Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
rog wrote:
So try to keep your movies shorter than a billion or two frames.
Well I guess that kicks out a "one year" Animal Crossing TAS...
Joined: 7/2/2007
Posts: 3960
sonicpacker wrote:
rog wrote:
So try to keep your movies shorter than a billion or two frames.
Well I guess that kicks out a "one year" Animal Crossing TAS...
365 days * 24 hours * 60 minutes * 60 seconds * 60 frames ~= 1.9 billion, so you might still be able to manage it!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
RachelB
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Player (129)
Joined: 12/3/2011
Posts: 1579
One year should be doable, if you have 16 gb of ram. Or 32 gb if you want to use save states.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
Do we have any idea why the Tingle Tuner doesn't work? I understand the low priority of it, but still. I have a feeling that one simple patch could fix it. Would it be possible to allow such a patch in a TAS? Or would it be possible to add it to a seperate branch? I think I'm starting to understand the map assembly for it. Also, does GBA even sync at all? All of this would be pointless if it didn't. Because there is some crazy ass shit in TWW with GBA combined with superswims.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
RachelB
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Player (129)
Joined: 12/3/2011
Posts: 1579
It doesn't work because it's not emulated properly. Could be 1 line of code wrong, or a million. Until someone figures it out, we don't know. Obviously any patch that makes emulation more accurate can and should be used. There are some games that the gba connection works for, you could try tasing one of those and see if it syncs.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
I don't think it would be making emulation more accurate, more of extending the time before the connection times out. It seems as though as soon as you get past the first Nintendo screen on the GBA and tingle starts floating across the screen, connection is either lost, or it times out. I'll get home and do some testing in a couple minutes. I have FSA, so I'll test the sync on that. Sadly it runs slow as hell on my computer.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
RachelB
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I wouldn't expect a fix to be that simple.
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Posts: 398
Location: Windfall Island
I'm no emulator coder, so I'm probably wrong. Perhaps it is an error with VBA, idk. It would help if I knew assembly. I'll set some breakpoints in Dolphin and see when the connection is lost and see what I can do. All the GBA symbols seem like a mess to me. It doesn't help that I don't have IDA pro. Edit: The more and more I look at it, it seems like it's VBA. The main Nintendo screen loves going full-speed while Dolphin is at around 4%. I'm thinking the game just doesn't have enough time to initialize the connection or something. And of course VBA doesn't seem to be able to slow down the Nintendo screen, even with throttle.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Former player
Joined: 4/13/2011
Posts: 76
Location: Japan
ドルフィンで動画を作るときにフレームダンプをしますが、何故ゲームがロード中の画面をダンプしてくれない仕様なのでしょうか? 音声を毎回編集で合わせるのが大変なんですが、皆さんは気にしてないのでしょうか? Wiiはまだロードが少ないのですが、GCはロードが長く頻繁にあったりするので、編集時間がかなり無駄になっています。 TASVideo的にも、動画とムービーファイルの時間が合わないはずなので、あまり良くない気がします。
Operation related to TAS of N64/GC/Wii/PS2 emulator is often investigated.
RachelB
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Posts: 1579
すみません、理解していない。nattのAV同期ハックを使用していますか?
Former player
Joined: 4/13/2011
Posts: 76
Location: Japan
rog wrote:
すみません、理解していない。nattのAV同期ハックを使用していますか?
使用してみましたが、音声がズレてます。解決してません
Operation related to TAS of N64/GC/Wii/PS2 emulator is often investigated.
RachelB
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Player (129)
Joined: 12/3/2011
Posts: 1579
何をゲーム?
Former player
Joined: 4/13/2011
Posts: 76
Location: Japan
rog wrote:
何をゲーム?
いや、一度だけ音声を編集する必要があるようですね。 最初だけ数秒ズレがあるのに気になりましたが、これなら大丈夫だと思います。 あとはムービーファイルを作成したバージョンの違いによるdesyncが起こってしまうのかが気になるところです。
Operation related to TAS of N64/GC/Wii/PS2 emulator is often investigated.
