Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Before v 3.0 is released, these issues needs to be fixed (look at the left side): http://code.google.com/p/dolphin-emu/issues/detail?id=4270 A good read.
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
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
There is an annoying bug where Dolphin uses input from the previous frame, regardless of whether a savestate was loaded, resulting in desyncs. I already notified skid_au about this problem some months ago but we couldn't find the cause of it, and it remained unfixed. It happens a lot in Mario sunshine and Tony Hawk Underground, and less often in SSBM. Whenever it happens I'm getting a lot of desyncs and can't complete a movie...
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
MUGG wrote:
There is an annoying bug where Dolphin uses input from the previous frame, regardless of whether a savestate was loaded, resulting in desyncs. I already notified skid_au about this problem some months ago but we couldn't find the cause of it, and it remained unfixed. It happens a lot in Mario sunshine and Tony Hawk Underground, and less often in SSBM. Whenever it happens I'm getting a lot of desyncs and can't complete a movie...
I have had this problem for a long time as well. Bzb95 couldn't find the issue either.
Player (37)
Joined: 9/9/2006
Posts: 388
I'm also getting this issue. I think it has something to do with the way the save-state is saved (this is just an uneducated guess here). Because the controller is being polled more than once, maybe something odd is happening during a save-state and so we're saving the STATE of the poll of a button being held down in a odd format (Maybe 011, 0 off 1 on) and so that's causing the button to get locked. Again, just an uneducated guess, but I seem to be able to unjingle it sometimes by using a earlier save-state. Sometimes when I'm close to desired thing (jumping/etc) I make three save-states, the last RIGHT before I need to do something and it won't be accepting input, but if i use the one the frame before then it's fixed, albiet the input might not always get put into the input recording. This is just my experiences feel free to pass them on if you think it may help eliminate the issue.
A whisper in the wind~~
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Has the issue mentioned above been solved yet? I haven't used Dolphin in awhile and I stopped watching the changelog in March. I'd like to continue TASing GC games, but it's too frustrating with that glitch.
Warepire
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sonicpacker wrote:
Has the issue mentioned above been solved yet? I haven't used Dolphin in awhile and I stopped watching the changelog in March. I'd like to continue TASing GC games, but it's too frustrating with that glitch.
There was some commits done to improve DTMs today actually, my current computer (laptop) is too weak to run Dolphin so I cannot test if it solved the issue mentioned by DDRKhat.
Experienced player (583)
Joined: 1/27/2011
Posts: 427
Location: Oregon
The recent changes fixed an issue with exporting recordings, as well as rerecord counts. While this is a great fix, the issue MUGG and DDRKhat a talking about is still present. A work-around I've been using, is to load this save state in another instance of Dolphin. If the state is locked (won't accept input), I save another state in the original instance a frame later, and try to load it again in the new instance. A small hassle, but it avoids the large complications of corrupted save states.
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Is anyone working towards fixing this? It's extremely annoying when it comes to lengthy TASes where you have to repeatedly watch the same thing over and over to check for sync.
Player (37)
Joined: 9/9/2006
Posts: 388
I've posted up issues but not the one described above, If anyone could sit and document all the information nicely I'll go ahead and post it. Issue 4463: "Read Only" DTM ignored. Issue 4464: Hotkey Kill-Switch Issue 4465: Saves forced Issue 4466: Multi-Track Recording
A whisper in the wind~~
Skilled player (1652)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
DDRKhat wrote:
Issue 4466: Multi-Track Recording
I commented on this one on the code page as well - this seems like a bad idea to request, when RAM Search/watch and Lua haven't been implemented yet. Ram Search/Watch are the obvious next step up in TASing requirements, and multi-track type stuff would be much better handled in a Lua script. Additionally, the devs only have so much free time to devote, so we should use it to maximize the TASing ability, and not worry about extraneous features we could implement ourselves.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Warepire
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Save-state stability improved by this commit: http://code.google.com/p/dolphin-emu/source/detail?r=7564
Experienced player (583)
Joined: 1/27/2011
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Location: Oregon
This is great news! Will alleviate one of the major pains I experienced.
Active player (437)
Joined: 4/21/2004
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Location: Stockholm, Sweden
<AngerFist> hey buddy. do you got anything to submit for us tasers before version 3.0 comes out? <ToadKing> I've actually been waiting for 3.0 because I wanted to work on a small TAS input window, but gui changes right before a new official release aren't the best ideas. <ToadKing> also I've been trying to learn wxwindows to make said window <AngerFist> wow!! a lot of tasers are truly looking forward for a tas input plugin <AngerFist> i assume thats what you meant <ToadKing> not a input plugin, just something to make analog inputs possible for people without joysticks at first <ToadKing> then maybe some small macro-type features afterward But le me emphasize that ToadKing (aka baby.lueshi) has no timeframe for this but exciting news nevertheless for those who are going to tas 3D games.
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: 7/2/2007
Posts: 3960
To my chagrin, I have some knowledge of how wxwindows works. Feel free to contact me if you need help. There's also mailing lists that are pretty helpful.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
TAS Input would definitely be a big step forward. I also think that TASVideos still needs to assign a specific revision that TASers should use. IMO, newer revisions (in terms of TASing) are losing stability. I don't know what's causing this, but myself and others can attest to it. Anyway, the reason I say that is because I don't believe Dolphin 3.0 should be the "official TAS revision" even though it may seem like a good one to deem worthy. =P
Joined: 3/20/2009
Posts: 87
Derakon wrote:
To my chagrin, I have some knowledge of how wxwindows works. Feel free to contact me if you need help. There's also mailing lists that are pretty helpful.
