Posts for Maximus


1 2
19 20 21 22 23
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Hope everyone's enjoying this so far. I'm starting to implement native FCM support (harder than I would have imagined) and hope to have it working by the next version. Also added some new features. I'm using my Shadowrun wip as a proving grounds for this as it turns out I screwed up quite a few things, and everytime I go back to fix something, it ends up being a candidate for a new feature :) Not sure if the WIP will ever be completed, though if I'd but as much time into it as this editor, the movie would likely be done by now ... oh well. Changes since the last version are as follows: v0-3 - UI::Added shortcut keys to menu items - UI::Initial layout for FMV & FCM support - UI::Added Resume position to Copy methods - UI::Added Add/Remove Frames (Remove works ... Add is still wonky) - UI::Added Movie Input Compare module (preliminary) - FCM::Preliminary support introduced (reads header data :P) - SMV::Movie Input Compare enabled - SMV::Cleaned up properties - SMV::Encapsulated write methods (moved out from copy class) - SMV::Three splicing methods are now available: - FromSourceStart::Source.Beginning -> Source.TargetFrame + Target.ResumeFrame -> Target.ToEnd - FromRange::Target.Beginning -> Target.InsertPosition + Source.TargetFrame + Source.ResumeFrame + Target.ResumeFrame - FromSourceEnd::Target.Beginning -> Target.TargetFrame + Source.TargetFrame + Source.ToEnd
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Doesn't look bad, but looks like further optimization is possible. Voting meh.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Looks good to me. Yes vote fo sho.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Ugh. The FCM format is kicking my ass. I've gone through both the source for fceu and nesmock, and though the code is rather lean and elegant, I can't really wrap my head around it :( Unlike some other emulators, this isn't just reading bytes ala ControllerDataOffset + (position * Bytes_Per_Controller) This is an exerpt from the nesmock source (I'm assuming it's okay to post this)
while(CtrlLength > 0)
        {
            bool     Type   = data[pos] >> 7;
            unsigned NDelta = (data[pos] >> 5) & 3;
            unsigned Data   = data[pos] & 0x1F;
            ++pos; --CtrlLength;
            
            unsigned delta = 0;
            switch(NDelta)
            {
               case 0: break;
               case 1: delta |= data[pos++]; break;
               case 2: delta |= data[pos++];
                       delta |= data[pos++] << 8; break;
               case 3: delta |= data[pos++];
                       delta |= data[pos++] << 8;
                       delta |= data[pos++] << 16; break;
            }

            for(;;)
            {
                /* Save the controlled data */
                for(unsigned ctrl=0; ctrl<4; ++ctrl)
                    Cdata[frame].Ctrl[ctrl] = joop[ctrl];
                
                if(!delta)break;
                ++frame;
                --delta;
            }
          .
            .
              .       
        }
I'm not really sure how this delta concept works. There are some smart cookies out there so I'm hoping someone can shed some light on this :) Edit: Thanks Bisqwit. It's a lil clearer now :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Truncated wrote:
>Bookmarking? A diff engine? What would these two features do more exactly? Would the bookmarks be saved in the SMV file, or lost when you close the program?
