MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1559
2.4 is now prone to desyncs. Why can't you keep things desync proof?
Spikestuff
They/Them
Editor, Publisher, Expert player (2642)
Joined: 10/12/2011
Posts: 6437
Location: The land down under.
PikachuMan wrote:
2.4 is now prone to desyncs. Why can't you keep things desync proof?
Ah yes, thank you for being descriptive to which core this occurs in. And thank you so much for not making an issue tracker about this and actually detailing it and again, stating which core this occurs in. Thanks for the contribution by not providing information.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Used the latest interim build: 1. Open up TAStudios and set save interval to 0 under Config > Autosave 2. Make a change anywhere (set autosave interval to 0 first) 3. Notice the star at the top. This means changes have not been saved. Verify by attempting to exit TAStudios. It will give a warning asking to save. 4. Edit 1 frame somewhere else and add an input. 5. Click on the exact same input to remove it. (Don't press Undo) 6. TAStudios now thinks you saved, even though you haven't. This means if you exit it, it will not give a box telling you to save. You can verify this by exiting TAStudios, and attempting to open the tasproj again. The change you made will not be there.
EZGames69
He/They
Publisher, Reviewer, Expert player (4460)
Joined: 5/29/2017
Posts: 2761
Ive been getting the same desync issues that were in 2.3.3 on 2.4, however it only seems to be an issue with laggy GB games. It happened quite often in Zen Intergalactic Ninja. All that was happening was some areas of inputs were not properly green zoned, there would be spots that were lighter in color compared to emulated frames (which are darker).
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Post subject: tastudio frame seek glitch
Joined: 6/3/2020
Posts: 1
I've gotten a glitch that made TAStudios almost unusable, and that is when I seek a frame bigger than the one I was in, it seeks the "frame I was in". It's annoying, and it happened to me just now.
Post subject: Re: tastudio frame seek glitch
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1559
fdafearfxre wrote:
I've gotten a glitch that made TAStudios almost unusable, and that is when I seek a frame bigger than the one I was in, it seeks the "frame I was in". It's annoying, and it happened to me just now.
Especially on SNES and SGB where pressing rewind crashes the emulator and shows this: Exception
System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.
   at System.Windows.Forms.Application.ComponentManager.System
.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at BizHawk.Client.EmuHawk.MainForm.CheckMessages()
   at BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop()
   at BizHawk.Client.EmuHawk.Program.SingleInstanceController.OnCreateMainForm()
   at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnRun()
   at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.DoApplicationModel()
   at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.Run(String[] commandLine)
   at BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
Post subject: Re: tastudio frame seek glitch
RetroEdit
Any
Editor, Reviewer, Player (169)
Joined: 8/8/2019
Posts: 152
PikachuMan wrote:
fdafearfxre wrote:
I've gotten a glitch that made TAStudios almost unusable, and that is when I seek a frame bigger than the one I was in, it seeks the "frame I was in". It's annoying, and it happened to me just now.
Especially on SNES and SGB where pressing rewind crashes the emulator and shows this: Exception System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception. at [...]
The first issue is ticket #2392, and was fixed in 2.5.2 dev. The second issue is known and tracked in ticket #2395.
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1559
TAStudio doesn't work if the frame buffer is > 8GB. I might be doing it wrong. I want to know how the algorithms work. And the New feature doesn't work either...
RetroEdit
Any
Editor, Reviewer, Player (169)
Joined: 8/8/2019
Posts: 152
PikachuMan wrote:
TAStudio doesn't work if the frame buffer is > 8GB. I might be doing it wrong. I want to know how the algorithms work.
Regarding TAStudio not handling certain large allocations well, it might be related to this: ticket #2306
PikachuMan wrote:
And the New feature doesn't work either...
What New feature? Like creating a movie starting from a savestate or SaveRAM? Those worked the last time I tested them, but it's conceivable they broke recently or they're broken in more subtle ways than I caught on.
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1559
RetroEdit wrote:
PikachuMan wrote:
TAStudio doesn't work if the frame buffer is > 8GB. I might be doing it wrong. I want to know how the algorithms work.
Regarding TAStudio not handling certain large allocations well, it might be related to this: ticket #2306
PikachuMan wrote:
And the New feature doesn't work either...
What New feature? Like creating a movie starting from a savestate or SaveRAM? Those worked the last time I tested them, but it's conceivable they broke recently or they're broken in more subtle ways than I caught on.
When creating a new run.
Post subject: TasStudio seeking goes to start when selecting prev. frames
Cioss
He/Him
Joined: 11/25/2020
Posts: 1
Can anyone help, It's a pain to have to wait constantly beczuse I made a mistake or because I have to check if it works. And turbo seek doesn't help either. Before, it didn't do that and it simply didn't seek at all only when going backwards.
Post subject: Re: TasStudio seeking goes to start when selecting prev. frames
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3821)
Joined: 11/30/2014
Posts: 2829
Location: US
Cioss wrote:
Can anyone help, It's a pain to have to wait constantly beczuse I made a mistake or because I have to check if it works. And turbo seek doesn't help either. Before, it didn't do that and it simply didn't seek at all only when going backwards.