RachelB
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Player (129)
Joined: 12/3/2011
Posts: 1579
じゃ。。。大丈夫ですか?
Active player (322)
Joined: 1/15/2012
Posts: 343
Hi ! I'm making a long TAS with Dolphin and I have a problem : since the size of my movie went over 350000 frames (a week ago), Dolphin starts to crash every ~10 times I load/save a savestate. It nearly corrupted my movie yersteday, and I start to be worried about how stable it will be after the 400000 frames will be reached... I have 8gb of RAM, I'm using the version 3.0-828... What can I do to try to stabilize Dolphin ?
RachelB
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Posts: 1579
I was unable to replicate any issues using a movie with 7.6 million frames. In fact, it didn't crash once when saving/loading 100-200 times, which is actually unusual.
Active player (322)
Joined: 1/15/2012
Posts: 343
So would it be a graphical problem ? I'm TASing a 3D game, is it having hard time to reload all the elements of the level ?
RachelB
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Player (129)
Joined: 12/3/2011
Posts: 1579
I have absolutely no idea. I doubt it is related to the length of your movie though.
Former player
Joined: 4/13/2011
Posts: 76
Location: Japan
rog wrote:
すみません、理解していない。nattのAV同期ハックを使用していますか?
AVIに音声を合成するオプションはダメのようです。無音や音飛びが生じます。 しかし、サウンドダンプしたdspdump2というファイルと合成編集することで解決しました。 よく分からない仕様には悩まされます・・・
Operation related to TAS of N64/GC/Wii/PS2 emulator is often investigated.
RachelB
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Posts: 1579
asutoro wrote:
rog wrote:
すみません、理解していない。nattのAV同期ハックを使用していますか?
やっぱりダメでした。ピクミンで30分を超える動画をダンプしてみましたが、突然無音になり、ズレが生じました。 音飛びも毎回あります。これでは使えません・・・
何をピクミンバーシュンバージョン?ムービーを投稿できる?
Active player (322)
Joined: 1/15/2012
Posts: 343
I would like to know : there's already a pause a movie at the the end thing, but is it possible to modify it into a "pause the movie at frame x" function ? If it is, can you indicate me the file to modify in Dolphin (so I can make build in any version) ? That would be really helpful.
RachelB
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Player (129)
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Posts: 1579
Line 211 of Movie.cpp is the relevant code. If you want to use a text box to specify a frame number to stop on, you'd want to do that in FrameTools.cpp somewhere.
Active player (322)
Joined: 1/15/2012
Posts: 343
Got it, thanks :)
Player (34)
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Posts: 398
Location: Windfall Island
Would it be possible to make a build that would save states for LLE and HLE separately? It would be cool to not be limited to overwriting LLE saves with crappy HLE testing saves. It also sucks loading the wrong one and crashing D:
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
RachelB
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Posts: 1579
Abahbob wrote:
Would it be possible to make a build that would save states for LLE and HLE separately? It would be cool to not be limited to overwriting LLE saves with crappy HLE testing saves. It also sucks loading the wrong one and crashing D:
diff --git a/Source/Core/DolphinWX/Src/FrameTools.cpp b/Source/Core/DolphinWX/Src/FrameTools.cpp
index 4d66d82..b678ffa 100644
--- a/Source/Core/DolphinWX/Src/FrameTools.cpp
+++ b/Source/Core/DolphinWX/Src/FrameTools.cpp
@@ -1440,6 +1440,8 @@ void CFrame::OnLoadState(wxCommandEvent& event)
 	{
 		int id = event.GetId();
 		int slot = id - IDM_LOADSLOT1 + 1;
+		if (SConfig::GetInstance().m_LocalCoreStartupParameter.bDSPHLE)
+			slot += 10;
 		State::Load(slot);
 	}
 }
@@ -1450,6 +1452,8 @@ void CFrame::OnSaveState(wxCommandEvent& event)
 	{
 		int id = event.GetId();
 		int slot = id - IDM_SAVESLOT1 + 1;
+		if (SConfig::GetInstance().m_LocalCoreStartupParameter.bDSPHLE)
+			slot += 10;
 		State::Save(slot);
 	}
 }