Not gonna lie, if I spend a whole weekon this and end up nowhere, I just might do that. :P
sonicpacker wrote:
TAS Input would definitely be a big step forward. I also think that TASVideos still needs to assign a specific revision that TASers should use. IMO, newer revisions (in terms of TASing) are losing stability. I don't know what's causing this, but myself and others can attest to it. Anyway, the reason I say that is because I don't believe Dolphin 3.0 should be the "official TAS revision" even though it may seem like a good one to deem worthy. =P
If you can pinpoint which revisions cause the stability issues, that would be great. Even a range of 20 or so revisions during which the stability drops would help.
Active player (426)
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Location: California
Toad King wrote:
sonicpacker wrote:
TAS Input would definitely be a big step forward. I also think that TASVideos still needs to assign a specific revision that TASers should use. IMO, newer revisions (in terms of TASing) are losing stability. I don't know what's causing this, but myself and others can attest to it. Anyway, the reason I say that is because I don't believe Dolphin 3.0 should be the "official TAS revision" even though it may seem like a good one to deem worthy. =P
If you can pinpoint which revisions cause the stability issues, that would be great. Even a range of 20 or so revisions during which the stability drops would help.
Sorry, I can't. I have been checking the revisions every 150 or so after I got extremely annoyed about desyncs. I basically quit GC TASing...that is, until the issues are solved.
Joined: 7/2/2007
Posts: 3960
Toad King wrote:
Derakon wrote:
To my chagrin, I have some knowledge of how wxwindows works. Feel free to contact me if you need help. There's also mailing lists that are pretty helpful.
Not gonna lie, if I spend a whole weekon this and end up nowhere, I just might do that. :P
What are you envisioning, anyway? I could probably mock something up in Python (which has WX bindings) which you could transfer to whatever Dolphin's written in (presumably C++) without too many changes.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 3/20/2009
Posts: 87
Derakon wrote:
Toad King wrote:
Derakon wrote:
To my chagrin, I have some knowledge of how wxwindows works. Feel free to contact me if you need help. There's also mailing lists that are pretty helpful.
Not gonna lie, if I spend a whole weekon this and end up nowhere, I just might do that. :P
What are you envisioning, anyway? I could probably mock something up in Python (which has WX bindings) which you could transfer to whatever Dolphin's written in (presumably C++) without too many changes.
For starting I was thinking of doing something like this: When the window is open, it uses the analog inputs you set in it. Obviously it could be expanded later for digital buttons/macros, but I really want to get the analog stuff in ASAP.
Editor, Experienced player (570)
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Posts: 4036
sonicpacker wrote:
IMO, newer revisions (in terms of TASing) are losing stability. I don't know what's causing this, but myself and others can attest to it.
I've found that revisions 7564 and later are stable with regard to savestates and general performance. And diggidoyo recommends using the latest revision, just as he did for part of his Mega Man 10 TAS. I think an input window would be very helpful to people who don't have a joystick to use. I've been using a joystick to TAS on Dolphin, but I could probably improve my movies if an input window could be implemented. I don't think I could help with anything, but I wish Toad King luck in making an input window! EDIT: Never mind, I misunderstood diggidoyo. I thought that applied to GameCube games too, but I'm TASing a GameCube game and I've gotten three desyncs since I posted this.
Joined: 7/2/2007
Posts: 3960
Hm, I'm not aware of any built-in widget that would do the circular controls, but there is a vertical slider, and doing a painting canvas for the circular control wouldn't be especially difficult.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Player (64)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
well for me im currently using dolphin 7571, TAS'ing just 1 level on megaman 10 currently for the past week, and well i obviously got to savestate nonstop constantly a million times. and sometimes when i try to save, it'll say like "could not state"...or "state not found", and i'll be forced to close the whole emu then reopen and it'll be fine. It happens 1 out of 10 times on average probably And also it just randomly crashes whenever it feels like while im frame advancing (once in awhile even when i click the savestate button). it's pretty fustrating. But i can still do my stuff though just fine. http://www.a3share.com/members/1119/crash-log.PNG I also want to know how the hell to STOP dolphin from creating this "exceptioninfo.txt" file that i dont care one little bit about. It keeps growing constantly nonstop. One time it was like 260 MB until i deleted it, and it started over again, now up to 75 MB. Is it possible to stop this txt file from being created in any possible way?? :(
Joined: 7/2/2007
Posts: 3960
I'd guess that the exceptionInfo file is recording information on things that go wrong when the program is running. It's there to make bugfixing easier. You might look at the end of it when you get the savestate errors you mention and see if there's anything relevant.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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CoolKirby wrote:
sonicpacker wrote:
IMO, newer revisions (in terms of TASing) are losing stability. I don't know what's causing this, but myself and others can attest to it.
I've found that revisions 7564 and later are stable with regard to savestates and general performance. And diggidoyo recommends using the latest revision, just as he did for part of his Mega Man 10 TAS.
diggidoyo TASes Wii games, and oh look, 7564 improved WII savestates. =P I TAS Gamecube games for the most part. People like Dennis and Rene Balow agree with me. It's nearly impossible to make a decent TAS now due to desyncs and other issues.
Joined: 11/20/2010
Posts: 19
Location: Germany
I TAS actually only Gamecube games. Because i have from Wii games only SSBB. But if i want TASing this game, then desync this always. If even i played this without save&load states. By Gamecube games desync this in a TAS almost never.