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GMN, GMI and GMU XD after all you should really expand header and leave some "reserved place" for future
upthorn
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Ideally, though, we would have one format, called GMV, which could be loaded by the current and all future versions, but it will not be compatible with old ones.
How fleeting are all human passions compared with the massive continuity of ducks.
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GMV improvement discussion (thanks Xkeeper)
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
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Small request: Console reset (Ctrl-Shift-R) does not end movie, but restarts it. I frequently have to switch county settings and reset game and then select the same movie again.
upthorn
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Truncated wrote:
Small request: Console reset (Ctrl-Shift-R) does not end movie, but restarts it. I frequently have to switch county settings and reset game and then select the same movie again.
Done.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Okay, I've release 9J with the features currently implemented (check page one) Get it here: http://www.savefile.com/files.php?fid=1280154 I will continue to work on the other features, but at a lower priority now.
How fleeting are all human passions compared with the massive continuity of ducks.
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Will be downloaded and commented on in the near future. But meanwhile I'd like to say (to all the people involved) Thanks for taking the time to implement new features and fix old ones.
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btw feel free to change the naming scheme. The only reason why I kept calling it 9abcdef was because I had still Gens Movie 10 planned with the introduction of GM2 and its features.
upthorn
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Jyzero wrote:
btw feel free to change the naming scheme. The only reason why I kept calling it 9abcdef was because I had still Gens Movie 10 planned with the introduction of GM2 and its features.
Interestingly enough, that's the same reason I've been calling it 9ghij.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: Upthorn's feature request thread.
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Bug report on 9j: 1.) Gens crashes in the input dialog if you click to redefine a controller's keys then hit Ok or Cancel and try to redefine any hotkey like Pause. 2.) The main input dialog can be clicked on while the controller sub-dialog is open over it, causing Gens to freeze and/or bring up multiple controller dialogs at once if you try to use it then. This can be fixed by passing in the main input dialog's hWnd as the first parameter to the function you call to spawn the controller sub-dialogs. 3.) Settings hotkeys in the main input dialog seems unnecessarily sluggish (have to wait a few seconds before any input will register) compared to setting them in any of the sub-dialogs. Maybe there's an extra Sleep call somewhere? 4.) You didn't merge in the changes to the Sound menu. I assume it's unintentional because you did merge in the code that's supposed to be activated by the new menu items. Also:
upthorn wrote:
* Merging Nitsuja's changes in
It would probably be a good idea to add to the list what these changes are, for the benefit of others looking to try out this version.
Post subject: Re: Upthorn's feature request thread.
upthorn
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nitsuja wrote:
Bug report on 9j: 1.) Gens crashes in the input dialog if you click to redefine a controller's keys then hit Ok or Cancel and try to redefine any hotkey like Pause. 2.) The main input dialog can be clicked on while the controller sub-dialog is open over it, causing Gens to freeze and/or bring up multiple controller dialogs at once if you try to use it then. This can be fixed by passing in the main input dialog's hWnd as the first parameter to the function you call to spawn the controller sub-dialogs. 3.) Settings hotkeys in the main input dialog seems unnecessarily sluggish (have to wait a few seconds before any input will register) compared to setting them in any of the sub-dialogs. Maybe there's an extra Sleep call somewhere? 4.) You didn't merge in the changes to the Sound menu. I assume it's unintentional because you did merge in the code that's supposed to be activated by the new menu items. Also:
upthorn wrote:
* Merging Nitsuja's changes in
It would probably be a good idea to add to the list what these changes are, for the benefit of others looking to try out this version.
1.) I never did test that. I have no idea why it does that, I'll look into that as a top priority. 2.) Okay, will do. 3.) I didn't add any sleep calls. Maybe it has something to do with the new function you made to handle all that. 4.) Woops. Also: I listed those changes on my post in the "work being done on Gens" thread. But perhaps I should list those in the front page of this thread, too. Edit: 1.) Fixed 2.) Fixed 3.) Fixed 4.) Fixed Also: listed.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: Upthorn's feature request thread.
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Another (small) bug: The "Windowed Fullscreen" option doesn't change its check mark until some other menu option is chosen, probably because it's not rebuilding the menu.
upthorn wrote:
3.) I didn't add any sleep calls. Maybe it has something to do with the new function you made to handle all that.
