Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
old data removed. Mupen64 ReRecording V2 beta: http://okaycreations.com/mupen_bulletproof/mupen64-rerecording-v2.exe Just put it inside of your folder. To reset while recording hit control + r, this will play older movies, as well as newer movies... when recording to AVI you will get this: http://www.youtube.com/watch?v=PYXXkv74s2k clean, huh? post comments/bugs/feedback -okaygo
Post subject: Re: Mupen64 ReRecording V2
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
okaygo wrote:
I will be rewriting a NEW Mupen64 binary, featuring a (what I think) is a better implementation of recording.
You mean fixing the frequent desynchs?
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Post subject: Re: Mupen64 ReRecording V2
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
laughing_gas wrote:
okaygo wrote:
I will be rewriting a NEW Mupen64 binary, featuring a (what I think) is a better implementation of recording.
You mean fixing the frequent desynchs?
I will do my best on that, but I need a clear theory/fact on desynchs. However, I will most likely implement a few of the desired features that aren't already in the code. Also *possibly* optimize the code.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
After looking at the already provided code, I feel that MOST desynching issues are based on plugin settings. However I will continue to search for answers, and implement rewinding features.
Player (36)
Joined: 9/11/2004
Posts: 2631
okaygo wrote:
After looking at the already provided code, I feel that MOST desynching issues are based on plugin settings. However I will continue to search for answers, and implement rewinding features.
I think most desynching issues are the plugins not being stateful and deterministic. Because they should be independant of the emulation core and therefore completely interchangable.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Then a standard set of plugins should be written in a hierarchical order, allowing a plugin to be switched out according to compatibility with a game.
Player (36)
Joined: 9/11/2004
Posts: 2631
okaygo wrote:
Then a standard set of plugins should be written in a hierarchical order, allowing a plugin to be switched out according to compatibility with a game.
Thing is, if the plugins were responsible for none of the emulation (just the display of polygons, or the input), then there should be no reason why one would be more compatible with certain games than another. They all should work assuming that the core emulates them correctly.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
No, disagreed... they will work assuming that they are completed. My take on plugins: Video (greatest issue) Input (should pose no issue if following zilmar's spec) RSP (would be number one if the variety was greater) Sound (no issue)
Active player (438)
Joined: 4/21/2004
Posts: 3518
Location: Stockholm, Sweden
Feel free to make it compatible with Vista. When I recently installed it (Vista), I could not make Mupen to work properly when I tried watching a run. It was some Mario N64 run and right at the beginning of the intro, the Princess head was not there, the background was completely black so I deleted Mupen instantly.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
AngerFist wrote:
Feel free to make it compatible with Vista. When I recently installed it (Vista), I could not make Mupen to work properly when I tried watching a run. It was some Mario N64 run and right at the beginning of the intro, the Princess head was not there, the background was completely black so I deleted Mupen instantly.
Are you using an Nvidia graphics card by chance? :) Even if you're not, that definately sounds like you need a graphics driver update. Nvidia's drivers were particularly buggy when Vista first came out. In contrast, I get no graphical glitches when watching a movie on mupen with Vista, wheras I did on XP. weird huh?
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Active player (438)
Joined: 4/21/2004
Posts: 3518
Location: Stockholm, Sweden
Im using GF7600GS PCI-E 512MB and as far as Im concerned, its updated.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
I would suggest to list the plugins being used, also I would request this not be a personal help thread.
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
Any chance record reset could be implemented?
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Soulrivers wrote:
Any chance record reset could be implemented?
Explain?
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
okaygo wrote:
Soulrivers wrote:
Any chance record reset could be implemented?
Explain?
To be able to reset the game while recording a movie. It isn't possible at the moment. And by reset I mean bringing up the mupen menu and clicking reset, and still catching it on the movie.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
Example: in Ocarina of Time if you save at a certain place and reset the game, you warp to a different place. This is called save-warping, and it is a nifty timesaver. However we can't use it now because the current Mupen cuts off the movie (?) after a reset, so that's why reset recording is so desired.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Without looking at the code.. I am assuming soft resets are already available to do, just not in recording?
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
laughing_gas wrote:
Example: in Ocarina of Time if you save at a certain place and reset the game, you warp to a different place. This is called save-warping, and it is a nifty timesaver. However we can't use it now because the current Mupen cuts off the movie (?) after a reset, so that's why reset recording is so desired.
I am thinking in order to keep consistent with the structure, I will make all the values set to on. Which I'm pretty sure is never used in a game... who puts the analog stick to max X, and max Y, presses all the buttons (a,b,start), all the triggers (l,r,z), the two unused values (un1,un2), all four c buttons (l,r,u,d), and the digital directions (u,d,l,r) all at the same time? This sequence I will make trigger a reset...
Joined: 2/12/2006
Posts: 432
in that case, why not just use one of the two unused values?
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Either way works, heres how the controller works:
typedef union {
	DWORD Value;
	struct {
		unsigned R_DPAD       : 1;
		unsigned L_DPAD       : 1;
		unsigned D_DPAD       : 1;
		unsigned U_DPAD       : 1;
		unsigned START_BUTTON : 1;
		unsigned Z_TRIG       : 1;
		unsigned B_BUTTON     : 1;
		unsigned A_BUTTON     : 1;

