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Warepire
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Stevmay09 wrote:
Why do all the N64 emulators suck so much? It's hard to believe that even a wii emulator could be better as of now. Shouldn't an N64 be easier to emulate?
It's more a question of interested developers who cares about accuracy and sync-stability. The N64 isn't a system that interests this kind of developer in great numbers, which is sad, but that's how it is. There is a project called CEN64 that aims to be both correct and cycle accurate, but it's developed by a single person, which slows down progress.
Warepire
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creaothceann wrote:
The system time edit box probably needs to be a bit larger if you want to let the user set the date, too. Btw. I'd go with YYYY-MM-DD hh:mm:ss, or just provide one pull-down menu per digit group.
For now the old system is retained when one explicitly sets the DWORD counter to it's starting value. (Previous default was 6000) It should however be updated to (at least something similar to) a standard date-time format, but right now I consider this a lower priority issue.
Warepire
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Warepire
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Thanks for the feedback everyone, I went ahead and fixed a couple of things. I did not find a more suitable ordering that would put the Movie menu closer to File sadly, I am still open to moving it if someone can suggest a more suitable location that will not make it weird to access the other menus. Debug did however move to the very end (right before Help). And those wondering about those missing options, here's my current layout for opening an executable (Screen cap is from Visual Studio designer, so no pre-sets etc are visible):
Warepire
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Also with the number of sequence breaks it would be hard to follow the story anyway.
Warepire
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This should be interesting, good luck Odongdong!
Warepire
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feos wrote:
Didn't read the thread, but if considering the hotkey approach, just print a hotkey for each menu item that has/allows it, don't remove the menus, both camps will be happy.
The idea is for every menu item to be able to have as many hotkeys as the user desires, and default hotkeys will be written along-side the menu items when it is in place. (And of course the hotkey text will update as hotkeys are changed).
Warepire
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CoolKirby wrote:
I noticed that the entire Runtime menu has been taken out. Is that one of the aims of Hourglass-Resurrection, to allow games to run properly without the user having to manually configure those options?
All those settings were only changeable when nothing was running, they will return in another form, but many of them are marked for deprecation as they are hacks covering up implementation faults or missing core functionality. Some however cannot be removed as they eliminate bugs caused by newer hardware running code not intended for it (Games using multi-threading but designed to run on a single-core CPU) or to work around poorly written localization handling (Japanese games needing Japanese locale for example).
Warepire
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Thanks for your opinion creaothceann. I have never been a fan of toolbars because lesser used functions often need to be searched for by image instead of text. Each to their own. The menu is staying, some commonly used functions will exist as buttons in the GUI. And I did my best to not stuff commonly used functionality in too deep sub-menus. Many menu items have already been cut (almost 50), in favor of becoming tick-boxes etc in popup windows later on or completely removed as they were only there to cause extra confusion. Capitalizing almost every word: Again, I thought this was a "standard" of sorts. I myself prefer it in lower case. Will fix that.
Warepire
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Tseralith: In all emulators I have used Load/Save state have been in the File menu, I thought this was a "standard" of sorts. The ordering in which Movie is far from the File menu I took from VBA, since that is the emulator I used most, that is the flow I am used to and feels the most natural to me. I will consider moving the Movie menu closer to File. Masterjun: Consider Sound and Input switched. I agree that it would be a better flow and probably more in line with other emulators. Debug is now only for stuff to debug Hourglass itself, and in the future this menu will disappear from release-builds entirely. I will however still consider making it an option window instead as it may become easier to use for debugging purposes. Regarding the AVI capture, the way AVI capture is implemented in Hourglass might make that difficult, since the setting has to be sent directly, but nothing is captured until the first frame-event, this can make it tricky to collapse the menu items like that, but I do like that idea and it sounds better than what I have so far. I have to look at how the AVI capture is implemented and how much I can change the menu before an AVI rewrite is required. It's a lower priority for me at the moment as I would have to learn an entirely new thing, and I am currently learning GUI programming and DirectDraw. DirectDraw being quite hard to understand for this kind of usage. Thanks a lot for the feedback! More feedback would be much appreciated if anyone else wants to step up.
