Posts for upthorn


Post subject: Re: Upthorn's feature request thread.
upthorn
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nitsuja wrote:
Bug report on 9j: 1.) Gens crashes in the input dialog if you click to redefine a controller's keys then hit Ok or Cancel and try to redefine any hotkey like Pause. 2.) The main input dialog can be clicked on while the controller sub-dialog is open over it, causing Gens to freeze and/or bring up multiple controller dialogs at once if you try to use it then. This can be fixed by passing in the main input dialog's hWnd as the first parameter to the function you call to spawn the controller sub-dialogs. 3.) Settings hotkeys in the main input dialog seems unnecessarily sluggish (have to wait a few seconds before any input will register) compared to setting them in any of the sub-dialogs. Maybe there's an extra Sleep call somewhere? 4.) You didn't merge in the changes to the Sound menu. I assume it's unintentional because you did merge in the code that's supposed to be activated by the new menu items. Also:
upthorn wrote:
* Merging Nitsuja's changes in
It would probably be a good idea to add to the list what these changes are, for the benefit of others looking to try out this version.
1.) I never did test that. I have no idea why it does that, I'll look into that as a top priority. 2.) Okay, will do. 3.) I didn't add any sleep calls. Maybe it has something to do with the new function you made to handle all that. 4.) Woops. Also: I listed those changes on my post in the "work being done on Gens" thread. But perhaps I should list those in the front page of this thread, too. Edit: 1.) Fixed 2.) Fixed 3.) Fixed 4.) Fixed Also: listed.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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JXQ wrote:
These two goals conflict each other, to me. I am against compression. The reason is that it does not take long to compress a movie file before submitting it. It takes much longer to run a pre-compressed movie format through a converter a total of 2X number of hex-edits you want to try, which are usually more than one if you try any at all. Very annoying. (I'm looking at you, FCEU/Nesmock.) Otherwise this looks very nice.
I have a solution for this which doesn't even require using a special command to save and load for hex-editing. Well, it does, but it doesn't require it everytime you want to hex edit. We have an option to save in human-readable format, which sets some flags in the header, converts all the input data to a text format ala
Frame 1:
P1 S
Frame 2:
Frame 3:
P1 UDLRABCSXYZM,
P2 S.
And then saves the input data chunk to a separate file, named (gm2file).input.txt It would then read the input from this file until the user chooses the option to "recompile" the movie data, at which point the input would be converted back into the compressed format.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Jyzero wrote:
btw feel free to change the naming scheme. The only reason why I kept calling it 9abcdef was because I had still Gens Movie 10 planned with the introduction of GM2 and its features.
Interestingly enough, that's the same reason I've been calling it 9ghij.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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bobxp wrote:
nitsuja wrote:
bobxp wrote:
It would be a great help to have a read-only toggle in Gens.
It does. It's Ctrl-T, in the newest versions on these forums.
Is that the same version that lets the number keys load savestates without an option to disable it? If so, not worth the bother. Otherwise, awesome.
not anymore.
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upthorn
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Okay, I've release 9J with the features currently implemented (check page one) Get it here: http://www.savefile.com/files.php?fid=1280154 I will continue to work on the other features, but at a lower priority now.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Gens Movie 9J + subversion&trac server
upthorn
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Sorry for the wait, I meant to post it earlier, but ran into some trouble repositioning buttons on a dialog. It's available here. http://www.savefile.com/files.php?fid=1355657 For those of you who weren't following my feature request thread Here's the list of newly implemented features: Features that were already in but you probably didn't get that version:
  • 2 or 3 player input display using RGB channels. (probably windows only)
  • controller settings loaded from GMV (and restored on GMV close)
  • GMV auto-closes on movie end.
