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Joined: 6/17/2004
Posts: 89
Location: Sweden
I think GBA emulators shouldn't be encouraged, GBA is still a living platform (heck, it's rather new), so please don't work on that!
Former player
Joined: 5/22/2004
Posts: 462
VBA emulates Gameboy and Gameboy Color too. While I agree on not emulating GBA, it appears VBA is the best emulator out there so adding rerecording to it would be the logical choice, as well as less work (3 systems in 1)
Former player
Joined: 6/6/2005
Posts: 384
Yeah, just think of all the Gameboy and Gameboy Color games out there for potential runs. Five more Megaman games, three or four Castlevanias, more Zeldas and Marios... etc etc etc. VBA definitely needs rerecording implemented. Unless someone was bored enough to take its code, remove GBA support, and add rerecording THAT way. But let's face it, who's gonna do THAT?
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
>The official Gens community doesn't give a damn about it. I'm tired of doing it unofficial. If a new official version of Gens get out, I would have to redo everything. That's some pretty serious suckage. I can understand that would kill your enthusiasm for coding something. Is there anything we can do about it? Does it help if 30 gamers (don't know how many we are here) complain to the official coders and say they do want movie support in Gens?
Post subject: Gens... for Linux?
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Jyzero wrote:
Modified source files from source code v2.12: http://step.polymtl.ca/~jyzero/gens_movie_test9_src.zip
I tried decompressing the contents of this file over the files from Gens (http://sourceforge.net/project/showfiles.php?group_id=73619&package_id=80768), but when I try to compile, it complains of all kinds of Windows stuff. Where did you have the PORTABLE version of the stuff again? I'd like to have a patch that does only the necessary changes to the files - not whole files that overwrite code that is not supposed to be overwritten. ------ EDIT: I made one myself. Here: http://bisqwit.iki.fi/src/Gens212a-moviepatch-jyzero,bisqwit.gz This patch is to be applied to Gens212a1SrcL.zip that is downloadable from the address shown above. This is the movie playing patch I use.
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
Truncated : Movie recording is already a wanted feature. And it's not true anymore that the Gens community doesn't care. They are currently helping me for AVI support. It's was actualy my fault by posting an old version wich became dead link by the time devs tried to download it. Bisqwit : I used an already modified version of Gens 212 by Ipher only for Win32 (I'll add this information to the first post) . Some files have to be renamed to their dummy counterpar to work with official 212. (Like G_main.cpp to G_main_dummy.cpp or something like that.) Your patch is giving me some hint with AVI support. At least for video. Sound is another problem.
Post subject: Re: Gens... for Linux?
Joined: 6/10/2004
Posts: 21
Bisqwit wrote:
Jyzero wrote:
Modified source files from source code v2.12: http://step.polymtl.ca/~jyzero/gens_movie_test9_src.zip
I tried decompressing the contents of this file over the files from Gens (http://sourceforge.net/project/showfiles.php?group_id=73619&package_id=80768), but when I try to compile, it complains of all kinds of Windows stuff. Where did you have the PORTABLE version of the stuff again? I'd like to have a patch that does only the necessary changes to the files - not whole files that overwrite code that is not supposed to be overwritten. ------ EDIT: I made one myself. Here: http://bisqwit.iki.fi/src/Gens212a-moviepatch-jyzero,bisqwit.gz This patch is to be applied to Gens212a1SrcL.zip that is downloadable from the address shown above. This is the movie playing patch I use.
Do the gens movies play correctly for you under linux? I have got it to compile successfully with the source and the patch, but so far, all the movies I have tried desync very early on. G.
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
Realtime AVI encoding for Win32 fully working ! ..but no sound. I'm trying to see if I can add it without too much trouble. Otherwise, is there an utility to add a seperate soundtrack to AVI ? Features that still remain to implement before next version : -Frame counter on screen -Option to abort read only playing -Option to resume record on load state -Slowdown, quickload and quicksave on game button while movie is playing -Option to sync AVI recording (and WAV dumping) with movie Do I forget any ? Features that won't make it next version : -Outlined font for onscreen message (it's coded in assembly) -Movie comment on screen (don't know how it sould be implemented)
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
>Do I forget any ? I suggested autofire. Is it in the won't make it category? >-Movie comment on screen (don't know how it sould be implemented) should or could? I don't pretend to know programming better than you, but if there's space in the movie header a text string which is displayed along with "Playing xxxxxx.gmv, yyyy rerecords" would do the trick.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
I'd like to see an option to just type in the percentage of speed of framerate per second added rather than a set of given options (for those VERY hard jumps), e.g. 1 frame per second! EDIT: I'm about to look at the source of movie test 9 for myself, do i need any other files?
