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License: GNU General Public License v3.0
GNU/Linux software to (hopefully) give TAS tools to games
License: GNU General Public License v3.0
When I get to the final level of VVVVVV, right after the cutscene finishes, I can't frame advance and when I try to load a savestate it crashes and prints the message:
*** stack smashing detected ***: <unknown> terminated
Got wrong message after state loading
Any help?
Ok. so basically i have been trying to get LibTAS to work for about 1 month now but it just simply wont work for me. I tried everything and i mean EVERYTHING i even tried submitting an issue no luck. so i was wondering if some kind sir who is reading this could send me there Virtual Machine of LibTAS working on it. It would mean so much to me because right now i'm stuck with using Cheat Engine to slow down the game to TAS it without save states or anything.
My Email To Send It To: [email protected]
Thanks in advance!
Does LibTAS Support Minecraft? if not will it ever?
If a savestate is made during fast forwarding and then loaded afterwards the game doesn't show the correct frame.
Either the tool says loading the state is not supported or the tool freezes
Steps: Play a game that uses the love 11.1 framework (https://bitbucket.org/rude/love/) and trigger an action that causes love.audio.stop() to be called, such as going down a pipe while playing mari0 (https://github.com/Stabyourself/mari0).
Result: Whenever love.audio.stop() is called, frames stop advancing and the game appears to hang. There are no obvious debug logs that point to a problem when the hang appears.
Additional information: I do not yet know what other scenarios cause this issue. Disabling all calls to love.audio.stop() is sufficient to allow a full TAS of mari0 to be completed. We have assistance from the mari0 developers as needed, but this appears to be an issue with the interaction between libTAS and the love framework itself.
Probably related to the thread recycling commit because it didn't happen before
We should prevent games from saving. This should be done quite easily by hooking file IO functions and preventing file writing.
For some reason when i press Start on libTAS it doesn't launch Super Meat Boy And I Have Selected The Game In The "Game executable" box Please help i have Ubuntu 17.10
Low priority but would be nice for meatboy all glitches
Steps to reproduce:
Open the tool
Select the executable
The default movie file shows 0/0 frames even if the file contains some inputs
Some games (Braid SDL1) use relative mouse movement to move its own cursor, not absolute cursor position. Therefore, there is a constant delta between the system cursor and the game cursor.
We should offer a hotkey to point the location of the game cursor, so that both cursor positions match.
Might be related to the input editor
Could be related to applying fast-forward
Games usually take some time to initialize before the first frame. Then, our code generate audio for that amount of time pass it to pulse-simple playback. Because the pulse audio buffer is filled with many samples, it waits until the audio buffer gets depleted, which fills it with even more samples.
Seems to happen when holding the frame advance
While rebasing my changes for thread synchronization, I found out I just couldn't run anything using the current master.
It looks like turning off the custom allocator has some weird behavior, when I activated logging I found something like this:
[...]
[libTAS f:0] malloc call with size 21
[libTAS f:0] returns addr 0x106e1d0
[libTAS f:0] free call with ptr 0x108aa70
[libTAS f:0] returns
[libTAS f:0] free call with ptr 0x108aa70
[libTAS f:0] returns
[libTAS f:0] malloc call with size 120
[libTAS f:0] returns addr 0x108aa70
[libTAS f:0] allocate call with length 41 and sizeof 1
[libTAS f:0] init call
[libTAS f:0] allocateUnprotected call with size 41
[libTAS f:0] allocateInExistingBlock call with bytes 41
[libTAS f:0] newBlock call with size 82
[libTAS f:0] Create new MOD of address 0x7faab52c3000 and size 4064
[libTAS f:0] allocateInExistingBlock call with bytes 41
./build/linTAS -l /home/fifi/dev/libTAS/../../fez/lib64/libmono-2.0.so.1 -l /lib/x86_64-linux-gnu/libm.so.6 -l /lib/x86_64-linux-gnu/librt.so.1 -l /lib/x86_64-linux-gnu/libdl.so.2 -l /lib/x86_64-linux-gnu/libpthread.so.0 -l /lib/x86_64-linux-gnu/libc.so.6 -l /home/fifi/local/lib64/libstdc++.so.6 -l /home/fifi/local/lib64/libgcc_s.so.1
Connecting to libTAS...
Couldn’t connect to socket.
The beginning of the log looks good, however at some point "allocate" gets called, and it's in the custom allocator.
Simply removing malloc.*
makes the game running ok: I don't know well the interaction between libTAS and malloc, but is there anything that forces us to use the hooks even if the custom allocator is turned off?
If not we could just make this a cmake option, and simply encapsulate the malloc functions in an #ifdef CUSTOM
or something. That way the name would not be exported in the library and there would be no hook issue.
Note that this solution involves reconfiguring the project when you want to activate the allocator, but you could just have two build directories, one with the custom allocator activated, and the other without.
The game uses steam for something which causes problems
When I try and install the 1.1.0 .deb file (or the 1.0.0 .deb file), I get an error:
Error: Dependency is not satisfiable: libavcodec57 (>=7:3.2.8)|libavcodec-extra57 (>=7:3.2.8)
This is on Ubuntu 16.04 installing with gdebi (software install just fails, no error details).
