upthorn
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Joined: 3/24/2006
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Gens rerecording was based on Gens 2.12 as of gens_movie_9 The new features in Gens 2.14 (don't know where 2.13 went) were implemented by myself, and were added to the rerecording version at the same time. They have since been improved in the rerecording version, (but not the other version, because I'm lazy). So basically, there's no reason to switch to the 2.14 source.
How fleeting are all human passions compared with the massive continuity of ducks.
Joined: 10/14/2005
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Location: Fort Worth Texas US
ok
jaysmad
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Sorry if this has already been asked but... Is there or will there ever be a way to soft reset while recording?
upthorn
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jaysmad wrote:
Sorry if this has already been asked but... Is there or will there ever be a way to soft reset while recording?
This has been asked before, but that's not what bugs me. What bugs me is that the question was answered in the first post (which, you may notice, has not been edited even once), if people just read the format spec that "GM2" links to. here, let me save you the trouble.
GM2 format spec page wrote:
Frame segment order:
  • console buttons
  • Player 1 (if recorded)
... Console data:
  • 1 byte: power cycle, reset button, SMS Pause button
How fleeting are all human passions compared with the massive continuity of ducks.
jaysmad
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Does that mean that i can or not? I have already did read it, even though i don't understand much of it... :( Sorry for the incomp...
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Location: Oregon
jaysmad wrote:
Does that mean that i can or not? I have already did read it, even though i don't understand much of it... :( Sorry for the incomp...
Upthorn is saying that there is a byte in each frame that's dedicated to recording console events such as a power cycle (turning the thing off and on), or a hard reset. In short, yes, GM2 will support reset recording.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
jaysmad
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Thank you!
HHS
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Joined: 10/8/2006
Posts: 356
I'd like Address Error emulation.
upthorn
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HHS wrote:
I'd like Address Error emulation.
You're going to have to explain what that is for it to happen.
How fleeting are all human passions compared with the massive continuity of ducks.
HHS
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Joined: 10/8/2006
Posts: 356
When one tries to access a word or long operand at an odd address, an address error is generated on a real machine, whereas most emulators ignore it. This results in the operation described in sections 6.3.9.1 and 6.3.10 of the 68000 user's manual here: http://www.freescale.com/files/32bit/doc/ref_manual/MC68000UM.pdf
Joined: 8/27/2006
Posts: 883
Any news on the progress? I found out in Gens9Z_20070209.exe that it seems impossible to see the assembly code that gens execute. That could be useful if it's possible to implement it. I can find memory address, but I can't seems to be able to determine a patern in the RNG to know if a character does a certain action.
Post subject: Re: Gens 10 planned feature list
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upthorn wrote:
... here's a list of the features planned for it
  • Tracer/partial dissassembler
Joined: 8/27/2006
Posts: 883
Oh thanks, I did read it that way as I didn't quite understand what it mean ;) So the only thing left to know is if the progress are going good on the modification :)
emu
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Joined: 1/2/2007
Posts: 188
Location: Germany, Munich
I would have two minor request for features, which would make tasing a little bit easier: 1) toggle: display currently used savestate I sometimes forget which savestate I use (memorizing frame numbers, or after a break). Clicking file -> change savstate to check up sometimes becomes a little frustrating. 2) some kind of lag-alert This would be easier to locate and prevent lag. Example: you know somewhere in the following 200 frames there will be 2 frames of lag. You watch this part in slowmo and the "lag-alert" makes a signal, whenever the game lags -> you can find the source of the lag. This one might be difficult to implement. The first point might not be of use anymore by having infinity savestates and the second one can be avoided by precisely watching the game during frame advancing, so if no one else has these problems like me, this additional work for the programmers is not necessary. Thanks in advance
upthorn
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emu wrote:
1) toggle: display currently used savestate I sometimes forget which savestate I use (memorizing frame numbers, or after a break). Clicking file -> change savstate to check up sometimes becomes a little frustrating.
why not just hit f6 and then f7?
emu wrote:
2) some kind of lag-alert This would be easier to locate and prevent lag. Example: you know somewhere in the following 200 frames there will be 2 frames of lag. You watch this part in slowmo and the "lag-alert" makes a signal, whenever the game lags -> you can find the source of the lag. This one might be difficult to implement.
That one's really not very feasible...
How fleeting are all human passions compared with the massive continuity of ducks.
emu
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Location: Germany, Munich
I just learned that from Truncated in IRC. Still, thanks for the fast reply.
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It just hit me that it would be awesome to have something in the RAM-search where you can search for non negative values. For instance. I'm 100% sure that the value I'm looking for cannot be a negative value, such as -24. It would be very smooth to just remove all values that are of negative nature and I wouldn't have to get confused about it. Addresses that take negative values should be automatically removed if check box is ticked.
upthorn
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Highness wrote:
It just hit me that it would be awesome to have something in the RAM-search where you can search for non negative values. For instance. I'm 100% sure that the value I'm looking for cannot be a negative value, such as -24. It would be very smooth to just remove all values that are of negative nature and I wouldn't have to get confused about it. Addresses that take negative values should be automatically removed if check box is ticked.
It sounds like what you really want is an auto-search feature, because you can already limit it to non-negative values by manually searching: Greater than, Specific value, 0
How fleeting are all human passions compared with the massive continuity of ducks.
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Joined: 8/24/2004
Posts: 2562
Location: Sweden
Right