I didn't really put much thought into how exactly they'd work, just that they'd be cool :P I can't really fart around with the file formats, since they'd only work in my app and not the native emulator. Bookmarking I was thinking could allow you to add labels to frames (ie. instead of Frame 19384 it could be "Start of Crazy Combo"). I could collect this in an xml file I guess, but it's prolly not a very useful feature. I guess a difference engine could just be used to see what input had changed between 2 versions of a movie. Also not exceedingly useful, but sorta cool.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Well, I'm making some progress here. SMV support is almost completely done (just need to add multiple controller support). The next version should also contain frame insertion/deletion methods and preliminary FCM support. I re-wrote a good chunk of it so as to ensure it's as easy as possible to add new formats as I go, and to keep the codebase clean and organized. Any ideas are welcome, as always .. but I mainly want to know if it's working :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
my ex thought tas' were stupid ... which is possibly why she's now the ex
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
I'd have to say Jesse Bains from Police Quest ... I spent a good part of my youth in pursuit of the death angel ;) Second would have to be LeChuck from MI :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Thanks nitsuja ... that's definitely good to know :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
From what i've seen as far as the format docs are concerned, it doesn't look like FCM is compressed, but the headers are different between blip's patched version and the unpatched versions. I'm assuming compatibility with both would be required, but I think the prior is more important than the latter. The FMV format is much more straightforward though, so it might make more sense to implement that first, as it'll be required for conversion to FCM later. I thought about just creating a nesmock frontend, but since I'm writing classes to encapsulate the movie data anyways, it might not be too difficult to just write my own conversion engine. Once I'm happy with the structure of the application, I'll release the source as well :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
126, so depending on how smart guybrush really is, i'm only slightly dumber than that :P
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
I'm hoping to have another version of this out soon (not sure if anyone's using it, but I like writing software so unless I hear any negative feedback, I'll keep working on this). The next version should allow for overwriting a range in a target movie instead of just inserting at a given point in the target. Looking down the road, I'd like for this to eventually encompass as many formats as possible, but what other features would users like to see? Frame editing? Bookmarking? A diff engine? Should metadata be editable? Should rerecords update (target += (source-target)? I've got no problems writing this, but coming up with fun and useful ideas is where I need help ;) PS. I think I'll tackle FCM next ... is there any need for FMV? Should there be integrated FMV->FCM conversion?
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Regardless of whom the bill targets, it still removes a number of rights, thereby giving the government supreme control ... will have to read into this more though
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
I wonder if this officially elevates Bush from normal villian to cartoonish super-villain? Why would the articles in this bill need to be passed anyways?
|-> give George W. Bush amnesty for any war crimes he has committed
When you see a summary like that, isn't it basically an admission of guilt that war crimes have been committted? Or worse, that he's now got carte-blanche? My oppressed neighbours to the south, Canada welcomes you with open arms; the beer's better, smoking pot is only frowned-upon by authorities and health care's covered ;)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Cool man. Will definitely be playing around with this :P
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
happy birthday ... now what would a fitting present be? a new wip perhaps? :P (j/k)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
well, i didn't hear back from anyone, so i did a little more work on this. I've updated the main post with the new link. The changes are as follows: v0-2 - UI::various event handlers put in place to keep the program from crashing - UI::implemented jumping to a frame (doesn't calculate accurately 100% of the time though) - UI::implemented refreshing (if you want to skip to a specific page, or change the results per page) - UI::checks if the loaded file is a valid SMV (currently checks against version since signature read is wonky) - UI::movie options now set from file - SMV::added metadata read - SMV::fixed input anomalies - SMV::spliced file frame counts are now updated when written
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
