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Emulator Coder
Joined: 8/12/2008
Posts: 42
WST wrote:
AnS wrote:
The Linux version is not as feature-rich as Windows one, so no TAS Editor or Debugger there. But traditional TASing is still possible.
amen…
TASEditor and the debugger were written in win32 specific code; mostly coded directly for the win32 API. In order to implement these tools for the SDL (Linux/BSD/Mac) port, they would need to be completely rewritten from scratch. As the sole SDL developer, I honestly don't have the time to port all of these features. I would really like to implement a debugger for the SDL port at some point in time, but I have no idea when that will be (if ever). These features are not being overlooked, but rather postponed indefinitely for the SDL port due to the amount of effort that would need to be duplicated and the lack of developer bandwidth for the SDL port. If you want to use the TASeditor, fceux 2.2 runs fairly well in WINE (http://winehq.org). That being said -- anyone is free to contact me with any feature requests they have for the SDL port and I will gladly take them into consideration. Better yet, patches always welcome.
** FceuX SDL Developer/Maintainer ** get the latest source http://sourceforge.net/p/fceultra/code/
Post subject: The Problem about Frame Advance
Joined: 12/12/2012
Posts: 6
Hello, everyone? I'm still new here... Well, I came here because some of the TAS Speedrunners I knew can't get used to the FCEUX new style of Frame Advancing, such as HappyLee and so on. The behaviour of frame advancing in FCE Ultra is different from FCEUX. Compare to the two ways in different emulator you can see it: FCE Ultra: 1.Holds down the "Frame Advance" key 2.Release it. FCEUX: 1.Press "Pause" key 2.Press "Speed -" button twice to slow down the speed to 50% 3.Holds "Frame Advance" key. 4.Release it. 5.Press "Normal Speed" key to return to the normal speed. Think about the movie, you have to use the slow motion for many times, the operation steps in FCEUX is more complicated than FCE Ultra. Though we can still use FCE Ultra for TAS Speedrunning, but that's not a recommended emulator for TAS any more. And what if a target game that FCE Ultra not supported. I think it should have a switch to let use choose the old style of frame advancing, just some suggestions.
Post subject: Re: The Problem about Frame Advance
AnS
Emulator Coder, Experienced player (727)
Joined: 2/23/2006
Posts: 682
ikyokyo wrote:
Hello, everyone? I'm still new here... Well, I came here because some of the TAS Speedrunners I knew can't get used to the FCEUX new style of Frame Advancing, such as HappyLee and so on. The behaviour of frame advancing in FCE Ultra is different from FCEUX. Compare to the two ways in different emulator you can see it: FCE Ultra: 1.Holds down the "Frame Advance" key 2.Release it. FCEUX: 1.Press "Pause" key 2.Press "Speed -" button twice to slow down the speed to 50% 3.Holds "Frame Advance" key. 4.Release it. 5.Press "Normal Speed" key to return to the normal speed. Think about the movie, you have to use the slow motion for many times, the operation steps in FCEUX is more complicated than FCE Ultra. Though we can still use FCE Ultra for TAS Speedrunning, but that's not a recommended emulator for TAS any more. And what if a target game that FCE Ultra not supported. I think it should have a switch to let use choose the old style of frame advancing, just some suggestions.
So you want 50% speed when holding Frame Advance, but 100% speed when watching the unpaused emulation? Sounds reasonable, I'll see what can I do.
WST
She/Her
Active player (489)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
punkrockguy318 wrote:
If you want to use the TASeditor, fceux 2.2 runs fairly well in WINE (http://winehq.org).
Thanks, that’s how I use gens. I am not very much interested about NES tasing, but if there was a way to run an emulator natively on Linux/BSD, I would try it. Only because of this tool (TAS editor), to see it in action. Why didn’t you use GTK to make TAS editor? Out of curiousity.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
AnS
Emulator Coder, Experienced player (727)
Joined: 2/23/2006
Posts: 682
WST wrote:
Why didn’t you use GTK to make TAS editor? Out of curiousity.
And why didn't you? You're programmer too! :D So I've added the "custom speed for Frame Advance holding", because I see how it can be useful for TASing convenience. I even think this should be noted in the "Laws of TAS". https://sourceforge.net/p/fceultra/bugs/556/ But, ikyokyo, you should have told about it earlier! Because now all these little improvements of the traditional TASing workflow look so insignificant compared to the sophisticated and polished environment of TAS Editor, it makes me sad to see how people still cling to old habits. It's like, there is the racing car at your disposal, but you still ask me to improve the pedals of your bike. OK, improved, see r2792.
