Post subject: A Table of currently supported Desired TAS features
Joined: 12/17/2004
Posts: 99
Location: Karlsruhe, Germany
It would be good to have a table, which lists all the http://tasvideos.org/DesiredEmulatorFeatures.html currently supported by our emulators. I'll start with: snes9x 1.43/linux:
    Savestates: 2/3 Bulletproof recording: yes Resume Recording From Savestate: yes Savestate Undo: no Timing: 3/4 Frame Advance: yes Slow Motion: yes Fast Forward: yes Frame Search: no Usability: 2/9 Key remapping: yes Read-only Toggle: yes Information Display: no (yes, patched) Export To AVI: no (yes, patched) Memory Search: no Autofire: no Auto-hold: no Combos or macros: no Rewind: no Movie file features: 1/3 Storing And Loading Emulator Settings And ROM Data: not complete Starting recording from power-on: yes Recording peripherals: no Emulation features: 1/2 Disabling layers: yes Accurate emulation and recording of soft resets: no
This is what I can say for snes9x 1.43 on linux. As I don't know any other emulator, I cannot do them. But you could. Take 2 mins, quote this topic and fill in the table for your favorite emulator. If there are differences between the platform versions, write directly that it is for Windows/Linux/MacOSX. cu Fabian
Joined: 4/11/2006
Posts: 487
Location: North of Russia :[
VBA-rerecording 19.3 for windows Savestates: 2/3 Bulletproof recording: yes Resume Recording From Savestate: yes Savestate Undo: no Timing: 4/4 Frame Advance: yes Slow Motion: yes Fast Forward: yes Frame Search: yes Usability: 8/9 Key remapping: yes Read-only Toggle: yes Information Display: yes Export To AVI: yes Memory Search: yes Autofire: yes Auto-hold: yes Combos or macros: no Rewind: yes! Movie file features: 1/3 Storing And Loading Emulator Settings And ROM Data: ? Starting recording from power-on: yes Recording peripherals: no Emulation features: 2/2 Disabling layers: yes Accurate emulation and recording of soft resets: yes I think...
Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I started the table, but have are some issues with the data presentation. It currently refers to file formats but should probably refer to emulator/platform pairs, since features usually vary across emulator ports. If nobody else does it, I'll probably make the changes once my monotony tolerance goes back to normal.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Active player (410)
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zefiris wrote:
VBA-rerecording 19.3 for windows Recording peripherals: no
huh!!? :s
Joined: 4/11/2006
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Location: North of Russia :[
are there any peripherals? File format does not even have place for any.
Post subject: Re: A Table of currently supported Desired TAS features
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Fabianx wrote:
snes9x 1.43/linux: […] Memory Search: no Autofire: no Auto-hold: no
I think there's something terribly wrong here. :\
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
The only thing that could be called that, though stupid, would be Link cable. So we can do multiplayer game. I think we should add that instead.
Joined: 12/17/2004
Posts: 99
Location: Karlsruhe, Germany
zefiris wrote:
are there any peripherals? File format does not even have place for any.
Yes there is the "sensor motion" and VBA supports it. But I don't know if recording of sensor motion is supported.
Joined: 4/11/2006
Posts: 487
Location: North of Russia :[
There's nothing about sensor motion in VBM description afair...
Post subject: Re: A Table of currently supported Desired TAS features
Joined: 12/17/2004
Posts: 99
Location: Karlsruhe, Germany
moozooh wrote:
Fabianx wrote:
snes9x 1.43/linux: […] Memory Search: no Autofire: no Auto-hold: no
I think there's something terribly wrong here. :\
This is just the linux version. The windows version supports a fair bit of those ... cu Fabian
upthorn
He/Him
Emulator Coder, Active player (388)
Joined: 3/24/2006
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I've overhauled IdeaMagnate's table on http://tasvideos.org/DesiredEmulatorFeatures.html. (interestingly, I went there to make a table, myself, only to discover that he'd beatenme to the punch. Oh well, I think I made it better.)
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SXL
Joined: 2/7/2005
Posts: 571
could an editor please emphasize the features that are mandatory (by Bisqwit's decision) to let the emulator accepted on the site ? it could help coders (hello Bock !) to know what needs to be done first.
I never sleep, 'cause sleep is the cousin of death - NAS
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Location: North of Russia :[
Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Good improvement, Upthorn. Thanks. Bisqwit, it'd be nice if the wiki markup supported fragment identifier declarations and a more concise syntax for links to fragments on the same page. As it currently is, the table has to be either clunky (using footnotes like it does now) or brittle (using explicit tags like [=DesiredEmulatorFeatures.html#starting_recording_from_power_on|po], which would break if someone changed a section title).
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Editor, Active player (296)
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Fragments? Fragment identifier declarations? Hum, what are those? Maybe you're referring to anchors? Yeah, it doesn't support those. It's on a TODO list, but I haven't yet figured out a nice way to do them. Before I implement them, I would like to be able to make the anchors so that they can actually be kept and be satisfied with. Now it generates those anchor names automatically from the title, but the algorithm for doing that is bad and unsatisfying. Being able to specify them manually would be nice, but I haven't figured out a nice syntax to do it. After that, can it be considered how to refer to the anchors.
Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Yeah, I was referring to the part of a URL that starts with a #. 'Fragment' looked like the official name from my understanding of the W3C standards. As for syntax, what about something like this: [#fragmentName|foo] => <a name='fragmentName'>foo</a> [=#fragmentName|bar] => <a href='#fragmentName'>bar</a>
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Post subject: Re: A Table of currently supported Desired TAS features
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
Fabianx wrote:
Frame Advance: yes
Wouldn't going back one frame at a time (ie. the opposite of frame advance) be an useful feature too? The implementation of this is doable, and discussed in another (old) thread.
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But how do you do that without saving the state on absolutely every frame? Invalid Session. Please resubmit the form. Invalid Session. Please resubmit the form. Invalid Session. Please resubmit the form. Invalid Session. Please resubmit the form. Invalid Session. Please resubmit the form. Invalid Session. Please resubmit the form.
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Banned User, Former player
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Location: Finland
By saving (into memory) the state eg. each 100 frames, and when the back-one-frame key is pressed, the emulator internally replays from the last automatic savestate in memory up to the desired frame. (In other words, at most 99 frames would be internally replayed; it shouldn't take too long.)
Joined: 4/11/2006
Posts: 487
Location: North of Russia :[
VBA-rerec allows rewinding for 10 frames (0.2 seconds) saving 256 states. That's pretty close and I always use it while recording gba movies.
JXQ
Experienced player (750)
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Posts: 3132
That might get tricky with the read-only toggle. Seems like it'd be easy to mean to go forward a few frames, but accidentally record over them. Bag of Magic Spam is annoying. I wish he'd shut up. Bag of Magic Spam is annoying. I wish he'd shut up. Bag of Magic Spam is annoying. I wish he'd shut up. Bag of Magic Spam is annoying. I wish he'd shut up.
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