New features:
  • No longer warns on different controller settings (windows only)
  • Warns on GMV controller settings unknown (windows only)
  • Stretch while maintaining aspect ratio (doesn't work with full screen blits) (windows only)
  • Config definable full screen resolution (windows only)
  • Option for no resolution change on full screen (windows only)
  • Less cluttered menu style (Slowdown, AVI dumping, and movie playback moved to "TAS Tools" menu) (windows only)
  • (Optional) Movies default to read-only checked (can be configured in config)
  • Movies default to read-only checked can change in Options->Misc (Windows Only)
  • Save and load slowdown speed from config
  • Separate joypad config dialog to allow for reassignment of keys individually (instead of having to go in order "up down left right a b c start x y z mode") (windows only)
  • Auto Pause on movie end if movie is not in read only mode (to allow for rerecording without having to reopen movie.)
  • Option to disable movie AutoClose (on console reset or movie end) Nitsuja's Additions follow:
  • Graphical layers can be enabled-disabled
  • Sound-soften filters implemented
  • Auto-hold feature implemented (Only works on controller 1 and 2)
  • Auto-fire feature implemented (Only works on controlelr 1 and 2)
  • Frame counter can optionally be displayed in frames instead of MM:SS:FF
  • Option to disable numeric savestate loading.
Related: a friend of mine has helped me to set up a subversion/trac server with multiple project support. There is already a subversion repository set up for Gens, which I hope will be well used. Depending on interest it may be expanded for other console projects as well. Please PM me for details, and if you want to set up an account. Edit: Quick bugfix release. Sorry it took so long. Should fix all problems listed here.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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okay, guys, I think we really ought to get back to this discussion. Nitsuja, IdeaMagnate, and any other active Gens coders, we need to figure out what's going to change in the next version of GMV.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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nitsuja wrote:
bobxp wrote:
It would be a great help to have a read-only toggle in Gens.
It does. It's Ctrl-T, in the newest versions on these forums.
Does it work in the linux version now?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Savestates save your progress at any point. Use F5 to make savestates and F8 to load them. Loading a savestate while playing or recording a movie will resume recording from the frame the state was saved on.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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The easiest way to keep from falling over is to start moving. It's much harder to keep your balance standing still.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Toribash is a new, free, 3D fighting game which normally plays at frame advance, and has built in replay saving, and rerecording. I'm not sure if this belongs in other games, or off topic, but because the game is done at frame advance. Either way, this is what the community is best at doing, so here you go.[/url]
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upthorn
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Truncated wrote:
Small request: Console reset (Ctrl-Shift-R) does not end movie, but restarts it. I frequently have to switch county settings and reset game and then select the same movie again.
Done.
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upthorn
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SmashManiac wrote:
Bisqwit wrote:
IdeaMagnate wrote:
The problem at YouTube was that some people were stripping the header and posting movies as non-tool-assisted. If credit is given and there's no attempt at deception, which is clearly the case here, I don't think it's a problem. This is only my interpertation of the situation. Other people's may vary.
And it's my intended interpretation too.
I see then, it's more logical interpreted that way. But in this case I find it strange to mention SpikedHumor.com and YouTube.com, as it seems that the "it's a TAS made by X" rule should be followed by everybody that hosts some kind of material of NESvideos, and not only those 2 websites. I therefore suggest to change the warning to something less confusing and more general, like: "Reproduction of all material from this site is expressly forbidden, unless it clearly states that it is a tool-assisted speedrun, gives credit for the original author of the speedrun, and has a reference to the NESvideos front page." Or if the previous one is too long: "Reproduction of all material from this site is expressly forbidden, unless the original header of the video is clearly stated in its integral form." It would also avoid posts such as the one I did previously at the same time. ;)
Youtube and Spikedhumor are mentioned by name, as they have been the source of prior problems with the movies posted with headers stripped and no link back to nes/tasvideos
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Post subject: Re: How do I do it
upthorn
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Bag of Magic Food wrote:
Bisqwit wrote:
sample 1, source sample 2, source sample 3, source Should not be overly difficult for a human
Uh, I think those are on the verge of being overly difficult. I would rather have a few spammers once in a while than have such a tough time registering.
