1 2 3 4 5 6 7
Joined: 1/26/2009
Posts: 558
Location: Canada - Québec
one question: how can we toggle to show input while playback?
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
You're doing great, mz, don't forget about this project please.
Joined: 4/30/2008
Posts: 89
Location: Northeast Kansas USA, GMT -06:00
If the bugs aren't fixed in FBA 0.0.3, my Blue's Journey WIP may someday face the Grue! For the future of the speedrun and all other future arcade speedruns PLEASE fix them! :(
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
fba-rr-v003c.7z fba-rr-v003c-src.7z Just a quick update to fix this bug: "Setting "save current slot" or "load current slot" to E or Q doesn't seem to do anything."; and another minor one: "Record AVI dialog - default name is only first letter of game."
BadPotato wrote:
how can we toggle to show input while playback?
You can't at the moment; no one has added that functionality yet.
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.
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
Alright! Everything seems stable so far; no complaints on my end. It's missing a few features, but it has everything I made my first few movies with (yes, W&W3 was made with just frame advance, a frame counter, and savestates).
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
I think I've located a bug. If Finalburn Alpha starts paused, and if you hit the frame advance button, it will crash for me. But if its unpaused at the beginning and afterwards when you press frame advance, it works normally.
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
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
Okay, I'm about ready to start a Willow run, but I have a question that needs answering first.
Dromiceius wrote:
Ah. Well, good news for you: it's already possible to record (and in the next version, correctly replay) modifications to the DIP settings via controller input, including the necessary reset.
I can't seem to find anything that maps the dips to input, just a dialog that says, "Set Constant". How is this supposed to work, or should I just continue using the default settings?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced player (590)
Joined: 1/11/2007
Posts: 103
You don't bind them to keys. Just set them and they get recorded. Pause, start recording, go to Game > Set Dipswitches and make the changes. Then reset button + frame advance to apply them. (What's "Nando Speed"?)
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
Thank you.
Dammit wrote:
(What's "Nando Speed"?)
Beats me, so I'm just going to ignore it. Any idea what "Stage Magic Continue" is? Edit: Hm, the movie file seems to save your current dip settings when you start recording. Will people berate me if I choose to start with preferred settings?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Post subject: Optimize Your Profits
Experienced player (590)
Joined: 1/11/2007
Posts: 103
Found the manual here: http://pdf.textfiles.com/manuals/ARCADE/S-Z/ Nando speed seems to control how fast things get harder. (Nando means difficulty level.) Stage magic continue gives free weapon power ups each stage.
Ferret Warlord wrote:
Edit: Hm, the movie file seems to save your current dip settings when you start recording. Will people berate me if I choose to start with preferred settings?
In that case there's no point in starting from default. One frame saved. So it is possible to record dipswitch changes, but pointless because you'd have to reset.
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
I was using fba-rr-v003c yesterday for some testing, and it seemed like every time I would save, that the game would visibly advance a frame, but the frame count would stay at the same place. If I would load a state I start in the new position at the old frame number. If I would shift+(F1-F9) while paused, things would just move across the screen, but the frame number would remain at the same place. I checked the default hotkeys, and none of them seemed to overlap to cause this. I never really checked if the resulting movie sync'd. I'm not making any TASes any time soon, but I'm concerned this may be a bug in emulation. If it is only on my end don't worry about it. The game I was playing was Up n' Down.
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
That manual is sure fun. Who knew technical manuals could be so casual? I especially like the repetitive "new game tranformation". The nando speed is still a bit unclear: does it adjust to make it easier or harder? I'll just assume that it would take the usual arcade route and make things harder. Looks like I'm ready to get going on this. Thank you.
Kirkq wrote:
I was using fba-rr-v003c yesterday for some testing, and it seemed like every time I would save, that the game would visibly advance a frame, but the frame count would stay at the same place. If I would load a state I start in the new position at the old frame number. If I would shift+(F1-F9) while paused, things would just move across the screen, but the frame number would remain at the same place. I checked the default hotkeys, and none of them seemed to overlap to cause this. I never really checked if the resulting movie sync'd. I'm not making any TASes any time soon, but I'm concerned this may be a bug in emulation. If it is only on my end don't worry about it.
I'm not experiencing anything like that on my end. The problem I'm having is that the graphics get jumbled for a few frames after reloading.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
Kirkq wrote:
it seemed like every time I would save, that the game would visibly advance a frame, but the frame count would stay at the same place.
Yes, that happens with some games at least... That behavior may be what Dromiceius was referring to when he wrote this in the Google Code issues list:
-Stated.cpp says something like "everything causes frame advancing." This is true, and undesirable.
I think MAME works like this too. Unfortunately, this will require someone much more experienced in emulator programming than me to fix 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.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Another prominent bug: sometimes, Finalburn Alpha somehow forgets the assigned 'Input/map game inputs' and returns to default.
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
Former player
Joined: 12/5/2007
Posts: 716
