Posts for Maximus


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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
xoinx wrote:
how about adding a clear frames(not remove frames) function in the right-click drop down
I'm assuming this is a range clear (not clear ALL frames) you're looking for.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
:P Goto frames code didn't work properly so I took it out, but it should be fixed shortly. I'll likely be releasing an updated version of 0.5 in the next day or two that includes that feature as well as removing frames. As for additional features, if you think they'd be useful, I'd be happy to implement them.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
creaothceann wrote:
Have you thought about implementing the required functions in the root class? You'd then not have to do case selections in the main code.
The thing is, the required functions are handled differently, depending on which format is loaded. The case selections in the main code are pretty basic though. For example:
                // load an SMV file if it verifies
                if (fn.IsValidSMV(dlgOpen.FileName))
                {
                    movieType = MovieType.SMV;
                    loadSMVFile(dlgOpen.FileName);
                }
                // load an FCM file if it verifies                
                else if (fn.IsValidFCM(dlgOpen.FileName))
                {
                    movieType = MovieType.FCM;
                    loadFCMFile(dlgOpen.FileName);
                }
                // load a GMV file if it verifies
                else if (fn.IsValidGMV(dlgOpen.FileName))
                {
                    movieType = MovieType.GMV;
                    loadGMVFile(dlgOpen.FileName);
                }          
This currently isn't the most efficient way to do things (i know), but this is basically the only kind of code that accompanies the main (root) class.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Truncated wrote:
Since the feature set is very different for the movie formats, is every format coded as a special case?
Sorta...each format is a class that encapsulates all the necessary properties and methods required to define and interact with the desired format (bad grammar eh?). The main logic attaches cases to the form controls that fire based on what kind of movie file is loaded. The way I've designed this is to have the controller input populate an array, that is then used to populate the listview. Any editing is then applied to the listview, which allows for the same logic to work for all formats (ie. you can add and edit frames for all formats right now, but only the GMV save method exists). The plan here is to make it as easy as possible to implement new features for all supported formats as the need arises.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
AKA wrote:
So where's the program, it would be good for me as I need to extract large portions of my prevoid Sonic 1 run into a full ingame run.
http://tasvideos.org/forum/viewtopic.php?p=99317#99317 This has preliminary GMV support (frame editing, frame insertion). Any feedback is appreciated :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
It's been about a month in the making, but I've finally got enough improved to merit a release. The big news for today is GMV SUPPORT!!! :) My FCM writer is still buggy, so instead of giving up out of frustration, I figured I'd implement another format in the meantime. A lot of cleanup has been do as well, so though you may not notice, the app should be slightly more efficient.
CURRENT FEATURES:

    VIEW HEADER VIEW INPUT  ADD FRAMES  REMOVE FRAMES   EDIT FRAMES   SPLICE  COMPARE INPUT*
SMV     [x]         [x]         [x]          [x]            [ ]         [x]        [x]
FCM     [x]         [x]         [ ]          [ ]            [ ]         [ ]        [ ]
GMV     [x]         [x]         [x]          [ ]            [x]         [ ]        [ ]
FMV     [ ]         [ ]         [ ]          [ ]            [ ]         [ ]        [ ]

*Compare Input is very, very alpha (ie. it still sucks)

-----------------------------------------------------------------------------------------------
CHANGELOG:

