Posts for Truncated


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Crap. There goes another game I would have liked to do some time in the future. Well, now it will be done the right way at least. :) Good luck with it. I'd be happy to comment on your run while it's under construction, if you are interested in that.
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Is that number accurate? If it is it's headed straight for the description...
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Nice changes IdeaMagnate. It's taking shape now. The intro says that the standard should be no null terminator, but at the moment almost all the strings have it specified anyway. I say we pick either or, less coding and less to think about for reading a string. I think button pressed = 1 is better, but never mind. It's not important. About the text format: Do we need to write a complete text format specification too, how every byte is represented in text and which errors can be tolerated from the user when reading it? That sounds like a lot of work.
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@upthorn and IdeaMagnate, about SMS: We can very well leave it out of the specs, but even if it's in it doesn't matter for what needs to be programmed for Gens. Anyway, I think it demonstrates that SMS compatibility could be fit into the format easily. IdeaMagnate> I see no point in using a multitap when Gens already supports 8 controllers as is. I like less complexity. I looked trough it, and it appears that the way Gens handles 8 controllers is actually by using two multitaps - this is the setting of "pad" or "teamplay" in the control menu. This variable is not saved in the current GMV format, which is a problem. (Looking back, I realize this must have been why Lost Vikings 3 players had such problems synching.) Gens does not allow a port to not be connected to anything, but we still want to skip saving data for all the controllers we don't use. I'll change that part in a minute, let me know what you think. >I'd also like some more discussion about the text-based format, especially the advantages of the binary format over it. What were you planning? Having the text-based format in the actual GM2 file, instead of a binary format?
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I've tried it out a little bit, this is what I've found so far: 1) It seems that the default config in the zip file sets sound frequency to 22050. 44100 should be the default. 2) I sometime get an annoying "Warning: Saving during DMA transfer; savestate may be corrupt." and it won't go away for several saves. I haven't looked into it more. 3) The delay for setting keys is annoyingly long. 4) Setting a key changes "AUTO-FIRE/HOLD TOGGLE MODIFIER KEYS" into "SETTING KEY: X". Is this really the intention? 5) I want to bind "turn layer on/off" to a key. 6) About still says Movie 9d. (Noone cares, but anyway)
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Since people seem to like the ideas of zip files, I will delete the "compressed?" flags. Should SRAM/states always be compressed within the movie file anyway, like I suggested? I think that's a good idea at least. >Assuming that Gens can natively read and write a nice text format, is there any reason the binary format would need to be hexedit-friendly? People might want to write their own tools for manipulating the frame data. There's no reason to make it hexedit-unfriendly at least, seeing how unpopular FCEUs precompressed format is. Changes I made to the GM2 page: - I suggest removing the PAL/NTSC flag and just having the country byte. See page. - Need clarification on how the BIOS chunk works (I think what we have isn't enough). - Removed "from reset" starting condition. I've seen enough submissions making the mistake of starting from reset instead of power-on, and we have the ability to record resets now, making this unnecessary. - Names of states would be neat, but not necessary. Having them ordered by the frame they start would also be good, but perhaps it's not necessary to make it a format requirement --------- About peripherals: http://www.vidgame.net/SEGA/peripherals.htm The ones that would need a number are - Mega Mouse - Sega Menacer (zapper) - TeeVGolf (golf simulator) - Batter Up! (baseball simulator) The ones that probably don't are - All the turbo controllers (we have autofire already) - Activator ring (sends the same signals as a regular controller) How do we handle Multitaps? I'm not sure - we have a number of controllers byte, but maybe it's not the same thing? Do some games detect multitaps? It seems like Gens only accepts either 1 or 4 controllers on one port anyway, so perhaps this needs to be taken into consideration. One suggestion for solving it is having a multitap number and a "no controller" number. The number of ports on a Genesis is always two, both must be assigned a value. 0 = no controller 1 = 3-button 2 = 6-button 10 = multitap (next four numbers are controllers connected to it)
1-player:
2
0