I have also had this problem, but unfortunately I can't reproduce it consistently, so I haven't been able to figure out a fix. As a workaround, whenever this is happening to you, reset the greenzone by adding and then removing a random input at the start of the movie. Then once the movie plays back up to where you want it to it should work fine from there.
Post subject: Feature request?
Joined: 12/5/2020
Posts: 6
Location: NY USA
Is there a place (besides here) to see/request possible upcoming features?
Signature?
TiKevin83
He/Him
Ambassador, Moderator, Site Developer, Player (155)
Joined: 3/17/2018
Posts: 358
Location: Holland, MI
The issue tracker on GitHub, make sure to search for your issue first and provide as much detail as possible if filing a new one.
Joined: 12/5/2020
Posts: 6
Location: NY USA
Ok, but before I do. In the fceux TASEditor manual, it mentions Multitrack recording. http://fceux.com/web/help/taseditor/index.html?Toolbox.html#multitracking It shows in the UI, the ability to pick a player, and only changes the desired inputs. http://fceux.com/web/help/taseditor/PianoRoll.html Does TAStudio have this feature? Or a way to "lock" inputs so they don't get rewritten? My usage case is to do a quick record of a player's movement across a stage then, go back and tighten up the route, then repeat with the next player.
Signature?
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Yeah create an issue on github.
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.
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1559
The Frame 0 crash bug still persists. It only affects SNES games...
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1559
I was TASing a game, then it lags after 6 minutes of TAS time. Am I doing something wrong? It might have something to do with the savestate history settings.
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
For 2.6.1 on mGBA core, TAStudios isn't saving the branches I make. Is anyone experiencing this? Also recording mode in TAStudios keeps toggling off every time i reclick an earlier point. Can this please not happen? I want to explore a crash prone area in the game using a controller while able to see the inputs, and the frequent need to toggle back recording mode is annoynig.
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Github please.
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.
Post subject: BizHawk and my contributions
RetroEdit
Any
Editor, Reviewer, Player (169)
Joined: 8/8/2019
Posts: 152
As some have noticed, I've been gone for the past few months. During mostly late 2020, I made [url= https://github.com/TASVideos/BizHawk/commits?author=RetroEdit]some contributions to BizHawk[/url] and became heavily involved in BizHawk's IRC channel and other places where BizHawk's development was discussed. It's been fun and I wish the project well. I'm moving on, though. Since I am unlikely to contribute to BizHawk in the near future, I have removed myself as a collaborator (thus removing direct commit access, though I can still make pull requests). I generally trust the security of my GitHub account, but I'm not a security expert, and removing commit access when I don't need it seems like a sensible extra precaution. I have also unassigned myself from the two open issues I previously assigned to myself and unsubscribed from all BizHawk issues I was previously subscribed to.
Post subject: Possible TAStudio and/or melonDS power button bug?
Active player (391)
Joined: 7/19/2019
Posts: 62
I think I may have found a bug in either TAStudio or melonDS - but I'm not sure, so I thought I'd post here in case someone else wants to check and see if they get the same result? (I searched here and on github but didn't see this problem specifically.) I'm making a TAS that requires changing the DS clock mid-game to ensure particular RNG seeds. That means powering off/on the DS, changing the clock, another power off/on, loading the DS game, then finally loading a saved game. The bug (if it is one) is that any use of the power button (either in TAStudio, or just as a hotkey in BizHawk) makes it so that the saved game no longer works -- the game acts as though there's no save data. I think it's something specific to the power button, because the saved game loads fine after rebooting the core or closing/reopening the ROM. Also, if anyone else is having this happen and needs a workaround, you can do the following (but you won't be able to have a single .tasproj file anymore): 1. Use TAStudio to record up to just before the point where you need to adjust the clock. 2. Close TAStudio. 3. Change DS Sync settings. 4. Reload the core. 5. Start recording a movie (Bizhawk native, not TAStudio). 6. Open TAStudio, choose to start from "Now".) 7. You should now have a 2nd .tasproj that begins from power on with updated DS clock settings, and it can load the saved game. Apologies if this post is in the wrong thread/area.
Joined: 8/3/2008
Posts: 254
I am new to TAStudio but how do you stop TAStudio from freeze when you are recording a movie?
Guernsey Adams Pierre
Emulator Coder, Judge, Experienced player (729)
Joined: 2/26/2020
Posts: 779
Location: California
Guernsey wrote:
I am new to TAStudio but how do you stop TAStudio from freeze when you are recording a movie?
Disable autosave (or better yet switch it autosaving to a bk2).
Joined: 8/3/2008
Posts: 254
CasualPokePlayer wrote:
Guernsey wrote:
I am new to TAStudio but how do you stop TAStudio from freeze when you are recording a movie?
Disable autosave (or better yet switch it autosaving to a bk2).
Edit: I will try out your advice to see if it works. I do not want it to freeze on me and ruin my run. Edit 2: How do you turn off the command when it asks if you want to overwrite the file?
Guernsey Adams Pierre