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path: root/src/input_common/tas/tas_input.cpp (follow)
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* UI: Relocate tas menu and add brief descriptionGravatar german772021-09-181-32/+56
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* input_common/tas: Document the main classGravatar german772021-09-181-1/+2
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* input_common/tas: Add swap controllerGravatar german772021-09-181-7/+56
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* input_common/tas: overwrite file dialogGravatar german772021-09-181-16/+3
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* input_common/tas: Fallback to simple updateGravatar MonsterDruide12021-09-181-23/+24
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* config: Move TAS options to it's own menuGravatar german772021-09-181-84/+105
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* core: Hacky TAS syncing & load pausingGravatar MonsterDruide12021-09-181-55/+87
| | | | | | | | To keep the TAS inputs synced to the game speed even through lag spikes and loading zones, deeper access is required. First, the `TAS::UpdateThread` has to be executed exactly once per frame. This is done by connecting it to the service method the game calls to pass parameters to the GPU: `Service::VI::QueueBuffer`. Second, the loading time of new subareas and/or kingdoms (SMO) can vary. To counteract that, the `CPU_BOOST_MODE` can be detected: In the `APM`-interface, the call to enabling/disabling the boost mode can be caught and forwarded to the TASing system, which can pause the script execution if neccessary and enabled in the settings.
* input_common/tas: Base playback & recording systemGravatar MonsterDruide12021-09-181-0/+340
The base playback system supports up to 8 controllers (specified by `PLAYER_NUMBER` in `tas_input.h`), which all change their inputs simulataneously when `TAS::UpdateThread` is called. The recording system uses the controller debugger to read the state of the first controller and forwards that data to the TASing system for recording. Currently, this process sadly is not frame-perfect and pixel-accurate. Co-authored-by: Naii-the-Baf <sfabian200@gmail.com> Co-authored-by: Narr-the-Reg <juangerman-13@hotmail.com>