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Hetfield90 wrote:
EDIT: And perhaps add hotkeys that increment/decrement the highlighted cell's coordinate by 1?
Up an down arrow keys do that. Shift+up and shift+down do the same but with 10 units.
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Hetfield90, what if the value is negative? Should I erase it all if one enters more than maximum digits it can get, or keep the sign? TASeditor, what do you think?
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.
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Is there already an option to enable negative values in analog input, or is that something you're adding? If you make it keep the negative sign, can you make the max number of digits be 4 with a negative sign and 3 without(so that you don't have to type a dud 4th digit to get it to erase if there is no negative sign)?
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PSX analog controls are unsigned byte, N64 ones are signed byte, IIRC.
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.
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Oh. Either way, would it be possible to make a negative sign not count towards the digit limit nor get erased upon exceeding it?
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Sure, that was my intent. I'll be checking against the amount of digits Min and Max analog ranges have per platform.
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.
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Would it be possible to make it so highlighting frames while the "Hide Lag Frames" option is enabled will always highlight subsequent non-input frames before the next input frame? As far as I know, it's currently impossible to clone/delete even numbers of frames with that enabled.
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Highlight as in select?
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.
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Yes, when the entire row of a frame or group of frames is highlighted blue. Is pasting inputs with the copy/paste function supposed to add a frame of blank input afterwards? I don't recall this happening in other versions. This blank input frame has all analog coordinates set to 0 instead of 128, which also happens to frames in which you use the feature on that clears their input. Also, out of curiosity, how come PSX analog is unsigned but N64 is signed? Could it be made possible to view PSX as signed as well?
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Hetfield90 wrote:
Is pasting inputs with the copy/paste function supposed to add a frame of blank input afterwards?
I committed a fix days ago.
Hetfield90 wrote:
Also, out of curiosity, how come PSX analog is unsigned but N64 is signed? Could it be made possible to view PSX as signed as well?
I have no idea, it is defined by the core it seems. Ask zeromus if this could be changed. EDIT: Overwriting committed too. All analog manipulation keys: Escape - exit analog editing mode Backspace - erase last digit Right arrow - set maximal value Left arrow - set minimal value Up arrow - increment by 1 Down arrow - decrement by 1 Shift + Up arrow - increment by 10 Shift + Down arrow - decrement by 10 Minus/Subtract - type in negative sign Numeric key/Numpad digit - type in a digit
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.
Spikestuff
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Something I noticed whilst using screwing around with a Windows Surface (Win 8.1). This happens without fail: To Note: This doesn't happen on a normal Windows 8.1.
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Spikestuff, system font size and dpi look non-standard.
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.
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feos wrote:
Right arrow - set maximal value Left arrow - set minimal value Up arrow - increment by 1 Down arrow - decrement by 1
Would it be possible to group the x,y, so up and down arrow modify y and left and right arrow modify x. Setting max value would need to be then done with alt+arrow key.
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TASeditor wrote:
Would it be possible to group the x,y, so up and down arrow modify y and left and right arrow modify x. Setting max value would need to be then done with alt+arrow key.
What to do when there are several players? Several analog sticks?
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.
Spikestuff
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feos wrote:
Spikestuff, system font size and dpi look non-standard.
They're standard.
WebNations/Sabih wrote:
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Reminds me of http://tasvideos.org/forum/viewtopic.php?p=442468#442468 Edit: Regarding float controls, test this commit, guys: https://github.com/TASVideos/BizHawk/commit/175862a5f32896a530b5e5819e75e3db786c297b Should I trigger autorestore after every dragged value change? Currently one would double click to enter float edit mode, click and drag the mouse changing the value, hit Enter and be able to draw this value. And as the commit note sayd, should I also cancel any float change if one hits Esc?
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.
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feos wrote:
Should I trigger autorestore after every dragged value change?
That would be preferable.
feos wrote:
should I also cancel any float change if one hits Esc?