Oh, I know it does. The delay was already there, and I left it alone because I wasn't sure if it served some important purpose. But, I meant that the key-setting delay (or, probably better, the lack of it) should be made consistent between the two dialogs.
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A rewind function could be nice really. It would be nice to have it during playing a movie, and perhaps while creating a movie as well. Fast forward function. Tip in the frame you want to go to. Then the emulator frame skips like crazed and then pauses the emulator and switches to no frame skip.
upthorn
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Highness wrote:
A rewind function could be nice really. It would be nice to have it during playing a movie, and perhaps while creating a movie as well.
I'm working on a bookmark system of savestates to achieve the same purpose, it won't be automatic, but it will be much more flexible.
Fast forward function. Tip in the frame you want to go to. Then the emulator frame skips like crazed and then pauses the emulator and switches to no frame skip.
Now that's easy.
How fleeting are all human passions compared with the massive continuity of ducks.
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upthorn wrote:
Highness wrote:
A rewind function could be nice really. It would be nice to have it during playing a movie, and perhaps while creating a movie as well.
I'm working on a bookmark system of savestates to achieve the same purpose, it won't be automatic, but it will be much more flexible.
You mean like my post nobody replied to?
I wrote:
an idea I had a long time back for the movie recording (keys are all configurable of course): v - Resync all marks (plays movie from start as fast as CPU allows, and whenever it gets to a mark, updates the savestate for that mark) b - Go to previous mark n - Mark/unmark this frame (marked frames save as savestates so you can get to them quick, and you don't accidentally overwrite them) m - Go to next mark , (comma) - Rewind movie to start, and play . (dot) - Toggle record/play mode / (slash) - Save and close movie Movie pauses at end instead of just ending, so you can begin recording from where you left off. The marking features would certainly save a lot of trouble with remembering which savestate is which, and for making more than 10 points in the game to continue from. You could mark e.g. the beginning of the level, or significant places within the level, or if you're doing something tricky you could mark however many frames you liked.
upthorn
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bobxp wrote:
upthorn wrote:
Highness wrote:
A rewind function could be nice really. It would be nice to have it during playing a movie, and perhaps while creating a movie as well.
I'm working on a bookmark system of savestates to achieve the same purpose, it won't be automatic, but it will be much more flexible.
You mean like my post nobody replied to?
I wrote:
an idea I had a long time back for the movie recording (keys are all configurable of course): v - Resync all marks (plays movie from start as fast as CPU allows, and whenever it gets to a mark, updates the savestate for that mark) b - Go to previous mark n - Mark/unmark this frame (marked frames save as savestates so you can get to them quick, and you don't accidentally overwrite them) m - Go to next mark , (comma) - Rewind movie to start, and play . (dot) - Toggle record/play mode / (slash) - Save and close movie Movie pauses at end instead of just ending, so you can begin recording from where you left off. The marking features would certainly save a lot of trouble with remembering which savestate is which, and for making more than 10 points in the game to continue from. You could mark e.g. the beginning of the level, or significant places within the level, or if you're doing something tricky you could mark however many frames you liked.
Yes, like that post. Not exactly like that post. But that is where I got the idea. I thought I'd replied saying I liked the idea.
How fleeting are all human passions compared with the massive continuity of ducks.
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I've tried it out a little bit, this is what I've found so far: 1) It seems that the default config in the zip file sets sound frequency to 22050. 44100 should be the default. 2) I sometime get an annoying "Warning: Saving during DMA transfer; savestate may be corrupt." and it won't go away for several saves. I haven't looked into it more. 3) The delay for setting keys is annoyingly long. 4) Setting a key changes "AUTO-FIRE/HOLD TOGGLE MODIFIER KEYS" into "SETTING KEY: X". Is this really the intention? 5) I want to bind "turn layer on/off" to a key. 6) About still says Movie 9d. (Noone cares, but anyway)
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By the way, if you haven't yet fixed the bug where more than one modal window while running in fullscreen causes Gens's display to screw up (opening the two windows works fine, but if you close the topmost one, it goes back to fullscreen and the other one disappears), then I'm requesting it to be fixed. :P
upthorn
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That's not actually a bug, it's caused by the display mode changing back when you close gens. You can fix it by going fullscren and coming out of it on the remaining gens, or by switching to a blit render (anything but "single" or "double" in graphics->render) and back (or vice versa). Or if you set your windows resolution to 16bit color, then there will be no problem at all.