Warepire
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Thanks for testing Ji-chan! Would be much appreciated if there could be some more people taking a look and giving some feedback.
Post subject: [Testing wanted] Hourglass-Resurrection menu re-vamp
Warepire
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Every once in a while I have to take breaks from adding mouse support because it's very taxing and I don't want to burn out. One thing that has been bothering me about Hourglass have been the clunky GUI, in order to attempt to fix a few things I had to switch to a different menu generation method, so I re-vamped the menu layout in the process with the goal to make it easier to navigate. Please test navigation easiness / clarity! IMPORTANT: • The provided build is ONLY for comparing menu navigation and clarity with nitsuja's Hourglass r81. • It is NOT meant for TASing, due to this the .dll side is NOT included. • A lot of the existing functions are broken or unreachable for the moment, I am aware of this, do not point that out, they are meant to return in other locations. Here's the build: https://www.dropbox.com/s/homlf8n5uy4iqqk/HourglassResurrectionNewMenuLayoutTEST.rar
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Samlaptop wrote:
what do I do to get the ram address to work?
Copy the text in the code box, open Notepad and paste it, then save it as [file].lua Inside PCSX / PSXjin, open a LUA window (I think it's under File menu), choose the script (the file you made), and run it. The info the script produces will now be on screen.
Warepire
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Dimon12321 wrote:
Sorry for talking not on the topic, but is it really announced Hourglass which supports mouse??
Being worked on, still a long way to go.
Warepire
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That was really awesome. A big yes vote from me.
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I say: First submit a 20k Crazy License TAS. Then submit a play-around that gets as high score as possible. I say play-around because watching the same route over and over for a very long time is going to be VERY boring. To counter that, add the speed/entertainment tradeoff that you take different destinations, and try to drive different + do different tricks to keep the entertainment. By the way: Loving the progress so far. Keep up the great work.
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I voted. Tough choice though, no party was that appealing to vote for. But I think I made the right call in the end. It's surprising how few parties want to get more out of the EU membership here, considering that we're getting very little back (that is useful for the average citizen) for paying such a high membership fee. I am quite alarmed over the rise of Feimistiskt Iniativ, while I support about half of what they stand for, they are in my opinion completely insane and can potentially do a lot of damage. andypanther: I kinda envy you Swiss, you get to actually voice your opinions with votes regarding certain things. Here we just switch (often backstabbing) tyrant every 4 years.
Warepire
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Only lapogne36 is credited in the news for this TAS. Should be corrected.
Warepire
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Wouldn't the sum of all possible positive integers just be another positive integer? Which would become a mathematical addition of infinite recursion?
Warepire
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We're waiting for PSX support in BizHawk but a sync-stable candidate emulator that can compile as a lib is required. Major fixes in PCSX-RR or PSXjin are unlikely since the projects are more on life-support. Unless you can fix the problem yourself of course. I want to TAS Bugs Bunny Lost In Time, but the cutscenes softlock the game due to emulation errors, I can't fix that issue so it goes unfixed, which I understand. I looked at the PSXjin code once, so much horror.
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For a TASvideos submission I am not sure a MoleBox'd game can be accepted unless it was released that way by the creator. You should clear this with the staff. For the pause bug, can't do much now, but I will try to get my hands on MoleBox and see if I can figure out the problem later.
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Lorenzo_The_Comic wrote:
Apparently, running a MoleBox'd M.U.G.E.N. exe automatically advances frames even with Hourglass paused. Not sure why.
Can you explain exactly what a MoleBox'd MUGEN exe is, and link me to one that is freeware? Thanks.
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Now we're talking. This is going to be amazing when completed.
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Brilliant, I voted yes. Now un-cancel that Kirby submission!
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Is there an option to enable a speedometer? or is that a PS2-only UI thing / missing because of an emulation bug? The PS2 TAS seems to drive over 200 km/h quite often, judging from this test WIP it doesn't seem like you go that fast.