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Editor, Emulator Coder, Expert player (2157)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Since the new release of VBA-rr is scheduled to get in Dream Team Contest 3, the experimental WIP (now Beta, to some degree) versions have to be tested more widely. And here is the most important change to be tested - the movie recording: What's new with VBM so far: 1) A byte in header used as the minor/revision number of VBM format. 2) The formerly unused bit of input data now becomes the new timing'ed reset. The old timing'ed reset bit now is left there for compatibility. 3) The first frame, a.k.a. Frame 0, was formerly skipped and left blank by older VBAs when recording. Now it's used to record input as other frames are. As a result, the movie length now takes it into account, but the frame count value stored in the header remains the same as before to get around with some old buggy movie tools. See also the VBM wiki page. What's changed with input timing: 1) There used to be one frame of extra delay before button input was read by the game. For example, with VBA v22, if you input A at Frame 300, the game wouldn't respond to it until Frame 302. Now the delay has been removed, which means that movie input would be offset by one frame. However, with recovering the use of Frame 0, the input stream has got offset back to the original place. 2) Movies recorded from savestates with older VBAs might be affected with the timing change, because if their replaying rely on their initial button input states, i.e. their starting savestates were taken right at frames with button input made, those input states now will be overrided with their blank Frames 0. These can usually be fixed by readding their initial button input back to their Frames 0. 3) The reset signal had no extra delay at first. Neither has it at present. Therefore, they would be offset under the new timing. To work around this, the new reset has been introduced, which is typically to be emitted right one frame earlier than the old counterpart. For even better compatibilites, the old reset is still emitted at the original place in new movies. Note that new movies with the new reset at the end won't automatically get the old reset appended to it as it is truncated before that can happen. That can be done by manually prolonging the movie for the old reset to get in, though. 4) An embeded conversion tool is provided to help solve the problems described in 2) and 3). Note: it was possible to hex-edit Frame 0 to contain the old reset in old VBMs. In that case, there's no way to precisely convert such movies to new ones. What's the matter with the input glitch in GBx games: 1) The old implementation of GBx input clears all button states when a frame ends, due to some timer problem according to the comment in the code. With that hack, some games that don't have "typical" input reading would behave differently from the user might expect. The warp glitch in The Smurfs is a good example. 2) The timer problem described in the comment in the code should be investigated, though. Other high priorities: Application stability, Lua support, video recording. EDIT: Added signature.
<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
Post subject: VBA v23 released
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
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VBA-rr v23 - Download here Changelog is included. There are a number of significant fixes to movie recording (fixing a lot of input & crash bugs) as well as a lot of new feature enhancements. It is highly recommended to upgrade to this version.
It's hard to look this good. My TAS projects
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Wow, there are so many great changes here. It's almost like this revision was made specifically for me! :) Seriously, thank you guys very, very much, I really appreciate your hard work. I'll try it out right now.
Tompa
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Editor, Expert player (2215)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
With svn 232, if you load a save state you could see which input you made for that frame. That something I really wish could still be there with later versions. But Klmz thought of it as a bug (Probably was, I don't know) and removed it. What harm would it do if it still was there? As I prefer to just stick with 232 because of it.
P.JBoy
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Posts: 850
Location: stuck in Pandora's box HELLPP!!!
Are you not able to turn off and turn on input display to show your input for the current frame?
Tompa
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Editor, Expert player (2215)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
While recording, if you make a save state at frame 10 and on that frame you press up+B. The next time you load that save state, it shows a blank input display. With svn 232, you are able to see what input you made for that frame.
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
In VBA 22, holding down B would override autofire B temporarily, in VBA 23 this is not the case. I think it made more sense the other way, but maybe I'm a minority.
P.JBoy
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Posts: 850
Location: stuck in Pandora's box HELLPP!!!
