Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
JosJuice wrote:
Using the speed of an actual GameCube could also be appropriate - it depends on what people would prefer that Dolphin does. I think the main reason that Wiis were timed for this was because it was easier to test speeds by running CleanRip on a Wii than on a GameCube.
If possible, Metroid Prime/Gamecube games should of course be using the Gamecube drive and Wii games using Wii timing. Normally I wouldn't be requesting such thing because Dolphin emulates both of them whereas other more simple emulators like fceux obviously only needs to think of one platform.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Experienced player (608)
Joined: 10/23/2004
Posts: 706
I disagree, I play all of my GameCube games on my Wii because it has faster load times and inexpensive component cables. Playing GameCube games on the Wii is a completely legitimate way to play them and probably the way that 90%+ of people have played GameCube games in 480p. If you're trying to emulate hardware limitations, you might as well emulate the best hardware IMHO.
Current Project: - Mario Kart 64
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
Weatherton wrote:
I disagree, I play all of my GameCube games on my Wii because it has faster load times and inexpensive component cables. Playing GameCube games on the Wii is a completely legitimate way to play them and probably the way that 90%+ of people have played GameCube games in 480p. If you're trying to emulate hardware limitations, you might as well emulate the best hardware IMHO.
^ This.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
itsPersonnal
He/Him
Player (230)
Joined: 1/20/2012
Posts: 540
JMC47 wrote:
I'd honestly like itspersonnal to compare and see if it works in various parts of the game.
I haven't really been keeping up with this thread too much, what dolphin version am I comparing with?
Completed: 2010-Current | Sonic Adventure 2: Battle - Individual Level TASes 2014 | Spongebob: Battle For Bikini Bottom - Any% in 1:05:03.23 2014 | Sonic Adventure 2: Battle - Hero Story (w/ THC98) in 25:11.87 2016 | Metroid Prime - Any% in 00:37 (In-Game Time) 2018 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:42.350 2020 | Spongebob: Battle For Bikini Bottom - Any% in 0:39:20.10 2022 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:25.567 Currently working on: SA2:B DARK STORY
JosJuice
She/They
Editor, Emulator Coder
Joined: 7/3/2010
Posts: 193
Location: Sweden
itsPersonnal wrote:
JMC47 wrote:
I'd honestly like itspersonnal to compare and see if it works in various parts of the game.
I haven't really been keeping up with this thread too much, what dolphin version am I comparing with?
Compare this custom build to console speeds: https://dl.dropboxusercontent.com/u/26683170/Dolphin-cav-disc-drive.exe Or did you mean which version of Dolphin you can compare that build to? In that case, it's that build versus 4.0-1592 or newer.
itsPersonnal
He/Him
Player (230)
Joined: 1/20/2012
Posts: 540
Okay thanks, I'll look into after school today.
Completed: 2010-Current | Sonic Adventure 2: Battle - Individual Level TASes 2014 | Spongebob: Battle For Bikini Bottom - Any% in 1:05:03.23 2014 | Sonic Adventure 2: Battle - Hero Story (w/ THC98) in 25:11.87 2016 | Metroid Prime - Any% in 00:37 (In-Game Time) 2018 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:42.350 2020 | Spongebob: Battle For Bikini Bottom - Any% in 0:39:20.10 2022 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:25.567 Currently working on: SA2:B DARK STORY
Emulator Coder
Joined: 5/8/2014
Posts: 125
Yeah, Hopefully this is closer. I don't expect it to be perfect. We're trying to emulate a top of the line Wii according to the speeds.
itsPersonnal
He/Him
Player (230)
Joined: 1/20/2012
Posts: 540
I don't have the option to dump frames? was that check box moved to somewhere really stupid? or am I blind? or what? I could do the math with frames to time things, but I can't make any comparison videos without being able to dump frames <_<
Completed: 2010-Current | Sonic Adventure 2: Battle - Individual Level TASes 2014 | Spongebob: Battle For Bikini Bottom - Any% in 1:05:03.23 2014 | Sonic Adventure 2: Battle - Hero Story (w/ THC98) in 25:11.87 2016 | Metroid Prime - Any% in 00:37 (In-Game Time) 2018 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:42.350 2020 | Spongebob: Battle For Bikini Bottom - Any% in 0:39:20.10 2022 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:25.567 Currently working on: SA2:B DARK STORY
RachelB
She/Her
Player (129)
Joined: 12/3/2011
Posts: 1579
In movie menu.
