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mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
dartht33bagger wrote:
cd . && bin/sh c/msys/1.0/home/owner/fceu-nitjusa-src --run aclocal-1.6 /c/msys/1.0/home/fceu-nitjusa-src/missing: /c/msys/1.0/home/fceu-nitjusa-src/missing: No such file or directiry make: *** [aclocal.m4] Error 127.
It looks like the "missing" file is missing. Try compiling the source code in the first post of this thread instead.
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Joined: 12/10/2007
Posts: 260
Location: Oregon
I tried even to compile that version, still not working.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
dartht33bagger wrote:
I tried even to compile that version, still not working.
If you tell me what's the error message with this version, I'll probably be able to help you.
franpa wrote:
Why is the ALT key used as a button by default? o_O it highlights the menu and pauses emulation each time it is pressed.
Er... I don't know who decided the default keys, but you should hide the menu (pressing the ESC key) when you're playing. TAB key as the Select button is even worse, in my opinion.
symbolic X wrote:
I been using build 25, and it looks about the same as 15-rerecording. A few features were thrown in like frame advance and stuff, is there a written tutorial about these new features?
I don't know of any tutorial about that, but you could try reading Emulator Resources / Using.
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Joined: 12/10/2007
Posts: 260
Location: Oregon
It says the exact same thing as it did with the other source code.
Joined: 5/10/2008
Posts: 2
dartht33bagger wrote:
It says the exact same thing as it did with the other source code.
For a start you need to run configure first, which isn't executable (I don't think zip supports Unix-style permissions) - so "chmod +x" it. configure tries to run config.sub which uses DOS line endings. Bash doesn't like that so you need to convert it (I used "set ff=unix" in vim). You also need to do the same thing to config.guess. configure should then run. Then you'll possibly notice that the Makefiles are hardcoded to use aclocal-1.6 and automake-1.6, so you'll have to edit them. Then you'll try running make again and it will crap out, complaining that it can't find files called "NEWS" and "README", so you'll create them. Then you'll run make again - and it'll crap out again. This time you'll run "find . -type f dos2unix {} \;" before running make once more. This time things will churn along for a short while before the build will fail and, if you're anything like me, you'll give up. :-)
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
dartht33bagger wrote:
I'm having a problem compiling fceu in windows. I've downloaded and installed both mingw and msys. I then get zlib, SDL, directX 7, and windows API. I installed all of these. I then precided to make the .o file and the .res file. Everything went fine until I type make into msys. It then tells me this message:cd . && bin/sh c/msys/1.0/home/owner/fceu-nitjusa-src --run aclocal-1.6 /c/msys/1.0/home/fceu-nitjusa-src/missing: /c/msys/1.0/home/fceu-nitjusa-src/missing: No such file or directiry make: *** [aclocal.m4] Error 127. I can't figure out what this is saying, or what I'm doing wrong. I followed the tut that comes with fceu called how to compile fceu in windows.
The makefile is still setup for the environment that the last author had configured. Chances are your msys path to fceu isn't the same. Download and install msysdtk first so you'll have the autotools at your disposal. Then, from the root of the fceu build you're trying to make, do the following:
aclocal
autoconf
automake
./configure --with-nativewin32
windres -o src/res.o src/drivers/win/res.res
make
That should do it.
Joined: 12/10/2007
Posts: 260
Location: Oregon
Thanks man it got me much farther than before, but Its still having a problem. Now it will almost compile then it says this: make: *** [config.status] Error 1
Joined: 12/10/2007
Posts: 260
Location: Oregon
I tried today again and its still giving a config.status error.
Post subject: FCEU .26 release (significant updates)
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3574)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
FCEU .26 released: http://fceu.googlecode.com/files/fceu-0.98.26.zip http://fceu.googlecode.com/files/fceu-0.98.26-src.zip This was a group effort between mz, maximus, and I (mostly those 2 guys). This is a major update with some much needed fixes: Most importantly: 1) Many games now work again. This includes Power Blade 1 and 2, Banana Prince, Gun-Nac, Mitsume ga Tooru, Star Tropics 1 and 2, some SMB1 hacks and probably other games we haven't tell yet. 2) BasicBot is back (thanks to zeromus for fixing the shared memory bugs in the official FCEU). 3) Cheat search has been updated so that it can stay open while running the game AND the values will update. Also, double clicking a ram address in the left column automatically sends it to memory watch! This enhancement should greatly reduce the time it takes to get a ram watch list. Other fixes: -New font (Warp's HUD font). -New hotkey: "Play movie from beginning". It sets the movie in read-only mode and then starts playing from the first frame. The default key for it is "R". (This works much like the one in VBA) -The controller shows what buttons are currently pressed after loading a savestate while recording or playing a movie. -Added an option in Input Configuration to disable U/D + L/R. -Memory Watch: now it updates automatically after poking memory or adding a new address manually. -New Directory Override options for Memory Watch address lists and BasicBot files. -Record movie from savestate now works. -Fixed default directories handling: it won't remove the wrong folder now. This will be the last update for this branch of FCEU (unless major bugs were introduced that we did not catch). We are now working with others on a update to FCEUX. FCEUX is designed to merge the various branches of fceu. Particularly FCEU.26, FCEUXDSP, and FCEU-mm. Anyway, there are many features added that will make a TASers life much easier. Enjoy.