3 players on multitap:
10
  2
  1
  2
  0
0 

6 players on multitap, 2 on first team:
10
  2
  2
  0
  0
10
  1
  1
  1
  1
We could still have a "number of controllers" byte for the sake of searching through the file. It would always be 2, 6, or 12, and it wouldn't reflect the number of people that are actually playing. Probably someone has a better method for handling this. ------------ Someone mentioned SMS support. Without making ourselves much trouble, I think we could: - reserve a number for type "SMS controller" in controller configuration - reserve a flag/number for type "SMS game" in 'rom info' - make a 'MSpauses'-chunk identical to the 'resets '-chunk for the pause button located on the SMS Speaking of 'rom info', any reason why game type should be flags instead of a number? A game can't have several types at once. I changed it in the specs, change it back if I'm missing something. I'd also suggest: Merge 'record ' and 'author '. Merge header and 'version '.
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IdeaMagnate>I thought it would be a convenience to movie makers. Gens would only filter actual button presses, so the setting would be preserved across recording sessions. As long as Gens spits out a message when settings between its config file and the movie file are different, I think this will be useful without causing extra problems. My concern was that Gens would behave like Snes9x, which plays back the same movie file differently depending on if the "Accept left+right" flag is set. (And that's stupid.) Including and using it in this way, I have no problem with it. >That way, it would be easy for Gens to make an internal sorted linked list of states when the loading the file I get it now. Smart. Strike all the "number of" fields for the chunks that don't need it. nitsuja (on GM2 page)>What's the point of storing these "x enabled" options? Why should anyone ever record a movie that must be played back with these sound options or an entire sound CPU disabled? I think it is because some games cannot sync properly when they are on. I remember that /*- made a movie where DAC had to be turned off, but I do not remember which game. (I might very well be mistaken on this.) >Can these "x improvement" options possibly cause desync? If not, they are a nuisance to store because viewers who prefer a certain option will need to change it whenever the recorder didn't happen to use it. If they don't cause desynch, the viewer won't really need to change them for playback, right? If it does, it's good to know which settings were used. It's outside the scope of the movie format, but Gens could perhaps (temporarily) set all these variables to movie settings on command in the play movie dialog. ----- About compression... how about this method? * Savestates/SRAM in movie file is always compressed. * Any other data in movie file (including buttons pressed) is never compressed. * Gens accepts reading and writing to movie files in .zip archives, like it does with ROMs. Effects: * Maintains user hexeditability (just leave your file unzipped while you record/hexedit it) * Movie can be zipped if you want to save space * No need for Bisqwit to change formats that he accepts for this site * No extra step of decompressing when downloading others' files Also, I'd like to point out that the loss of compressing a movie with compressed SRAM/savestate is really minimal (at most 5 bytes lost per ~65000 bytes).
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>Why even ask such a thing? It was an (obviously failed) attempt at humor. I see that the "My take..." thread went similarily. Or perhaps you really did get it (and made a pun of ass and asinine).
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>you can tell me where I'm wrong. Teaser: A Clockwork Orange only got a 3! Here.
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OmnipotentEntity: What's the elastic modulus and yield strength of the cylinders?
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I made some comments on the proposed file format page. Respond to my stupidities there. I'm also a bit suspicious about compression, but if there's a program which opens GM2 files for editing, I guess it's okay.
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Will be downloaded and commented on in the near future. But meanwhile I'd like to say (to all the people involved) Thanks for taking the time to implement new features and fix old ones.
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Aha, so what you really want to do is convert the emulator movies to AVI? (This was not clear from your initial message.) I think just downloading the files via BitTorrent is the easiest way. If some file stays at ½seed for a long time, you can ask in the IRC channel for it to be seeded. (Usually that happens automatically after someone has started downloading it.) The money thing was just a joke, by the way, because you didn't sound serious. If you want to give away some you can donate to the site instead, since it's what supplying us all with encoded AVIs and somewhere to meet.
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>The problem with savestates is they only capture one frame and have no memory of what happened during the game before they were created. Like people already said, most emulators now save a copy of the movie up to the point of the savestate. >Would loading a button press file like this really be any different than loading a savestate. The only thing I am worried about is that fast forwarding process taking a while and possible desynchs. I am not sure how much of a problem either of these things would be. No, it wouldn't (be any different). But fast-forwarded emulation is not fast enough yet to make this a feasible method. Otherwise it would be nice to go a frame backwards sometimes, as well as other things that would be possible. You could autosave savestates every X seconds of course and fastforward emulation via the movie file inbetween them. But noone has implemented this in a rerecording emulator, but I remember someone doing it in his/her (who am I kidding with this) own NES emulator and posting about it here. Find the thread if you're interested.
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>... is there a reliable way to convert fmv to fcm. I know FCEU has the ability to open either, but it always desyncs for me. It depends on the game, but usually the answer is no. I know next to nothing about codecs, so someone else will have to answer that.
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Download a newer modified version, probably.
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Yes, by a cheat code. The japanese description says something like "By using a cheat I have turned Zangief into the strongest!"
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Autoscrollers are harder to make interesting, but by no means impossible. Make a level or two and upload it and we can give some feedback if it's a good idea for a game.
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>That is a rather negative statement. Perhaps, but it's probably true. I think we have several contributors here who are less than proud of their first ever movie. Very few people get it right the first time, if they do I bet they didn't submit the first version. >highness wrote: No he didn't. :P
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>files that are in emulator format, i don't have enough room on my computer for all required to do it. To transfer to AVI for either setup for me to download or mail me the files. How can you possibly not have room for the emulator movies if you want the AVIs? The emulator files are less than 1% in size of the AVIs. What do you have to offer anyway that can be sent via the internet? Money transfers? I can help you for some money.
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>how many of you speedrun a game you TAS before TASing it? Not me. I play through it a few times and get to know the levels well so I have an idea of what I want to aim for when I start recording. It's extra entertaining because it's horribly glitched up. ;)
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While we're on the subject of horribly long queues, I'd like to point out that we're now down to four (4! (IV, i know)) unjudged submissions. I think we can safely say that that problem has been solved. We now instead have 21 accepted and unpublished submissions. This is not as big a problem as it might sound, the oldest one was accepted just about a month ago and it's good to have material so we can publish something once every few days. Who knows, we might even run out of material! So get to TASing people! The sun and the water are bad for you.
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That's strange. I have tried to download it from two different computers now, no problem. I added you to MSN so I can send it to you there or via e-mail, if it's okay.
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>Since it's naturally a short game... It's actually the third longest one we have ever published... http://tasvideos.org/MovieStatistics.html (BTW, the list is bugged out, FF4 is displayed three times. Someone might want to fix that.) EDIT: Right, you wanted suggestions for games to do. Any game which has high entertainment rating but low technical rating is a good candidate for obsoletion. Or you could check the list we have: http://tasvideos.org/ListOfIdeas.html
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Snes9x does have bulletproof recording. (Actually I think it was the first emulator here to have it. Or possibly that was FCEU.) It sounds like some variable isn't saved in the savestate like it should be, or is somehow loaded improperly. Some games (MMX2) have this problem, others (Zelda alttp) has had it in the past. Someone knowledgeable about the Snes9x source should look into it.