itsPersonnal
He/Him
Player (230)
Joined: 1/20/2012
Posts: 540
the load I just tested (arboretum) was frame perfect, exact same time as my Wii and GC. I'll look into this more when I have a computer that doesn't go at 5 FPS on this game, but it looks like you might have actually solved the problem!? (I don't want to get too ahead of myself just yet, we still need to do more testing, but this is certainly a huge step in the right direction)
Completed: 2010-Current | Sonic Adventure 2: Battle - Individual Level TASes 2014 | Spongebob: Battle For Bikini Bottom - Any% in 1:05:03.23 2014 | Sonic Adventure 2: Battle - Hero Story (w/ THC98) in 25:11.87 2016 | Metroid Prime - Any% in 00:37 (In-Game Time) 2018 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:42.350 2020 | Spongebob: Battle For Bikini Bottom - Any% in 0:39:20.10 2022 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:25.567 Currently working on: SA2:B DARK STORY
Emulator Coder
Joined: 5/8/2014
Posts: 125
ItsPersonnal: I got too far ahead of myself last time the load-times were improved; so I know the feeling. Will be absolutely thrilled if this makes things better for the TAS. Regardless, JosJuice did an excellent job whipping up a quick patch!
Memory
She/Her
Site Admin, Skilled player (1557)
Joined: 3/20/2014
Posts: 1766
Location: Dumpster
For the record, the only confirmed difference between playing wii and gamecube for this game is that the original version occasionally crashes in a couple rooms on gamecube, but not on wii. Later versions of the game, PAL and NTSC 0-02, have a slower loader, likely to fix this issue. They will not crash in these rooms on gamecube. http://www.metroid2002.com/other_crash_chozo_elevator.php http://www.metroid2002.com/other_crash_furnace.php
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Emulator Coder
Joined: 5/8/2014
Posts: 125
ItsPersonnal: Could you make another side-by-side video showing the new CAV build? I'd like it a lot if we could feature the old video (The one that shows it wrong) and the new video in the progress report. It's really thanks to the diligence of users here that features like this continually get worked on. My White Wii has very bad loading times on it (confirmed via cleanrip) so I'd rather have footage from someone who's already tested and verified the loadtimes. I'm also not a metroid prime speedrunner that knows where the load spots are.
itsPersonnal
He/Him
Player (230)
Joined: 1/20/2012
Posts: 540
There's nothing I can do on console for a couple of days, but if I get a chance this weekend, I'll record some loads on the Dolphin rev and compare on ~Monday/Tuseday
Completed: 2010-Current | Sonic Adventure 2: Battle - Individual Level TASes 2014 | Spongebob: Battle For Bikini Bottom - Any% in 1:05:03.23 2014 | Sonic Adventure 2: Battle - Hero Story (w/ THC98) in 25:11.87 2016 | Metroid Prime - Any% in 00:37 (In-Game Time) 2018 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:42.350 2020 | Spongebob: Battle For Bikini Bottom - Any% in 0:39:20.10 2022 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:25.567 Currently working on: SA2:B DARK STORY
Emulator Coder
Joined: 5/8/2014
Posts: 125
Before the build is merged; I'd like to have the timings at least "approved" by the people here as better. I know that's a lot to ask, especially with the busy schedules people have, but I don't want a repeat of last time where we think it's fixed, and then we find caveats to that.
itsPersonnal
He/Him
Player (230)
Joined: 1/20/2012
Posts: 540
Idea came to me and I made this Link to video I haven't timed it compared to inbounds yet, it feels pretty fast but idk. If someone wants to time a console load for the last room here, it would be really easy to compare with this video. Edit: It seems pretty slow now that I look at it again, but if there are some oob dashes or a faster SW to use, I could see this being better. I assume a TAS would skip the ship save, so many going in a SW a few rooms sooner could save time over that horribly slow 2BSJ.
Completed: 2010-Current | Sonic Adventure 2: Battle - Individual Level TASes 2014 | Spongebob: Battle For Bikini Bottom - Any% in 1:05:03.23 2014 | Sonic Adventure 2: Battle - Hero Story (w/ THC98) in 25:11.87 2016 | Metroid Prime - Any% in 00:37 (In-Game Time) 2018 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:42.350 2020 | Spongebob: Battle For Bikini Bottom - Any% in 0:39:20.10 2022 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:25.567 Currently working on: SA2:B DARK STORY
AntyMew
It/Its
Encoder, Player (35)
Joined: 10/22/2014
Posts: 425
itsPersonnal wrote:
Idea came to me and I made this Link to video I haven't timed it compared to inbounds yet, it feels pretty fast but idk. If someone wants to time a console load for the last room here, it would be really easy to compare with this video.
