1. What version of FCEU should I use for TAS's? I've noticed there are a lot of unofficial versions as well as the official one.
2. How does frame advance work? Specifically that is.
Feel free to link me to other posts... I'm too lazy to search though...
//Aziere (having fun as usual)
Even if you are lazy, you should be able to find it easily, without too much effort spend.
- Press "FAQ" (at the top of your screen)
- Press "Emulators"
- Press "FCM" (FCEU's movie files)
- Press "FCE-Ultra"
- Pick the newest version (FCEU 0.98.15)
You could also have taken it from the topic below this one, which is about FCEU....
I'm sure you could have just found it somewhere, without too much trouble... either way (for FCEU):
- Press it at a certain frame to pause the game/movie at that frame
- Press it again (while possibly holding some buttons) to get to the next frame
- Hold it to play the game/movie somewhat normal, and after releasing you'll have the game/movie paused again
- Press pause to play the movie/game like normal again
I hardly think it's logical to have downloads in the FAQ, but oh well...
As for frame advance, I know how it works. But I need to know in detail. Is every frame accounted for when calculating button presses? Etc...
//Aziere
This is a strange question, so I don't know if I'm answering it "correctly".
Games run at a certain framerate (usually 50 or 60 per second), and frame advance plays the game for one frame. Load up a game and mess around with it; you'll get the hang of it.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
The smallest time-unit of a game is a frame.
Some games have 50 frames per second, some 60.
Pressing the frame advance button advances the game exactly one such unit.
You can chose which buttons will be accepted by the game for a particular frame, by holding these buttons and then pressing frame advance.
For example, you want to find the first frame when you can punch an enemy in front of you. Try waiting different amounts of frames before pressing B:
FA, FA, B+FA = no hit
FA, FA, FA, B+FA = no hit
FA, FA, FA, FA, B+FA = hit
Doing this you know for a fact that the enemy cannot be hit sooner than after 4 frames. You know you have it optimal.
Without frame advance, you would have to try several times and guess you had it the fastest way, or play at an extremely low speed (3%-6%).
Does that answer your question?
I some what disagree. I've been thinking about this for a while now. The emulator should have 'input pole advance.' When ever the second strobe hits the register, it should then pause, because it is possible for games to not fetch input every frame, or do it more then once per frame.
I have never checked if this is the case with any games.
I believe that this is what was puzzling aziere. aziere, to my knowledge, the emulator 'holds' the keys down between the two frames for the game to fetch from the registers.
>Somewhat. Is it limited to one input per frame?
Pretending that I didn't hear Hoe, yes.
The emulator will log button presses to your movie file exactly once per frame. It is not possible to have the game accept buttonpresses more than once per frame. This is what you need to know practically when making a movie.
Technically Hoe might be right, but I don't know. I have never seen that happen.
I know that Mupen 64 will only take input when the game actually checks for it, so you'll automatically skip most frames of "lag". Other emulators don't care and make you separate the input frames from the non-input frames on your own based on whether or not a button press seems to do anything.
put yourself in my rocketpack if that poochie is one outrageous dude