v0-5

- UI::Standardized and unified all the format pagination routines (should be faster)
- UI::Movies can now be closed (reclaim memory and allow tabs to be clicked again)
- UI::Loaded movie name now displayed in status bar
- UI::FrameCount now displayed in status bar as well (this will be used for frame editing)
- UI::Added Frame Editing layout
- UI::Add/Remove frames now a right-click context menu of the Controller Input list
    (not all formats have the related update code though)
- GMV::Initial support added (reads header information)
- GMV::Frame input populates (all controllers work, but XYZ-Mode still not supported)
- GMV::Edits made to frame data can be saved out to file
- FCM::Frame input for multiple controllers 
- SMV::Fixed UID (now displayed as DateTime as opposed to UTC integer)
- SMV::Frame input for multiple controllers now works
The GMV editor still doesn't support removing frames, but adding and editing are available. Also, I haven't implemented the extended controls (XYZ-Mode) as of yet, but that'll be coming soon :) SMV's still do the add/remove frames through the old logic, but this should be fixed by the next release. First post of the thread has been updated to link to the new file. Enjoy
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
xoinx: check the downloads page: http://tasvideos.org/Downloads.html Eme is linked there (if that's what you were looking for) Edit: Sorry, the Gens editor link is broken there too :( Edit #2: The editor i'm working on should have GMV support in the next version. This will allow you to add/remove/edit frame data.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
very cool man. Even if you don't improve the last fight, i can't wait to vote yes :P
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
My written French was never very good :P (as you've demonstrated)
Post subject: Re: Learning Languages
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Phil wrote:
Well, can you speak Québecois(Canadian-French for english people)?
Quand je dis le français, Québecois est que je signifie ;) (I never claimed to be perfect though ... haven't really had a chance to use it since high school)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
This is by far the coolest thing I've ever seen. I can't vote yes enough (so once will have to suffice). There needs to be a new category for runs like this ... may I suggest a little doggie icon since you made this game your bitch :P
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Yes vote from me.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
There's more information available at dosbox's games compatibility list, but that's only relevant to that product (seems privateer works though :P)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
I've actually postponed this run for the time being. After further testing, it's proving to be more and more difficult to find ways of doing this quickly and efficiently since the fights are tedious. I want to hire runners for the majority of the movie so as to avoid having to leveling up my magic and weapons, but to do this I need money. Early on, this is really only available at the caryards, but the later fights take much longer and continue to be repetetive as hell without the shotgun. You can't really do anything to break sequence in this game, as each area you visit, you get either a keyword or a password you need to advance to the next area. I'm going to continue the planning and testing, but from what I've seen with the Rust Stillettos and trying to manipulate my runners to act efficiently, I'm not too hopeful. I'll try to get something half decent done up to the docks, then post that wip, and if it's just boring, this run'll likely become grue food.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
The run does seem optimized, but voting meh ... it's a bit repetetive and the music just keeps looping. As an aside, I don't think getting hit in the face with fruit would make me repent :P
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
comicalflop wrote:
I have the SNES movie splicer, what is the best way to take a previous movie's full input of one level, and copy it onto a newly made movie? (barring aside luck manipulation instances.) Whenever I tried in the past it seemed to be off by one frame, even though for the start of splicing I made sure I had the exact frame where both movies had the character in the exact same position. Is v0-4 available for download?
The first post of the thread is where i update the links to the latest versions (so yes, 0-4 is available). You can splice by range as well now (ie. insert frame sxxx-syyy from source movie into position txxx of the target and have the target's input resume from tyyy). As for being off by one frame ... that's quite possible. I think even when you watch the movies the input is 1 frame behind (nitsuja can correct me if i'm wrong) because I've experienced the same issue.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
nitsuja wrote:
Isn't it no longer a virtual list if you populate the entire list?
ummmmmm ... i think you're right. I thought maybe there was a way to bind data to the control without iterating through an array and adding each item individually. I guess I should research further before posting (calling BeginUpdate() and EndUpdate() seems to make a bit of a difference though) ;)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Still making progress, though more slowly lately (work and life keep getting in the way of sideprojects and TASing). FCM functionality almost fully implemented, and I started working on GMV as well (when I get frustrated, I define the structure for a new format ... helps blow off steam =P). I've never owned a Genesis or really played much, and though I could likely scower the internet and find the answer, I figure I'll ask here: What are the X,Y,Z modes representative of? Are these additional buttons on 6-button controllers? What's mode (or is it XYZ-mode)? Just a quick question I"m sure almost everyone here can answer :P Edit: Sorry, thought I'd throw a new "quick" question in as well. Creaothceann brought up a good point about virtual lists, so even though I'm going to implement that regardless (makes listview population a shitload faster), should I keep the pagination system intact or just populate the entire movie into one list?
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
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Location: Toronto, Ontario
Hungarian seems to work the same way ("jönni")
Emulator Coder, Experienced Forum User, Published Author, Former player
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Location: Toronto, Ontario
Looks good. Voting yes.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
If you're looking to gain a better understanding of how windows applications work, I found this book to be rather useful.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
How about doing the non-forums parts in flash? SWF files seem to play nicely with PHP or web services for passing data back and forth and so on. We've got a community site here that also uses phpBB as the forums engine (http://www.flashinto.com). FlashBB also looks promising, and it's built on phpBB so i'm assuming the transition would be relatively painless (and the full version w/ source is a whopping $5) Just a thought :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
good enough for a yes vote from me
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
The best way to learn is to just dive right in. Find a game you like and posts WIPs as you make progress. This way not only will you get some experience, but other members will be able to offer you tips on not only how to improve the run, but to improve your skills as a runner.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
FODA wrote:
If you're looking for a challenge i'm still waiting to see the editor working in real time with the emulator running the movie :) http://img270.imageshack.us/img270/1647/tastoolidea3gq.png
Conceptually, I think that's a great idea, though I have no clue how this would be implemented short of modifying the emulator itself. This poses 2 challenges though: 1) Modification requires a lengthy analysis of the code to gain a better understanding of how it works and where changes need to be made to support the new functionality (and hopefully not f**k anything up) 2) The editing functions would likely have to be incorporated into the emulator itself. Though this isn't necessarily a bad thing, it can bulk up the code and possibly effect performance. I do like the idea and have scanned the source for SNES9x and FCEU, but I'm by no way an authority on how they work or how to effectively change anything. Superstars like Bisqwit and Nitsuja are better able to comment, but I wouldn't expect them to have the time to do this :)
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