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
I don't think that's needed. Seconds are long. 10%, which is 6 frames per second, is slow enough to allow me to do frame-by-frame jumps. 6% is even slower, I don't think you need to go lower than that.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Yeah, well i was exaggerating a bit.
Post subject: Frame timings
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
The slowest speed I've used in Famtasia has been 3%. I do it when I have to press many different key combinations within a few consequent frames. (About 4 times in the Rockman movie) Otherwise, I use 5% when I require frame-by-frame precision (manual "autofire") and 5..10 % when I only need to do something at the first/last possible frame.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
I may not be the best gamer around, as i can't get Sonic's spin dash to full charge in the shortest time at 6% frame rate. That's why i was wanting to look at the code to make my own addition to it. Visual C++ 6.0 is needed to compile isn't it? EDIT: Got a problem here, can't find bmp0007.bmp or something like that while compiling.
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
I compiled my version using Visual Studio .NET The source files I provided are only the ones I modified. The rest of the code is Ipher's WIP of Gens 2.12. You can find it at zophar.net : http://www.zophar.net/genesis.html If the compiler complains about AVIWrite.h and AVIWrite.cpp, you will have to get them from VisualBoy Advance source code at sourceforge.net. If the compiler complains about libpng, just remove this lib from project setting. I'm no longer using it. About movie comment, I was talking about some kind of commentary displaying while the movie is played. About autofire, it will have to wait. It would require a lot of GUI change to support it. About slowdown, I don't know how to display an Inputbox to ask for speed. It's MFC stuff that I don't know much about it. So far, the only thing I'm doing is copy-pasting some existing portion of code handling menus, messages box, ... But I can add 3 % speed to the menu.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
When Compiling, do you just follow the compiling instructions? EDIT: Also, where so you declare the ID_SLOW_SPEED_#? I'll continue looking for it. EDIT 2: I've found it now, but it can't open the input file zlib.lib
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
You can get zlib.lib here: http://www.zlib.org EDIT : I will provide more detailed compiling instruction when I release TEST10. I really need to clean a lot of things and make a clean patch. And I will test all the compilation steps myself. Until then, if you can't still compile it , I will have to send you my entire Gens developpement directory.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Hopefully it won't come to that! I'll try it another time, i'm in the middle of something at the moment. Thanks for the link.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
One problem down, here comes another! gens fatal error LNK1181: cannot open input file '\vc\gensCD~1\release\mem_M68K.obj' Any ideas? The \vc\gensCD~1\release\ hasn't got any relevance to the directory i have it in and there is no file called mem_M68K.obj anywhere.
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
is \vc\GensCD~1\release\ your actual release directory? Have you changed project setting to Release ? (Probably yes) Do you have Nasm ? It should be included somewhere with Gens. Have you build the two seperate .obj (Main 68K and Sub 68 K) with their corresponding .bat ?
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Yeah, I have Nasm but the .bat didn't work when running nasm. I think i sorted them out as i produced both the main68k.obj and sub68k.obj. I found out that under the additional dependencies that there were a lot of files pointing to that directory, although the directory seems to have nothing to do with the directories (c:\emulators\genesis\source\2.12a is roughly the directory). \vc\gensCD~1\release\mem_M68K.obj \vc\gensCD~1\release\mem_S68K.obj \vc\gensCD~1\release\mem_Z80.obj \vc\gensCD~1\release\blit.obj \vc\gensCD~1\release\main68k.obj \vc\gensCD~1\release\sub68k.obj \vc\gensCD~1\release\vdp_io.obj \vc\gensCD~1\release\vdp_rend.obj \vc\gensCD~1\release\io.obj \vc\gensCD~1\release\Misc.obj \vc\gensCD~1\release\z80.obj I havn't changed any project settings personally, unless the program did when I converted it. Do i need to? When I do change it, this error appears: gens error PRJ0019: A tool returned an error code from "Assembling z80.asm"