		unsigned R_CBUTTON    : 1;
		unsigned L_CBUTTON    : 1;
		unsigned D_CBUTTON    : 1;
		unsigned U_CBUTTON    : 1;
		unsigned R_TRIG       : 1;
		unsigned L_TRIG       : 1;
		unsigned Reserved1    : 1;
		unsigned Reserved2    : 1;

		signed   Y_AXIS       : 8;

		signed   X_AXIS       : 8;
	};
} BUTTONS;
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
<okaygo> When I ran Nightmare creatures at 100% <okaygo> I synched <okaygo> while I ran it at 1000% <okaygo> I desynched <okaygo> My cpu wasnt hitting the target frame rate, or maybe the game has a internal limitation.. and while that was limited, i was reading my input data at the same rate <okaygo> Which explains how some games desynch from the start <Raiscan> Is that why I'm one of the few people that can sync Majora's Mask? because my PC is better? <okaygo> Possibly <okaygo> Also, a factor is plugins <okaygo> Video plugins handle how video is updated <okaygo> but they are consistent <okaygo> Do some testing Raiscan <okaygo> Try to put your speed limit <okaygo> for the game <okaygo> at about <okaygo> 30% <okaygo> and see if it syncs <okaygo> nightmare creatures <Raiscan> for the Nightmare Syncers? <Raiscan> okay, if I disappear I've crashed my PC <okaygo> Yes playing your video at about 50% synched me <okaygo> While 1000% got me into the zombie battles <Raiscan> I still don't get why the game takes input so much <okaygo> Why don't you call the creators? <Raiscan> :D <okaygo> It's possibly that they wanted to take shortcuts, or be 'precise'. <okaygo> But did it sync? <Raiscan> yeah my movie syncs at 30% <NesVideoAgent> New reply by Sir VG (GBA: Kirby And The Amazing Mirror): http://tasvideos.org/forum/p/134598 <okaygo> Exactly... <Raiscan> I think you're onto something :) <okaygo> So can I call this myth busted/plausible/confirmed? <Soulrivers> WHAT AN AMAZING DISCOVERY <Raiscan> plausible <Soulrivers> seriously I'm not sure what you're talking about :) <okaygo> :o <Raiscan> you have a valid idea, just need a fixed implemented and let it loose to the hungry n64 TASers <okaygo> Well! Input per frames, seems almost logical <okaygo> But more testing <okaygo> more theories are needed
Updated log, and here is an IRC snippit.
Joined: 10/24/2005
Posts: 1080
Location: San Jose
Yay! So now we just need to buy everyone on tasvideos quad core PCs. Would it be possible to figure out at what %age speed your movie will desync at at a certain interval of time? If so, then can you "throttle" the max speed to be the maximum required speed for the game to sync? Sounds like a good temporary solution.
<agill> banana banana banana terracotta pie! <Shinryuu> ho-la terracotta barba-ra anal-o~
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
Wait, this pertains to movie playback, and not recording, right? An option to throttle playback speed sounds fine to me.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
The speed is all based on the computer... the real issues is that the playback reads pif data as it comes... versus pif data for a specific frame.
Joined: 8/27/2006
Posts: 883
So would you be able to make it act on frame specific instead of as it comes ?