Hm, I agree with both the above posts EDIT: Well it would seem that Tompa's request has been fulfilled
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
I have noticed a bug with the joypad.set() lua function: the input recorded by this function is not actually recorded into the movie file. Consider the following script, which presses down for 50 frames from when the script starts running:
Language: lua

k=0 while k<50 do key1={} key1.down=1 joypad.set(1,key1) k=k+1 vba.frameadvance() end
Let's run the script while recording a movie. While the script is running, you can see in the input display that the buttons are indeed pressed. But when you replay the movie, on the frames where these buttons should have been pressed, there is empty input.
Editor, Emulator Coder, Expert player (2157)
Joined: 5/22/2007
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Randil wrote:
I have noticed a bug with the joypad.set() lua function: the input recorded by this function is not actually recorded into the movie file. Consider the following script, which presses down for 50 frames from when the script starts running:
Language: lua

k=0 while k<50 do key1={} key1.down=1 joypad.set(1,key1) k=k+1 vba.frameadvance() end
Let's run the script while recording a movie. While the script is running, you can see in the input display that the buttons are indeed pressed. But when you replay the movie, on the frames where these buttons should have been pressed, there is empty input.
In fact, only user and auto-fire/hold input can be recorded right now. Sorry for breaking that. It would be fixed in the upcoming release.
<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
Post subject: VBA Rerecording SVN r277
Editor, Emulator Coder, Expert player (2157)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Since I am not to do the "official" release work, I'll just throw it threre: http://code.google.com/p/vba-rerecording/downloads/list Changes: * Fixed "In Game" text option. Now it is no longer delayed. * Input display is now updated after loading a savestate. * Fixed RAM Watch/Search button update. * Fixed the bug that RAM Search was reset when a movie was played. * Fixed recording joypad input from Lua. * Improved recent ROM list. * Frame Advance is disabled if no game is emulated. There might be a few other changes upcoming before v23.2 or v23a.
<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
Post subject: V23.2 Release
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
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VBA-rr v23.2 This fixes a lot of the regressions from v22-v23 Fixes since 23.1: 11-04-2010 aquanull - Added a "New Folder" button to all directory browse dialogs. 11-04-2010 aquanull - Fixed the old bug that the movie reset signal could improperly persist after loading a savestate. 11-04-2010 aquanull - Fixed the bug that no old-timing reset would be appended after loading a movie savestate taken right after a new-timing reset occurred. 11-01-2010 aquanull - Fixed quick screenshots. Now existing files are not overwritten. 11-01-2010 aquanull - Taking quick screenshots frame by frame is allowed if Frame Advance is being used. 11-01-2010 aquanull - VBA now only creates the default directories if necessary. 11-01-2010 aquanull - Fixed RAM Watch so that it uses the configured directory.
It's hard to look this good. My TAS projects
Editor, Emulator Coder, Expert player (2157)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
<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
Skilled player (1326)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
The new version of VBA still doesnt run the American version of Wario Land 4. It runs the Japanese version just fine though.
Experienced player (623)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
What are you talking about? I've been TASIng the (UE) version of Wario Land 4 on VBA 23.4 for a long time.
Measure once. Cut twice.
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
andymac wrote:
What are you talking about? I've been TASIng the (UE) version of Wario Land 4 on VBA 23.4 for a long time.
Also, the current Wario Land 4 run uses the (U) version. So I'm not sure what the problem is.
