mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
PCSX Rerecording v0.000005 Binaries: pcsx-rr-v0000005.7z Source: pcsx-rr-v0000005-src.7z What's new: -Everything pirate_sephiroth was complaining about. :P These are the new keys:
-Savestates:
Shift+F1-F9: Save State
F1-F9: Load State
-Misc:
Shift+8: Read-Only Toggle
P: Pause
Space Bar: Frame Advance
"]" (in US keyboards only): Frame Advance
Tab: Fast Forward
-Speed Controls:
Numpad 1-Numpad 6: 1fps/4fps/9fps/15fps/22fps/30fps
Numpad 0: Normal Speed (60fps in most cases)
Numpad .: Turbo Mode
I've added the "Tab" hotkey which functions like the "Fast Forward" in other TAS emulators. You can also copy the "gpuPeopsSoft.dll" file to the ePSXe folder and this function will be available there too. Also, the bug reported by Hellfish hopefully is fixed now.
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.
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Yeah! I forgot to mention tab... thanks! Oh, mz, And I forgot to mention that vba says that frame advance is mapped to the BACKSLASH, but on my keyboard (and microsoft's OSK.exe) it's on ]
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Joined: 2/1/2008
Posts: 347
I recall the frame advance button being \ (backslash, not forward slash [above the enter key]) by default for some emulators... Then again, I can just sit back and wait for mappable hotkeys and then everyone will be happy. *retreats back into corner*
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
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Let me take a moment to remind everyone that it is a bad idea to force the use these of any of these keys for any hotkeys: [ ] \ + ` * - / ; : Unless you intend to limit the use of the program to users of certain particular nations. On Finnish keyboard, / is shift and 7 (scancode 0x08) [ is altgr and 8 (scancode 0x09) ] is altgr and 9 (scancode 0x0A) + is the key next to 0 (scancode 0x0B) \ is altgr and the key next to 0 (scancode 0x0B) ` is shift and the key next to the key next to 0 (scancode 0x0B), followed by space * is shift and the key next to the key next to the key next to L (scancode 0x2B) : is shift and . (scancode 0x33) ; is shift and , (scancode 0x34) - is the key next to . (scancode 0x35) altgr is the rightside alt. FCEUX had ` as a hotkey for turbo. It is hardly a convenient hotkey ― especially as it wouldn't work at all. I had to edit the source code to make it recognize at least something.
Joined: 8/31/2006
Posts: 48
Whoa, I didn't expect updates already. Awesome sauce. *starts SOTN over* Would it be possible to denote in the UI somewhere just after such a lag frame occurs? Like Gens lag frame counter or somesuch. EDIT: Also, what's up with all the blank lines at the beginning of the movie files, and the frame counter starting at ~600? Stupid question maybe,but still. :P EDIT2: Also, it would be nice if the frame counter(one of them) kept going after the movie ends, with a message about it ending instead.
There is a whole new world beyond these walls. Break them down.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
Hellfish wrote:
Also, what's up with all the blank lines at the beginning of the movie files, and the frame counter starting at ~600?
I'm not sure about that, I guess the game is loading something. Every different game starts at a completely different frame, and the GPU doesn't show the frame counter until it draws the first frame (for example, Driver starts at ~100 and Megaman Legends at ~50). The blank lines are there because of bad programming. :P Maybe they should be "1111111111111111" or something.
Hellfish wrote:
Would it be possible to denote in the UI somewhere just after such a lag frame occurs? Like Gens lag frame counter or somesuch. [...] Also, it would be nice if the frame counter(one of them) kept going after the movie ends, with a message about it ending instead.
I'll try to make those changes. It may take some days, as I'll need to rewrite all of the mess I've made in the GPU PeopsSoft plugin code.
Hellfish wrote:
*starts SOTN over*
Ahm... Could you upload what you had until now? I'd really like to see what an Alucard TAS looks like...
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: 8/31/2006
Posts: 48
mz wrote:
I'm not sure about that, I guess the game is loading something. Every different game starts at a completely different frame, and the GPU doesn't show the frame counter until it draws the first frame (for example, Driver starts at ~100 and Megaman Legends at ~50).
Check. That does make sense, although shouldn't you be able to just draw the UI?
mz wrote:
Ahm... Could you upload what you had until now? I'd really like to see what an Alucard TAS looks like...
I had some desync issues at the wargs moving it from my work computer to my lappy but once I fix those I'll send the v0...03 movie to ya.
There is a whole new world beyond these walls. Break them down.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
PCSX Rerecording v0.000006 Binaries: pcsx-rr-v0000006.7z Source: pcsx-rr-v0000006-src.7z Another minor update with some things suggested by Hellfish and a new Input Display: Full changelog: -Lag counter -New hotkey: "0": Lag Counter Reset -Frame counter keeps going after the movie ends and it shows a "no movie" message -Input display -Fixed "Tab" hotkey function -Other minor bug fixes Also, here's the source code for my modified PeopsSoft plugin, in case anyone wants it: gpuPeopsSoft-rr-v001-src.7z.
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.
