Clément Gallet
Clément Gallet
This game falls under the multithreading problem (regarding timing and determinism), which mainly comes from too many layers (java, java graphical toolkit, game). I don't have any good solution to...
It is not the same issue. Options under Debug menu are meant for debugging, they break determinism. The issue is already described in #242
Inputs are also processed by wine server it seems... Xlib events are handled by `X11DRV_KeyEvent()` -> `X11DRV_send_keyboard_input()` (both winex11.drv/keyboard.c) -> `__wine_send_input()` (user32/input.c) -> `send_hardware_message()` (user32/message.c), which sends the key event...
Using a decompiler, it looks like Dustforce is using a loop inside a specific thread to check the state of each key using something like: ```c i = 0x38 vKey...
It's a good idea, but I'm a little concerned about the extra processing from saving a state each time you would load a state. Some games currently require a significant...
Assuming Jazzpunk is 32-bit, it is possible that libTAS detects that `libxrandr` is installed, but only the 64-bit library is actually installed, and the program fails on loading the 32-bit...
Could you paste the result of command `ls -l /usr/lib/x86_64-linux-gnu/libXrandr*` here?
https://github.com/microsoft/wslg/issues/376 It seems I can't do much about it.
Possibly fixed by #601
I can't run it right now, but I guess it is: Stage 1: F Rw' Uw2 L2 Uw' Fw Stage 2: U L' U2 R Rw2 D' Uw Stage 3:...