It's hard to look this good. My TAS projects
Joined: 12/10/2007
Posts: 260
Location: Oregon
Don't worry about compiling problems anymore guys, got it to work. Nice new version, looking good! Thanks for the download. Would any of you happen to have a good tut explaining what your looking for in memory watch?
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
dartht33bagger wrote:
Nice new version, looking good! Thanks for the download. Would any of you happen to have a good tut explaining what your looking for in memory watch?
Maybe this can help you: Memory Search / What To Search For.
klmz wrote:
It seems that most of the unworking games are using: [...] Strangely, Mario is Missing! uses the same board/mapper but works without problems. Additionally, I found that Action 52 doesn't work well eg. some games in it don't work at all. Broken ROM headers can cause problems on some emulators(in this case, FCEU 0.98.x), but I don't know how to detect and repair them. GoodNES can even corrupt some, so it's not safe to use. BTW, note that gcc 4.3.0 doesn't like extern + static declarations in boards/mmc3.h... However, fixing this does nothing to help emulating those games.
This is how we fixed it: src/sound.h. Action 52 doesn't work at all in this new .26 version, because we decided to use the official MM mappers now, which should be more stable and more compatible with old FCEU versions. GoodNES should actually repair headers, at least I know v3.14 it's supposed do that...
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Editor, Emulator Coder, Expert player (2158)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Weird fix. I may have discovered a bug. When I was watching the Power Blade movie, I tried to tap "R" and the movie restarted but desynced. I tried this many times and the movie desynced every time. It even stopped once.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
klmz wrote:
I may have discovered a bug. When I was watching the Power Blade movie, I tried to tap "R" and the movie restarted but desynced. I tried this many times and the movie desynced every time. It even stopped once.
Yeah, that movie was made with 0.98.10. I haven't bothered to make some functions compatible with that old movie format. You will also notice how it says "Playing frame 4343/0". :P Although we won't be working on this version anymore, thanks for reporting anyway. I'm going to make sure these bugs get fixed for the next official FCEU release in some months.
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Expert player (3644)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
I see that the color brightness is back to how it was in 0.98.12, how come? Or is this how the original colors look like?
feos wrote:
Only Aglar can improve this now.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
New build with a fix we forgot to enable before releasing it. Please download .26 again if you're having random crashes or if you don't like the "Wrong Movie" messages. Make sure you're using the one from May 12 2008.
Aglar wrote:
I see that the color brightness is back to how it was in 0.98.12, how come? Or is this how the original colors look like?
Well, it's impossible to make the colors for all games look like the originals (unless you're using the NTSC filter); but you're right: they do look different now. It may be because we updated the mappers/boards files, I think.
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Post subject: Re: FCEU .26 release (significant updates)
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
adelikat wrote:
Other fixes: -New font (Warp's HUD font).
I have 2 problems with that. 1. The numbers for frame display are shaking like hell. 2. Small font + white in games that does use white alot == bad. Edit: I've never received email for people posting in that topic :S. Today, I just saw many posts in this thread. Anyway, edited the 1st post, if there are some bugs that are fixed and still in the list, just tell me. I am kinda busy these days to test things.
Former player
Joined: 12/5/2007
Posts: 716
I can't seem to ./configure the current version:
$ unzip fceu-0.98.26-src.zip
$ cd fceu-0.98.26
$ chmod u+x configure
$ ./configure --with-opengl
configure: error: cannot run /bin/sh ./config.sub
$ sh ./config.sub 
: command not found5: 
: command not found7: 
: command not found26: 
: command not found31: 
: command not found38: 
: command not found46: 
: command not found53: 
: command not found55: 
: command not found68: 
: command not found77: 
: command not found80: 
'/config.sub: line 83: syntax error near unexpected token `in
'/config.sub: line 83: `  case $1 in
I'm running Gentoo Linux with gcc 4.1.2, glibc 2.6.1 and bash 3.2.17(1) on x86. Doing aclocal, autoconfig etc beforehand doesn't change anything. Hints, anyone? :)
Post subject: Re: FCEU .26 release (significant updates)
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
adelikat wrote:
FCEU .26 released: [...] Cheat search has been updated so that it can stay open while running the game AND the values will update. Also, double clicking a ram address in the left column automatically sends it to memory watch! This enhancement should greatly reduce the time it takes to get a ram watch list.
