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Joined: 3/1/2005
Posts: 46
Whenever the next version is to be released would it be possible to alter the AVI writing routine to span the movie across multiple 2GB files(like Famtasia does)? I was looking at the code and I think it would only require a few extra lines(easier than adding AVI2.0 support). In DoAVIVideoFrame, before calling AVIAddVideoFrame & AVIAddSoundSamples check if the resulting (combined) addition would push the current AVI over the 2GB limit. If so, close the current file and start a new one. In the meantime, could someone tell me how to work around the limitation? It's not covered on the How-To page(FCEU has the same problem). EDIT: Nevermind about that last question. Had a big "DUH" moment this morning. :-)
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Taking snapshot doesn't save the current frame but the next frame.
Editor, Reviewer, Experienced player (969)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
When you browse your ROMs in the Open ROM dialog, pressing any letter scrolls to the first ROM. Would it be possible to scroll to the letter you pressed instead?
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
Truncated wrote:
When you browse your ROMs in the Open ROM dialog, pressing any letter scrolls to the first ROM. Would it be possible to scroll to the letter you pressed instead?
I believe this is a problem introduced in Snes9x 1.43 Final. It annoys me too, and I've already spent some hours trying to fix it without undoing all related changes from the WIP, with no success.
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
quick wrote:
...including nitsuja's 6th improvement--the 7th wasn't available anymore...
Ah, I didn't know this. Here is a mirror for it: http://fast.filespace.org/nitsuja/snes9xw-improvement7.zip It has less bugs than v6.
Former player
Joined: 7/29/2005
Posts: 459
Location: Brazil
nitsuja.. and that problem with the strange loading cd-rom when loading a rom even when i never used the cd-rom for something with the emulator? i think its something related to your improvements since in the snes9x official forum no one complain this.. im not the first, nor the second to complain about it i.i
<small>My big signature was cleared by admin; i should read <a href="http://tasvideos.org/ForumRules.html">forum rules</a>. But... who does?</small>
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
daniayaw wrote:
that problem with the strange loading cd-rom when loading a rom even when i never used the cd-rom for something with the emulator? i think its something related to your improvements since in the snes9x official forum no one complain this..
Sure they have: http://www.snes9x.com/phpbb2/viewtopic.php?t=1143
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
Here is a version of Snes9x (for Windows) that is modified to be better, both for movie-recording purposes and for general use, than the official release it is based on (which is 1.43 Final). Not to say that Snes9x wasn't awesome already, but it was lacking certain features and had various desync issues. There may be changes to the state of SNES emulation sometime soon, but at least at the time of this writing this is the version which is most recommended for the purpose of recording movies of SNES games. download: http://www.filespace.org/nitsuja/snes9xw-improvement7.zip mirror: http://www.wou.edu/~tmontg1/SNES%20Emulator/snes9xw-improvement7.zip source: http://www.savefile.com/files/1817025 Here's the full info: Snes9x 1.43 improvement v7 Newest change(s) in this version: * Fixed the problem with input fields staying green when deselected. * Added another page to the hotkeys menu filled with more hotkeys, so now almost no keys are hardcoded anymore. * Added proper key conflict detection, including between game buttons and hotkeys. * Added more info to input config text message, repositioned some dialog elements, removed controller toggle-mode checkbox, moved turbo/toggle keys around to make more sense (you may have to reassign them if you have them set from an older version). * Fixed a bug (mine) that prevented Pocky & Rocky from working (it didn't seem to affect any other games). * Fixed a bug (not mine) with the & symbol in the "recent roms" menu and author info display. * Made the Snes9x icon high-resolution so it doesn't look quite as ugly. (Just what everyone needed, right?) * Made drop-down boxes that make no sense to type into un-editable. * Added an accelerator shortcut to access the hotkeys menu, put "maintain aspect ratio" and "use video memory" in the Window menu, removed fake accelerators. * Fixed problem with Escape not exiting the Display dialog box. * Incorporated Nach's updated JMA code. General: * Made "Pause When Inactive" an option in the Settings dialog, so you can turn it off if you want Snes9x to keep playing games when it isn't the active window. If you also want sound to play while it's inactive, you can set Sound Driver to "FMOD DirectSound" in the Sound Settings menu. Input-Related: * Customizable hotkeys * The option to allow left+right and up+down to be pressed has been added. * Option to display pressed input buttons (credit to Bisqwit) * Removed 1-frame lag from the input that's displayed. * Added ability to toggle a button on or lock it on autofire using modifiers or a per-controller toggle switch. Very useful for getting around the maximum limit of keys your keyboard lets you hold at once, and also for relieving you from having to hold a button for extended periods of time. * Fixed joypad dialog and added turbo buttons * Made "fast-forward" and "show input" customizable hotkeys, so input can now be shown while playing, and made "save screenshot" a hotkey as well. * Added