Joined: 7/28/2005
Posts: 13
Location: UNCA, North Carolina, US
It work fine for video, but sound would be nuts.
DirectX (and the win32api sound playing functions that a few games use) maintain their own timers, so sound effects play at full speed.
Joined: 7/28/2005
Posts: 13
Location: UNCA, North Carolina, US
http://dehacked.2y.net/microstorage.php/info/1393/foone-chessmaster.fcm
26s, 1551 frames.
Made this cause I saw adelikat had it on his wishlist.
I made it by playing Chessmaster against GNU Chess 5. Since my PC is a little under two gigahertz and the NES is a little under two megahertz, my PC won very quickly.
I did it frame-by-frame so I could pick up the pieces as quickly as possible (Picking up pieces takes FOREVER in chessmaster), and I'm pretty sure that part is optimal. I'm not sure I got the quickest-to-checkmate moves, though.
I noticed when doing my second attempt that there is some randomness in the moves that can be manipulated.
If I go and do another run, that'd be the thing to check. (Not sure if I'm going to bother with doing another run)
Any comments, ideas?
Joined: 7/28/2005
Posts: 13
Location: UNCA, North Carolina, US
This is actually pretty easy. I've written two small programs that do DLL interception to screw with the clock. One simply multiplied it by a value stored in a config file (so 0.5 would run it at half speed, 2.0 would double the speed), and the other let me hit a hotkey and switch between a bunch of preset speeds (from 1/16th speed to 32X speed).
The problem is that it's not very simple to do this genericly, so I had to write each one to the program I was modifying (3D Movie Maker and Cave Story)
The other problem (from a recording standpoint, which I wasn't doing) is that PCs aren't consoles: You don't really have "frames" of output. If you were getting 60 FPS originally, you'll probably get 60 FPS when running at half speed. So you can't just record all the frames produced and resync them.
(Also the multiple-speed recording would play plenty of havoc with recording resyncing)
Another problem would be sound: In both apps, sound played at 100% speed no matter the setting (MIDI music was slowed/sped up), but sound effects were the same (I assume because DirectX has its own timing systems). So your sound synchronization goes right out the window, even after you find a way to fix the above problems.
This can't be used for re-recording, sadly (Both programs would freak out if you tried to make the clock go backwards). But doing slo-mo recording is certainly possible, if the above problems can be corrected.
Recording could be done by simply making the speed-adjuster do the recording. It knows the speed-multiplier, so it can adjust how fast it takes pictures inversely. Sound is still a problem though. (Although I usually played Cave Story with the mutepatch, heh)
Joined: 7/28/2005
Posts: 13
Location: UNCA, North Carolina, US
Wow. I started a run on this a while back (Just got a few levels in) but I never found that movement glitch.
Amazing run, very much looking forward to seeing the whole game done! :)
Joined: 7/28/2005
Posts: 13
Location: UNCA, North Carolina, US
Here's the first version of EME (the Emulator Movie Editor)
It's designed to be a multiple-emulator editor, but so far it only supports GMV.
You can load .GMV files up to version 9. (Later versions might work, haven't tested), make them longer or shorter, and toggle buttons on and off for each frame of all three players.
Give it a try, and any feedback is welcome! (Either here or on #nesvideos)
Rough edges:
1. Loading/Saving is a bit slow. It needs optimization, I'll see how I can speed it up
2. No copy/paste yet.
3. Doesn't remember the last-opened directory.
4. No interface to the rerecord-count part of the .GMV
5. win32 binary is bloody huge :(
You can download it here:
http://v3dmm.com/downloads/eme/eme_01_win32bin.zip (3.4mb)
http://v3dmm.com/downloads/eme/eme_01_src.zip (13k, source version)
To use the source version, you need Python and wxPython.
It should work on Linux and OS X, but I haven't tested it yet.
Joined: 7/28/2005
Posts: 13
Location: UNCA, North Carolina, US
I'm a game developer, and they've actually had the opposite effect.
I wanna include weird tricks so my games can be speedran in insanely short (relative to the normal length) times :)
Joined: 7/28/2005
Posts: 13
Location: UNCA, North Carolina, US
Hmm. The format isn't that complex, it wouldn't be hard to write a simple .GMV editor (no hex editing required, just clicky buttons)
I'll look into it!