It currently exits float edit mode once you let go of the mouse, doesn't it? I think this is already ideal, but I guess it would be nice to have a bind like ESC to cancel any changes if I made a mistake. I still would prefer being able to enter float edit mode with a single click instead of a double click. Would it be possible to do this while still keeping the ability to click and drag input to other frames? Like, in order to enter float edit mode, you would click once, let go, and then click to drag to a specific coordinate. But in order to drag the input to other frames you would just click and drag without letting go? EDIT: Also, could the increment/decrement coordinate values by 1 or 10 at a time be given changeable keybinds? Currently I'm using it with the arrow keys, but I would use the drag method over that so I don't have to move my left hand to the right side of my keyboard while my right hand is on the mouse. If I could move those binds around, I think I might end up using those binds and the drag to edit analog coordinates in different situations.
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Good idea to move entering analog edit mode to MouseUp! Click and let go - type, or click again and drag. Click and drag - draw input. Because if I set this mode by single click MouseDown event - you won't be able to draw with this option.
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.
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Whenever I try to open my tasproj I get this exception: Details And then BizHawk crashes and I get this exception: EDIT: Looks like I was able to fix it by copying the input log into a new project.
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Do you still have the broken one around?
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.
Invariel
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Any .tasproj I have tried to open in TAStudio in 1.11.8 or 1.11.8.2 (of Faxanadu for the NES) has failed to load, giving me:
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at BizHawk.Client.EmuHawk.TAStudio.SetUpToolStripColumns()
   at BizHawk.Client.EmuHawk.TAStudio.GetClientSettingsOnLoad(String settingsJson)
   at BizHawk.Client.Common.TasMovie.Load(Boolean preload)
   at BizHawk.Client.Common.MovieSession.QueueNewMovie(IMovie movie, Boolean record, IEmulator emulator)
   at BizHawk.Client.EmuHawk.MainForm.StartNewMovie(IMovie movie, Boolean record)
   at BizHawk.Client.EmuHawk.TAStudio.StartNewMovieWrapper(Boolean record, IMovie movie)
   at BizHawk.Client.EmuHawk.TAStudio.HandleMovieLoadStuff(TasMovie movie)
   at BizHawk.Client.EmuHawk.TAStudio.LoadFile(FileInfo file, Boolean startsFromSavestate)
   at BizHawk.Client.EmuHawk.TAStudio.OpenTasMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
In 1.11.8, I was able to create a new .tasproj from the .bk2s that I was saving as backups (thank you for that feature!) but trying to load a .bk2 in 1.11.8.2 gave the above error as well. Clarification: A .tasproj or a .bk2 saved in the directory where I keep my input files will not load and gives the above error. A .tasproj in ./Movies/backup/ will also give that error, but a .bk2 loaded from there (created automatically by the autosave functionality) becomes a new project without issue.
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Hetfield90, I don't seem to be able to implement what I was planning for analog editing. But you know what? It currently already works like you described for drag editing! You click and let go, then press LMB and drag while holding it. Or instead of dragging you can let it go again and start typing. You can type while LMB is still pressed the second time, but it's not too handy, since it will keep changing the value as you accidentally move the mouse.
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.
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Hetfield90's project loads fine for me. Invariel's exception occurs in 1.11.7 too, if I load a project with 2 players while Genesis core is in 1 player mode. Will investigate.
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.
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After using it some more, I think that I will always use the 1/10 incremental hotkeys in favor of the mouse drag, even if the mouse drag were to trigger auto-restore on every value change for a couple reasons: 1. After each auto restore you have to wait a bit for the game to reach the blue arrow to check your new angle or whatever, so it's better to do large increments at first to find the ballpark(if you were to move the mouse slightly during this time you'll never see the value on the frame you want). 2. Since copying analog input to other frames also uses mouse dragging, it's easy to forget if you're in float edit mode or not, so I often end up doing the wrong one by mistake. And even if you don't forget, it takes a lot of extra clicking and double clicking to toggle in and out of it. Ideally I'd like to be able to enter float edit mode with a single click+release, increment the values with custom hotkeys(so I can move them near my frame advance key), and disable mouse drag float editing completely so I can drag that value to other frames without having to do extra mouse clicks to get out of float edit mode. Edit: Also, regarding neutral analog values, could it be made so that these are hidden in tasTudio without changing what the actual value is shown as in the emulator or something? Like, if you type a 128 it'll just show you a blank cell after exiting float edit mode(and I guess have an option to enable that in the first place so people can know what the neutral value is for the console they're playing on).