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Post subject: Mupen64 with re-recording (Nintendo 64)
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Here is Mupen64-rerecording v8: download: http://www.filespace.org/nitsuja/mupen64-rerecording-v8-installer.exe mirror: http://rapidshare.com/files/8876838/Mupen64.7z full source: http://rapidshare.de/files/7549039/mupen64_src-rerecording-v8.7z.html link thanks to DeHackEd: http://dehacked.2y.net/mupen64_src-rerecording-v8.7z IMPORTANT NOTE: You must go to your Input settings and uncheck "Raw Data" before playing or recording any movies. IMPORTANT NOTE #2: A bug has been discovered in this version which can cut off the last few frames of input you record unless you hex edit the frame number and input samples to be correct afterward. Until this is fixed, always check that the end plays back correctly (because it often won't if you cut recording at the earliest possible moment). Note that there's still nothing I can do about crashes/freezes that are caused by plugins being buggy. To be on the safe side, you might want to avoid opening any plugin configuration dialogs while a game is running.
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I don't mean to be rude, but do you check if these things compile under non-windows platforms? Your platform-independent code (mostly vcr.c) is LOADED with windows only code, like calls to MessageBox. No no no! You're also missing a config.h file at the top level, or some method of generating one.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
DeHackEd wrote:
I don't mean to be rude, but do you check if these things compile under non-windows platforms?
Obviously not. I have no idea how to check that without a non-windows platform. (I'm not saying I think it's impossible, I'm just not sure how.)
DeHackEd wrote:
Your platform-independent code (mostly vcr.c) is LOADED with windows only code, like calls to MessageBox.
EDIT: Not anymore, it isn't. If it was just MessageBox it wouldn't be so bad, but AFAICT lots of the methods for doing vital things are already in the windows GUI code, like resetting or getting the current ROM or plugins. The readme says the Linux GUI is the same as the windows one, but there are windows-specific things in the GUI (including windows.h for one thing) and I couldn't find any Linux GUI code to use as an alternative.
DeHackEd wrote:
You're also missing a config.h file at the top level, or some method of generating one.
The original source actually came with a config.h file that caused compile errors with the rest of the code. I forgot about it, though.
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
I'd be glad to test this emulator but where do i start recording? :D Anyways, the little testing i got to do without rerecording show that Glide64 v.0.8 Wonder is the only video plugin that seem to work properly (atleast with Mario 64). That's a plugin that comes with the actual emulator (atleast to my knowledge). But if you'd just share some info on how to use the rerecording, I'd like to try it more.
Which run should I encode next? :)
Former player
Joined: 10/19/2004
Posts: 142
The movie record option is under Utilities > Movie (make sure the controller doesn't have 'Raw' checked under the input configuration box) The Jabo plugin runs the game fine, but it still crashes when trying to record. I set all of the plugins to what was included in the rerecording version's folder (just the Jabo ones) but still couldn't get the emulator to start recording without crashing. What are the exact settings I should have for movie recording? Or is the feature expected to crash since you are still in the primary testing stages? If so, just disregard my questions. (btw I was testing this with the Super Mario 64 (U) [!].z64 rom)
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Oh, how stupid of me, not to find the record option when it's in so obvious place.. Thx spezzafer. When I tested the video plugins I used Super Mario 64 (E) (M3) [!].z64. With Direct64 v0.5.03.25 it looked just fine except all of the texts were upside down :D and with glN64 v0.4.1 and Jabo's Direct3D6 1.5 the text was unreadable. The only one which worked perfectly was Glide64 v.0.8 Wonder. I guess you need to check these with the rom you are gonna use. Now I have to do some testing. ;)
Which run should I encode next? :)
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Okey, that was pretty fast test.. :D What ever I try, the emulator crashes when I click 'Start Movie Recording...'. I have a feeling that it's because of the user :) but I'd like to hear someone elses oppinions also. Or atleast tell me what I might have done wrong.