hrm, seems i'm retarded and didn't do my due-dilligence prior to starting this project, but it seems that zefiris wrote something similar. A quick question to those who have used his app is does our functionality overlap? I tried his editor and I don't think so, but I only tested it quickly. I kinda wanna finish this project just for the fun of it, but if it's un-necessary, i guess this thread can be closed.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Howdy all, Well, this project kinda came about while I was fartin around with a Shadowrun wip. Turns out I screwed up and had to go back to near the beginning to redo something that was required for later on. Though I really only had to backtrack about 5 minutes (maybe a couple hours worth of work), it kind of swelled into a much larger project, so the run was abandoned (also, turns out the game desyncs if you splice data ... booooo). This program was written in C#2K5 (.NET 2.0 framework required), so it's not really portable (sorry Linux users, I'm just not good enough to write portable applications). It's designed to be modular (both structurally and UI-wise) so it's relatively easy to make new features available to all supported formats. Currently, the application supports FCEU, Famtasia, SNES9x, Mupen64, Gens, and VirtualBoyAdvance input movies. You can add/remove/update frames, splice movies, copy-paste blocks of data from the current movie, or save/load blocks of data to be used later. Metadata (Author/Description) can be updated on save, and various other miscellaneous features exists. If you have any suggestions to make this better, please post a message to this thread. This is a community project, so no idea is deemed bad or stupid. I'm trying to write the ultimate TAS companion tool, and the only way to do that is to ensure that as many useful features are available as possible. The application and source are both available from SourceForge at http://sourceforge.net/projects/tas-editor Enjoy :) Edit (11/18/06): Topic chaged from "TAS Movie Splicer" Edit (02/02/07): Removed feature chart, since all supported formats are pretty much good to go (other than M64 :P)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Thanks for the love MovieWatcher, but seeing as this is a wip thread, I'd appreciate it if you could watch it and give me your two cents on the methods, routes, and basic overall experience. If not though, I'm glad I'll likely get at least 1 yes vote when this is done :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Ok, since sleep is for sissy's, I did a little work on this last night. If you've been following the wips so far, check this one out, it's been re-done from the beginning. http://dehacked.2y.net/microstorage.php/info/2026/maximus-shadowrun-v0-2-1.smv Why you ask? Well, let's just say proper route planning is essential :P This current wip is basically the same length, however it includes 3 fights in the arena + the King (as opposed to just the King). This leaves me with 10 Karma and 5,000+ nuyen, so I can upgrade my weapon and get the cortex bomb mission underway (will need to make up some $$$ between Old Town and Doc Maplethorpe, but no more than 500 if i've planned this correctly). Major Changes thus far are: * Picked up Beretta in Alley (seems to do 3 damage to arena fighters as opposed to 2 from the Zip Gun) * Killed the Orc in the Alley and got his Jacket (can be sold right away for 1,000 Nuyen!!!) * Skipped the Powerball items (Karma required to boost this spell vs. the damage benefits it returns don't make it worthwhile). * Bought Grenades (Max = 6 ... which sucks :P) There's still going to be some backtracking required to the Shamanism shop to get the stake and the bottles, but this is unavoidable (backtracking is faster than trying to get enough nuyen through further arena battles with Beretta and no grenades). I think I'll shoot to the Shamanism shop now, buy the Ares Viper and max out the grenades again, see the doc and activate the Cortex bomb, then maybe hit a couple more arena fights quickly (can use up more grenades, get money, backtrack to shop and buy necessary items ... this avoids a much longer backtrack later).
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
I'm sure the King fight can be improved by at least several seconds, but I REALLY wanted to move on with this run (I know, I know, but it get demoralizing after a while). Depending on how the rest of the run goes, chances are the whole thing will be re-done from scratch before a submission is ready, so I'm not too worried. I'm thinking of breaking sequence here a bit, since I'm not strong enough (or willing enough at least) to go after the rust stillettos right away. Right now, i'm basically just going over the best walkthrus I can find to isolate the mandatory event triggers so I can make a better decision. Any comments are welcome :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
The King's done, but i'm not overly impressed with the fight. http://dehacked.2y.net/microstorage.php/info/2018/maximus-shadowrun-v0-3.smv There are some definite disadvantages to having weak weapons and stats at this point in the game. The 2 ferocious orcs in Daley station both have 15 hp each, and picking them off at 2 dmg/turn is starting to get annoying. Though the King fight will likely be revisited later (dear god I hope copy-pasting works here), I'm going to continue route planning. The King fight has a minor glitch that allows you to trap him in the bottom-right corner of the arena where he can't return fire. I used it in this wip, but seeing as I can pretty much manipulate him to do (nearly) no damage, it may be un-necessary. Useful addresses for the king fight were: $7E33DE -> Jake's Health $7E2FA6 -> King's Health
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Was gonna vote yes before, so there's nothing stopping me now. Good job :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
I'm not sure if this run is fully optimized, but I remember hating this game as a kid, and am voting yes simply because someone finished it :) The run is done well, but since not all stages require you to collect 100% of the listed items, chances are this run could benefit from additional route planning. All in all though, good job.
1 2
19 20 21 22 23