I love you guys so much, thank you very, very much for this feature, it will make life a whole lot easier for me. :D *downloads the new version*
Joined: 3/17/2007
Posts: 97
Location: Berkeley, CA
ShinyDoofy wrote:
I can't seem to ./configure the current version: Hints, anyone? :)
It's because of DOS-style line termination in various shell scripts. (bash reads the embedded carriage returns and vomits forth weird error messages.) You can try deleting a bunch of shit first, then running aclocal; autoconf; automake -a -c --foreign. I'm working on hacking basic Lua support into the emulator now (goal is to get something that is useful and works like a subset of what's in snes9x, to make it easier to synchronize with DeHackEd's newer unreleased s9x+lua source code...) Currently I'm writing test scripts to see whether I've created exactly that or just some program that compiles. :) If everything goes well I'll release my patches, and they'll include fixes for Linux compiles and Linux->Win32 cross-compiles...
IRC nick: UncombedCoconut
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
ShinyDoofy wrote:
I can't seem to ./configure the current version:
$ unzip fceu-0.98.26-src.zip
$ cd fceu-0.98.26
$ chmod u+x configure
$ ./configure --with-opengl
configure: error: cannot run /bin/sh ./config.sub
$ sh ./config.sub 
: command not found5: 
: command not found7: 
: command not found26: 
: command not found31: 
: command not found38: 
: command not found46: 
: command not found53: 
: command not found55: 
: command not found68: 
: command not found77: 
: command not found80: 
'/config.sub: line 83: syntax error near unexpected token `in
'/config.sub: line 83: `  case $1 in
I'm running Gentoo Linux with gcc 4.1.2, glibc 2.6.1 and bash 3.2.17(1) on x86. Doing aclocal, autoconfig etc beforehand doesn't change anything. Hints, anyone? :)
first rm config.sub config.guess depcomp, then run automake --add-missing to recreate those files. You will not be able to build successfully though as the changes in 9826 were windows-based and as such, we didn't update the source for linux compilation. I'm looking into this now though ;) EDIT: too slow i guess. nitsujrehtona beat me to it ;)
Player (121)
Joined: 2/11/2007
Posts: 1522
Yow, looks awesome. I'll second the extra thanks for cheat search update -- literally two days ago I was thinking to myself why oh why can't it be left open while running the game? And that you can double click to add to memwatch is just icing.
nitsujrehtona wrote:
I'm working on hacking basic Lua support into the emulator now
!!! Color me excited. I'll be happy to help test :)
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Former player
Joined: 12/5/2007
Posts: 716
nitsujrehtona wrote:
ShinyDoofy wrote:
I can't seem to ./configure the current version: Hints, anyone? :)
It's because of DOS-style line termination in various shell scripts. (bash reads the embedded carriage returns and vomits forth weird error messages.) You can try deleting a bunch of shit first, then running aclocal; autoconf; automake -a -c --foreign.
I almost suspected that, thanks for the clear info. autom4te.cache seemed to be outdated, so I renamed that folder due to a tip I found via Google and then successfully ran your commads. After dos2unix'ing config.sub, config.guess and missing, configure ran through just fine. Nevertheless I also had to convert depcomp and mkinstalldirs in order to satisfy make, only now I'm given this error:
boards/sheroes.c:24: error: static declaration of 'CHRRAM' follows non-static declaration
boards/mmc3.h:3: error: previous declaration of 'CHRRAM' was here
make[1]: *** [boards/sheroes.o] Error 1
Although this should be because of your recent windows-based patches, I guess.
nitsujrehtona wrote:
Currently I'm writing test scripts to see whether I've created exactly that or just some program that compiles. :) If everything goes well I'll release my patches, and they'll include fixes for Linux compiles and Linux->Win32 cross-compiles...
Maximus wrote:
I'm looking into this now though ;) EDIT: too slow i guess. nitsujrehtona beat me to it ;)
Wow, that sure is some great news!
Editor, Emulator Coder, Expert player (2158)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
I found a Super C movie desynced with FCEU 0.98.26, which used to sync with FCEU 0.98.25. Extra enemy spawned and they caused desync. The published Super C movie on this site syncs. But it is possible that it stays in sync just by coincidence. I suspect it is the "Record from Power-on/Reset with a Savestate" bug or something similar that causes such a problem. Now I have some questions: What are "Record from Power-on" and "Record from Reset" supposed to do? And what do they actually do now? Does JXQ's FCMFix fix them? These questions may be unrelated to the desync problem here, but I am so curious.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
Record from Power-On means that you record a movie from game load with the SRAM data cleared. Record from Reset records the movie from game load but with SRAM data not cleared
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
That's why I think the unuseful and confusing Record from reset is no more needed and must be removed. And movies done with Record from reset are generally not accepted at this site.
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