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
You need to set the active configuration to Release. If you have VS .NET, you need to modify the property window of .asm files You must remove the quotes of the command line It should then look like this:
 .\nasm\nasmw -i $(InputDir) $(InputDir)$(InputName).asm -f win32 -o $(OutDir)\$(InputName).obj
I have some screenshot of various configuration screens to help you : http://step.polymtl.ca/~jyzero/scr1.png http://step.polymtl.ca/~jyzero/scr2.png http://step.polymtl.ca/~jyzero/scr3.png
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
BTW, i sent you a pm
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
Here are detailed building information for VC .NET. I tested itmyself 1) Download Ipher's WIP of Gens 2.12 at http://www.zophar.net/Files/gens_212a.zip 2) Download my modified source files at http://step.polymtl.ca/~jyzero/gens_movie_test9_src.zip 3) Unzip Gens 4) Unzip the modified source files over existing Gens source files 5) Follow instructions included in the files Compile.txt to compile the 2 processor emulation cores. There's is two additionnal things to do within this process : -In Visual Studio, don't forget to change the active project setting to Release in the configuration manager. -Edit comp_m68.bat and comp_s68k.bat to remove the first \ in the 5th line of code (\nasm\... should be nasm\...) -Copy the Nasm folder in the Release folder of Sub68K and Main68k OR modify com_m68k.bat and comp_s68k.bat with the correct path for Nasm 6)In the gens directory, open Gens.dws 7)Change the active project setting to Release in the configuration manager 8)Select blit.asm in the solution explorer, right click and select properties 9)In command line, remove the quotation marks and the first \ (It should be : nasm\nasmw -i $(InputDir) $(InputDir)$(InputName).asm -f win32 -o $(OutDir)\$(InputName).obj) 10)Repeat the process for every .asm files (you can copy paste since it's the same line for everyone) 11)Copy the Nasm folder to the Gens folder (or change "nasm\nasmw ..." to "insert_your_path_to_nasm_here\nasmw ..." 12)Compile the project 13)If the compiler complains about zlib, download it from www.zlib.org 14)If the compiler complains about libpng, download it from www.libpng.org
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Hi, sorry for the delayed reply. Everything works perfectly except for the final compilation. It comes up with loads of warnings (which i'm sure it would bypass):
e:\Emulators\genesis\Source\Gens\cd_aspi.cpp(166): warning C4101: 'str' : unreferenced local variable e:\Emulators\genesis\Source\Gens\cd_aspi.cpp(1309): warning C4101: 't' : unreferenced local variable e:\Emulators\genesis\Source\Gens\cd_aspi.cpp(1310): warning C4101: 'i' : unreferenced local variable e:\Emulators\genesis\Source\Gens\cd_aspi.cpp(1310): warning C4101: 'numTracks' : unreferenced local variable e:\Emulators\genesis\Source\Gens\cd_aspi.cpp(1311): warning C4101: 'Cur' : unreferenced local variable e:\Emulators\genesis\Source\Gens\cd_sys.c(689): warning C4101: 'MSF' : unreferenced local variable e:\Emulators\genesis\Source\Gens\G_ddraw.cpp(665): warning C4305: '=' : truncation from 'double' to 'float' e:\Emulators\genesis\Source\Gens\G_ddraw.cpp(671): warning C4305: '=' : truncation from 'double' to 'float' e:\Emulators\genesis\Source\Gens\G_ddraw.cpp(681): warning C4244: '=' : conversion from 'float' to 'int', possible loss of data e:\Emulators\genesis\Source\Gens\G_ddraw.cpp(682): warning C4244: '=' : conversion from 'float' to 'int', possible loss of data e:\Emulators\genesis\Source\Gens\G_ddraw.cpp(698): warning C4244: '=' : conversion from 'float' to 'int', possible loss of data e:\Emulators\genesis\Source\Gens\G_ddraw.cpp(699): warning C4244: '=' : conversion from 'float' to 'int', possible loss of data e:\Emulators\genesis\Source\Gens\Gens.cpp(126): warning C4244: '=' : conversion from 'double' to 'int', possible loss of data e:\Emulators\genesis\Source\Gens\Gens.cpp(127): warning C4244: '=' : conversion from 'double' to 'int', possible loss of data e:\Emulators\genesis\Source\Gens\Gens.cpp(128): warning C4244: '=' : conversion from 'double' to 'int', possible loss of data e:\Emulators\genesis\Source\Gens\Gens.cpp(184): warning C4244: '=' : conversion from 'double' to 'int', possible loss of data e:\Emulators\genesis\Source\Gens\Gens.cpp(185): warning C4244: '=' : conversion from 'double' to 'int', possible