Emulator Issues #9267
Auto-fire ignores loaded savestate's button state
Probably any game, but I was doing: Star Wars: Rogue Leader
Game ID? (right click the game in the game list, properties, info tab)
MD5 Hash? (right click the game in the game list, properties, info tab, MD5 Hash: Compute)
What's the problem? Describe what went wrong.
I was recording a Tool-Assisted Speedrun (TAS) and used the auto-fire feature. When auto-fire is already enabled for a button and then a save-state is loaded... then auto-fire continues where it was regardless of the save-states. Effectively is means that there are 2 different states that can be reached: one that will release the button in the upcoming frame, another that will press the button in the upcoming frame.
As a user I would expect playback to be consistent every time a save-state is loaded
What steps will reproduce the problem?
- Create a save-state at frame 100
- Load the save-state
- Enable auto-fire for the A button
- Advance to frame 110. The display shows that the A button was just pressed.
- Advance 1 frame to frame 111
- Load the save-state (note that auto-fire is still enabled)
- Advance to frame 110. This time the display shows that the A button was just released
Which versions of Dolphin did you test on? Does using an older version of Dolphin solve your issue? If yes, which versions of Dolphin used to work?
What are your PC specifications? (CPU, GPU, Operating System, more)
Intel Core i7 6700HQ
GForce GTX 960M
Windows 10 Pro 64 bit
Is there any other relevant information? (e.g. logs, screenshots,
I think that covers it
#3 Updated by DaTeL237 over 4 years ago
What do you want it to be changed to?
Not sure exactly how to describe it briefly... if this makes sense to you then consider it my proposed title :)
"When loading a save-state the auto-fire function ignores the save-state's last button presses/releases"