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Emulator Issues #4610

closed

Controller input repeats after loading a savestate

Added by Sonicpacker over 13 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

What's the problem?
Controller input repeats after loading a savestate.

Dolphin version with the problem (as it appears in the title bar, Ex.: "R4779" or "R 6403M"):
Every revision I have tried since Tool-Assisted Speedrunning became far more stable; that would be 71xx I believe (though the problem could have existed before then, I'm not sure).

Operating system and version:
32-bit or 64-bit:
Both.

Game ID (as it appears in game properties, Ex.: "GZ2P01" or "RSBE01"):
All games I have tested.

Please provide any additional information below.

TASing a 3D game is virtually impossible, and it makes TASing 2D games more difficult than it needs to be due to many desyncs of input files.

Actions #1

Updated by Sonicpacker over 13 years ago

I think I mixed up the Summary/What's the problem? sections... My bad...

Actions #2

Updated by BhaaL over 13 years ago

Summary:
For example, say I make a savestate on frame 500 and I press B for "X" amount of frames. After being unhappy with my result, I load my savestate back to frame 500. Then I frame advance once to 501. The game will automatically press B even though I am not currently pressing it on my controller. This can happen with any type of input (buttons, sticks, triggers, etc.).

Actions #3

Updated by Sonicpacker over 13 years ago

I forgot to mention, this happens with "no input" as well. What I mean by that is, instead of "B" in my example, let's say you don't press B. The next time you load a save, a "no input" press of "B" will happen on the first frame you advance to even when you are holding the button down.

Actions #4

Updated by baby.lueshi over 13 years ago

  • Status changed from New to Accepted
Actions #5

Updated by bradenb95 over 13 years ago

Hey toadking i don't know if its related to this issue but in several spots we have -256 despite the fact the header only seems to be. 254 3/4

Actions #6

Updated by baby.lueshi over 13 years ago

Not related, and the header's 256 bytes on this end. Are you sure you're packing the structure correctly on your end?

Actions #7

Updated by bradenb95 over 13 years ago

In the dtm in a hex editor it appears correct but when ever i actually take the time to add up the stuff in the movie.h file it comes out short. Also I'm in the middle of a move so i haven't had time to make read-only work with all saves so feel free to do so yourself if you want.

Actions #8

Updated by baby.lueshi over 13 years ago

You're probably counting the boolean values wrong. The 8, 16, 32, and 64 bit values get aligned to multiples of 8, so the two boolean values have 7 bits of padding after each one.

Actions #9

Updated by rdragoon about 12 years ago

  • Status changed from Accepted to Fixed

This was fixed long ago.

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