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mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
arukAdo wrote:
I think my problem with resident evil 3 was [...]
Some games wait for the SPU plugin to tell them when the sound has ended to start loading the next room. I disabled this function to prevent desyncs in most games, but then playing Alundra I found out some rooms didn't load without it. I'll have to find a real fix for those desyncs if we want to TAS those few games that need it.
arukAdo wrote:
Its like the pic the game distord after beating dracula, i think not any emulator does this perfectly
I think that might look better with an NTSC filter or something like that, if you're referring to how bad it looks when the picture is being rotated.
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.
Experienced player (960)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
Ah, yeah, looking it that way that might be my problem for RE3 as well then *waits for next version to retry* Yes i was referring to the picture rotation, even epsxe dont do this perfectly, well it depend of the gpu plugin you use actually
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
I can't edit the first post anymore, so I will post everything here (if a moderator wants to update the first post with this, that would be great :). [Edit: Done by moderators as requested]
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, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
mz wrote:
Bisqwit wrote:
Continuation to the movie length question: You replied that the FPS is constant -- 60 FPS for NTSC, 50 FPS for PAL. Can the NTSC/PAL issue be determined from the movie file? Does the emulator honor this flag? (I.e. it must not be possible to set the flag to cheat the submission system while the emulator ignores the flag and only reads the ROM.)
It can be determined from the movie file, but only to calculate the run time. The emulator works on "autodetect" normally, but it can be forced to run on NTSC or PAL. I will modify it now so it forces the "autodetect" mode while recording/replaying a movie.
I'm not sure what you mean by this. When replaying the movie, the emulator should use whatever setting is in the movie file without considering external facts, such as the actual ROM type. Otherwise, the movie file can be faked to indicate wrong length.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
mz, I took the liberty and edited your first as you requested. Let me know if there is anything else you want to edit. Also, is it possible to use your old config from version .05 and use it in this new version?
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
*EDIT*: v0.0.6 released! See the first post for more information and links.
AngerFist wrote:
mz, I took the liberty and edited your first as you requested. Let me know if there is anything else you want to edit. Also, is it possible to use your old config from version .05 and use it in this new version?
Thanks! PCSX uses the Windows registry to save its settings, so it should always use the same config. *EDIT*: (I didn't notice you also removed the information from my original post. Other people might not notice I've released a new version. :P)
Bisqwit wrote:
I'm not sure what you mean by this. When replaying the movie, the emulator should use whatever setting is in the movie file without considering external facts, such as the actual ROM type. Otherwise, the movie file can be faked to indicate wrong length.
You can also fake the length if you save your movie in NTSC mode but you use a PAL game, or something like that. Anyway, I ended up coding that feature like in FCEU (and also as you're suggesting now); but I don't really like this way, as it can lead to something like this. It would be better if every emulator autodetected the NTSC/PAL mode of the game being played and ignored the movie setting.
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, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
mz wrote:
Bisqwit wrote:
I'm not sure what you mean by this. When replaying the movie, the emulator should use whatever setting is in the movie file without considering external facts, such as the actual ROM type. Otherwise, the movie file can be faked to indicate wrong length.
You can also fake the length if you save your movie in NTSC mode but you use a PAL game, or something like that.
Yes, but in that case the error at least gets caught as people notice the game plays at wrong length speed. The issue is that it must be never possible for the movie file to contain data different from that used by the emulator. If the movie file header lets one believe that the movie length is 10 minutes and 20 seconds (based on the number of frames and the NTSC/PAL selection), then for 10 minutes and 20 seconds, precise, must the movie file play. Otherwise, no website can list PXM files and determine their play length without running the entire emulator first. And so on.
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
mz wrote:
Thanks! PCSX uses the Windows registry to save its settings, so it should always use the same config.
>_> Could you please add an option for a .cfg file? I'm on my knees here! Anything but registry!
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
Ok, I have finished writing the wiki page now: How to record AVIs with PCSX, an introduction.
