What exactly means "sync problems"?
How I detect "sync problems"?
What are the causes that produces "sync problemas"?
Has this inp sync problems? (Yes/No) Why?
Thx
Sync problems : astormbl
Moderator: Chad
Alien Storm Scores.
http://marp.retrogames.com/index.cgi?mo ... 00&tourn=0
The same thing happens to this one:
http://marp.retrogames.com/inp/lcf_asto ... mame66.zip
I confirm it thinking that it's ok. If it isn´t ok, please remove the confirm!!!
The message of the decription could be for alphamame's inp????
Can someone confirm it this one is ok?
http://marp.retrogames.com/inp/ric_asto ... in37b5.zip
It shows me a score of 470.
The same thing happens to this one:
http://marp.retrogames.com/inp/lcf_asto ... mame66.zip
I confirm it thinking that it's ok. If it isn´t ok, please remove the confirm!!!
The message of the decription could be for alphamame's inp????
Can someone confirm it this one is ok?
http://marp.retrogames.com/inp/ric_asto ... in37b5.zip
It shows me a score of 470.
"sync" usually refers to time sync. That means in playing back the inp at any point of the game after the credit is popped your position should be exactly the same spot versus time as when you recorded...plus all the monsters also be in the same spots etc. at same time index of the inp.
Sometimes due to a few possible causes inps lose "sync" on playback...meaning the motion of your player might appear the same, but perhaps a tad slow...even just a couple frames...which usually quickly results in a monster/enemy moving different from your actions not being quite at the same time....so you then end up running into a monster when you originally didn't.
it also can result in crashes in racing games where maybe when played you barely turned in time to miss an object to avoid crashing yet on playback from the time sync being a tad off perhaps you don't make the turn or avoid the object so run into it. Then your inp playback is all out of sync cuz things happened on playback that didn't occur when you were playing.
For some games it's really picky. For example for Punchout, I have a 6.5 million score that's a 6.5 hour inp file. This was recorded in macmame at audio setting of 44kHz. If I play the inp back but at an audio setting of 22kHz, all appears fine initially...but at a point at around 4.5 million...after 4-5 hours of the game time played, it loses sync and I get knocked out. If I play it back at 44kHz all is fine and it plays all the way to 6.5 million.
That's a really odd case cuz even at 22kHz it stayed in sync or close enough to sync for 4-5 hours worth of the game...before the sync was out of whack enough where a result from my thrown punch or dodge etc. was different where I get hit where I didn't in playing.
Some games are also dependent on frameskip. If you play back the inp at a different frameskip, it can perhaps stay in sync a while but then lose it....or immediately appear out of sync etc.
It's one of the reasons I always strongly recommend to players to not use auto frameskip...cuz with an auto setting unless it always was at zero, others playing the inp won't have the same frameskip values at auto as you did playing and recording. For a game that's sensitive to frameskip value, that results in the inp not playing back. However, if a fixed manual frameskip was used, the anyone else can play it back at that same skip and all is ok.
hope that explains it enough to you.
Sometimes due to a few possible causes inps lose "sync" on playback...meaning the motion of your player might appear the same, but perhaps a tad slow...even just a couple frames...which usually quickly results in a monster/enemy moving different from your actions not being quite at the same time....so you then end up running into a monster when you originally didn't.
it also can result in crashes in racing games where maybe when played you barely turned in time to miss an object to avoid crashing yet on playback from the time sync being a tad off perhaps you don't make the turn or avoid the object so run into it. Then your inp playback is all out of sync cuz things happened on playback that didn't occur when you were playing.
For some games it's really picky. For example for Punchout, I have a 6.5 million score that's a 6.5 hour inp file. This was recorded in macmame at audio setting of 44kHz. If I play the inp back but at an audio setting of 22kHz, all appears fine initially...but at a point at around 4.5 million...after 4-5 hours of the game time played, it loses sync and I get knocked out. If I play it back at 44kHz all is fine and it plays all the way to 6.5 million.
That's a really odd case cuz even at 22kHz it stayed in sync or close enough to sync for 4-5 hours worth of the game...before the sync was out of whack enough where a result from my thrown punch or dodge etc. was different where I get hit where I didn't in playing.
Some games are also dependent on frameskip. If you play back the inp at a different frameskip, it can perhaps stay in sync a while but then lose it....or immediately appear out of sync etc.
It's one of the reasons I always strongly recommend to players to not use auto frameskip...cuz with an auto setting unless it always was at zero, others playing the inp won't have the same frameskip values at auto as you did playing and recording. For a game that's sensitive to frameskip value, that results in the inp not playing back. However, if a fixed manual frameskip was used, the anyone else can play it back at that same skip and all is ok.
hope that explains it enough to you.