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Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
Quicksave and Quickload are hardcoded throught Win32 API. You can't change them without recompiling. And you can't assign it to gamepad button. For now, your best alternative is to use an utility that maps controller button to keyboard key. There's normaly one included with popular controllers.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Jyzero , how about implanting this feature?
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
Phil wrote:
Jyzero , how about implanting this feature?
I'm trying. Messing up with the Windows API is not simple when you don't have any knowledge on it.
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
Jyzero wrote:
Phil wrote:
Jyzero , how about implanting this feature?
I'm trying. Messing up with the Windows API is not simple when you don't have any knowledge on it.
Done. See first post.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
ok hmm need to search my Genesis roms then.I will test it.Count on it.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Features that are missing: 1st It's very complicated to resume a movie.You should include save & load during playing the movie.So it can resume the movie more easily. 2nd I don't like using ESC to pause the emu. There must be a way to configure it ourself.
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
Phil wrote:
Features that are missing: 1st It's very complicated to resume a movie.You should include save & load during playing the movie.So it can resume the movie more easily. 2nd I don't like using ESC to pause the emu. There must be a way to configure it ourself.
1) You can save and load during playing the movie. However, controller input is disabled while playing a movie. So you'll have to do it using the menu or with F5 or F8. So you can for exemple, Play a movie, hit F5 to save the point where you want to rerecord, select the Resume record menu, and then it F8 (or quickload key). If you have a better idea on how to implement it, tell me. 2) It will be a little difficult because Pause have to be processed before controller input is updated. I'll see what I can do. Is there any other option that needs to be assigned on a game key ?
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Jyzero wrote:
1) You can save and load during playing the movie. However, controller input is disabled while playing a movie. So you'll have to do it using the menu or with F5 or F8. So you can for exemple, Play a movie, hit F5 to save the point where you want to rerecord, select the Resume record menu, and then it F8 (or quickload key). If you have a better idea on how to implement it, tell me.
hmm maybe you should ask Bisqwit or Blip.But well I know how it works now. ;)
Jyzero wrote:
2) Is there any other option that needs to be assigned on a game key ?
Hmm don't think so. Btw is there a way to lower the speed to 10% or even lower? I think it should be adjusted manually like in Famtasia or VirtuaNes. Good works.
Former player
Joined: 4/8/2004
Posts: 82
Location: Majorca
If you implement a slowdown function like the one in virtuanes and the throttle on-off button can be assigned to the pad it can save loads of time during for example unskippable intros.
Kage bunshin no jutsu!!!
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
Jackic wrote:
If you implement a slowdown function like the one in virtuanes and the throttle on-off button can be assigned to the pad it can save loads of time during for example unskippable intros.
It could works that way : One menu/button to toggle slow mode. One menu to select slow mode speed. The slection of slow speed would be 50% , 33,3% , 25% , 20 %, 16,7%, 10% and 6,25 % I'll try.
Former player
Joined: 4/8/2004
Posts: 82
Location: Majorca
I forgot about a fast forward option too, thanks.
Kage bunshin no jutsu!!!
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
For fast foward, just set frameskip to 9. Implementing it in the same way of slow mode is instable. All other features are implemented. See first post.
Former player
Joined: 4/8/2004
Posts: 82
Location: Majorca
The speed toggle feature is great, I have just finished my first Megadrive movie with the game Splatterhouse 2 finished in 16:02
Kage bunshin no jutsu!!!
Former player
Joined: 5/22/2004
Posts: 462
I'll give Rocket Knight Adventures a go. I've beaten this game soooooooo many times its not even funny anymore.
Former player
Joined: 5/9/2004
Posts: 114
Got to give this a shot, I was never a genesis kid but I know for sure I am going to die when I see a sonic 2 run. That game is out of control and I expect to see like 10 versions, reaching times unheard of.
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
oh yea, i forgot to say: THANK YOU JYZERO!!!! U RULE!
Former player
Joined: 3/11/2004
Posts: 336
Yeah, awesome job Jyzero! I've been recording Sonic 2 for a while now, and I haven't run into a single problem. Keep up the good work.
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
Sleepz wrote:
Yeah, awesome job Jyzero! I've been recording Sonic 2 for a while now, and I haven't run into a single problem. Keep up the good work.
Thanks, but I hope you're making a few backups. These are still new and features and desyncs are not impossible.
Former player
Joined: 5/3/2004
Posts: 366
I suppose that if I have a bug report I should report it here, yes? In the process of re-recording, some of my videos became corrupted from the beginning. At this point, I am certain that what's going on is a Quick Load is causing the frame data to be written to the front of the file. I suspect this because, using backups, I was able to restore the file and append that "corrupted" data from the front of the file to the end and recover the work I had just lost. This happened twice in Contra Hard Corp roughly 18 minutes into the game. It might have happened a third time when I played through just for fun before I was working on my time attack. Hopefully, if you're planning on trying to fix this problem, I've given enough information. I still have the backups and the glued-together versions, if you need those.
Joined: 4/11/2004
Posts: 52
Location: New Zealand
I have encountered this desync problem through resuming my Sonic 3 and Knuckles movie. What I did before i stopped was play a little forward after Angel Island 2 (When Knuckles destroys the bridge after you beat Robotnik/Eggman) then during playback i resume the movie during the Act Completed screen. If you want i could send both versions of the .gmv to show you (My backup and the corrupted file).
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
Thank you for your report. Tonight I rewrote almost completly the movie code. Should be ready tomorrow.
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
luckly i haven't encountered any problem at all, it works for me even better than famtasia..
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
I just made a discovery. Messing with video settings ingame is prone to cause desync because the emulator skips a frame. This include : - Going in/out full screen - Resizing windows - Toggle Vsync - Ajust color setting - Stretch Changing frameskip have no effect. You can still do the previous operations before a movie is playing/recording.
Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
For some reason it refuses to allow the input data in recordings to exceed 65535 bytes, and it just starts giving out error messages [Block error writing frame : #####] I'm guessing that some variable is being limited to two bytes when it shouldn't be. I have also experienced the problem with the first part of the recording being corrupted. A sure way to get it to happen is to record a movie, make a savestate, and exit Gens. Then reopen Gens, open the game, and immediately use 'Resume record from savestate'. This doesn't happen if you use 'Play Movie' first... System: AMD Athlon XP 2000+ [1666MHz] Windows 98SE
Blah!
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
Thank you for your bug report. All these problems have been fixed. See first post.
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