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Joined: 6/14/2013
Posts: 18
Location: Zemun
OK.
Serbian Racing Team @ www.SERT-LFS.net
Joined: 6/14/2013
Posts: 18
Location: Zemun
Done. I found a problem. Sound Configuration > "Rate:" 96000 is the problem. All (48000, 44100, 22050 and 11025) works fine with "Record AVI...", except 96000 Hz. Now we know... ;) EDIT: Video evidence... :) Link to video Smooth... GO GO GO FCEUX!
Serbian Racing Team @ www.SERT-LFS.net
Joined: 6/14/2013
Posts: 18
Location: Zemun
btw, AnS, perhaps this feature could be added, pls? Such as in BizHawk.
Serbian Racing Team @ www.SERT-LFS.net
Joined: 6/14/2013
Posts: 18
Location: Zemun
And, whether this menu can be seen from full screen? As can be seen in window mode. Can you make?
Serbian Racing Team @ www.SERT-LFS.net
AnS
Emulator Coder, Experienced player (723)
Joined: 2/23/2006
Posts: 682
nesrulz wrote:
btw, AnS, perhaps this feature could be added, pls?
OK, it is added in r2962. I don't think the actual checkbox is needed, emulator should just always save the last entered name, like TAS Editor always did (when creating a new FM3 project). By the way, since you're only beginning to learn, I suggest you to try TASing in TAS Editor instead of recording movies the traditional way.
nesrulz wrote:
And, whether this menu can be seen from full screen? As can be seen in window mode.
Well, this is old request, but I don't think it's important enough to warrant the hassle.
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11274
Location: RU
Just doubleclick the dialog header and there you go. Best fit options affect this mode as well, so aspect ratio will always be the one you want.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 6/14/2013
Posts: 18
Location: Zemun
AnS wrote:
OK, it is added in r2962. I don't think the actual checkbox is needed, emulator should just always save the last entered name, like TAS Editor always did (when creating a new FM3 project). By the way, since you're only beginning to learn, I suggest you to try TASing in TAS Editor instead of recording movies the traditional way.
Thx. I tried TAS Editor, but I play a game like this (currently). A certain level, not the entire game. Link to video I play games and in this way (certain level), and as I noted TAS Editor rejects it? I mean, rejecting load state option. Which is normal.
Serbian Racing Team @ www.SERT-LFS.net
AnS
Emulator Coder, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Yes, TAS Editor expects you to start movie from console power on. Movies starting from savestate are not published on TASVideos anyway, so you can't go with single level movies forever.
Joined: 6/14/2013
Posts: 18
Location: Zemun
AnS wrote:
Yes, TAS Editor expects you to start movie from console power on. Movies starting from savestate are not published on TASVideos anyway, so you can't go with single level movies forever.
Yes, I know. :) btw, I tried version 2963. I see the author's name is now remembered. Thx again.
Serbian Racing Team @ www.SERT-LFS.net
WST
She/Her
Active player (450)
Joined: 10/6/2011
Posts: 1690
Location: RU · ID · AM
AnS wrote:
Movies starting from savestate are not published on TASVideos anyway
1617M
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
AnS
Emulator Coder, Experienced player (723)
Joined: 2/23/2006
Posts: 682
WST wrote:
AnS wrote:
Movies starting from savestate are not published on TASVideos anyway
1617M
OK, I guess I should have said "multi-segment runs" or something.
Joined: 6/14/2013
Posts: 18
Location: Zemun
Small error in the "Help...": "display" is not linked - not clickable. http://i39.tinypic.com/2mhwvol.png
Serbian Racing Team @ www.SERT-LFS.net
Joined: 6/14/2013
Posts: 18
Location: Zemun
Problem with the output file name - Record AVI/WAV... I believe that you know about these bugs. Example #1: "Play Movie..."> "Record AVI..."> "Record WAV..."> Example 2: "Play Movie..."> "Record AVI..."> "Record WAV..."> Why default name is not the same, for AVI and for WAV? Output name (AVI/WAV) should automatically/default be the same as the input (Movie) name. You agree? Seem to have a problem (for AVI) with punctuation: stop (.), minus (-), etc. For WAV is different. He took the name directly from ROM? And there is no problem with stop (.). So if that's the only solution, allow both work the same. RGDS, Miroslav
Serbian Racing Team @ www.SERT-LFS.net
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11274
Location: RU
Ilari reported that the latest Moon Cristal submission syncs on 32bit FCEUX, but doesn't sync on 64bit one.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
AnS
Emulator Coder, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Well, for Windows there's only 32bit version. I don't know what's on Linux side, but I think 64bit version isn't really maintained.
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Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
I have a small bug report for the latest version: In RAM Watch, when loading a watch file with using File->Recent, all addresses are treated as unsigned hex even if they are saved as decimal.
