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Why are you calling an interim build a branch? I uploaded my branch just once, then switched back to master.
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feos wrote:
Why are you calling an interim build a branch? I uploaded my branch just once, then switched back to master.
Oh sorry. I'm not familiar with the terms for this.
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Also, should I move this to tastudio thread or you wanted it to be posted here specifically?
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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feos wrote:
Also, should I move this to tastudio thread or you wanted it to be posted here specifically?
Oh. Please do.
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Is it possible to load a branch state without the emulator pausing? I've got "Autopause at end of Move" unchecked but the emulator pauses whenever I load a branch state using either the GUI or a hotkey for "Quick Load." I'm running 1.11.6 on Windows 10 with the N64 core.
Current Project: - Mario Kart 64
Samsara
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Weatherton wrote:
Is it possible to load a branch state without the emulator pausing? I've got "Autopause at end of Move" unchecked but the emulator pauses whenever I load a branch state using either the GUI or a hotkey for "Quick Load." I'm running 1.11.6 on Windows 10 with the N64 core.
Check the interim build in the OP. Branches are busted in 1.11.6, but they should be working properly in the interim.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
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Hi Samsara. Thanks for the tip. Unfortunately loading a branch still pauses the emulator in the interim build no matter what I try. I'm also not able to select the branch "0" slot by using the "Select State 0" hotkey (but 1-9 work this way). Are these bugs?
Current Project: - Mario Kart 64
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Weatherton wrote:
Are these bugs?
Yes, will fix soon.
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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Thanks feos! I'm new to TAStudio so I don't want to call something a bug if I'm not sure of the intended functionality. I've also received a couple error associated with running out of memory. Is there any guidance on the memory allocation sizes?
Current Project: - Mario Kart 64
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This error only happens with n64 for me, and it's VERY inconsistent. If you could figure out the exact repro steps that are absolutely reliable each time, we could fix it.
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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feos wrote:
I tried it a bit starting a fresh PSX project (that I saved, loaded, edited), and it behaved normally. But I observed something like this with N64 before. Can you figure out the exact repro steps for PSX?
It happens every time I play the TAS I'm working on. Do you want to try playing my WIP to see if it happens for you as well?
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Weatherton wrote:
I'm also not able to select the branch "0" slot by using the "Select State 0" hotkey (but 1-9 work this way).
I can. It won't select the main bizhawk window slot 0 though, since it's useless with tastudio launched.
Weatherton wrote:
Is it possible to load a branch state without the emulator pausing? I've got "Autopause at end of Move" unchecked but the emulator pauses whenever I load a branch state using either the GUI or a hotkey for "Quick Load."
Fixed, will update later.
Hetfield90 wrote:
It happens every time I play the TAS I'm working on. Do you want to try playing my WIP to see if it happens for you as well?
Works well for me.
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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Tested Hetfield90's thing with N64. It only starts inconsistently placing states when the frame it is supposed to put a state on is lag. And when it's consecutive lag for a bunch of frames, it removes the state it just created on that lag area when as it advances emulation. Weatherton's crash stops happening to me when I set Memory Capacity in Savestate History Settings well below 500MB. With the limit of 512MB, it crashes when EmuHawk occupies 800MB+, dunno why it does that.
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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Every now and then, I noticed when I delete a frame on the latest interim build with TAStudio, it makes BizHawk not respond. It doesn't even give any exception or anything; just randomly freeze. Since it gave no message, checking on Event Viewer on Windows 10 gave this
Fault bucket , type 0 Event Name: AppHangB1 Response: Not available Cab Id: 0 Problem signature: P1: EmuHawk.exe P2: 1.11.6.10583 P3: 57854091 P4: 4298 P5: 134217984 P6: P7: P8: P9: P10: Attached files: C:\Users\User\AppData\Local\Temp\WER78D3.tmp.appcompat.txt C:\Users\User\AppData\Local\Temp\WER8288.tmp.WERInternalMetadata.xml These files may be available here: C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppHang_EmuHawk.exe_7a9eaf299779a4fe9e445ce525f74e21a6678a20_5472ffa3_1c148bfd Analysis symbol: Rechecking for solution: 0 Report Id: 423fa661-5595-11e6-bf02-c8f733655ba2 Report Status: 97 Hashed bucket:
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Sorry for the double post, but this time I got a different crash bug: 1. Open BizHawk (the interim build) 2. Open the game 2711 - Drake & Josh (U)(Rising Sun).gba 3. Drag the lua script https://drive.google.com/open?id=0B-2O13fpsnI4ejhzS3BaNjF6a1k 4. Play this tasproj https://drive.google.com/open?id=0B-2O13fpsnI4Zy16NmpYU01wNzA 5. Open TAStudio and TAS for a bit 6. Save the movie 7. Close TAStudio 8. Reopen TAStudio. This then happens sometimes. A completely different bug regarding the tasproj file is that for some reason, the marker for frame 0 won't work (in the interim build). Clicking on the marker for frame 3762, then after a while clicking back on frame marker 0 will give this: http://pastebin.com/uApvBFps Anyone else getting these errors? Edit: Not sure if this makes it more prone to crashing, but the settings for movie uses MGBA yet the core selected started out as VBA-Next. My config file: http://pastebin.com/1B64ydtH Edit2: Cut/Pasting input in TAStudio seems broken in the interim build.