Editor, Expert player (2330)
Joined: 5/15/2007
Posts: 3933
Location: Germany
Felt like writing up a list about known VBA emulation problems. GB Hyper Loderunner Graphical error when starting a stage. --> Fixed in VBA 24 (debug) GB Volley Fire Graphical error when playing the game. --> Fixed in VBA 24 (debug) GB Alleyway Graphical error in sidescrolling stages. --> Fixed in VBA 24 (debug) GB Dirty Racing White screen when playing. --> Fixed in VBA 24 (debug) GB The Smurfs Doesn't emulate the Act 1 warp glitch. --> Fixed in VBA 23 GB Tetris Holding Start to go to the next screens. --> Fixed in VBA 23 SGB Konami GB Collection 1 (J) Game crashes when starting a game. SGB/GBC Wario Land 2 Wrong emulation of the Out-of-bounds glitch. --> Fixed in VBA 24 (debug) GBA Mario & Luigi Superstar Saga Emulation lag, sprite-flickering, inaccurate Peach guiding. With the Japanese version, Mario & Luigi RPG, VBA tends to make graphical errors that can be fixed by restarting VBA. GBA Classic NES Series: Super Mario Bros. Game doesn't load. GBA Monster House Game flickers and freezes randomly. GBA Super Mario Advance 4 - Super Mario Bros. 3 VBA21: Corrupted savegame message, shows a checklist of things and whether they're ok. VBA23: Corrupted savegame message, game cannot be loaded. Also, VBA tends to have graphical errors every once in a while which can only be fixed by restarting VBA.
Skilled player (1741)
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I would like to add to MUGG's list. The game "Monster House" for the GBA, wont work for any of the Rerecording versions of VBA. It freezes randomly and flickers like crazy. It works fine with the normal version of VBA for a strange reason.
Editor, Emulator Coder, Expert player (2157)
Joined: 5/22/2007
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GBA Disney's Kim Possible 3 - Team Possible Flickering and corrupted graphics. GBA Drill Dozer Freezes when you return to title screen from intermission. The v24 branch inherits the old "1.72" GBA core from v23 without any new modification at the moment. I might get to work on some fixes before it is released.
<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
Skilled player (1741)
Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
klmz wrote:
GBA Disney's Kim Possible 3 - Team Possible Flickering and corrupted graphics. GBA Drill Dozer Freezes after saving? Need more test. The v24 branch inherits the old "1.72" GBA core from v23 without any new modification at the moment. I might get to work on some fixes before it is released.
If you fix'd the GBA emulation, would runs made with VBA 23 or below sync?
Experienced player (623)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Most likely they will still synch, when the devs change the core, they add an extra flag into the movie file to indicate what emulation settings will make the movie synch. This hapenned when they fixed echo RAM.
Measure once. Cut twice.
Experienced player (623)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Sorry to double post, but is there any development for a trace logger in VBA 24? I'm waiting for one for one so I can do SML2 glitched, and see if it's possible to use the pause glitch to complete the game super early.
Measure once. Cut twice.
Skilled player (1741)
Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
I got a question. If a new version of VBA causes more/less lag for the GBX games, then current movies would desync. Does that mean they have to be redone?
Experienced player (623)
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Probably not. Most versions of VBA are backwards compatable with older cores of VBA. For example, when they fixed echo RAM, old movies without the fix would still synch, because there was a flag in the movie file to ignore the respective improvement to the core. Most likely, they will do this again, if they improve the core. (basically, it will synch on a newer version, but it will be because it is actually using an older core)
Measure once. Cut twice.
Editor, Emulator Coder, Expert player (2157)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
jlun2 wrote:
If you fix'd the GBA emulation, would runs made with VBA 23 or below sync?
In my original plan, yes, definitely. But I can't answer it now since I changed my plan.
andymac wrote:
Most likely they will still synch, when the devs change the core, they add an extra flag into the movie file to indicate what emulation settings will make the movie synch. This hapenned when they fixed echo RAM.
Work-arounds using flag/switches aren't always feasible.
jlun2 wrote:
I got a question. If a new version of VBA causes more/less lag for the GBX games, then current movies would desync. Does that mean they have to be redone?
Under the rules here? No. However, my speculation is that most people would prefer having TASes played with newer versions of emulators.
andymac wrote:
Sorry to double post, but is there any development for a trace logger in VBA 24? I'm waiting for one for one so I can do SML2 glitched, and see if it's possible to use the pause glitch to complete the game super early.
There is none as far as I know. You may post a feature/enhancement request here to see whether it would interest any dev.
<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
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