : Is it safe to run Dolphin 4.0 AND Dolphin 3.5 at the same time ? (to compare stuff)
I don't see why it would not be safe (I assume you meant 4.0-<something> or 4.0.1, since 4.0 release isn't TAS-safe). (I have had system go nuts when running lots of emulators, but the system load was probably loads more than what two Dolphins could do).
Active player (322)
Joined: 1/15/2012
Posts: 343
I'm using 4.0-225 yes, thanks for the answer !
Skilled player (1744)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Spider man 2 works at a decent speed now in HLE :D Thanks Dolphin devs/contributors!
Former player
Joined: 4/13/2011
Posts: 76
Location: Japan
DolphinはEmuLuaを実装する予定は無いのでしょうか? Isn't there any schedule in which Dolphin mounts EmuLua?
Operation related to TAS of N64/GC/Wii/PS2 emulator is often investigated.
RachelB
She/Her
Player (132)
Joined: 12/3/2011
Posts: 1579
Nope.
Former player
Joined: 4/13/2011
Posts: 76
Location: Japan
RachelB wrote:
Nope.
そのプロジェクトは進行しているのでしょうか? 私は気になります。 Is the project progressing? I am worried.
Operation related to TAS of N64/GC/Wii/PS2 emulator is often investigated.
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
asutoro wrote:
RachelB wrote:
Nope.
そのプロジェクトは進行しているのでしょうか? 私は気になります。 Is the project progressing? I am worried.
Change of repo, now here: https://github.com/dolphin-emu/dolphin
RachelB
She/Her
Player (132)
Joined: 12/3/2011
Posts: 1579
Oh look what i just found: https://github.com/RachelBryk/dolphin/commit/6240e71fc2b81f79ecc4c2979e4725ec7b4dfe5a Someone should test if wiimotes still desync with save states after this! Same exactl problem that was fixed like a year+ ago in another place -_-
Skilled player (1744)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
RachelB wrote:
(posting in English because i'm tired and don't feel like thinking right now) We can't merge natt's a/v sync hack because there are a few problems with it, and it's not very clean code. Someone is planning to rewrite the video dumping feature from scratch, but it's going to take a while. In the mean time, we unfortunately, just have to keep doing what we have been.
I know this is kinda late, but is there an issue report on this so I can follow the progress?
Fog
Emulator Coder, Experienced player (642)
Joined: 4/5/2014
Posts: 459
jlun2 wrote:
RachelB wrote:
(posting in English because i'm tired and don't feel like thinking right now) We can't merge natt's a/v sync hack because there are a few problems with it, and it's not very clean code. Someone is planning to rewrite the video dumping feature from scratch, but it's going to take a while. In the mean time, we unfortunately, just have to keep doing what we have been.
I know this is kinda late, but is there an issue report on this so I can follow the progress?
phire is apparently looking into the video dumping side of things, but the current code is a bit convoluted.
RachelB
She/Her
Player (132)
Joined: 12/3/2011
Posts: 1579
jlun2 wrote:
RachelB wrote:
(posting in English because i'm tired and don't feel like thinking right now) We can't merge natt's a/v sync hack because there are a few problems with it, and it's not very clean code. Someone is planning to rewrite the video dumping feature from scratch, but it's going to take a while. In the mean time, we unfortunately, just have to keep doing what we have been.
I know this is kinda late, but is there an issue report on this so I can follow the progress?
New person recently has taken interest in it. Issue here https://code.google.com/p/dolphin-emu/issues/detail?id=7505
Emulator Coder
Joined: 5/8/2014
Posts: 125
As of 4.0-2729 Dolphin now had accurate fmuls/fmadd emulation in the JIT and Interpreter. What does that mean? It more or less means that collision detection (Super Mario Galaxy 2, getting stuck on some corners for example) and physics issues (Mario Kart Wii/Double Dash with landing/turning) should be accurate to console, rather than having their own set of issues for Dolphin. This should affect a ton of games in a very, very positive way. Clipping tricks that didn't work on Dolphin should work, physics should be more accurate, and of course, games with replay functionality will sync up with console. We've verified replays in Donkey Kong Country Returns (Superplay functionality), along with Mario Kart Wii, Double Dash!!, Super Smash Bros Brawl and F-Zero GX (Replay functionality in each game) with replays recorded on console played on emulator successfully, and then a replay recorded on emulator verified on console. Less exciting for TASers is that this also means that dolphin in theory should will sync up in lockstep games with Console, such as Wifi mode in Super Smash Bros. Brawl, and BBA titles such as Kirby Air Ride and Mario Kart Double Dash!!
Post subject: DTM Format Corrected
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
Due to my testing and attempts at parsing DTM files, I found invalid data was being written. Like you always have a number of bongos equal to the number of GC contollers. So newer Dolphin Revisions (newer then 4.0-3022) should be writing correct data. Revision 4.0-3089 is for sure writing the correct values. Big thanks to RachelB for putting up with me and fixing this stuff. Partial list of fixes: Number of Bongos is now correct. Memory Card status (in slot A or B or Both) is written correctly. Up to 4 Gamecube Controllers and up to 4 Wiimotes are supported in a single DTM. Enjoy having 8 separate controllers in your favorite Wii Game.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
RachelB
She/Her
Player (132)
Joined: 12/3/2011
Posts: 1579
Honestly, i doubt anyone encountered these problems before. it only occured if you started recording, then stopped, then started again, but with fewer bongos/memory cards than the previous time. I doubt too many people have ever done that.