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I have also encountered the Movie/Platform Mismatch error when opening a .tasproj file that I was working on. 7-zip could not open the file, and I attempted to open it with the most recent build of BizHawk which also did not work. Is there a potential fix for this issue? Thanks in advance. The rom I am using is the JP version of Super Mario World. Movie File
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Pandabear314 wrote:
I have also encountered the Movie/Platform Mismatch error when opening a .tasproj file that I was working on. 7-zip could not open the file, and I attempted to open it with the most recent build of BizHawk which also did not work. Is there a potential fix for this issue? Thanks in advance. The rom I am using is the JP version of Super Mario World. Movie File
If it helps, when the emulator crashes, for the tasproj file, instead of right click using 7z, I found that going to program files and then opening the program "7zFM" and manually navigating to the tasproj file from there opened it. No idea why this worked for me.
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Get the newest version of 7zip, that helped me.
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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The newest version of 7-zip allowed me to open the file, however for some reason the delete option was not allowed. So what I did was copied all the other files except the Greenzone file and then made a zip of them with the name of file.tasproj and that worked for me. Thank you for the help!
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jlun2 wrote:
1. TAS using TAStudios for a GBA game, any type 2. Without stopping the movie, play another .bk2 file of the same game for a bit
Without closing tastudio?
jlun2 wrote:
3. Stop that movie, try to open a tasproj file, then open up tastudios?
How do I play the tasproj with tastudio closed? What step it should be closed at? Does that work with other platforms? EDIT: Fixed cut/paste and other stuff, update and check your crashes again.
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: Please help me editing frames on TAStudio
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Hello I using tas studio tool for create tasvideo and i having problem to editing old frames. What i do: *I open a game *Open TAStudio *run the game *I press some game buttons Then i do something wrong i press rewind button and work well This make go back some frames But the problem is editing this old frames I press game buttons but no work I want edit old frames pressing game buttons The only way to edit old frames is clicking on the squares on TAStudio But clicking is no good because this make lose lot time then editing Have some way to editing pressing game buttons?how? Sorry my bad english, is not my main language
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feos wrote:
jlun2 wrote:
1. TAS using TAStudios for a GBA game, any type 2. Without stopping the movie, play another .bk2 file of the same game for a bit
Without closing tastudio?
Correct. When I have TAStudios opened, then I open a bk2 file under File>Movie>Recent>example.bk2 it plays back that movie AND immediately closes TAStudios.
feos wrote:
jlun2 wrote:
3. Stop that movie, try to open a tasproj file, then open up tastudios?
How do I play the tasproj with tastudio closed? What step it should be closed at? Does that work with other platforms? EDIT: Fixed cut/paste and other stuff, update and check your crashes again.
I used the same method as above; File>Movie>Recent>example.tasproj. It plays back the file without opening TAStudios. I believe this also works for GBC. For some reason, the errors are not consistent, so sometimes this works comepletely fine while other times it gives
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First paragraph of the Details? Are all your crashes still happening?
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 you want to be able to edit old frames with the keyboard, like how you can with the live recording (See issue 586 for something similar). Honestly, I don't see any problem with live recording at the end of the movie. But yeah I agree it would be neat to be able to use keyboard to edit some frames there and there. Something like if I press A, the current frame's A button state (pressed and not pressed) is changed?
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feos wrote:
First paragraph of the Details? Are all your crashes still happening?
************** Exception Text ************** System.InvalidOperationException: Sequence contains no matching element at System.Linq.Enumerable.Single[TSource](IEnumerable`1 source, Func`2 predicate) at BizHawk.Client.EmuHawk.TAStudio.Tastudio_Load(Object sender, EventArgs e) at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Form.OnCreateControl() at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.Form.WmShowWindow(Message& m) at System.Windows.Forms.Form.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
I haven't encountered it again yet however. Edit: Not sure if it's just me, but after opening, saving, then closing tasproj files multiple times, frame advance gets slower and slower in TAStudios in the current interim build.