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:

  1. Record a TAS using dolphin-master-5.0-12247-x64. I suspect newer versions and some older versions will work just fine.
  2. 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
  1. 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.
  2. Manually add beginning blank inputs to account for the BIOS / splash screen
  3. Sync to rumble at some point during the run using the 'R' transition type
  4. If done properly, the rest of the run should sync 100% of the time.

TODO: Provide example input file and run command.