(11-19-2009, 05:46 AM)LOst Wrote: [ -> ] (11-19-2009, 04:45 AM)StripTheSoul Wrote: [ -> ]normal saving? But you can't load a normal save with sound, right? And I think that's what all this is about...to be able to play the game with sound...
Once having sound, it doesn't stop the emulator/game from crashing after a few minutes.
I'm not sure I understand what you mean...
Even having a normal save, you have to start the game with LLE plugin, thus no sound...
The new dolphin svn update says it solved the dumpee in NSMB WII therefore, already almost finished the problem?
and to get it but not update the dolphin which is the r4587 and this is what I think is the problem solved
(11-19-2009, 07:56 AM)torare Wrote: [ -> ]The new dolphin svn update says it solved the dumpee in NSMB WII therefore, already almost finished the problem?
and to get it but not update the dolphin which is the r4587 and this is what I think is the problem solved
Not sure what's saying there...but the last update solves the compressing problem with isos, nothing else that I'm aware of.
(11-19-2009, 03:53 AM)LOst Wrote: [ -> ] (11-19-2009, 01:21 AM)kofkin00 Wrote: [ -> ]So ... if someone can compile (add these order in wiimote C++ when you use the function " Load State ") , maybe it would solve the question " Wiimote Desync "
Now why does the Wiimote have to be synced in the first place? Some high precision movement that MUST be timed exactly right or the end of the world?
The big question is if NSMBWII is hanging, or if the emulator is hanging because of this Wiimote sync business?
There are so many solutions that can be made, if only that question gets an answer.
The wiimote is like a mini computer. you have to write reg's settings and turn on/off devices inside the remote for it to work correctly. Thats why it needs to be "synced" the bug about it being desynced is because the data from the wiimote would need to be downloaded and reuploaded when you do a save state. the problem is, there is no way to just download the data/settings directly from the wiimote. Making it very hard to resync the wiimote to the same state when the save was created.
(11-19-2009, 04:08 PM)Chaoscode Wrote: [ -> ] (11-19-2009, 03:53 AM)LOst Wrote: [ -> ] (11-19-2009, 01:21 AM)kofkin00 Wrote: [ -> ]So ... if someone can compile (add these order in wiimote C++ when you use the function " Load State ") , maybe it would solve the question " Wiimote Desync "
Now why does the Wiimote have to be synced in the first place? Some high precision movement that MUST be timed exactly right or the end of the world?
The big question is if NSMBWII is hanging, or if the emulator is hanging because of this Wiimote sync business?
There are so many solutions that can be made, if only that question gets an answer.
The wiimote is like a mini computer. you have to write reg's settings and turn on/off devices inside the remote for it to work correctly. Thats why it needs to be "synced" the bug about it being desynced is because the data from the wiimote would need to be downloaded and reuploaded when you do a save state. the problem is, there is no way to just download the data/settings directly from the wiimote. Making it very hard to resync the wiimote to the same state when the save was created.
What about "emulated" wiimotes though? Shouldn't that be possible?
(11-19-2009, 04:47 PM)Legend80 Wrote: [ -> ] (11-19-2009, 04:08 PM)Chaoscode Wrote: [ -> ] (11-19-2009, 03:53 AM)LOst Wrote: [ -> ] (11-19-2009, 01:21 AM)kofkin00 Wrote: [ -> ]So ... if someone can compile (add these order in wiimote C++ when you use the function " Load State ") , maybe it would solve the question " Wiimote Desync "
Now why does the Wiimote have to be synced in the first place? Some high precision movement that MUST be timed exactly right or the end of the world?
The big question is if NSMBWII is hanging, or if the emulator is hanging because of this Wiimote sync business?
There are so many solutions that can be made, if only that question gets an answer.
The wiimote is like a mini computer. you have to write reg's settings and turn on/off devices inside the remote for it to work correctly. Thats why it needs to be "synced" the bug about it being desynced is because the data from the wiimote would need to be downloaded and reuploaded when you do a save state. the problem is, there is no way to just download the data/settings directly from the wiimote. Making it very hard to resync the wiimote to the same state when the save was created.
What about "emulated" wiimotes though? Shouldn't that be possible?
sure its possible, but its not easy at all.
(11-19-2009, 05:02 PM)Chaoscode Wrote: [ -> ]sure its possible, but its not easy at all.
It must be harder than solve loop bug

How about some workarounds for keyboard or gamepads?
(11-19-2009, 04:08 PM)Chaoscode Wrote: [ -> ] (11-19-2009, 03:53 AM)LOst Wrote: [ -> ] (11-19-2009, 01:21 AM)kofkin00 Wrote: [ -> ]So ... if someone can compile (add these order in wiimote C++ when you use the function " Load State ") , maybe it would solve the question " Wiimote Desync "
Now why does the Wiimote have to be synced in the first place? Some high precision movement that MUST be timed exactly right or the end of the world?
The big question is if NSMBWII is hanging, or if the emulator is hanging because of this Wiimote sync business?
There are so many solutions that can be made, if only that question gets an answer.
The wiimote is like a mini computer. you have to write reg's settings and turn on/off devices inside the remote for it to work correctly. Thats why it needs to be "synced" the bug about it being desynced is because the data from the wiimote would need to be downloaded and reuploaded when you do a save state. the problem is, there is no way to just download the data/settings directly from the wiimote. Making it very hard to resync the wiimote to the same state when the save was created.
Emulator or game problem?
Game <---> Emulator <---> Wiimote
Is the game requesting REG changes in the Wiimote? Checking for invalid values and refuses to take any input whatsoever if those values were slightly off?
Then we have a game problem. Solution: Hack the game to not do such a check, simply ignoring error checks.
That's something I can do.
Is the emulator stopping all input from the Wiimote if it detected invalid values?
Then we have an emulator problem. Solution: Don't stop input, try restarting the whole Wiimote thing, like if you diconnected a Wiimote, and reconnected it again on the real hardware.
That's something you (emulator guys) can do.
But why do I ask this question:
Why are we sitting around doing nothing when there is clearly an interest (many people) in fixing the issue?
Just correct me if I am wrong! I haven't seen any NSMBWii discussion among the emulator devs.
It's being discussed among devs, believe me
