I want to figure out how to use TAS, and I can figure out how to send inputs frame-by-frame and use save states, but how do you record the game in a way that can be played back in any normal media player, and so that loading a previous save state (as if to undo) would undo the recording of the undone frames?
Recording TAS?
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05-06-2016, 05:12 PM
When working on the TAS, you use a DTM file, not a regular video file. Once you're completely done with the TAS, use Dolphin's video dump function to record a regular video file in one go.
05-07-2016, 04:32 AM
(05-06-2016, 05:12 PM)JosJuice Wrote: When working on the TAS, you use a DTM file, not a regular video file. Once you're completely done with the TAS, use Dolphin's video dump function to record a regular video file in one go. So the DTM file contains an array of states made during the TAS, and video dump renders them all to a video? 05-07-2016, 05:33 AM
Yes, essentially. The DTM contains button presses rather than states, though.
05-07-2016, 05:35 AM
05-07-2016, 05:48 AM
It isn't recorded. There is no true randomness in the games, and any pseudo-random number generators are just regular computations like all other parts of the game, so Dolphin will get the same result when time you play back the DTM (usually...). This is how TASing works in all emulators.
05-07-2016, 05:57 AM
(05-07-2016, 05:48 AM)JosJuice Wrote: It isn't recorded. There is no true randomness in the games, and any pseudo-random number generators are just regular computations like all other parts of the game, so Dolphin will get the same result when time you play back the DTM (usually...). This is how TASing works in all emulators. I wasn't talking about true randomness; I was talking about RNG seeds. While I was messing around with TAS, I went back to a previous save state, killed an enemy I had killed before, and it dropped a different item than the first time, despite the kills being on different frame numbers, which meant the RNG was probably seeded by time. I was wondering how, when playing back the DTM, it would get the same seed(s) when the time is different. Is the time stored in the DTM for RNGs? 05-07-2016, 06:21 AM
Yes, the initial state of the system clock is stored to DTMs, and Dolphin will increment the clock linearly after that. Dolphin desyncs sometimes anyway, which probably is because you're using the wrong settings (possibly dual core?) or because of problems with Dolphin's savestate system.
05-07-2016, 06:23 AM
(05-07-2016, 06:21 AM)JosJuice Wrote: Yes, the initial state of the system clock is stored to DTMs, and Dolphin will increment the clock linearly after that. Dolphin desyncs sometimes anyway, which probably is because you're using the wrong settings (possibly dual core?) or because of problems with Dolphin's savestate system. Good to know. Thanks! |
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