Which run should I encode next? :)
Former player
Joined: 3/8/2004
Posts: 1107
Omg, until now PJ64 was the only N64 emulator I've found that worked well but I just tried out Mupen64 and it's awesome! Well, I'm not absolutely sure since it's only been a few minutes but so far it seems awesome. I still have to try out doing the things that PJ64 had problems with to see if Mupen64 does a better job. Edit: Btw how do I use slow motion and is there a turbo mode so I don't have to spend as much time watching long introductions? Edit 2: Also, does Mupen64 let you use gameshark codes? I wanna play some DKR but I don't want to have to spend lots of time unlocking TT.
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Michael Fried wrote:
Btw how do I use slow motion and is there a turbo mode so I don't have to spend as much time watching long introductions?
You can slow down & speed up with - & + buttons. When I tried it, I couldn't speed up more than the normal speed but the slowing down worked pretty well. You can slow down to 5% if I remember correctly. (100% is the normal speed.)
Which run should I encode next? :)
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Crashes: No, it shouldn't crash, unless you choose "Record from snapshot" or have already recorded or played a movie or closed a game without restarting the program, or have used fullscreen mode. (Of course those shouldn't crash either, but they are known bugs.) Could you list what plugins you're using and what operating system? Also, it would help if you can describe when it crashes (after the screen goes black, after switching to the GUI, before anything changes, etc.) I've already recorded a few Mario 64 movies of through the 1st level and played them back successfully using the following main plugins: Jabo's Direct3D6 1.5 (the graphics are near-perfect for me with this, btw) N-Rage's Direct-Input8 1.60 Azimer's Audio v0.40 Beta 2 RSP emulation Plugin Tab is the fast-forward button like in several other emulators. It runs it as fast as your computer can handle. I haven't checked this yet, but it's possible that it doesn't skip rendering frames, which would limit how fast it can actually go.
Editor, Skilled player (1938)
Joined: 6/15/2005
Posts: 3246
Coincidence that this board came up only a couple days after I tried mupen64. I have a problem though. Every time I try to run a ROM under the Direc3D plugin, the following message appears: "Error creating Direc3D device." And then mupen64 crashes. I can't use the other plugins because they're awfully slow. I use Windows XP with DirectX v9.0 installed and I try Worms Armageddon. Not a popular port of the PC game, but I also tried LoZ-OoT (not a fan of this game, just testing) and the same problems occurred.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
I'd try changing your monitor depth between 32 and 16 bit and maybe changing the settings of the graphics plugin, and I'd definitely try more other plugins - there are quite a lot of graphics plugins out there, which each have different requirements of your graphics card. (Also, run dxdiag.exe and see if it says you have any problems with Direct3D.)
Skilled player (1404)
Joined: 10/27/2004
Posts: 1977
Location: Making an escape
I'm having issues with recording as well. Same plugins, Windows XP. Crashes right after I state my file name and the screen goes black. The video settings dialog isn't opening up after the first time. If a ROM is running, it locks up. The game (Smash brothers) is also running at 75% speed whenever there's polygons present, but that's probably an issue with the computer. It can barely handle the Doom 3 demo at the lowest possible settings. <;_;> There's also some issues with the graphics, but I'm sure some plug in can handle that. It's an enticing proposition, but it looks like it's going to be taking a heck of a long time to get things settled. Edit: Also, is there any way I can change my hotkeys? I'm used to \ being used to pause and unpause while space frame advances.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Well, I still have a big list of things to look at and clean up, which will hopefully resolve these issues, when I get around to it. I haven't had much time to spend on this (over half of the work on it so far was getting it to compile and adding "restart" to the menu). But I wouldn't have posted it if I knew it crashes like this trying to record, that much works perfectly fine for me... edit: About the video settings dialog locking up, I think that's actually a bug in that particular plugin, I've encountered that too when I forget to pause before bringing up the dialog. edit2: Hotkey configuration is one of those things that's planned for the future but there's no support in the emulator for it yet.
Skilled player (1404)
Joined: 10/27/2004
Posts: 1977
Location: Making an escape
Gotcha on all accounts.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Bleh... Didn't work under wine or cedega. Coulden't find the graphics plugins, and the key config would press the "up" button automaticly.
