ZMVs always going out-of-sync
Moderator: ZSNES Mods
ZMVs always going out-of-sync
I'm trying to make a TAS of Super Metroid. If you've played it before and/or seen videos of some of the time-saving tricks you'd know this requires split-second precision to pull them off. After about 5 or so minutes of gameplay (not sure how long it was) it always goes off sync. This isn't 5 minutes of me playing because I'm running it at 1/3 speed to see if I can do a no-damage TAS. I had pretty good success up to the Kraid fight, but then when I went to watch it in full speed it messed up in one place and I died. How do people who make TASs do it and successfully play it back? How can I prevent this happening in the future? I've been using movie saves a lot, but the part where it messed up I didn't have to save/load very often at all compared to other places that worked fine.
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- ZSNES Developer
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That option is not on.
This is what I have on:
Enable MMX Support
Disable Power Management
Use New GFX Engine
Enable IPS Auto Patching
Show ROM info on load
Log ROM Info
Toggled FFwd/Slowdown
Auto Frame Rate
On Movie State Load: Do not Switch Modes
I'm playing with a Joystick (the keyboard did this too)
This is what I have on:
Enable MMX Support
Disable Power Management
Use New GFX Engine
Enable IPS Auto Patching
Show ROM info on load
Log ROM Info
Toggled FFwd/Slowdown
Auto Frame Rate
On Movie State Load: Do not Switch Modes
I'm playing with a Joystick (the keyboard did this too)
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- ZSNES Developer
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- Locksmith of Hyrule
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Maybe whoever made those SM speedruns used an older version of ZSNES? 

<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
NSRT here.
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- Seen it all
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Re: ZMVs always going out-of-sync
They still use SNES9x. See bluetoaster.net/emu and tasvideos.org.NFITC1 wrote:How do people who make TASs do it and successfully play it back?
vSNES | Delphi 10 BPLs
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- ZSNES Shake Shake Prinny
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To limit the amount of desyncs you experience with current versions of zsnes, please set the max frameskip to 0 and never use turbo.
That should help a bit, but isn't perfect. The core itself is not fully deterministic.
That should help a bit, but isn't perfect. The core itself is not fully deterministic.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)