I have a bug of some sorts to report in .3c: When trying to capture the X-Men vs Street Fighter run, it pauses the game after the input ended. That itself is a little annoying, but acceptable (Auto pause either doesn't do anything about it or I'm misinterpreting it). What I find strange is that the resulting avi file is a few KBytes past the 4GiB mark once input ended and doesn't grow anymore when the credits and everything roll. Additionally, neither VLC nor (S)Mplayer can play it afterwards. If I stop capturing before it hits the mark, the files will play back just fine. I haven't tested stopping the AVI when input ends and starting a new one for the credits, but that's hardly comfortable imho. I think I remember a previous version of FBA splitting the avi files at some limit (~2GB?) and starting the next one, which would usually enable me to just merge them into one big file. Any idea on this? :) /edit: Nope, it also crashes when I end the avi during the automatic pause after playing the movie. Seems to be related to the 4GiB mark, I guess.
Banned User
Joined: 12/26/2006
Posts: 231
Location: Lonely City
Now I find four problems 1:as BadPotato said "how can we toggle to show input while playback?" 2:if the Emulaotr is Paused,it won't show which slot is it now when using "Next/Previous Slot" 3:"Load game and Replay movie" is not equal to "Replay movie and Load game",the first one is 56FPS,the second one is 60FPS 4:althougt using other tool,it is still hard to watch momory:(The address will often change,I need to seach them again and agian.I am looking forward to seeing someone(thank him) can add this function in next FBA.
work hard
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Okay I encountered a serious issue. I was recording and all the sudden, the emulator crashed (which I am used to, no problem with that). I dont recall the message I got but the main thing is, I lost all progres..... :( Not cool at all. Thank god I had a backup file. Exercise extreme caution using Finalburn Alpha, always make backup files. Edit: Here is the file in case anyone wanna investigate how it went wrong: http://www.mediafire.com/?sharekey=db779ed375cf26aae7ba8e3c6e11ce20c146213f4746b8025be6ba49b5870170 Edit 2: mz, do you think you could somehow save/fix my movie? Cause due to this issue, I lost an entire stage of progress :( I can also provide the savestate if you'd like.
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
AngerFist wrote:
mz, do you think you could somehow save/fix my movie? Cause due to this issue, I lost an entire stage of progress :( I can also provide the savestate if you'd like.
If you've already tried loading that savestate while recording/replaying a movie in read+write mode, and you couldn't fix it, then no, there's nothing I can do, I'm afraid. I'm not very familiar with the internals of FBA, I'm sorry. EDIT:
Xipo wrote:
as BadPotato said "how can we toggle to show input while playback?"
http://tasvideos.org/forum/p/206093
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: 5/4/2005
Posts: 502
Location: Onett, Eagleland
How would you go about adding input display? I've taken a look at the source and my knowledge of C/C++ is very limited. But from what I can see, the inputs are recorded and encoded using the dynamic huffman encoder. I couldn't really figure out where the inputs were to display them on the screen. I'd even be interested in just decoding the actual .FRM into raw input codes, for personal use that is.
I think.....therefore I am not Barry Burton
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
fba-rr-v004a.7z fba-rr-v004a-src.7z Yay, a new version of everyone's favorite emulator. This new version adds support for almost 100 new unique games, Lua scripting, RAM Search (which crashes for almost every game), RAM Watch and other minor bugfixes. There's also an input display script by Dammit, which you can load as any other Lua script. It already supports many popular games, and you can also modify it easily if you need to add new games. If a game crashes after you try to use RAM Search, you should use any other arcade emulator, that has a cheat search functionality, to find addresses for your scripts and RAM Watch. As always, expect lots of crashes and desyncs.
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.
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
mz wrote:
As always, expect lots of crashes and desyncs.
That's… awesome news. :D Are there any estimations or, well, at least an advice on when we can expect the otherwise?
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
moozooh wrote:
Are there any estimations or, well, at least an advice on when we can expect the otherwise?
I really don't know. At this point, it's up to the official team (which are only 2 people maintaining over 4500 games :/), because I couldn't find the causes for the crashes. Debuggers didn't really help... (I'll post this again since it's easier to find at the top of a page.) v0.0.4 released! fba-rr-v004a.7z fba-rr-v004a-src.7z This new version adds support for almost 100 new unique games, Lua scripting, RAM Search (which crashes for almost every game), RAM Watch and other minor bugfixes. There's also an input display script by Dammit, which you can load as any other Lua script. It already supports many popular games, and you can also modify it easily if you need to add new games. If a game crashes after you try to use RAM Search, you should use any other arcade emulator, that has a cheat search functionality, to find addresses for your scripts and RAM Watch.
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.
Banned User
Joined: 12/26/2006
Posts: 231
Location: Lonely City
I think there is a big bug about hotkey "Pause" in FBA0.4. Most TASers probably Pause the Emulator first and Save Slot,then relieve Pause.The bug is that you will not control anything when you relieve Pause.For example(Play Metal Slug),Pause the Emulator,then you press "left+Pause",you will find the man don't move:(,It's true that after some frames can you control it.
work hard
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
v0.0.4a released! fba-rr-v004a.7z fba-rr-v004a-src.7z
Changelog wrote:
-Disabled unused RAM Watch accelerators, which were opening a dialog every time the R key was pressed. -Reverted to the old Pause behavior. -The screen is now automatically refreshed when emulation is paused. This makes some Lua scripts, such as FatRatKnight's "Multi-track rerecording", work better with gui.register. -Added "Haunted Castle" driver to the release build. -Fixed the input for player 4 in the TMNT driver. -Fixed the Lua function joypad.set().
@Xipo: your bug should be fixed in this new version. Thanks for reporting 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.
Post subject: Compability question
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Its a huge shame fba is acting so lame. I have no idea whats causing it. Is there any recommendation what settings you should choose? Loading a savestate and frame advancing from a savestate makes fba to crash instantly. Here is the log:
FBA-RR v0.0.4.01 fatal exception report (Sat Nov 28 11:02:38 2009
).