Compiling from source (using the instructions in the readme) produces a string of errors and crashes right after [ 11%] Buildinf CXX object CMakeFiles/linTas.dir/src/linTAS/ui/MainWindow.cpp.o
Downloading the .tar.gz files seems fine, but nothing at all happens when trying to run the included linTAS file or the libTAS.so file. Running ./linTAS
from terminal produces another error:
./linTAS: /usr/lib/x86_64-linux-gnu/libstdc++.so.6: version 'GLIBCXX_3.4.22' not found (required by ./linTAS)
.
What should I do? There are a couple of games I really want to TAS...
Before the first releases, I compiled it from source and it ran fine, not usable at that early stage, it was only when I updated to the latest version that it stopped working. I've tried deleting everything and redownloading, I've restarted my computer...
Message to the command line:
terminate called after throwing an instance of 'std::bad_alloc'
what(): std::bad_alloc
Aborted (core dumped)
Starting and stopping the executable in the tool causes it semi-regularly
This tends to happen after changing resolutions in meatboy. Worth noting that resolution itself changes the behavior of meatboy and this input files made for different resolutions might not be compatible. Restarting the input file has fixed this problem every time so far.
Would recommend to list dependency qt5-default next to the other ones.
Building platform is ubuntu 16.04 x64.
Problematic because in order to edit frames in the middle the input editor window has to be open.
I'm attempting to use a Gamemaker based game (Undertale) and at launch, the console prints out some info. One of the things printed out is the "ExeName" parameter,
When running the game by itself, it's fine
***************************************
* YoYo Games Linux Runner V1.3 *
***************************************
CommandLine: -game game.unx
ExeName= /home/daniel/Downloads/depot_391544/runner
MemoryManager allocated: 1723148
INI DisplayName=UNDERTALE
SavePrePend /home/daniel/.config/UNDERTALE/
When running the game under libTAS, there's a large amount of garbage appended to the path.
* YoYo Games Linux Runner V1.3 *
***************************************
CommandLine: -game game.unx
ExeName= /home/daniel/Downloads/depot_391544/runner�#��������&S6�#��������&T6�#��������&T6�#��������&T6 #��������&T6"#��������&T6$#��������&T6&#��������&T6(#��������&U6*#��������&U6,#��������&U6.#��������&U60#��������&U62#��������&U64#��������&V66#��������&V68#��������&V6:#��������&V6<#��������&V6>#��������&V6?#��������&V6A#��������&W6C#��������&W6E#��������&W6G#��������&W6I#��������&W6K#��������&W6M#��������&W6O#��������&W6Q#��������&X6S#��������&X6U#��������&X6W#��������&X6Y#��������&X6[#��������&X6\#��������&X6^#��������&Y6`#��������&Y6b#��������&Y6d#��������&Y6f#��������&Y6h#��������&Y6j#�������&Y6l#�������}&Y6n#�������{&Z6p#�������y&Z6r#�������w&Z6t#�������v&Z6v#�������t&Z6x#�������r&Z6y#�������p&Z6{#�������n&Z6}#�������l&[6#�������k&[6�#�������i&[6�#�������g&[6�#�������e&[6�#������c&[6�#�������a&[6�#�������_&[6�#�������^&[6�#�������\&\6�#�������Z&\6�#������X&\6�V&\6�#�������
T&\6�#�������
R&\6�#�����Q&\6�#������O&\6�#������M&\6�#�������K&]6�#�������I&]6�#�������
MemoryManager allocated: 1723572
INI DisplayName=UNDERTALE
SavePrePend /home/daniel/.config/UNDERTALE/
The game proceeds to get through the splash screen then hangs indefinitely when the main thread is launched. I'm unsure if the crash is related to this issue. Do you want game and engine specific crashes as issues at this point in development?
Please add an option for this. The only lossless options seem to be utvideo (ffv1 was tested by fsvgm777 and he said it's lossy somehow), but utvideo is very annoying to get to work, both for replay and encoding. While x264 is very broadly supported, and it has a lossless option.
I couldn't find how exactly libTAS tells ffmpeg how to encode, but here's the command that produces lossless h264 avi with bizhawk ffmpeg:
-c:a pcm_s16le -c:v libx264rgb -qp 0 -preset ultrafast -pix_fmt rgb24
And of course ideally, in the future, libTAS could support sending the direct command to ffmpeg like bizhawk does.
VVVVVV game uses SDL2 (callback method) and SDLmixer for audio playback.
Currently, music is playing (although with a significant delay) but sound effects are not played at all.
This may have to do with how SDLmixer works, at it makes a distinction between background music and effects. Also, it uses SDL time for the mixing.
when i press start in the program i get the error:
undefined symbol XGetXCBConnection:
then it can't connect to socket on all the attempts
i tried updating xlib and the other dependencies but they were all up to date
When the game I was using tried launching its audio thread, it crashed with this message from linTAS
ALSA lib conf.c:3523:(snd_config_hooks_call) Cannot open shared library libasound_module_conf_pulse.so
ALSA lib pcm.c:2495:(snd_pcm_open_noupdate) Unknown PCM default
[libTAS f:1] Thread 18141 (main) ERROR: Cannot open default audio device
runner: pcm_params.c:2290: snd_pcm_hw_refine: Assertion `pcm && params' failed.
Got unknown message!!!
It appears that libasound_module_conf_pulse.so is part of libasound2-plugins and installing that fixes the issue.
The result is a file of size 0 bytes and obviously unusable.
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