Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
Alright, apparently there’s a hidden configuration that says Frameskipunthrottle in ppsspp.ini and can only be found there. Switch that to false and the game runs at 60 fps. But still, the game runs kinda slow and the audio is slow too(whereas it takes a while for it to catch up). Encoding it with the settings I suggested seem to skip many frames. Like it runs faster than the program itself(I have slow down turned off I believe). So, it’s still flawed.. I am still interested in looking into mame tasing for now.
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
*bump* With native Lubuntu installed, there’s a massive speed increase. I didn’t think it would be so significant, but it was. Tested battlefront 2 with the configs above, and play back is pretty smooth. Haven’t tested dumping yet.
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11495
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Lubuntu is incredibly lightweight. Debian with LXDE would give you comparable (and probably faster) speed if you don't install tons of extra stuff.
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.
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
Looking deeper into this, I found that rng is not determistic because the psp itself wasn’t determenistic. So this causes some rng problems. A way to get around this: make a save state(with ppsspp, not libtas), at the beginning to make sure rng is consistent. [Edit] go to time tracking - main thread - getclocktime and you should be good. Star Wars battlefront 2 works pretty well. I made a test encode and next I’m going to make a more optimized battle. Psp tasing is here!
keylie
He/Him
Editor, Emulator Coder, Expert player (2844)
Joined: 3/17/2013
Posts: 392
InfamousKnight wrote:
Looking deeper into this, I found that rng is not determistic because the psp itself wasn’t determenistic. So this causes some rng problems.
Even if ppsspp is not deterministic, libTAS should be able to make it deterministic. If it's not, then it should be fixed. Could you please post details of how you managed to get non-deterministic behavior in libTAS? Thanks!
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
The way I got non-determistic behavior was by foregoing the getclocktime setting and replaying a battlefront 2 movie. Position is random when you spawn, as well as enemies on map. Replay the movie a few times and you’ll see a difference. [edit] getclocktime doesn’t seem to make a difference. And that save state in ppsspp doesn’t help much either.. I guess I got lucky with the test encode? I still have it and may upload it tomorrow if you like. I do have to hope for the best when playing back. [edit 2] I was wrong about all that in edit 1. First don’t enable getclocktime when making the movie. Somehow this causes desyncs. Next to reproduce non-determisitc behavior, go to ppsspp.ini and go to line forceunthrottleframeskip to false and don’t make any save states with ppsspp and load Star Wars battlefront 2 with mos esly map with assault mode. Move around a bit. Stop movie. Play it back a few times and you should end up somewhere else.
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
Psp tasing is now deterministic with keylies fork of ppsspp. Once you compile and run it, open ppsspp.ini and set enforcesinglethread to true and rendering mode to 0. In libtas, time tracking gettimeofday enable to prevent softlock. Because rendering is set to 0, this means not all games will work. Battlefront 2 works and that's good game to tas. Midnight club 3 doesn't work though. That's what I have so far
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
Updated the original post with relevant info.
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
It looks like ppsspp has some input recording for the purpose of debugging: https://github.com/hrydgard/ppsspp/pull/12153 From my understanding, because it doesn't use a frame counter to store in save states, its not meant for tasing. However, because libtas has save states, instead of creating a libtas input file, you can use it to make a ppsspp input file instead. I don't know how well this would work, but just a thought. Does anyone want to test it? I don't even know if it works on linux.
Spikestuff
They/Them
Editor, Publisher, Expert player (2656)
Joined: 10/12/2011
Posts: 6449
Location: The land down under.
Using the snap store version:
sudo apt update
sudo apt install snapd
sudo snap install ppsspp-emu
(Cause I couldn't be bothered figure out how to get flatpack running after installing everything on that one) Anyways, as it shows in the lines. Game executable: /snap/bin/ppsspp-emu.ppsspp-sdl Command-line options: /home/<user>/Downloads/cube.elf (path to your game) (personally I would add --graphics=software before going to game's path) Issues:
  • Can't Dump
  • Can't Frame Advance
  • Can't Pause
And most importantly.
  • Can't TAS with
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Joined: 9/5/2022
Posts: 3
Psp tasing is now deterministic with keylies fork of ppsspp
Can somebody upload already compiled this version?