----------------------------------------------------------------------

 (attempting to write address 0x00000F00)

EAX: 0x00000F00, EBX: 0x00000000, ECX: 0x003C0000, EDX: 0x83409E83
ESI: 0x0E980048, EDI: 0x003C0000, ESP: 0x0022BCD4, EBP: 0x0022BCF0

----------------------------------------------------------------------
System information:

OS:  Microsoft Windows Vista Service Pack 2 (build 6002)
CPU: AuthenticAMD, x86-64 family
     2611 MHz, MMX, SSE, SSE2 (2 system processors)

Physical RAM: 2097151 KB (2047 MB) total, 1758228 KB (1717 MB) avail
Total RAM:    4194303 KB (4095 MB) total, 4194303 KB (4095 MB) avail
FBA-RR:        178568 KB in use (179416 KB peak, 194528 KB virtual)

Installed displays and display adapters:

        Display size ~52x29cm, Gamma 2,20
        Preferred mode 1920x1080, 60,000 Hz (521x293mm, 148,500 MHz)
        Max. bandwidth 180 MHz, H sync 31-83 KHz, V sync 56-76 Hz

----------------------------------------------------------------------
FBA-RR information:

Built on Nov 17 2009, 21:34:17, using GCC 4.4.0.
    Optimised for i686 CPUs.
    Using Unicode for all text.
    Debug functionality absent.

MMX optimisations enabled.
A68K emulation core enabled for MC68000 emulation.
Musashi emulation core enabled for MC68010/MC68EC020 emulation.

Emulating mslug3 (Metal Slug 3)
    Vertical refresh is 59,18 Hz.
    CPU running at 100% of normal frequency.