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Well then - if every other Windows fullscreen program in existance doesn't screw up when you close one of two open modal dialog boxes, why does Gens? There's no reason it shouldn't be fixed, in fact, there is every reason it SHOULD be fixed. And I didn't mean that the screen goes black. I mean, the remaining dialog box stays on the screen but is invisible. You have to use the keyboard to get rid of it.
upthorn
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bobxp wrote:
Well then - if every other Windows fullscreen program in existance doesn't screw up when you close one of two open modal dialog boxes, why does Gens? There's no reason it shouldn't be fixed, in fact, there is every reason it SHOULD be fixed. And I didn't mean that the screen goes black. I mean, the remaining dialog box stays on the screen but is invisible. You have to use the keyboard to get rid of it.
OH, I completely misunderstood what you were talking about. Now I understand the problem. It shouldn't be a problem to fix. Repost-edit: How do you even get two dialog boxes open at the same time? When I have one dialog box open, it doesn't let me click on the main gens window to open another.
How fleeting are all human passions compared with the massive continuity of ducks.
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upthorn wrote:
How do you even get two dialog boxes open at the same time? When I have one dialog box open, it doesn't let me click on the main gens window to open another.
Open a ROM, choose Play Movie when in fullscreen mode, then click on the "..." button to browse, and hit cancel.
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Small bug report: 1) Assigned QuickLoad key cannot be used unless you have also specified a key for QuickSave. 2) These two only happened once (together) and I cannot reproduce them: Pressing frame advance when out of pause did not pause the game. The frame advance key had no delay before it started advancing multiple frames.
upthorn
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Truncated wrote:
Small bug report: 1) Assigned QuickLoad key cannot be used unless you have also specified a key for QuickSave.
I'll look into it. Edit: Found it, this bug was probably in prior versions, too. But there's an if ((QuickLoadKey != 0) && (QuickSaveKey != 0)) where there should be two separate if statements.
Truncated wrote:
2) These two only happened once (together) and I cannot reproduce them: Pressing frame advance when out of pause did not pause the game. The frame advance key had no delay before it started advancing multiple frames.
For me, this happens depending on what other applications are running at the same time as gens. I have no idea what causes it or how to fix it in the source code, but I've found that it always works fine if I have trillian open. Repost edit:
Truncated wrote:
I've tried it out a little bit, this is what I've found so far: 1) It seems that the default config in the zip file sets sound frequency to 22050. 44100 should be the default.
I think I accidentally distributed the config I was using, instead of a default config.
Truncated wrote:
2) I sometime get an annoying "Warning: Saving during DMA transfer; savestate may be corrupt." and it won't go away for several saves. I haven't looked into it more.
I have gotten rid of this, but I'm not sure if this unfixed the problem nitsuja fixed by implementing it.
Truncated wrote:
3) The delay for setting keys is annoyingly long.
Fixed.
Truncated wrote:
4) Setting a key changes "AUTO-FIRE/HOLD TOGGLE MODIFIER KEYS" into "SETTING KEY: X". Is this really the intention?
Nope. Because it starts off blank, I forgot to reposition that text label. Fixed.
Truncated wrote:
5) I want to bind "turn layer on/off" to a key.
What key do you want to bind it to? It's much easier to add fixed hotkeys than to add configurable ones
6) About still says Movie 9d. (Noone cares, but anyway)
Fixed.
bobxp wrote:
Well then - if every other Windows fullscreen program in existance doesn't screw up when you close one of two open modal dialog boxes, why does Gens?
Fixed. Will make a bugfix release later today.
How fleeting are all human passions compared with the massive continuity of ducks.
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upthorn wrote:
Truncated wrote:
2) I sometime get an annoying "Warning: Saving during DMA transfer; savestate may be corrupt." and it won't go away for several saves. I haven't looked into it more.
I have gotten rid of this, but I'm not sure if this unfixed the problem nitsuja fixed by implementing it.
If the game is doing a DMA transfer when you save, Gens causes the DMA transfer to magically finish before saving, which seems likely to cause weird desyncs because it means that the act of saving the game changes the state of the game. I added that warning as a "possible desync alert". Maybe it should be optional?