Emulator Issues #9267
openAuto-fire ignores loaded savestate's button state
0%
Description
Game Name?
Probably any game, but I was doing: Star Wars: Rogue Leader
Game ID? (right click the game in the game list, properties, info tab)
GSWE64
MD5 Hash? (right click the game in the game list, properties, info tab, MD5 Hash: Compute)
0bf391bee90da09d6042016d23e7a9b1
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?
4.0-8534
What are your PC specifications? (CPU, GPU, Operating System, more)
Intel Core i7 6700HQ
GForce GTX 960M
16GB RAM
Windows 10 Pro 64 bit
Is there any other relevant information? (e.g. logs, screenshots,
configuration files)
I think that covers it