Video settings:
    Selected module:    DirectDraw7 video output
    Interface settings: Running in windowed mode, $ix1228, 896bpp
                        Source image 304x224, 32bpp
    Module settings:    Using Blt() to transfer the image
                        Using video memory for the final blit

Audio settings:
    Selected module:    DirectSound3 audio output
    Interface settings: Playback at 22050Hz, 100% volume
    Module settings:    Audio is delayed by approx. 84ms

Input settings:
    Selected module:    DirectInput7 input
    Interface settings: keyboard 0 System keyboard: Keyboard
                        mouse    0 System mouse: Mouse

Profiling settings:
    Interface settings: Profiling module not initialised

----------------------------------------------------------------------
Detailed process information about fba.exe:

fba.exe (base address 0x00400000, size 62952 KB)

Unable to locate module in which exception occurred

Modules loaded by fba.exe:
               ntdll.dll (base address 0x774D0000, size   1180 KB)
            kernel32.dll (base address 0x77070000, size    880 KB)
            ADVAPI32.DLL (base address 0x76C90000, size    792 KB)
              RPCRT4.dll (base address 0x76D90000, size    780 KB)
            AVIFIL32.DLL (base address 0x6A850000, size    100 KB)
              msvcrt.dll (base address 0x77150000, size    680 KB)
              USER32.dll (base address 0x76FD0000, size    628 KB)
               GDI32.dll (base address 0x77640000, size    300 KB)
               WINMM.dll (base address 0x742C0000, size    200 KB)
               ole32.dll (base address 0x75B80000, size   1300 KB)
            OLEAUT32.dll (base address 0x76A10000, size    564 KB)
              OLEACC.dll (base address 0x74280000, size    244 KB)
             MSACM32.dll (base address 0x73F70000, size     80 KB)
             MSVFW32.dll (base address 0x6E6C0000, size    140 KB)
             SHELL32.dll (base address 0x75E80000, size  11328 KB)
             SHLWAPI.dll (base address 0x75D50000, size    356 KB)
            COMCTL32.dll (base address 0x74AD0000, size   1656 KB)
            COMDLG32.DLL (base address 0x75CD0000, size    460 KB)
               ddraw.dll (base address 0x6E4C0000, size    916 KB)
            DCIMAN32.dll (base address 0x70450000, size     24 KB)
            SETUPAPI.dll (base address 0x77200000, size   1576 KB)
              dwmapi.dll (base address 0x74240000, size     48 KB)
              dinput.dll (base address 0x6E5B0000, size    144 KB)
              DSOUND.dll (base address 0x6EA00000, size    448 KB)
            POWRPROF.dll (base address 0x74F40000, size    104 KB)
               lua51.dll (base address 0x66D80000, size    184 KB)
               IMM32.DLL (base address 0x77610000, size    120 KB)
               MSCTF.dll (base address 0x75DB0000, size    800 KB)
                 LPK.DLL (base address 0x77630000, size     36 KB)
               USP10.dll (base address 0x76E60000, size    500 KB)
             uxtheme.dll (base address 0x74850000, size    252 KB)
            GameHook.dll (base address 0x10D00000, size     60 KB)
            lgscroll.dll (base address 0x10100000, size     68 KB)
             MSVCR80.dll (base address 0x74350000, size    620 KB)
             MSVCP80.dll (base address 0x704A0000, size    540 KB)
             NTMARTA.DLL (base address 0x74E90000, size    132 KB)
             WLDAP32.dll (base address 0x76990000, size    292 KB)
              WS2_32.dll (base address 0x76D60000, size    180 KB)
                 NSI.dll (base address 0x77600000, size     24 KB)
               PSAPI.DLL (base address 0x75AE0000, size     28 KB)
              SAMLIB.dll (base address 0x75960000, size     68 KB)
                 HID.DLL (base address 0x73FE0000, size     36 KB)
            WINTRUST.dll (base address 0x74CC0000, size    180 KB)
             CRYPT32.dll (base address 0x75530000, size    968 KB)
              MSASN1.dll (base address 0x75690000, size     72 KB)
             USERENV.dll (base address 0x75A30000, size    120 KB)
             Secur32.dll (base address 0x75A10000, size     80 KB)
            imagehlp.dll (base address 0x769E0000, size    164 KB)
             CLBCatQ.DLL (base address 0x776A0000, size    528 KB)
            MMDevApi.dll (base address 0x747F0000, size    160 KB)
            AUDIOSES.DLL (base address 0x74100000, size    132 KB)
            audioeng.dll (base address 0x73FF0000, size    408 KB)
                AVRT.dll (base address 0x74D90000, size     28 KB)
            RICHED20.DLL (base address 0x6ED80000, size    464 KB)
             nvd3dum.dll (base address 0x71C90000, size   7552 KB)

----------------------------------------------------------------------
Edit: Is 0.0.3 version movie compatible with 0.0.4?
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
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