Posts for Maximus


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Post subject: Microstorage ... v2?
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
I mentioned this on IRC a while back, but it was more a conversational thing at the time. Now, however, I'm doing something similar for work and have a codebase I can re-purpose for this kind of project. I was thinking of writing a new type of microstorage facility; one that allows you to search/filter existing uploads. DeHackEd's application is excellent, and has worked perfectly, so i'm not proposing a replacement. His application however, is more for private use, as it is mostly used for members to share progress "secretly". What if we were to have somewhere to host run-segments, glitch/shortcut demonstrations, concepts ... etc, that everyone could freely access? I was thinking of having something that's fully indexed and searchable, with the ability to categorize content (platform, emulator, category), and therefore make it easier to find similar content. Just trying to get a discussion going ... no real work has been done yet.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Zurreco wrote:
Hooray for R/L detection! One question: why is the frame/keystroke window flashing violently (refreshing?) all the time? e: Memory usage is 19,672K
eeep. That's not good :P ... one sec. EDIT: Replaced the package on SF with an updated one. Sorry Zurreco, good eye though :P Had some old code in there that wasn't purged properly when I took all the icon display stuff out.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
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Ok, well it's been a while, and I'm sure there'll be another release (fingers crossed) soon that supports SNES9x 1.5+, fixes the error Phil has mentionned and maybe incorporates some new sexiness.
v0-12

- SMV::Fixed a bug that prevented loading of 5-player movie files
- VBM::Fixed reading / writing of L/R values
- ETC::Added a movie comparison module
- ETC::Added file-lock checks when saving (if an emulator has the file locked for writing, 
       the applicaiton will crash if you try to save) - thanks Halamantariel
The icon-view for input has been abandoned for the time being, as it just wasn't efficient (memory consumption-wise). This is being released as v0-12 as opposed to v0-11-1 since it actually contains new functionality (the input comparison thingy), as opposed to just being all bug fixes. Cheers :)
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Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Phil wrote:
Ah, strange. I wouldn't find it if you you weren't there. Maybe something more user-friendly? Also, the application refuses to save the file and there is an error.
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at MovieSplicer.Data.Formats.FCEU.getRLELength(TASMovieInput[]& input)
   at MovieSplicer.Data.Formats.FCEU.Save(String filename, TASMovieInput[]& input)
   at MovieSplicer.UI.frmSaveAs.btnSave_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.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)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
tas-movie-editor
    Assembly Version: 0.9.2.0
    Win32 Version: 0.9.2.0
    CodeBase: file:///G:/Timeattack%20en%20cours/Tas%20movie%20editor/tas-movie-editor.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system>
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


So, what's going on?
Phil, could you send me the FCM you were using when you got this error? I can't reproduce it with any of the movie files I have here.
Post subject: Re: Making multiplayer hacks of classic games
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Ramzi wrote:
How hard would it be to make multiplayer hacks of classic games? I'm thinking of two Links on a screen attacking bad guys. Mario and Luigi stepping on goombas and shooting pirana plants at the same time.
I'm assuming the answer to this is Hard^x, where x = how good you want the finished game to actually be. You'd essentially be re-writing the game from scratch, since there's really no way (that I can think of at least), to do this easily with existing tools.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
been waiting for this to come out since you guys started. The WIPs were fantastic, as I'm sure the final product is. I can't wait to edit this post with a firm and resounding "HELL YEAH"
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Halamantariel wrote:
I don't know if this has been brought up before, but TAS Movie Editor doesn't work with movies made using Snes9x 1.51. Would it be possible to add support for those kinds of movies too? Also, I noticed that the program will make a complicated error message box (much like the one mentionned above) when you try to save the file while the emulator still has it open. For example, let's say I watch a movie in Snes9x 1.43, and then I pause it, go to modify something using TAS Movie Editor, and then try to save it, it'll show a weird error. That's probably a read-only thing. Hope that helps solve / manage some errors! Continue your great work on this, it's proving to be a very useful tool!
Snes9x 1.51 support is definitely planned. As for the weird error message, the emulators lock the files while they're in use, so if i'm trying to read/write that same file, it'll throw an error (I try to trap those errors, but I'm sure I missed a few)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Phil wrote:
Ah, strange. I wouldn't find it if you you weren't there. Maybe something more user-friendly?
What would you proposed as more user-friendly?
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Hrm, seems there's something wonky going on Phil. I'll look into it shortly. Sadly, shortly could take some time ... my trustworthy main drive finally died on me, so i'm in the process of getting myself back up and running on a new drive. Decided to go with the new Ubuntu 7.04, just for kicks (gonna see if i can maintain an isolated dev environment using VMWare ... stupid windows ... stupid viruses). I'll hopefully be up and running by the end of the weekend.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Zurreco, Finally got a chance to look into this, and it turns out that it's the stupidest oversight in the history of oversights (on my part at least) :P For some reason, I was ORing the two bytes together to compare them, so basically I would never be able to detect L/R input. This has been fixed. I'm just cleaning some other stuff up, then should release a fix (finally, VBM WILL WORK!!!!). As for the graphical input .... more than likely this won't make the cut for this release. I just can't get it to work efficiently, so I'll likely have to write my own subclass of ListView and ListViewItem if this is ever going to happen. Personally though, I don't really see it as necessary, but enough people have expressed an interest, so it's still going to happen ... eventually :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
wow guys, just WOW!!! yes vote, star vote ... <insert>
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
nice improvement chef. yes vote from me as well :)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
I'm sure another yes vote is meaningless, but here it is :) Great work Hero!!!
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Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Lorenzo_The_Comic wrote:
Well, I do my TASs in Normal Speed, I'm a bit new to TASs as well.
You should look into the more advanced features of the emulators when doing your TAS' (at normal speed, I guess it's just an S :P). This'll give you more precise control over the game and allow you to make a much cleaner run. The first couple attempts I made were the same way until some members kindly pointed out how frame-advance worked :)
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Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
jaysmad wrote:
Damn! So that means we'll need to keep the v1.43 to watch every snes movie on the site up till now?
It's not THAT big of an inconvenience ;) Great work Nitsuja!!!
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Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
zefiris wrote:
It's kind of off-topic, but I am glad `^___^
Go off topic all you want, it makes this topic look more popular than it really is :P
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Huffers, I think mono is still a little touchy with System.Windows.Forms, so if the treeview is giving you problems, just comment out the view population call in frmMain.cs.
/// <summary>
/// Loads a TAS into the editor
/// </summary>        
private void loadMovie(string filename, bool fromRecent)
{            
	...
	