Bisqwit wrote:
If the movie file header lets one believe that the movie length is 10 minutes and 20 seconds (based on the number of frames and the NTSC/PAL selection), then for 10 minutes and 20 seconds, precise, must the movie file play. Otherwise, no website can list PXM files and determine their play length without running the entire emulator first.
Ah, I see your point now. Well, PCSX already works like this, so feel free to list PXM files on your website whenever you like. :P
moozooh wrote:
Could you please add an option for a .cfg file? I'm on my knees here! Anything but registry!
I could, but it wouldn't be very useful... PCSX doesn't save too many settings. I would have to modify every plugin to make this option useful, but I don't feel like doing that at the moment. Using the registry is a lot better if you're a developer, since it can save/load stuff with only one line of code. On the other hand, cfg files require much more coding...
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, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Very well. As for the A/V desync, and actually everything else I've got a reply for, I'm going by the good faith and accepting this emulator as of now. Could someone please update the PXM page by replying to the questions about the version number stuff? (For now, the PXM parser ignores the version number fields.) And also, update Rules to indicate this change -- feel free to enter the proper version number things, I don't know anything of them.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
Bisqwit wrote:
Very well. As for the A/V desync, and actually everything else I've got a reply for, I'm going by the good faith and accepting this emulator as of now. Could someone please update the PXM page by replying to the questions about the version number stuff? (For now, the PXM parser ignores the version number fields.) And also, update Rules to indicate this change -- feel free to enter the proper version number things, I don't know anything of them.
Great, thank you for accepting this emulator. That PXM page is outdated as of version 0.0.6 of PCSX-RR. The one on that page would be version 1 of the PXM format, but you should only accept PXM version 2, as shown here: pxmFileFormat. About those questions there:
More info about the header such as its minimum length.
Minimum length would be 52 bytes.
Detailed information about the version numbers, please. Which version number ranges should be considered "acceptable" on the site?
Only version number 2 of the movie file format, and any version number of the emulator used.
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, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Thank you for the answers. I recommend you put the relevant PCSX related information to the TASVideos site as well, by editing pages such as PXM.html. I have granted you the editor access, mz. Also, please specify how the "compressed" things work. And any other implicit knowledge.
Joined: 12/10/2007
Posts: 260
Location: Oregon
Just picked up 0.0.6, looking good! Keep up the good work!
Former player
Joined: 9/1/2005
Posts: 803
avi recording seems to be bugged somewhat, as of the, 6? times I've tried using it, 3 times it's crashed at a random point while recording. 2 of the other 3 times pcsx crashed when trying to close it. The one recording that I thought would've been successful failed miserably, as I found a pretty big flaw in the avi recording of pcsx. The avi itself seemed to capture decently enough, the problem however was in the audio that pcsx captured: it was realtime, not on a per-frame basis. As a result, I had just over 16 minutes of stuttering audio for an 8 minute avi. So yeah, might need to get that looked into.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
Yes, the menu option it's very buggy, that's why I wrote this page. But it shouldn't be crashing, since it just uses the same old plugin functions. At least I never had any kind of crash with it...
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.
Experienced player (960)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
I tryed RE3 and no luck, still same problems, but i was near sure its not a sound issue, since in 0.0.5 i was using nullsound plugin
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
arukAdo wrote:
I tryed RE3 and no luck, still same problems, but i was near sure its not a sound issue, since in 0.0.5 i was using nullsound plugin
Alundra have the same issues you describe with nullsound plugin (since that plugin also has every SPU function disabled). The only way to make it work is disabling the "Movie Sync Mode" on the TAS Sound Plugin config. Anyway, I finally tried RE3... And yes, you're right. It doesn't help. What does seem to help is enabling "Configuration"->"Options"->"InuYasha Sengoku Battle Fix". If it does fix your problem too, maybe I should rename that option as "Resident Evil 3 Fix" since I don't think anyone knows that InuYasha game.
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.
