Joined: 7/16/2006
Posts: 635
I have a feature to request: RAM watch. The cheat search is all well and good, but it's really not sufficient. What I need is the ability to go to pretty much any place in the RAM and watch (and preferrably be able to edit) that value. Also, I've noticed the cheat search doesn't support a 64 bit search. If there are things stored as doubles, that would make them rather difficult to search for. Of course, the cheat search also doesn't support searching for values in float format either, which would be rather nice.
Joined: 7/2/2007
Posts: 3960
I guess we don't have any reason to assume that Nintendo uses something other than the IEEE 754 floating point layout...
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Joined: 9/21/2009
Posts: 1047
Location: California
So should we wait for the site (TASVideos) to have a "recommended" revision of Dolphin to use? That is, for starting serious TASes.
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Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Issue 502 has now been officially closed: http://code.google.com/p/dolphin-emu/issues/detail?can=2&q=502&colspec=ID%20Type%20Status%20Priority%20Milestone%20Owner%20Summary&id=502 That's a pretty bold movement. Can the site managers decide if we are ready yet to accept dolphin or not?
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
Joined: 3/20/2009
Posts: 87
At the moment, TASes for GameCube games seem completely doable in my opinion, if difficult with the lack of some features such as a specific TAS input method, and memory watch (although debug mode has something similar). However, Wii TASes still need a little more work. Wiimotes aren't saved in an easily readable format in movie files, some users are reporting that savestates are messing up Wiimote playback, and Wiimotes are polled at a faster rate than FPS, which can cause some problems.
Joined: 8/30/2010
Posts: 10
is anyone else getting 1-frame delays sort of randomly? I will input something, and it doesn't register until the frame after. i'm using all the settings specified by skidau in AngerFist's link. also, would there be any possible way to create dtm files with a script that reads human input? so you would write for example, "A,R,0,255,0,0" on one line to denote pressing the buttons A and R and holding up on the control stick all the way for that frame. i don't know if this kind of feature has been implemented anywhere else but i think it could make repetitive inputs much less tedious. just a wild suggestion.
TRT
Former player
Joined: 5/13/2009
Posts: 132
Just wondering, has Dolphin been able to read from more than 1 input? Is it possible to have 4 separate inputs at once? I've followed the development of Dolphin a fair amount, but I don't remember seeing something related to this question. It could be useful for those co-op speedruns, now that it seems like the tools to TAS Gamecube/Wii games are there.
Editor, Expert player (2330)
Joined: 5/15/2007
Posts: 3933
Location: Germany
If I remember correctly, skidau once said that .dtm can keep track of all 4 controllers.
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Joined: 9/21/2009
Posts: 1047
Location: California
I feel like I should point out that newer revs messed up playback of older recordings. I downloaded 7321 to test netplay with someone else and my SA2:B .dtm desyncs at the intro of the game. My last "working" rev that I downloaded was 7306.
Joined: 3/20/2009
Posts: 87
sonicpacker wrote:
I feel like I should point out that newer revs messed up playback of older recordings. I downloaded 7321 to test netplay with someone else and my SA2:B .dtm desyncs at the intro of the game. My last "working" rev that I downloaded was 7306.
Revision 7272 had some changes that messed up old movies.
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Toad King wrote:
sonicpacker wrote:
I feel like I should point out that newer revs messed up playback of older recordings. I downloaded 7321 to test netplay with someone else and my SA2:B .dtm desyncs at the intro of the game. My last "working" rev that I downloaded was 7306.
Revision 7272 had some changes that messed up old movies.
That was only Wii movies. I'm talking about Gamecube. I use 7227 on my laptop and 7306 on my desktop, and the movies I've made so far sync on both. But when I updated to 7321, they broke.
Joined: 3/20/2009
Posts: 87
sonicpacker wrote:
Toad King wrote:
sonicpacker wrote:
I feel like I should point out that newer revs messed up playback of older recordings. I downloaded 7321 to test netplay with someone else and my SA2:B .dtm desyncs at the intro of the game. My last "working" rev that I downloaded was 7306.
Revision 7272 had some changes that messed up old movies.
That was only Wii movies. I'm talking about Gamecube. I use 7227 on my laptop and 7306 on my desktop, and the movies I've made so far sync on both. But when I updated to 7321, they broke.
After looking though the revisions, it looks like 7318 might be the one causing the problems. It fixed a bug with disk read speed emulation not working correctly. If you can, try to see if 7317 works with your old movies and if 7318 is the one breaking them.
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Location: California
Toad King wrote:
After looking though the revisions, it looks like 7318 might be the one causing the problems. It fixed a bug with disk read speed emulation not working correctly. If you can, try to see if 7317 works with your old movies and if 7318 is the one breaking them.
You are correct. Seems to be 7318. Was this change beneficial overall, and should I attempt to hex edit my input to sync on newer revs? Or continue using 7317 and below?