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Input display! Now we really have something! Great, mz.
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Joined: 8/31/2006
Posts: 48
Got a pretty big bug here: If you load a savestate while replaying a movie (Read-only mode doesn't seem to matter) it loads the state, but the frame counter is reset and the movie plays according to the frame counter. The case: My SOTN movie contains a start press at 600ish frames in.If I let it continue into gameplay and save and load that savestate while replaying the movie, the emu will wait 600ish frames and then pause then the recotrded input follows normally. Expected behaviour: Frame counter to be set as it was when state was saved, and let the movie play from there.(Unless of course it's past the end) Umm, not sure that was as clear as I intended.. :/ EDIT: This is for v0..06
There is a whole new world beyond these walls. Break them down.
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You mean loading a save state while playing a movie simply restarts the movie?
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Joined: 8/31/2006
Posts: 48
Yeah, that... *slaps forehead* Thanks.
There is a whole new world beyond these walls. Break them down.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
@Hellfish: it seems to be fine here. The frame counter is never reset (I get the "expected behaviour"). :\ Are you sure it always happens to you, or maybe is there something else I need to do first to make it happen? --- EDIT: Also, have you tried with other save slots? Maybe the bug is in only a specific one.
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: 9/30/2007
Posts: 103
Bisqwit wrote:
Let me take a moment to remind everyone that it is a bad idea to force the use these of any of these keys for any hotkeys: [ ] \ + ` * - / ; : Unless you intend to limit the use of the program to users of certain particular nations. On Finnish keyboard, / is shift and 7 (scancode 0x08) [ is altgr and 8 (scancode 0x09) ] is altgr and 9 (scancode 0x0A) + is the key next to 0 (scancode 0x0B) \ is altgr and the key next to 0 (scancode 0x0B) ` is shift and the key next to the key next to 0 (scancode 0x0B), followed by space * is shift and the key next to the key next to the key next to L (scancode 0x2B) : is shift and . (scancode 0x33) ; is shift and , (scancode 0x34) - is the key next to . (scancode 0x35) altgr is the rightside alt. FCEUX had ` as a hotkey for turbo. It is hardly a convenient hotkey ― especially as it wouldn't work at all. I had to edit the source code to make it recognize at least something.
Although I believe it still works by relative button. For example, frame advance in Snes9x is \ (altgr + + on my keyboard), however, by pressing the §/½ button (the button where \ is on american keyboards) it still works. Of course, mappable is the best option. About the emulator: Awesome, keep up the good work.
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mz! You forgot to map PAUSE to the PAUSE-BREAK key. And you should've set the frame advance to ], not [
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
I tried setting it to "]". :P But as Bisqwit said, it's impossible for me to know what's the scancode of the "]" key on your keyboard... And I never liked the idea of having the Pause key so far from the rest, but I guess I should add it too as another option when I release the next version. At least until I make them mappable... (I'm currently trying to finish blip's work on FBA, so maybe it can take a while until I work again on this.)
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.
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Yeah, ok. But as I wrote earlier, vba says it's \, so maybe's that's the right thing.
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Joined: 8/31/2006
Posts: 48
Damnit, now I can't reproduce it.. Oh well, problem solved I guess.. :)
There is a whole new world beyond these walls. Break them down.
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Neophos wrote:
Although I believe it still works by relative button. For example, frame advance in Snes9x is \ (altgr + + on my keyboard), however, by pressing the §/½ button (the button where \ is on american keyboards) it still works.
On Windows, I think it indeed does -- it is bound to the physical key, location on the keyboard. So when the emulator says that some hotkey is ], you will have to imagine what that key would be if your keyboard was actually English. However, on Linux, those hotkeys are bound to the symbols produced by the keys by the X server. If your hotkey is ] and none of the keys when pressed without modifiers produce a ] symbol, that hotkey is completely unaccessible.
Joined: 3/7/2006
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Location: UK
Um, I am quite sure it is possible to write key listeners that respond to the key's value instead of its scancode on Windows, because I've done it with pygame/SDL. Whether the programmer bothers is another matter. :)
Voted NO for NO reason
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LagDotCom wrote:
Um, I am quite sure it is possible to write key listeners that respond to the key's value instead of its scancode on Windows
Yeah, and that would make the problem on Linux a problem on Windows as well! Great. I suppose there's merit to both approaches, but the fact stands that on different keyboard layouts, different modifiers are required to produce the different keysymbols. ― On English keyboard, ] can be produced without any modifiers, whereas on the Swedish keyboard, it requires holding the rightside Alt key. ― On Swedish keyboard, + can be produced without any modifiers, whereas on the English keyboard, it requires holding the shift key. And so on. A program making assumptions on these keys, – either for usability (selects hotkeys that don't require modifiers: convenient for English keyboard users, PITA for everyone else) – or for functionality (accepts a ] symbol only if no modifiers were used, or accepts + only if shift was held: impossible to use for anyone not using English keyboard), is going to be annoying in a way or another for some of its users. It would be best 1) to use only hotkeys are consistent across different layouts -- 0..9, F1..F12, backspace, tab, shift, ctrl, alt, insert, delete, etc. are quite safe bets, others can change (note that not everyone is even using qwerty; the French have azerty for example). 2) to provide means to configure every hotkey, including the fact whether it's with modifiers or not.