loss of data e:\Emulators\genesis\Source\Gens\Gens.cpp(186): warning C4244: '=' : conversion from 'double' to 'int', possible loss of data e:\Emulators\genesis\Source\Gens\LC89510.c(45): warning C4101: 'i' : unreferenced local variable e:\Emulators\genesis\Source\Gens\LC89510.c(85): warning C4101: 'i' : unreferenced local variable e:\Emulators\genesis\Source\Gens\mp3_dec\decode_i386.c(108): warning C4244: '=' : conversion from 'float' to 'short', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\decode_i386.c(121): warning C4244: '=' : conversion from 'float' to 'short', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\decode_i386.c(146): warning C4244: '=' : conversion from 'float' to 'short', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(107): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(110): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(116): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(117): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(122): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(123): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(127): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(128): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(129): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(131): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(135): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(138): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(140): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(142): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(143): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(147): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(149): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(163): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(164): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(165): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(166): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(177): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(178): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(179): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(180): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(1843): warning C4018: '<' : signed/unsigned mismatch e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(1849): warning C4018: '<' : signed/unsigned mismatch e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(1974): warning C4018: '<' : signed/unsigned mismatch e:\Emulators\genesis\Source\Gens\mp3_dec\layer3.c(1982): warning C4018: '<' : signed/unsigned mismatch e:\Emulators\genesis\Source\Gens\mp3_dec\tabinit.c(54): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\tabinit.c(62): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\mp3_dec\tabinit.c(72): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data e:\Emulators\genesis\Source\Gens\pcm.c(251): warning C4101: 'volL' : unreferenced local variable e:\Emulators\genesis\Source\Gens\pcm.c(251): warning C4101: 'volR' : unreferenced local variable e:\Emulators\genesis\Source\Gens\save.cpp(676): warning C4244: '=' : conversion from 'unsigned long' to 'unsigned char', possible loss of data e:\Emulators\genesis\Source\Gens\save.cpp(677): warning C4244: '=' : conversion from 'unsigned long' to 'unsigned char', possible loss of data e:\Emulators\genesis\Source\Gens\save.cpp(678): warning C4244: '=' : conversion from 'unsigned long' to 'unsigned char', possible loss of data e:\Emulators\genesis\Source\Gens\save.cpp(679): warning C4244: '=' : conversion from 'unsigned long' to 'unsigned char', possible loss of data e:\Emulators\genesis\Source\Gens\scrshot.cpp(166): warning C4101: 'ext' : unreferenced local variable e:\Emulators\genesis\Source\Gens\scrshot.cpp(166): warning C4101: 'Name' : unreferenced local variable
and one error:
e:\Emulators\genesis\Source\Gens\gens.rc(631): error RC2135 : file not found: resource\bmp00007.bmp
If I make a copy of and rename bmp00006.bmp then i get all these errors as well as the same warnings:
