Post subject: New NES emulator: Nintendulator
Joined: 2/13/2005
Posts: 7
Just announcing another NES emulator with movie-rerecord options. I am not affiliated with the creator, but saw this announced at Zophars. Nintendulator 0.950 has been released. According to the creator: "The eventual goal of Nintendulator is to be *the* most accurate NES emulator, right down to the hardware quirks." While I have tested the system very little, it seems that he's wanting to incorporate both movie recording/rerecording as well as a native AVI capture. While I had errors with the AVI capture, since it is open source I think that this emulator should be considered a viable option.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Am I completely off or is this Quietust's project?
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Isn't this Q's emu?
hi nitrodon streamline: cyn-chine
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
dat it iz v.gudz
Post subject: Re: New NES emulator: Nintendulator
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
TBMonkey wrote:
Just announcing another NES emulator with movie-rerecord options.
The author of Nintendulator is a frequent at this board, or at least at our IRC channel. So it's not exactly news. :) There are two problems with Nintendulator. 1. Its emulation accuracy has a price: it's somewhat a slow emulator. This is not a major problem for movie making. 2. As I understand, it is thoroughly and deeply entangled together with DirectX. This means it's nearly impossible to compile on anything else but Windows without significant refactoring work.
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Yep, this emulator is Q's. The man who is working on the Sonic 2 run. I like it :)
caitsith2
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Joined: 3/26/2004
Posts: 194
Regardless of that, this is the only rerecording emulator that allows recording of input of devices other than a normal controller. In fact, it asks you what you want on controller port 1, controller port 2, and the expansion port, when recording. Go to http://www.caitsith2.net/nesmovies/ for such examples. Duck hunt, using the zapper. (don't move the mouse around, while watching it play back, otherwise it WILL desync. zapper playback ties up the mouse. If you wish to move the mouse around, hit F3 to pause the emulator first. World class track meet, using the power pad. I did both of those, using frame stepping, and I only did one round of each.
Joined: 2/13/2005
Posts: 7
Addendum: Also, this is Quietust's emulator. He's making a Sonic 2 run. <_< >_> Well, I guess this is old news then.
caitsith2
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Player (47)
Joined: 3/26/2004
Posts: 194
Added in gotcha. Another zapper game, played first 3 rounds of advanced. (after 3 rounds, you go back to first area again.) The best I can say for description, is Very itchy and very accurate trigger finger.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Caithsith2: That's not true that Nintendulator is the only emulator supporting other devices. VirtuaNES also can use other devices.
Quietust
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Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
To confirm what everybody else has been saying, yes, this is my NES emulator. A side note: moving the mouse around during Zapper game movie playback should NOT cause desynchs, since the "gun position" is determined from the movie file, NOT from the actual mouse position (during recording and normal gameplay, the mouse position is sampled exactly once per frame) - it just moves the mouse around to follow the gun, so you can see where it's aiming.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
caitsith2
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Player (47)
Joined: 3/26/2004
Posts: 194
Quietust wrote:
To confirm what everybody else has been saying, yes, this is my NES emulator. A side note: moving the mouse around during Zapper game movie playback should NOT cause desynchs, since the "gun position" is determined from the movie file, NOT from the actual mouse position (during recording and normal gameplay, the mouse position is sampled exactly once per frame) - it just moves the mouse around to follow the gun, so you can see where it's aiming.
Must of had an isolated incident, that I couldn't repeat. As it turns out, it may have been other issues that caused the desync, that I had the one time I experimented with moving the mouse. I learned a thing or two about zapper games in frame stepping mode, on how the game knows what you hit, if anything. Make the screen totally black, then make the first targetable object a white area. If gun is aimed there, that is all that is needed. If not, then make the next target white. This means you could release the trigger, no where near the object, then move the gun to be aimed at the object you wish to hit, if the game decides you "might" of hit something. I found a zapper recording bug which has to do with auto frame skip. Basically, if the frame that shows the white target area is not being rendered, then the emulator fails to count the hit, when the cursor is "on screen, on target". The work around is to turn off auto frame skip, and set the skipped frames to 0, specifically when recording zapper input.
nesrocks
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Location: Rio, Brazil
Haven't heard any news about this emulator, since Q's nintendulator page doesn't load for me... I only wish it had a good netplay system, but the last i heard is that it's not planned for this emlator :(