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Anyway, he fixed it already and it's just fine like snes9x and vba. Yeah, Bisqwit. A good solution is to map everything to the numbers, f-keys, pause, insert, etc... But I'm really used to pressing ]...
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Joined: 8/27/2006
Posts: 883
Being able to configure the keys is the best option
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I tried this PCSX today. I'm glad things are improving and all, but I had a less than pleasant experience trying it. Note: This is a Windows XP machine I tried it on. I don't even dare to try it on Linux yet. List of my comments and problems in the order of occurance: Reading the documentation: "Configure your Plugins & Bios as follows: Sound: "No Sound 0.4". Then you can change this one when you're replaying your movie, but select this one when you're recording to prevent desyncs later. ― uh-oh. That sounds like trouble. Because when I'm making movies, I use the sound as an indicator of actions and a timing guide. It is very important to me. Not to mention that the way suggested doesn't sound quite desync-proof... (Trying to select the paths for plugins etc.) Argh, I hate the windows folder selection dialog. It takes by average about 15 seconds to select a location that is deep within the folder hierarchy. As opposed to the 3 seconds it would take to simply type it in. And apparently, it does not recognize symlinks. I have a symlink pointing to a network location where my memory card images are, but the dialog promptly ignores the symlink, making it impossible to point to that location. If it even used the current working directory as the base, it would be great. But apparently, since Windows 95, the concept of current working directory was promptly thrown out the window. So it always assumes that you want to save to My Documents or to your desktop. If your preference is at c:\cygwin\home\bisqwit\nes\psx\pcsx\plugin, tough luck. (Trying to load up a game.) Um, can PCSX not use disc images? Hmm, according to Dacicus's post on page 1, you need a plugin called "Mooby2 cd disk image driver 2.8". Time to go hunting for plugins. /me fires up Google. Uh-oh, all pages having "Mooby2 cd disk image driver 2.8" on them only refer to the fact that you need that plugin, or are comments by people unable to find that plugin anywhere. Where do I download it?? So finally I found it somewhere. Uh-oh, Mooby2 is also unable to follow symlinks. Do I really need to copy 1.4 gigabytes of stuff over WLAN to my laptop just so that I can play the game? Stupid Windows. I would so much like to just the symlink that points to the network path where the game is. Okay, well, how about the network path? Uh-oh, Mooby2 does not allow inputting network paths. Try to enter \\, and it will change it to something else. Okay, someone suggested that I map the network path into a disk drive letter. That could work, but if I do that, it will slow down the boot times of this laptop drastically when that network path is not accessible. Because this is a roaming computer; I use it at home and at work. Network paths for my home network are inaccessible at work, and it would be reflected in the boot times. Okay, against my better judgement, I tried mounting them as P:\. Uh-oh, Mooby2 does not allow me to input P:\ in the path. If I try, it will change it to something else. However, when I copypasted P:\ from notepad into the empty path entry, it worked. Yay ._. (Trying to play game.) Uh-oh. When I point it to Chrono Cross ISO, it says that it does not support ISO images. It only supports BINs. However, it loads the game just fine. Eh? Uh, how do you return to the menu in PCSX without ending the game? I tried esc, but I could not resume the game after that. I would like to customize my hotkeys, and also to change the no-sound plugin into yes-sound plugin, as instructed by the RR instructions. Configuration->Controllers->Shortcuts->Configuration dialog. I set that as ESC. After I did that, the emulator stopped responding to ESC. Quite the opposite of what I wanted. Uh-oh, in the controllers setup, I entered "P" as the key for Start button. I try to use the P key in the game, but instead of pressing the Start button, it seems to pause the emulator. WTF? (Trying to figure out where the emulator settings are stored so I could edit them easier, i.e. by loading up a text file and editing it, rather than by shuffling through dozens of dialog boxes filled with shoot-your-leg design.) Tried plugins\ directory. Not there. Tried home directory. Not there. Tried pcsx directory. Not there. Tried registry. 40 seconds of searching for "pcsx". Okay, some settings there, but not all. Where are all the rest of the settings? I have no idea. Not to mention that in the passage of these misexperiences, the emulator crashed a number of times ― before it had even loaded a single game. Reminds me of an old saying in Bisqwit's world: I hate plugins. I'm also reminded of this (ignore the speech in the first panel):
Joined: 11/11/2006
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Bisqwit wrote:
Okay, someone suggested that I map the network path into a disk drive letter. That could work, but if I do that, it will slow down the boot times of this laptop drastically when that network path is not accessible.
Turn off automatic connection on start-up. This seems way too focused on windows when PCSX is at fault. Other emulators I use focus on the working directory when opening. Mostly. I guess you can give a choice in the code. Also, judging from your experiences, I get the impression it isn't ready for prime time in the slightest :)
<adelikat> I am annoyed at my irc statements ending up in forums & sigs