alternate save state system (increment/decrement/save/load current slot, as new hotkeys). Graphics-Related: * Made black bar at bottom of game optional * Added a display option to maintain correct aspect ratio. * Enabled the GUI option to use video memory and bilinear-filter any mode, not just OpenGL Sound-Related: * Gave frame advance sound (optional) Movie-Related: * Zelda desync bug fixed! (credit to FabianX) * OotW/PoP2 sound desync bug fixed (Fake Mute desync workaround option) (credit to Bisqwit) * Terranigma desync bug fixed (incorporated into Fake Mute option) * Movie length limit fixed (credit to Bisqwit and DeHackEd) * Movie play and record dialogs contain relevant sync-related emulator options. * Added "Clear SRAM" option to recording dialog, so you can make sure you're starting from a totally clean state. * An option to switch between WIP and Final timing has been added, so you can record for the version of your choice and play back either type of movie. * Incorporated important sync settings being saved into movies upon record and re-record, and loaded from them on playback. (Currently, you must click Browse... and select the movie for it to load the sync settings.) This does not interfere with official version compatibility going in either direction, at least not with the 1.43 Final or WIP. * Changed it so left+right does not even get recorded into the movie if the left+right option is not enabled. (Snes9x used to always record both directions into the movie even when it ignored one of them.) * Changed default to read-only for playing movies, since more people seem to prefer that being the default. * The ROM's CRC32 and name are now stored in recorded movie files, and displayed along with your current ROM upon loading. Old movies that are modified using this version will have the new information inserted into the movie using the current ROM. Backward compatibility is still maintained. * Moved frame counter display to not overwrite other messages, changed messages and message timings a bit. Movie Compatibility -- Because there is now an option to switch between timing modes: * This version can play all movies made with either the Final or the WIP, with the right settings on. * This version can make movies for either the Final or the WIP, whichever is desired. Known Issues / things to watch out for: * If you do not record a movie with the WIP1 timing, you may get occasional desyncs while recording, because this is how the official Snes9x 1.43 Final version behaves. * Some games (such as Terranigma) desync when you play them at too high a speed (such as with fast-forward) due to unknown reasons. * Some games (such as Super Bomberman 2 and Mortal Kombat II) require Volume Height Envelope Reading to be OFF to record reliably. * Some games (such as Nosferatu) still rely on specific sound settings (such as a certain KHz rate, etc.) to play back reliably. * Movies will still desync if you play them without letting the game emulate for at least 10 seconds to "warm up" first. * Turning on Left+Right/Up+Down may cause movies that were made without this option to desync. * If you turn on Left+Right/Up+Down, no *official* version of the Snes9x emulator will be able to play back the movie that's generated. * If a movie of a game that was affected by the sound desync bug (such as Out of this World) is recorded with this emulator, it can also be played back in this version, but if you want to play it back with an official version you'll have to set the sound playback rate to <No Sound> when playing it. * The input that is displayed is not updated between frames; you have to advance at least one frame to see the new input you're entering be displayed. * Key conflict catching is not very comprehensive and can also catches things that are no longer conflicts (in which case, just ignore the color).
Player (36)
Joined: 9/11/2004
Posts: 2624
Quick Bug Report: Sometimes SNES9X doesn't save a movie file. To reproduce: Open an existing movie file in "Read-Only" mode. Use Shift+8 to enable editting. Load a save state. Record stuff. Stop recording. You should have the original movie, and the changes you made weren't saved.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
I'm surprised nobody noticed before now. I found out about this sort-of-recently but left it in as a "feature". (You can mess around with the movies of other people without worrying about overwriting them as long as they're initially opened in read-only, and if you like the result and want to save a movie of it you can still easily do that.)
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
I'm having lots of trouble with Snes9X right now. Yesterday it work just fine though.. :( First, everytime I load, the emulator doesn't remember that the Y-button was pressed when saved. So for example in DKC you'll have to do that spining thing (used to attack enemies) each time you load, and that slows you down a bit. Second, I'm having lots of desync problems. I need to check the movie after every jump that it has counted it at that specific frame (or counted at all) while it looked just fine when i was recording the jump. Third, (this is not so bad but) sometimes when I load I get these huge lagspikes, which sometimes can annoy quite a lot. I wish someone could give few hints what I should done or what I have done wrong. I even redownloaded the emulator to check that the problem wasn't in the emulator I currently used.
Which run should I encode next? :)
Player (36)
Joined: 9/11/2004
Posts: 2624
Try holding Y before pressing frame advance, SNES9X has two black frames after every load, but the game still plays.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
I don't use frame advance. I play with 3% speed or something like that.