Joined: 4/30/2005
Posts: 199
It works playing, but sometimes there is a pause in the middle of the game for 0,5 sec. which is annoying. Didn't understand the save state-tingy really, but i'll give it another try later. I can't wait to see a Mario 64-TAS!!! It crashes when I start recording, controller set to "Raw Data", it says. What should I do? EDIT: Ok, I chanegd the Rae Data-thing, but it still crashes.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
I found out what everyone's doing differently than me that's making the recording crash! You're using File->Open ROM... to load the game, but that's not how you're supposed to open ROMs in this emulator. Instead, you should go to Options->Settings, click the Directories tab, and Add the folder with your ROMs to the ROM Directories. Now click OK and you can double-click on a ROM in the main GUI to open it, and recording should work without crashing. (Sorry it currently crashes the other way - I wouldn't think the two ways of opening ROMs would behave differently. Apparently it's because the "last opened ROM" variable only gets updated when you open it with the internal ROM list, so if you open it with File->Open... and start recording it will try to load the last opened ROM which means it will load a nonexistent ROM and crash. This shouldn't be too hard to fix...)
Active player (277)
Joined: 5/29/2004
Posts: 5712
Okay, now ask Dehacked if you can borrow his non-Windows platform!
put yourself in my rocketpack if that poochie is one outrageous dude
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Well I asked him how to check if it compiles without one and he didn't respond, maybe the answer's "of course you can't" but compiling code is something that shouldn't depend much on the system as long as you're compiling the right files with the right compiler. So my guess is that something can be done with gcc of cygwin. Even if not, I just found the gui_gtk folder, so now I know where the GUI code I'm supposed to also stay compatible with is - I'll at least try not to annoy DeHacked as much next time.
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
If you want a unix system, I could give you an account on my machine. After much tweaking and generally appeasing the linker I was able to get it to compile. Running it is another matter, one which is of lower priority than the midterm I'm writing within the hour.
Joined: 4/30/2005
Posts: 199
Ok, it doesn't crash when I start recording anymore (I did as you told me), but when I want to "Start Movie Playback" or "Convert to AVI" it crashes. (And how to I make a snapshot?)
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
supermegavkoy wrote:
Ok, it doesn't crash when I start recording anymore (I did as you told me), but when I want to "Start Movie Playback" or "Convert to AVI" it crashes. (And how to I make a snapshot?)
You have to restart the emulator (quit and re-open it) between recording or playback attempts, because for now if you do 2 in a row (which is probably what you did) it will crash. The movie you recorded should still be there so you can still play it back. I haven't gotten around to trying "Convert to AVI" yet so I have no idea if it works, but record and playback individually work. Save state is F5, load state is F7, and 1-9 set the current save slot.
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
okey, now that nitsuja has cleared how the rom should be opened, the emulator seem to work just fine. Can i get the emulator to show a Frame Counter and Input Display or does it even have these tools yet? The Frame Couinter isnät so important (to me) but Input Display would be really nice. As soon as I find (U) version of Mario 64, I'll be doing a small testrun of it. This really messed up my MegamanZero runmaking since I'm so eager to try 3D TASing. I blame you nitsuja if i don't get to finnish my MMZ run! ...Just kidding ;)
Which run should I encode next? :)
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Maza wrote:
Can i get the emulator to show a Frame Counter and Input Display or does it even have these tools yet? The Frame Couinter isnät so important (to me) but Input Display would be really nice.
The frame counter is displayed in non-fullscreen mode in the little box to the bottom-left of the game. It updates less often if you don't use frame advance, so for now you can press \ once to get the exact frame count+1. N64 games run natively at 30 FPS, or 25 FPS for PAL. The N64 definitely could never handle 60 FPS (in case anyone thinks the emulation is skipping frames or something). EDIT: I was totally wrong about this. There's no input display yet or frame counter in fullscreen mode. I'm not sure how those features can even be added, because Mupen64 apparently has no rendering code at all; the graphics plugin has complete control over the graphics, so I'd have to somehow trick it into drawing the input / frame counter for me or into letting me draw on top of the game. And drawing analog input will take more than text.
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