Posts for Subrava

Experienced Forum User
Joined: 4/26/2012
Posts: 11
Location: MN, US
Glad to see you're going to pick it back up. Is there some sort of "save bank" for this game where I can pull save files that have progressed a certain amount through the game already? I want to do some experimentation at FF2 and Triforce chart collecting but am not too keen on getting to those points in the game at 20 FPS.
Experienced Forum User
Joined: 4/26/2012
Posts: 11
Location: MN, US
I'm using Direct3D11 and right now my inputs are 1 frame behind. I could try to use OpenGL but it makes the graphics all wonked out. Huge sections of geometry are black and other portions of the level sometimes get rainbow gradients covering them. Is that normal?
Experienced Forum User
Joined: 4/26/2012
Posts: 11
Location: MN, US
Direct3D11 and OpenGL...would those replace the SDL.dll, cg.dll and cgGL.dll files I have in my Dolphin folder?
Experienced Forum User
Joined: 4/26/2012
Posts: 11
Location: MN, US
Well that's not good to hear. I'll just use a Smash Bros example because that's all I know. If I start up a fresh recording let's say I'm looking at a frame of Fox jumping. If I hold Y and then hit the frame advance key the emulator will update the frame and I'll see him crouching in his pre-jump frames. When I did my mini DK battle I would see Fox standing, hold Y and frame advance and he would still be standing. Once I advanced one MORE frame he would enter the jump animation. At the end of my giant DK battle it took 2 extra frames to see the input.
Post subject: Why are inputs delayed for longer TAS files? (Dolphin)
Experienced Forum User
Joined: 4/26/2012
Posts: 11
Location: MN, US
I'm extremely new to the TAS scene and noticed in my SSBM Adventure run before I lost it that inputs took two frames to come out. A fresh TAS will show the result of the input on the frame I enter it. If I were to get a sizeable way into a run (say 8-10 minutes) would I have to be planning my inputs out 3, 4 or 5+ frames out?
Experienced Forum User
Joined: 4/26/2012
Posts: 11
Location: MN, US
rog wrote:
I was really hoping the save state files would allow me to rebuild an entire .dtm.
No rebuilding needs to be done. The entire .dtm is saved with every single save state. The fact that there is no .dtm with the first two states means you stopped recording.
So I guess that means I'm out of luck. Oh well, the Mushroom Kingdom needed a lot of work anyway. A little discouraging that I couldn't recover my work but thanks for the help nonetheless. Time to get back to TASing :P
Experienced Forum User
Joined: 4/26/2012
Posts: 11
Location: MN, US
Well I'm not quite sure how the playback system works when recording new input to a .dtm so what I have been doing is starting playback of a .dtm and skipping ahead to one of my savestates after I start recording. I figured that would allow me to keep all the input without having to rewatch the entire TAS up to that point. So yes, I suppose it was inentional to start recording at a save state but I really didn't know the consequences. I was really hoping the save state files would allow me to rebuild an entire .dtm.
Experienced Forum User
Joined: 4/26/2012
Posts: 11
Location: MN, US
I only used 3 save states for it and have no idea where the .dtm is for the first two. Everything in the folder with the exception of the .txt and the WIP files is what I found in the StateSaves folder for Dolphin. If nothing can be reconstructed with those files then I'll just have to restart the project.
Experienced Forum User
Joined: 4/26/2012
Posts: 11
Location: MN, US
I checked the StateSaves folder and the .dtm is only 7KB which I found out is only about 20-30 frames from the end of my Giant DK battle. Also, when the emulator crashes on the save decompression that's just me trying to play back the .dtm (not me attempting to load a save). I'm using the build you recommended here and everything has been running smoothly up to this point. I really appreciate you guys expressing concern over this because I really am a Newbie when it comes to this tool. http://www.mediafire.com/?u2da96hmb3h8jmb I placed everything that looked important into here if you want to take a look at what's up.
Experienced Forum User
Joined: 4/26/2012
Posts: 11
Location: MN, US
I couldn't manage to remake the full .dtm using these methods; whenever I loaded up the new file (which was only a few kb) Dolphin would crash upon decompressing the save. If I throw whatever relevant files I have into a folder and upload would you, or anyone for that matter, be willing to take a look at reconstructing my save? And thanks for the advice Kirby, I wish I could have gotten it to work.
Post subject: Help! Can you recover a .dtm from savestates?
Experienced Forum User
Joined: 4/26/2012
Posts: 11
Location: MN, US
I just picked up Dolphin not but a few days ago and just recently experienced a crash. I didn't back up my .dtm as I was adding to it and somehow managed to lose all the stored input in the file. I still have savestates stored for the game that work so I was wondering if there is a way I can recover everything from those. I wasn't terribly far into my adventure run (SSBM) but I'd hate to lose my results. Any help would be massively appreciated.