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MESHUGGAH wrote:
using fceux 2.2.2 svn2693, if I load a compact movie and do a copy paste, the rerecord won't change, but next time I change a frame without copy pasting, the rerecord counter "resets"
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
AnS
Emulator Coder, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Randil wrote:
I have a small bug report for the latest version: In RAM Watch, when loading a watch file with using File->Recent, all addresses are treated as unsigned hex even if they are saved as decimal.
Fixed.
feos wrote:
MESHUGGAH wrote:
using fceux 2.2.2 svn2693, if I load a compact movie and do a copy paste, the rerecord won't change, but next time I change a frame without copy pasting, the rerecord counter "resets"
Fixed. Edit: I don't know why the font became so big.
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
AnS wrote:
Edit: I don't know why the font became so big.
Seems to have something to do with whether or not the quotee's name is in quotes, together with nested quotes.
Post subject: External Input
Player (161)
Joined: 1/1/2013
Posts: 43
Hi, I just read the part "ExternalInput" in the documentation: http://www.fceux.com/web/fceux-2.0.2.htm?{19278BFA-FEA2-4A51-867F-26DA4B7430F2}.htm This sounds like a nice external interface to control the emulator without using lua. Is the any more information available besides this page? My goal is to get a reliable interface to control FCEUX from my own code.
Post subject: Re: External Input
AnS
Emulator Coder, Experienced player (723)
Joined: 2/23/2006
Posts: 682
AndiHoffi wrote:
{19278BFA-FEA2-4A51-867F-26DA4B7430F2}.htm
Actual link is: http://www.fceux.com/web/help/fceux.html?ExternalInput.html I hope zeromus or adelikat can answer your question, but I want to ask you, how did you get to this old Help? I thought I've changed all links to point to the new Help, but people still keep finding the old one (which is outdated and should probably be deleted) - can you tell me which link brought you there?
AndiHoffi wrote:
My goal is to get a reliable interface to control FCEUX from my own code.
Well, Lua is pretty reliable. Why do you think everyone uses it? But, if you want high speed (for bruteforcing), the only way to go is modifying the sources, everything else will be as slow as Lua, if not slower.
Site Admin, Skilled player (1236)
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Re: External Input
Player (161)
Joined: 1/1/2013
Posts: 43
AnS wrote:
can you tell me which link brought you there?
Not exactly. It turned up during googling. The search "fceux external input" still leads there.
AndiHoffi wrote:
My goal is to get a reliable interface to control FCEUX from my own code.
Well, Lua is pretty reliable. Why do you think everyone uses it?
It's definitely reliable, but frankly speaking I don't like having to learn the gazillionth special-purpose-language that has only minimal developing-support. AFAIK, lua ist still mostly written with text-editors. The disadvantages compared to a full-blown IDE (like Eclipse or Visual Studio) are obvious. As I wrote somewhere else: I was hoping that FCEUX offers the API that lua uses for external usage. This way everyone could use his preferred language to code against this API. I guess, this does exist somewhere inside FCEUX's internals anyway (how else should lua be able to use it?). So all it would need is someone knowing his way around in FCEUX to export this interface to a windows-dll (in my case :-)).
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Posts: 1156
The external input was part of a "shared memory" system which memory-mapped various features of the emulator for access by other processes. This was tightly associated with a "basic bot" framework which could receive specially formatted commands and turn them into input. in r2130 (march 2011) the shared memory system was removed, due to it not being used, it being horribly crusty code, the emulator depending on it despite it being 'optional', it misbehaving in wine, and its having been obsoleted by lua. I have no explanation for why it's in the docs. It may predate fceux. FCEUX doesnt offer anything like an API that lua uses for its external usage. FCEUX, as with most lua-containing emulators, exposes its internals straight to lua without any intermediate layer. This isn't an accident, and there are reasons it is smart. Your evaluation of lua lacks context and correctness, as there are many editors for lua, and it isnt the gazillionth special-purpose-language, it is the predominant language for scripting emulators and game programs. If you try to do what youre doing any way other than with lua, then youre doing it differently from most other people. Of course, I understand, theres reasons to prefer having other interfaces depending on what youre doing with it. However, FCEUX is architected too horribly to support anything like that. You might check out bizhawk instead which doesnt have an API as such but is architected to have sufficient modularity for such things, or retroarch which has enforced a somewhat generic interface on its core modules. You could also try nintendulatorDX, which is more accurate than any of those other emulators, and now contains a lua interface. I havent checked it, but I doubt it is any better architected than FCEUX.
AnS
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Joined: 2/23/2006
Posts: 682
FCEUX 2.2.2 is released Behold, a lot of neat features for those of us who use FCEUX as a powerful debugging environment for reversing games and finding glitches/secrets/stuff. Plus some maintenance updates, of course. Download: http://www.fceux.com/web/download.html Release notes: http://www.fceux.com/web/pressrelease-2.2.2.html
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