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<title>dolphin/Source/Core/DolphinQt/TAS/GCTASInputWindow.cpp, branch 2407</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>DolphinQt: Remove unneeded out parameters in TASInputWindow</title>
<updated>2023-03-08T16:49:03+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2023-03-07T18:30:21+00:00</published>
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IIRC we needed this before the input override system was added.
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IIRC we needed this before the input override system was added.
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</entry>
<entry>
<title>DolphinQt: Use input override system for TAS input windows</title>
<updated>2022-10-03T20:04:09+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2021-03-21T21:42:33+00:00</published>
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This lets the TAS input code use a higher-level interface for
overriding inputs instead of having to fiddle with raw bits.
WiiTASInputWindow in particular was messy with how much
controller code it had to re-implement.
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This lets the TAS input code use a higher-level interface for
overriding inputs instead of having to fiddle with raw bits.
WiiTASInputWindow in particular was messy with how much
controller code it had to re-implement.
</pre>
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</content>
</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
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</content>
</entry>
<entry>
<title>DolphinQt: Reset TAS input slider to default on right-click</title>
<updated>2020-10-18T11:47:00+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2020-10-18T11:47:00+00:00</published>
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<content type='text'>
This is a feature which existed in DolphinWX. Seems like it got
implemented in DolphinQt for IRWidget/StickWidget but not sliders.
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This is a feature which existed in DolphinWX. Seems like it got
implemented in DolphinQt for IRWidget/StickWidget but not sliders.
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</entry>
<entry>
<title>DolphinQt: Allow customizing TAS input turbo interval</title>
<updated>2020-07-02T14:58:29+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2020-06-30T19:07:25+00:00</published>
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As a side effect of 9c5c3c0, Dolphin's frame counter was changed
to run at 60/50 Hz even if the game is running at a lower framerate
such as 30 fps. Since the TAS input turbo button functionality
toggled the state of a button every other frame as reported by
the frame counter, this change made the turbo button functionality
not work with 30/25 fps games.

I believe it would be hard to change the frame counter back to
how it used to work without undermining the point of 9c5c3c0,
and I'm not sure if doing so would be desireable or not anyway,
so what I'm doing instead is letting the user determine how long
turbo button presses should last. This lets users avoid the 30/25
fps game problem while also granting additional flexibility.
Perhaps there is some game where it is useful to mash at a speed
which is slower than frame perfect.
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<pre>
As a side effect of 9c5c3c0, Dolphin's frame counter was changed
to run at 60/50 Hz even if the game is running at a lower framerate
such as 30 fps. Since the TAS input turbo button functionality
toggled the state of a button every other frame as reported by
the frame counter, this change made the turbo button functionality
not work with 30/25 fps games.

I believe it would be hard to change the frame counter back to
how it used to work without undermining the point of 9c5c3c0,
and I'm not sure if doing so would be desireable or not anyway,
so what I'm doing instead is letting the user determine how long
turbo button presses should last. This lets users avoid the 30/25
fps game problem while also granting additional flexibility.
Perhaps there is some game where it is useful to mash at a speed
which is slower than frame perfect.
</pre>
</div>
</content>
</entry>
<entry>
<title>Qt/TAS: Implement turbo mode</title>
<updated>2019-03-31T03:27:34+00:00</updated>
<author>
<name>spycrab</name>
<email>spycrab@users.noreply.github.com</email>
</author>
<published>2019-03-31T02:49:57+00:00</published>
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</entry>
<entry>
<title>Qt/TAS: Improve layout</title>
<updated>2019-03-26T00:18:11+00:00</updated>
<author>
<name>spycrab</name>
<email>spycrab@users.noreply.github.com</email>
</author>
<published>2019-03-26T00:18:11+00:00</published>
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</entry>
<entry>
<title>Add 'Enable Controller Input' checkbox to TAS dialogs</title>
<updated>2018-07-07T12:55:42+00:00</updated>
<author>
<name>Rukai</name>
<email>rubickent@gmail.com</email>
</author>
<published>2018-07-07T05:51:34+00:00</published>
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<id>b94262ec33b4266fbff31c18cffcedf8c83929d2</id>
<content type='text'>
When disabled only inputs from TAS dialog are used.
When enabled inputs from TAS dialog are used, except when a change in
input is detected from a real controller, in this case the TAS value is
replaced with the real controller value.
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When disabled only inputs from TAS dialog are used.
When enabled inputs from TAS dialog are used, except when a change in
input is detected from a real controller, in this case the TAS value is
replaced with the real controller value.
</pre>
</div>
</content>
</entry>
<entry>
<title>Move DolphinQt2 to DolphinQt</title>
<updated>2018-07-06T22:48:38+00:00</updated>
<author>
<name>spycrab</name>
<email>spycrab@users.noreply.github.com</email>
</author>
<published>2018-07-06T22:40:15+00:00</published>
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