	// load the movie object up with the correct format and display a thumbnail
	switch (FrameData.Format)
	{                
		case MovieType.SMV:
			Movie = new SNES9x(filename);
			//Methods.PopulateMovieInfo.SMV(ref tvInfo, ref Movie);
			pbFormat.Image = ((System.Drawing.Icon)(rm.GetObject("icon_smv"))).ToBitmap();
			break;
		case MovieType.FCM:
			Movie = new FCEU(filename);
			//Methods.PopulateMovieInfo.FCM(ref tvInfo, ref Movie);
			pbFormat.Image = ((System.Drawing.Icon)(rm.GetObject("icon_fcm"))).ToBitmap();
			break;
		case MovieType.GMV:
			Movie = new Gens(filename);
			//Methods.PopulateMovieInfo.GMV(ref tvInfo, ref Movie);
			pbFormat.Image = ((System.Drawing.Icon)(rm.GetObject("icon_gmv"))).ToBitmap();
			break;
		case MovieType.FMV:
			Movie = new Famtasia(filename);
			//Methods.PopulateMovieInfo.FMV(ref tvInfo, ref Movie);
			pbFormat.Image = ((System.Drawing.Icon)(rm.GetObject("icon_fmv"))).ToBitmap();
			break;
		case MovieType.VBM:
			Movie = new VisualBoyAdvance(filename);
			//Methods.PopulateMovieInfo.VBM(ref tvInfo, ref Movie);
			pbFormat.Image = ((System.Drawing.Icon)(rm.GetObject("icon_vbm"))).ToBitmap();
			break;
		case MovieType.M64:
			Movie = new Mupen64(filename);
			//Methods.PopulateMovieInfo.M64(ref tvInfo, ref Movie);
			pbFormat.Image = ((System.Drawing.Icon)(rm.GetObject("icon_m64"))).ToBitmap();
			break;
		case MovieType.None:
			resetApplication();
			return;
	}
	
	...
}
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Zurreco wrote:
Righto. Maximus' editor is giving me the problems, not TASHex. If you need the vbms for testing, just ask.
If you could toss em up on microstorage or email them to me, i'll take a look. I've had VBM issues in the past as well, so there's definitely something going on here (or, in this case, not going on :P)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Zurreco wrote:
I'm loving your program so far, Maximus. My only qualm is that it seems to drop L/R inputs for GBA vbm files. When I load GBA vbm files, TASHex tells me that it is a GB vbm, not GBA. I guess that makes TASHex assume that shoulder buttons are not a factor. Any idea why that is? This happens to 80% of my splice attempts, and it seems like vbms from outdated VBA builds don't have this problem.
I'm not entirely sure what the issue is here, but I'll look into it a bit further. Zefiris, you're responding a lot in this topic ... maybe we should team up and write something awesome (no .NET, no Delphi .... we'll meet somewhere in the middle :P)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/2/2005
Posts: 563
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So .... what precisely is a "pride" movie? Bashing each other doesn't really address the question at hand. Flame me if you like, but knocking someone's ability to write eloquently in English is kind of childish. If everyone wants to argue for the sake of arguing, that's one thing ... but it's detrimental to the community at large when it's affecting other members from even wanting to participate as a result.
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Posts: 563
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I see. So what would make for a good RCR run so that it would still deserve its star?
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Joined: 10/2/2005
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moozooh wrote:
RCR has star potential no less than, say, Arkanoid or Gradius, but it has yet to be unfolded. Basically, it just needs a very stylish run, which the game has the means for.
Just outta curiosity (and I don't want to derail this thread too much), what would constitute a "stylish" run? Vatchern's run got shot down pretty hard, even though it was faster, because it apparently lacked the style that Sleepz' run had. I thought about taking a stab at this myself, but the reception of the last attempt wasn't received very well. This might be better suited to an RCR topic I guess, but I'm wondering what people would like to see if just a straight "speed"-run isn't good enough to obsolete the current one.
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I can't play this either (I'm assuming for the reason's Phil stated). Is 1.502 supported by this site now though?
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TortoiseSVN is also a good option (for Windows users).
Emulator Coder, Experienced Forum User, Published Author, Former player
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Well, this may be a bit of a "best of both worlds" type of solution, but if you're leaning towards cross platform applications, there's always mono. I had some difficulty (read: it just won't work) porting code from windows -> linux, but if you start in linux (using something like monodevelop), the success rate from linux -> windows is much higher. I'm sorry to say, but for windows users in this day and age, I don't really see why you wouldn't have .NET installed. I doubt disk usage is an issue, and if you're just getting into development, it really is a pretty good RAD tool.
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