Experienced player (960)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
Wow just wow, i would have never figure something like that, i will try today definitly, thanks a lottttttttt ;)
Skilled player (1651)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
I may take a stab at implementing this config file. Since it won't require actually working with the visual part of Visual C++, it may be an achievable thing for me.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
DarkKobold wrote:
I may take a stab at implementing this config file. Since it won't require actually working with the visual part of Visual C++, it may be an achievable thing for me.
Looking at the source code, it seems there's already something we can use for that: "Linux/Config.c". It might work on the Windows port with some modifications and additions for the three new options (Config.Pause, HotkeysKeys and HotkeysKeymods). If you want to do it, that would be really cool. Also, I was able to reproduce the crash reported by Atma; it crashes only with some games, it seems... I'll try to find the cause later, but I'll probably just try to rewrite everything so it is a bit more usable and useful.
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.
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
Too bad there's still a lot of games that I've tried that don't work, or have major issues: Space Invaders (USA) - doesn't load. Rhapsody - A Musical Adventure (USA) frame counter goes, but doesn't play. Castlevania Chronicles (USA) - music goes nuts at some random place (usually when I'm in level 2) and when you get to a spot where it's gonna load another track (like a boss battle track), it crashes. But I'm liking the little changes you're making to make TASing PSX games possible. :)
Taking over the world, one game at a time. Currently TASing: Nothing
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
I've written a new guide to capture AVIs: AviHelp. This one is much easier, faster and less buggy than the other one. It should work 100% of the time. It needs the "TAS Graphics Plugin" v0.2 to work, which will come with the next version PCSX-RR. In the meantime, it can also be downloaded from here: tasgpu02.7z. And with this, I will stop wasting my time trying to fix the AVI recorder of this emulator. I will remove the menu option for the next version and will only leave the hotkeys and command line options, in case anyone wants to use them or improve them. I think .kkapture is good enough for what we need and instead I will focus on a TAS from now on (the reason I started to work on this project in the first place :P). So, the 0.0.7 version will be the final release from me for a long while (if no one finds a major bug or something like that...).
arukAdo wrote:
Wow just wow, i would have never figure something like that, i will try today definitly, thanks a lottttttttt ;)
I also found out that Resident Evil 2 works this way! :D Originally, it would only show the warning screen, but if you enable that option, it will work perfectly: Also, Silent Hill runs at the correct speed if you enable it. I wonder if there are more games which can be fixed with it. (By the way, the next version of PCSX-RR will save this setting in the movie file header and will activate it automatically on replay.)
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.
Former player
Joined: 9/1/2005
Posts: 803
mz wrote:
I've written a new guide to capture AVIs: AviHelp. This one is much easier, faster and less buggy than the other one. It should work 100% of the time.
Hey, now that was useful. I tried all 3 methods on the previous one, and still couldn't get a successful reproduction at all. I found out the crashes while recording sound, at least, were related to me not using the tas sound plugin, and instead using the eternalspu plugin since the run still synced with it and sounded better. I need to try that with this one.
It needs the "TAS Graphics Plugin" v0.2 to work, which will come with the next version PCSX-RR. In the meantime, it can also be downloaded from here: tasgpu02.7z
I used v0.1 to record the avi I just made, but there was one glitch of sorts I encountered with it: despite having the screen resolution set to 320x240, it captured 320x240 in a 640x512 avi. This may or may not be solved with the v0.2 plugin, but I thought I'd mention it anyway. Cheers mz :)
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
Atma wrote:
I used v0.1 to record the avi I just made, but there was one glitch of sorts I encountered with it: despite having the screen resolution set to 320x240, it captured 320x240 in a 640x512 avi. This may or may not be solved with the v0.2 plugin, but I thought I'd mention it anyway.
Yes, that's the bug it fixes. Actually, it is a hack to work around a bug in .kkapture, which detected the wrong main DDraw surface. Please let me know if it works ok for you if you try it.
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, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Thank you for updating PXM.html, mz. However, I tried but cannot see CD change events mentioned in the event stream (controller data). You told me earlier that those are handled (in the SVN version). How?
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