Nice find! I definitely hope it's faster :o This strat looks so much better than waiting outside that one door
Just a Mew! 〜 It/She ΘΔ 〜
JosJuice
She/They
Editor, Emulator Coder
Joined: 7/3/2010
Posts: 193
Location: Sweden
The disc drive improvements have been merged as of Dolphin 4.0-4222! https://dolphin-emu.org/download/dev/ba1a8d2ef3e5dd602fa9ac054bcc787d7b400b16/
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
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
JosJuice
She/They
Editor, Emulator Coder
Joined: 7/3/2010
Posts: 193
Location: Sweden
Patashu wrote:
https://dolphin-emu.org/blog/2014/12/01/dolphin-progress-report-november-2014/ So is Metroid Prime emulation accurate now?
I don't know if it's close enough to perfect, but it's definitely much better than before.
itsPersonnal
He/Him
Player (230)
Joined: 1/20/2012
Posts: 540
Has any more effort been put into a Dolphin build that has accurate loads? I can tell you just from messing around with the rev posted in here a while back that things are still far from perfect. A lot of rooms are very close, but a few are noticeably faster. It's especially noticeable during IBBF, Energy Core and Furnace Access load way faster than on console, both making the console strats not really work. If anyone wants me to actually get around to comparing load times, I can do that if it'll help. I know I said I'd do it a while ago, but I actually have the time and motivation to now. I've been trying to practice strats on Dolphin lately and I want loads to be as accurate as possible. Also a controller/save state TAS is something I've been thinking about making, mostly for timing/entertainment purposes, not to submit.
Completed: 2010-Current | Sonic Adventure 2: Battle - Individual Level TASes 2014 | Spongebob: Battle For Bikini Bottom - Any% in 1:05:03.23 2014 | Sonic Adventure 2: Battle - Hero Story (w/ THC98) in 25:11.87 2016 | Metroid Prime - Any% in 00:37 (In-Game Time) 2018 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:42.350 2020 | Spongebob: Battle For Bikini Bottom - Any% in 0:39:20.10 2022 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:25.567 Currently working on: SA2:B DARK STORY
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
itsPersonnal wrote:
Also a controller/save state TAS is something I've been thinking about making, mostly for timing/entertainment purposes, not to submit.
What does it involve doing?
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
itsPersonnal
He/Him
Player (230)
Joined: 1/20/2012
Posts: 540
Basically just TASing, but playing with a controller and save states instead of frame by frame with a TAS input. The end result is far from robotic-like play, but it's still interesting to watch and takes a lot less effort. I made one of BfBB a while ago, it took 3 days and 10000 rerecords https://www.youtube.com/watch?v=dRtf15EbS9U
Completed: 2010-Current | Sonic Adventure 2: Battle - Individual Level TASes 2014 | Spongebob: Battle For Bikini Bottom - Any% in 1:05:03.23 2014 | Sonic Adventure 2: Battle - Hero Story (w/ THC98) in 25:11.87 2016 | Metroid Prime - Any% in 00:37 (In-Game Time) 2018 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:42.350 2020 | Spongebob: Battle For Bikini Bottom - Any% in 0:39:20.10 2022 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:25.567 Currently working on: SA2:B DARK STORY
Emulator Coder
Joined: 5/8/2014
Posts: 125
I really don't know what else we can do to make load times more accurate. I'm sure some of the higher ups that understand how Dolphin works could come up with some explanations, but it shouldn't be significantly wrong any more. It varies per console, and we more or less lined up the general read speeds to be between a GameCube and a Wii for GC games. Being off significantly sounds like there's still more to it... but I have no idea what could be left.
JosJuice
She/They
Editor, Emulator Coder
Joined: 7/3/2010
Posts: 193
Location: Sweden
Dolphin treats all seek times as 50 ms, which is a very conservative estimate. I think magumagu's tests showed that seek times usually are between 50 ms and 150 ms. Implementing a more proper calculation for the seek time would involve knowing how the read arm accelerates and moves, and I'm not sure how to find out about that... Something else that also needs to be simulated is rotational latency. I know more about this, but I think it will have much less of an effect than the seek times.
JMC47 wrote:
It varies per console, and we more or less lined up the general read speeds to be between a GameCube and a Wii for GC games.
No, we used the speeds a fast Wii had when reading GC discs.