Joined: 3/20/2009
Posts: 87
sonicpacker wrote:
Toad King wrote:
After looking though the revisions, it looks like 7318 might be the one causing the problems. It fixed a bug with disk read speed emulation not working correctly. If you can, try to see if 7317 works with your old movies and if 7318 is the one breaking them.
You are correct. Seems to be 7318. Was this change beneficial overall, and should I attempt to hex edit my input to sync on newer revs? Or continue using 7317 and below?
Since it's an accuracy fix, I would say it's beneficial. It looks like the change fixed a bug where the emulation of the disk drive seek speed was wrong, and instead was able to seek to data immediately, instead of having a small delay like the actual hardware. It would be very difficult to manually edit movie files to get them to sync correctly, which would involve adding the appropriate amount of blank frames to account for the new longer load times.
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Toad King wrote:
It would be very difficult to manually edit movie files to get them to sync correctly, which would involve adding the appropriate amount of blank frames to account for the new longer load times.
I don't think that would be difficult since we have the Dolphin input display at our disposal. EDIT Turns out theres much more to editing than just adding blank frames. I can say that after attempting it for 3~ hours, hexing the old dtm to sync with newer revs is basically impossible.
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I don't know what to do. I could re-do stuff since I'm not extremely far in and already have frame numbers to go off of. But is it worth it? What if the Dolphin devs update that again to lag differently before I finish the TAS?
Joined: 3/20/2009
Posts: 87
sonicpacker wrote:
I don't know what to do. I could re-do stuff since I'm not extremely far in and already have frame numbers to go off of. But is it worth it? What if the Dolphin devs update that again to lag differently before I finish the TAS?
Dolphin is constantly being updated. What I would do is just pick a revision and stick with it if it works for your game, since i can promise you this won't be the last change that breaks movies.
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But if I continue with one that doesn't have accurate wait times, doesn't that defeat the purpose of submitting a timed run?
Player (36)
Joined: 9/11/2004
Posts: 2630
As emulation gets better our movies will be more accurate. But it's ok to start with something imperfect. Famitasia had known inaccuracies, Mupen still does. Just grab a revision and stick with it. :)
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
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Joined: 4/21/2004
Posts: 3517
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So, it seems like lag counter has been added: http://i.imgur.com/VdkYN.png <AngerFist> vi frames are actually input frames and the other thing is "all in all" played frames? <@skid_au> other way around.. yeh
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
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Joined: 9/21/2009
Posts: 1047
Location: California
AngerFist wrote:
So, it seems like lag counter has been added: http://i.imgur.com/VdkYN.png <AngerFist> vi frames are actually input frames and the other thing is "all in all" played frames? <skid_au> other way around.. yeh
Thanks to a patch by bzb95 =)
ALAKTORN
He/Him
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Joined: 10/19/2009
Posts: 2527
Location: Italy
AngerFist wrote:
<AngerFist> vi frames are actually input frames and the other thing is "all in all" played frames? <@skid_au> other way around.. yeh
that doesn't make sense, how can it be the other way around? input frames more than total frames?
Joined: 10/25/2009
Posts: 59
The gamecube and wii controllers get polled more than once a frame. So even though we still advance a video frame at a time with frame advance your button press(in some cases) will actually get written to the dtm 3 times. Due to the controller actually getting polled more than once a frame.
ALAKTORN
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Joined: 10/19/2009
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Location: Italy
thanks for the explanation :)
Joined: 3/22/2008
Posts: 84
Bzb95 just recently found a slight flaw in the savestates that almost assures periodic desynchs. He plans to fix this issue soon. The fix will only affect the accuracy of savestates; it will not affect emulation in any way. I will edit this post with more specific information once I talk to him again (I forgot most of what he told me.) The important thing is that this fix (once it's done) can be applied to any rev without breaking a run, so....yeah. It should save you a few desynchs throughout the course of a TAS. EDIT: I'm not sure if you will be able to keep using your old savestates, though (it might change them a little bit). Again, more specifics once I talk to him. MORE SPECIFICS: Alright, I talked to Bzb95 again. His exact words were "anything that gets redone based on a timer doesn't get reset when you load a save. so maybe you have 1/486000000 left before a poll if you load a save you will still have that amount vs what you had when you made the save. 486000000 being a second for the gc don't ask me why" Since you don't have the full context, here's a complete explanation: Dolphin polls input, determines what audio to play, plays that audio, and does a few other things at specific intervals. The variables which keep track of these intervals are not currently saved when you make a savestate. This means that the timing between when you load a state and when the next of the aforementioned processes takes place is not determined by the state of the emulator when you make the savestate, but by the state of the emulator when you load the state. As there is no guarantee that the two will be identical, this can very easily cause desynchs. Of course, this assumes that Bzb and I are understanding all of this correctly. Not sure about him, but that's only around 50% for me. EDIT2: Bzb says 50% for him, too. And I forgot to add that old savestates WILL NOT work after this, because the information that I've been talking about was never in the savestates to begin with.