Emulator Coder
Joined: 8/12/2008
Posts: 42
WST wrote:
punkrockguy318 wrote:
If you want to use the TASeditor, fceux 2.2 runs fairly well in WINE (http://winehq.org).
Thanks, that’s how I use gens. I am not very much interested about NES tasing, but if there was a way to run an emulator natively on Linux/BSD, I would try it. Only because of this tool (TAS editor), to see it in action. Why didn’t you use GTK to make TAS editor? Out of curiousity.
I didn't write it. Not only is TASeditor written directly for the Win32 API, the entire GUI for windows is written directly for the Win32 api. By the time that the Linux/SDL port was gaining popularity, it was far too late to rewrite the Win32 codebase to share a common GUI. Currently, (although they look similar) the GUI for Win32 and GTK are separate codebases but share the same core.
** FceuX SDL Developer/Maintainer ** get the latest source http://sourceforge.net/p/fceultra/code/
Editor, Expert player (2328)
Joined: 5/15/2007
Posts: 3929
Location: Germany
As a heads up, it seems the credit glitch in Kirby's Adventure is another one of those "unreliable glitches". That means, if you savestate in the middle of the glitch and load, the outcome will change. Or the outcome will change if you play the movie back from the beginning, for no apparent reason.
AnS
Emulator Coder, Experienced player (727)
Joined: 2/23/2006
Posts: 682
MUGG wrote:
As a heads up, it seems the credit glitch in Kirby's Adventure is another one of those "unreliable glitches". That means, if you savestate in the middle of the glitch and load, the outcome will change. Or the outcome will change if you play the movie back from the beginning, for no apparent reason.
This sounds like a nondeterminism bug in the emulator. Can you link me to a movie with the glitch, so I could reproduce the behavior? But first, check if the bug in there in this latest build: http://fceux.com/zip
Editor, Expert player (2328)
Joined: 5/15/2007
Posts: 3929
Location: Germany
Seems fixed in that interim build. It was present in 2.1.2. I don't know if it happens in 2.2.0. I didn't test thoroughly.
AnS
Emulator Coder, Experienced player (727)
Joined: 2/23/2006
Posts: 682
Oh, so it's probably one of that hundred of bugs fixed in 2.2.0. I suggest to always use the latest version.
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
There appears to be a bug in svn 2837. If you record a movie using the new ppu, save the movie and play it back, the movie file will claim the old PPU was used when this is not the case.
I think.....therefore I am not Barry Burton
AnS
Emulator Coder, Experienced player (727)
Joined: 2/23/2006
Posts: 682
Pasky13 wrote:
There appears to be a bug in svn 2837. If you record a movie using the new ppu, save the movie and play it back, the movie file will claim the old PPU was used when this is not the case.
So, as we figured out in IRC, this was not a bug, but the case when changing the PPU type mid-recording caused the confusion. I guess the best decision is to forbid modification of the setting while a movie is being played/recorded. Now, as of r2843, this is done by graying respective menu items, so in future there shouldn't be confusions anymore. PAL/PPU/Input type settings must be set up before starting a movie recording.
AnS
Emulator Coder, Experienced player (727)
Joined: 2/23/2006
Posts: 682
FCEUX 2.2.1 is released No epic stuff this time, just a number of bugfixes, noticeable speed improvement and a couple of new features. Download: http://www.fceux.com/web/download.html Release notes: http://www.fceux.com/web/pressrelease-2.2.1.html
Joined: 4/28/2013
Posts: 1
Sorry if this isn't the right place to ask this, but I know next to nothing about this stuff and was wondering if a NES wizard could explain some things. Why does FCEUX run at 60.1 fps? I read that this is what 'NES video' runs at on NTSC, but does 'NES audio' sync to the video then, or vice versa? Does this give FCEUX an unfair advantage in speed over the NES, or could it be the other way around?
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
The only way to get an unfair _tasing_ advantage is if the number of cpu cycles in a frame changes, which is never the case, or else 95% of NES games would instantly break. The number of cpu cycles in a frame is constant in FCEUX. Whether a frame is displayed on your monitor for 1/60 of a second or 1/60.1 of a second is not constant. Whether you sync to audio or video or the clock isnt relevant to tasing. Whether you run at 60fps or 100fps or 5fps in slow-mo mode isnt relevant. Of course, any time youre in slow motion you have an unfair _gaming_ advantage.