gens error LNK2001: unresolved external symbol "struct typeMovie MainMovie" (?MainMovie@@3UtypeMovie@@A) gens error LNK2001: unresolved external symbol "struct typeMovie MainMovie" (?MainMovie@@3UtypeMovie@@A) gens error LNK2001: unresolved external symbol "unsigned long FrameCount" (?FrameCount@@3KA) gens error LNK2001: unresolved external symbol "unsigned long FrameCount" (?FrameCount@@3KA) gens error LNK2019: unresolved external symbol "int __cdecl CloseMovieFile(struct typeMovie *)" (?CloseMovieFile@@YAHPAUtypeMovie@@@Z) referenced in function "void __cdecl End_All(void)" (?End_All@@YAXXZ) gens error LNK2019: unresolved external symbol "int __cdecl OpenMovieFile(struct typeMovie *)" (?OpenMovieFile@@YAHPAUtypeMovie@@@Z) referenced in function "long __stdcall WinProc(struct HWND__ *,unsigned int,unsigned int,long)" (?WinProc@@YGJPAUHWND__@@IIJ@Z) gens error LNK2019: unresolved external symbol "public: __thiscall AVIWrite::AVIWrite(void)" (??0AVIWrite@@QAE@XZ) referenced in function "int __cdecl Save_Shot_AVI(unsigned char *,int,int,int,int,struct HWND__ *)" (?Save_Shot_AVI@@YAHPAEHHHHPAUHWND__@@@Z) gens error LNK2019: unresolved external symbol "public: bool __thiscall AVIWrite::AddSound(char const *,int)" (?AddSound@AVIWrite@@QAE_NPBDH@Z) referenced in function "int __cdecl UpdateSoundAVI(unsigned char *,unsigned int)" (?UpdateSoundAVI@@YAHPAEI@Z) gens error LNK2019: unresolved external symbol "public: bool __thiscall AVIWrite::IsSoundAdded(void)" (?IsSoundAdded@AVIWrite@@QAE_NXZ) referenced in function "int __cdecl UpdateSoundAVI(unsigned char *,unsigned int)" (?UpdateSoundAVI@@YAHPAEI@Z) gens error LNK2019: unresolved external symbol "public: bool __thiscall AVIWrite::Open(char const *,struct HWND__ *)" (?Open@AVIWrite@@QAE_NPBDPAUHWND__@@@Z) referenced in function "int __cdecl Save_Shot_AVI(unsigned char *,int,int,int,int,struct HWND__ *)" (?Save_Shot_AVI@@YAHPAEHHHHPAUHWND__@@@Z) gens error LNK2019: unresolved external symbol "public: void __thiscall AVIWrite::SetFPS(int)" (?SetFPS@AVIWrite@@QAEXH@Z) referenced in function "int __cdecl Save_Shot_AVI(unsigned char *,int,int,int,int,struct HWND__ *)" (?Save_Shot_AVI@@YAHPAEHHHHPAUHWND__@@@Z) gens error LNK2019: unresolved external symbol "public: void __thiscall AVIWrite::SetSoundFormat(struct tWAVEFORMATEX *)" (?SetSoundFormat@AVIWrite@@QAEXPAUtWAVEFORMATEX@@@Z) referenced in function "int __cdecl UpdateSoundAVI(unsigned char *,unsigned int)" (?UpdateSoundAVI@@YAHPAEI@Z) gens error LNK2019: unresolved external symbol "public: void __thiscall AVIWrite::SetVideoFormat(struct tagBITMAPINFOHEADER *)" (?SetVideoFormat@AVIWrite@@QAEXPAUtagBITMAPINFOHEADER@@@Z) referenced in function "int __cdecl Save_Shot_AVI(unsigned char *,int,int,int,int,struct HWND__ *)" (?Save_Shot_AVI@@YAHPAEHHHHPAUHWND__@@@Z) gens error LNK2019: unresolved external symbol "struct typeMovie MainMovie" (?MainMovie@@3UtypeMovie@@A) referenced in function "int __cdecl Update_Emulation_One(struct HWND__ *)" (?Update_Emulation_One@@YAHPAUHWND__@@@Z) gens error LNK2019: unresolved external symbol "unsigned long FrameCount" (?FrameCount@@3KA) referenced in function "int __cdecl Update_Emulation_One(struct HWND__ *)" (?Update_Emulation_One@@YAHPAUHWND__@@@Z) gens error LNK2019: unresolved external symbol "void __cdecl CopyMovie(struct typeMovie *,struct typeMovie *)" (?CopyMovie@@YAXPAUtypeMovie@@0@Z) referenced in function "long __stdcall PlayMovieProc(struct HWND__ *,unsigned int,unsigned int,long)" (?PlayMovieProc@@YGJPAUHWND__@@IIJ@Z) gens error LNK2019: unresolved external symbol "void __cdecl GetMovieInfo(char *,struct typeMovie *)" (?GetMovieInfo@@YAXPADPAUtypeMovie@@@Z) referenced in function "long __stdcall PlayMovieProc(struct HWND__ *,unsigned int,unsigned int,long)" (?PlayMovieProc@@YGJPAUHWND__@@IIJ@Z) gens error LNK2019: unresolved external symbol "void __cdecl GetStateInfo(char *,struct typeMovie *)" (?GetStateInfo@@YAXPADPAUtypeMovie@@@Z) referenced in function "long __stdcall PlayMovieProc(struct HWND__ *,unsigned int,unsigned int,long)" (?PlayMovieProc@@YGJPAUHWND__@@IIJ@Z) gens error LNK2019: unresolved external symbol "void __cdecl InitMovie(struct typeMovie *)" (?InitMovie@@YAXPAUtypeMovie@@@Z) referenced in function "long __stdcall PlayMovieProc(struct HWND__ *,unsigned int,unsigned int,long)" (?PlayMovieProc@@YGJPAUHWND__@@IIJ@Z) gens error LNK2019: unresolved external symbol "void __cdecl MoviePlayingStuff(void)" (?MoviePlayingStuff@@YAXXZ) referenced in function "int __cdecl Update_Emulation_One(struct HWND__ *)" (?Update_Emulation_One@@YAHPAUHWND__@@@Z) gens error LNK2019: unresolved external symbol "void __cdecl MovieRecordingStuff(void)" (?MovieRecordingStuff@@YAXXZ) referenced in function "int __cdecl Update_Emulation_One(struct HWND__ *)" (?Update_Emulation_One@@YAHPAUHWND__@@@Z) gens fatal error LNK1120: 17 unresolved externals
Sorry for the long reply. This is purely just following your instructions without editing anything that isn't said. Thanks
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18 19