Smash Melee Notes - Ownasaurus/TAStm32 GitHub Wiki
Getting Super Smash Bros. Melee for the Gamecube to sync required a lot of trial and error to overcome polling drift, a variable video buffer, variable audio buffer, and variable disc load times. I may eventually add details more about this here. But in the end, we found a way to get runs to sync reliably.
What I did to actually get console sync:
- Record a TAS using dolphin-master-5.0-12247-x64. I suspect newer versions and some older versions will work just fine.
- Ensure the appropriate "pollfix" gecko code is used. But not the part that doubles the polling rate to 240Hz.
- PAL:
c21a58a4 00000003 901c0000 3d808001 618c9ab4 7d8903a6 4e800421 00000000 04019d18 4bfffd9d
- NTSC 1.00
c21a4058 00000003 901c0000 3d808001 618c957c 7d8903a6 4e800421 00000000 040197e0 4280fd9d
- TODO: Add 1.01 and 1.02 codes, since many people use 1.02
- Run dtm_converter.py with the DTM tas file as a command-line parameter. This will pre-process the input in such a way that will allow the replay device to overcome the polling drift.
- Manually add beginning blank inputs to account for the BIOS / splash screen
- Sync to rumble at some point during the run using the 'R' transition type
- If done properly, the rest of the run should sync 100% of the time.
TODO: Provide example input file and run command.