Deathlike2 wrote:I've done a lot of savestate loading/saving and been able to cause different outcomes (either by time or different input or even a combination of both).
That's not the issue, this kind of difference is normal and necessary for TASes (it's 'luck manipulation').
unless there's a particular game or genre that has it (games that cause it I can at least look into it more)
If we knew, that'd help. So far there's an added problem of feature-based randomness:
- skipping frames is bad. Forcing autoframe rate with a max speed of 1x and 0 max frameskip would be a solution, though hackish.
- step-by-step... completely breaks most movies. Unusable so far. Recording just 1 frame in step-by-step is enough to break movies for some games.
- and the last one I found, rewind states. When zsnes saves a rewind state, "something" happens and makes it go differently compared to if zsnes didn't save that state. Standard states do not seem to have that behaviour.
So, if you record a movie with 0 frames skipped, rewinds states set at 0, and never using step-by-step you'll never(?) desync. At least I never got a desync in ~500 test movies when using the same version of zsnes the movie was made with.