Skilled player (1737)
Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
buster wrote:
Does this give FCEUX an unfair advantage in speed over the NES, or could it be the other way around?
It doesn't matter in a TAS perspective since even if it were true (see this) a movie made with tools shouldn't be used to obsolete a real time run, so it's fine.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Does anyone know if a movie I made from fceux 2.1.5 will sync on the latest fceux, namely 2.2.1? The reason why I am simply not testing is, I am a bit paranoid it might desync later on. I am resuming tasing my mega man 9-tas run. Which by the way I am reporting here that on my friend's laptop, the 8th fceux crashes constantly.. :( So that's why I am going to download the latest version and hope that fixes the problem. Edit: Well the good news is that the latest fceux does not crash after opening the 8th fceux. It was probably related to fceux 2.1.5 works work winxp if I am not mistaken and 2.2.1 is for Win7? Which this computer uses. Now I really just need someone to assure it wont desync using 2.1.5 movie file in 2.2.1..
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
Emulator Coder, Skilled player (1112)
Joined: 5/1/2010
Posts: 1217
AngerFist wrote:
Now I really just need someone to assure it wont desync using 2.1.5 movie file in 2.2.1..
Why not check if the movie syncs with 2.2.1 and if it does, start using that version on both computers? AFAIK, there are sync differences between 2.1.5 and 2.2.1... May not be relevant ones, but there are.
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Would like to suggest adding a "browse here in hex editor" on the ram search results. I.e. searching for an address, highlighting it, and either right clicking (preferable) or clicking on a button that brings you to that address in the hex editor (or both :).
I think.....therefore I am not Barry Burton
Site Admin, Skilled player (1250)
Joined: 4/17/2010
Posts: 11473
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
2.2.x releases are somewhat similar to 2.1.4 in terms of synchronization, but megaman may be not affected by the differences.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Well to be on the safe side, I am going to restart the whole run using 2.2.1. I had merely tased a thousand frames before so no harm done.
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
Emulator Coder, Skilled player (1112)
Joined: 5/1/2010
Posts: 1217
AngerFist wrote:
Well to be on the safe side, I am going to restart the whole run using 2.2.1. I had merely tased a thousand frames before so no harm done.
Er, just check if the exiting movie file syncs on all ROMs on 2.2.1 and if it does, just switch to that version then (the movie file format is compatible)?
AnS
Emulator Coder, Experienced player (727)
Joined: 2/23/2006
Posts: 682
AngerFist wrote:
It was probably related to fceux 2.1.5 works work winxp if I am not mistaken and 2.2.1 is for Win7?
All versions of FCEUX should work on XP and 7. It's just that 2.1.5 has many bugs.
Pasky13 wrote:
Would like to suggest adding a "browse here in hex editor" on the ram search results. I.e. searching for an address, highlighting it, and either right clicking (preferable) or clicking on a button that brings you to that address in the hex editor (or both :).
Post the request in the bugtracker.
Post subject: Record AVI problem (FCEUX 2.2.1)
Joined: 6/14/2013
Posts: 18
Location: Zemun
Hi, FCEUX 2.2.1 crash whenever I try to convert a video from the game replay, with any codec. Why? https://sourceforge.net/projects/fceultra/files/Binaries/2.2.1/fceux-2.2.1-win32.zip/download I use the older version 2.0.0 for this, because this version does not have a problem with recording video files. With any codec, all codecs work. http://sourceforge.net/projects/fceultra/files/Binaries/2.0.0%20win32/fceux-2.0.0.win32.zip/download W7 x64 SP1 here... Picture: Error info:
Problem signature:
Problem Event Name: APPCRASH
Application Name: fceux.exe
Application Version: 0.0.0.0
Application Timestamp: 513d00d4
Fault Module Name: fceux.exe
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 513d00d4
Exception Code: c0000005
Exception Offset: 00169724
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

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I apologize if I'm in the wrong place. Maybe I should open a new topic about this? RGDS, Miroslav
Serbian Racing Team @ www.SERT-LFS.net
AnS
Emulator Coder, Experienced player (727)
Joined: 2/23/2006
Posts: 682
Since you've created a ticket in the bugtracker, let's better discuss it there.
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