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OK, thanks, I'll try some tests with variations of these plugins and their settings on that movie and see if I can get it to not stay in sync.
Yeah, AVI recording only seems to work for very short AVIs right now, and not always. I'm working on it...
The wrong ROM name is stored in the movie. If Maza updates his movie with the new version that will be fixed.
Download Project64 1.6 and install it and look in the Plugin folder of what it installed.
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Sorry, I missed this post before. Could you take a screenshot of the Movie Play dialog when you've selected the movie but before you click to play it? That would be much more helpful than a debugview picture in this case. And, did the frame counter count up after you started playing the movie?
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This is just a guess, but there might be problems if you don't wait until the game is running for a little while before playing the movie. I'm guessing this because I've noticed that if I try loading a savestate before the game is completely running, it loads a weird screwed-up state (probably another bug that should be fixed).
EDIT: Highness' problem seems to be Wine-specific (Bisqwit has it too... or at least problems with input plugins). I'll see if there's a workaround, but getting the Linux version compiled and working would probably be a better solution in the long run.
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Could you answer the other questions I asked, too? What operating system, which plugins you are using, what does the play movie dialog say when you select the movie before playing it (a screenshot of this would be good), etc. EDIT: ok, looking at your edit now...
Some more specific information would help... Settings are saved and restored exactly as they were when you closed the emulator, unless you moved some pluginsn around or unless by "I closed the emulator" you mean "it crashed".
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What system are you running? Which movie are you playing? Does everything match up in the Play Movie dialog? Why can't you explain what happens?
This shouldn't matter anymore. But it can't hurt.
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That's because the hotkeys are all customizable now, and the defaults were changed (to be more like the Snes9x defaults). Go to Options->Settings... and click on the "Hotkeys" tab on the right side of the top, then you can click on the buttons and type the new key that you want to use for each of them. (You can also click on a button and press Escape to disable that hotkey, but you have to be careful not to hit Escape twice or it will think you clicked Cancel.)
Have you tried clearing all your cookies or using a different browser? (Just a suggestion for if you can't get it to work some time in the future.)
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If a GBA game crashes that probably means you need to use a BIOS file to play it. If you try that and it still doesn't work, keep in mind that there are different versions of GBA BIOS files... see http://tasvideos.org/forum/viewtopic.php?t=2943
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It's possible (I can't do this now, though), but it's also possible for you to download it from where it is. I just checked and it let me download it... Are you sure you're clicking on the right buttons?
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It seems to me that Wine is not emulating some of these things very well... at least debugview.dll is optional.
For the things that receive "up", do you mean the keyboard key up or the mouse movement up? If it's incorrectly detecting mouse movement, maybe using a simpler input plugin that doesn't even support the mouse would help.
When you click on a button in the Hotkey dialog, it changes the text, then sleeps for 5 seconds in 10 millisecond steps, checking GetKeyState of all keys in-betweeen sleeps to see if you pressed anything. Then if 5 seconds elapses it changes it back, or if you press something it changes to the new text. Obviously that's not working (EDIT: I mean for you... it works fine for me) - is there anything with that method that seems like it would cause it to not work for you?
Older movies didn't used to store the plugin format correctly. If you use the new version to re-record from an old movie in non-read-only mode, it should fix the movie length and put the current plugins into it in the correct format.
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OK, I tried disabling some compiler optimizations and including debugview.dll. Could someone who was having problems with this before download this (and install it to a new folder, not over a previous version) then try recording a movie and playing it back to see if it still crashes? If it does crash, tell me what's in the file "dv.txt" on your C:\ drive.
(I still don't see how it could have been generating SSE2 instructions before because that was not one of the options I had enabled at any point.)
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If the original mupen64.exe also crashes then it's not something I changed in this version and rather it's something with the files it has access to. I have not tried installing this version over a previous version, maybe that could be causing a conflict.
Bisqwit wrote:
nitsuja wrote:
And if you put debugview.dll in the same folder what does it say before the playback crashes?
Where is that file?
I posted debugview.dll a few pages back, but filespace is down. Apparently it's of no help here, though.
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What?? I cannot get this to happen, none of these things crash under any circumstances for me... does anyone have any idea what they might be doing differently? Also, when it crashes for movie-unrelated things (like that ra_mupen64_rsp_hle plugin, which is the default RSP plugin included with the original) does the old_mupen64.exe also crash? And if you put debugview.dll in the same folder what does it say before the playback crashes?
Also, is this happening for anyone that uses Windows XP? I wonder if that could be the difference... I didn't change the ROM or movie loading or startup code...
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There are very few frames in this movie... it looks like it's either an old backup or it got uploaded before Snes9x flushed much of the movie to disk. (Unless you've updated the link in the past day or so.)
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I've been catching errors with this and other things (fixed one that could make movies not start playing even when they should, made "raw" input not matter anymore, made plugins more likely to unload correctly when resetting, fixed the sound thread from dying when using frame advance too much). I also have some incomplete additions (play/record dialog and hopefully complete AVI support), though, so I'm waiting until I finish those before uploading a new version.
I'll see about distributing configuration files, but I know that certain things cannot be transferred that way (such as the settings inside the the plugin dialogs, because some plugins choose to use the Windows registry although Mupen64 itself does not).
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Well, he posted it mainly to show how bad the other run was. But a link to the movie file and a no vote would probably have been sufficient (not that the other submission should have been submitted either).
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Try unchecking the box that says "Sync samples with sound CPU" in the Play Movie dialog. (Or uncheck "Sound->Sync Samples" from the menu right after the movie starts playing.) I have no idea why this causes some people crashes... maybe it's because of what other Sound Settings you have set, if you changed them, or a buggy sound driver or something.
Note that some movies require your sound driver be set to "Snes9x DirectSound" and that you have "Sync Samples" on in order to stay synchronized correctly, but for many movies it isn't necessary.
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Mlandry wrote:
There's a new run of this game on SDA
Doesn't look too bad, for not having luck manipulation or more than 1 player. Maybe this will help my terrible French comprehension skills, too.
This is one of the games I'd most like to see a completed time attack for (similarly for FF5 and FF6).
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Hmm, I was wondering why some people seemed to have created accounts just to add a random comment here. Is someone here reporting changes in this thread to emulator news sites? At least they seem to mostly be providing their own hosting for the actual files, but they (hundreds of sites, it looks like) are still linking directly to this thread. I'm not sure what can be done for it... would changing the topic ID of this thread help anything?
Tombad wrote:
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OK, then we'll just have to see if the next version does any better, I'll include everything with that and some more stability fixes.
Nice movie of the first level, anyway.
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StrangenessDSS wrote:
(I couldn't watch your demo, by the way. The rerecording Mupen64 crashes when I try to open a rom, but the normal version of Mupen64 works fine.)
You have to run the re-recording version from the same folder as the normal version. I didn't include all the necessary files with the rerecording version because I was low on file space when I uploaded it, so it relies on files that are in the regular version to work. It's all explained in the included readme which nobody ever reads.
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Wow, and I thought Mischief Makers would take a few levels to get going. I remember the first levels being sort of boring when I played it, then it kept getting more interesting, with some the bosses especially being awesome. (Now back to fixing the emulator, anyways...)