Which run should I encode next? :)
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
why not? you could win few more frames and more precise moves on certain thing such as SMB; mario jump off the very edge of bricks over large gap, and be able to land much farther. Like from frame advance you could see that frame #374 I am on the edge, frame #375 I am not on edge and falling, roll back to #374 and perform JUMP, something like that.
Active player (278)
Joined: 5/29/2004
Posts: 5712
You can do the same with 3% speed! You just need the rhythm.
put yourself in my rocketpack if that poochie is one outrageous dude
Editor, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
OmnipotentEntity wrote:
Quick Bug Report: Sometimes SNES9X doesn't save a movie file. To reproduce: Open an existing movie file in "Read-Only" mode. Use Shift+8 to enable editting. Load a save state. Record stuff. Stop recording. You should have the original movie, and the changes you made weren't saved.
I found that bug too, but I didn't complain, because I didn't want to bother nitsuja about it, and because I can re-"play movie" and flip the read-only checkbox faster than I can find and press Shift+8 and figure out what happened.
Maza wrote:
I don't use frame advance. I play with 3% speed or something like that.
That probably explains why. Why not use frame advance? It's much easier, it's much faster, you make much more precise runs, and you use far fewer rerecords.
Former player
Joined: 5/22/2004
Posts: 462
Frame advance is "broken" for me on the latest version. It takes 3 frames for the screen to refresh itself, i.e. I press frame advance 3 times before any visible change occurs. Even the frame counter increases by 3 frame incriments. It's very possible that it's my computer's fault, beacuse it sucks. However this is an annoying bug that wasn't there last time I tried making a movie (around 3 1/2 months ago).
Player (209)
Joined: 2/18/2005
Posts: 1451
Something similar happens to me when I pause the emulation at Turbo-speed but this is only because of the turbo mode. Make sure you have "auto frame skip" and "100% emulation speed" before using Frame-Advance. Then it should normaly work. Otherwise your computer indeed sucks.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
Dan_ wrote:
It takes 3 frames for the screen to refresh itself, i.e. I press frame advance 3 times before any visible change occurs.
Yes, go to Options->Display Configuration... and make sure "Fixed Frame Skipping Rate" is set to 0 (you probably have it set to 3), and usually it's best to also enable "Automatic Frame Skipping". If none of that works, try running "snes9x.exe -restore" at the command line while Snes9x is closed.
Former player
Joined: 5/22/2004
Posts: 462
Thanks for the replies, I'll try it out tonight.
Active player (266)
Joined: 4/11/2004
Posts: 86
Location: Quebec,Canada
Can you add a memory window that show all values of the game in real time like NES --> Debugger... --> Memory... in FCEU? It could help to control the random easily in some games. I used it to beat the final boss in Dragon Warrior in my movie. If possible: showing the selected addresss's value only. ( More as possible ) It can be used too, to know the exact amount of ennemies's HP in RPG games. Bug found in "Game Genie, Pro-Action Replay Codes": open this window, add a new cheat, press OK, open the window again, add an other one, delete the first cheat, press OK, open it again and oops the last one has been deleted too.
Joined: 7/20/2004
Posts: 108
Yikes, this emulator is totally messed up for me on my new computer: A-Bit AA8XE LGA775 Intel chipset: ICH6R/925XE Pentium 4 @ 2.8ghz LeadTek GeForce 6600GT Extreme Crappy RealTek onboard sound Win XP Home Direct X 9.0c It will run games okay visually, but the sound is full of crackles, and movie playback crashes it after a few seconds. I can get rid of the crackles by using -restore in the command line, but movies just won't play. ;_;
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
OmegaFlareX wrote:
the sound is full of crackles, and movie playback crashes it after a few seconds.
You have to turn off "Sync sound with CPU" in the movie playback dialog of every movie you play, if you're getting this problem. (Crappy RealTek onboard sound, eh?) Genisto: Yes, I've thought about this too, but right now all it has is a modal dialog... making it track and display a few selected variables on the game screen wouldn't be too hard, though. (And I didn't know about that bug from snes9x 1.43 with deleting codes. It bothers me more that loading a save state resets your codes to what they were when the state was saved, though.)
Active player (278)
Joined: 5/29/2004
Posts: 5712
So does Sync Sound With CPU make the crackles or the crash? Or both? Because I would like to get rid of the crackles.
put yourself in my rocketpack if that poochie is one outrageous dude
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
Bag of Magic Food wrote:
So does Sync Sound With CPU make the crackles or the crash? Or both? Because I would like to get rid of the crackles.
I get crackles seemingly from a conflict over use of sound resources with different programs. Like if I open WinAmp and then Snes9x, Snes9x will have crackly sound. Usually it can be fixed by fiddling with the sound settings (especially the sound driver option) or restarting everything.
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