I agree, especially when xkeeper has such an elegant solution. especially if you label the hidden one "username"
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upthorn
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SXL wrote:
maybe record the console type, in case of a (very hypothetic now) sms/gg support ? or should it be recorded in another container, with another extension ? or just another emulator -__-
SMS/GG TASing will be done on a different emulator. Meka is the only emulator which doesn't freeze on a number of games, and the author is willing to help improve it for TASing purposes.
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upthorn
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ROM checksums Sound Rate data (Can cause desyncs on some games) Up+Down/Left+Right checked bit SRM information(/16k BRM for when SCD is made TASable) Perfect Syncro checked bit (For when SCD is made TASable) Am I missing anything?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Ideally, though, we would have one format, called GMV, which could be loaded by the current and all future versions, but it will not be compatible with old ones.
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Post subject: Re: Solutions
upthorn
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Xkeeper wrote:
Create a new format called "GMX", and leave plenty of space for new things to be added later, so that you can freely add new information to the GMX format as needed. (of course, maintain backwards compatibility with GMV if at all possible)
Nah, no need. There's already a switch upon loading GMV that checks its version, and reads things differently depending on it. So even if we end up making significant changes to the format all we need to do is add a case, and change the version number it writes in. The problem about adding data without a dedicated discussion is that there are three coders who think that GMV needs to be improved. And we may have different ideas about how to do it. If IdeaMagnate and Nitsuja and I each improve GMV separately, then we have three incompatible file formats called GMV. If we called our improvements GMX, then we'd just have three incompatible formats called GMX--not really a solution.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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IdeaMagnate wrote:
Truncated wrote:
- ROM checksum in GMV file. (I realize that it doesn't fit in the current format.)
If we're going to mess with the GMV format, it's better to have some sort of dedicated discussion then make all the changes at once. Having two incompatible formats called GMV doesn't sound like fun.
I strongly agree with you about that. That's the major reason I'm not doing anything to GMV right now.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Truncated wrote:
My suggestion: Keep the different colors for the players, but make the box higher and give them a line each.
I'll have to take a look at that loop again, but when I last looked over it, it looked rather complicated to do such a thing.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Truncated wrote:
Workaround: Press Alt+Enter (maximize) twice.
Actually, if you hit f11 or f12, or if you select any render mode from the "graphics -> render" menu, that will bring it out of the blackscreen.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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DK64_MASTER wrote:
What's the difference between desynchronous and asynchronous, then?
Desynchronous isn't a word. asynchronize isn't a word. When two events that are supposed to happen synchronously happen asynchronously, it means they have been desynchronized. For example, watching a foreign movie, and a subtitle appearing 5 seconds after the line was spoken. When people on this forum talk about desyncs, it means that the "movie file" which is a record of the input given does not play back properly on their system because the timing between events is different. This usually happens due to some settings in the emulator's configuration not being precisely the same as they were on the system where the movie was made, but with very CPU intensive stuff like N64 emulation, it can also happen just because of a different processor, or a different graphics/sound card. Now you know.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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The problem with that number is that It becomes not just difficult, but impossible to reduce pieces to a single cell near the top.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Kitsune wrote:
Well, Cream. Unlike you, I don't have the time to read through EVERY single POST, of EVERY single GAME, of EVERY single CONSOLE on the forum. So I ask questions. I have a lot of them, and if I want to, I will type them in. Sucks though that Super Sonic is not in this game. :3
It is considered bad manners to post in a thread that you haven't read at least the most recent 5 pages of, at least. (if the thread is under 5 pages, you should read the whole thread before you post.) And even if you've read the most recent 5 pages, you should mention that you didn't read the entire thread, because it was long. The reason for this is because often when people don't read through the thread, they post with questions that have already been answered once or twice over, and they wouldn't even have needed to post. (Thus they have effectively wasted their own time, and the time of anyone else who's reading the thread.)
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: dual AVI
upthorn
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Bisqwit wrote:
Here's an example how a dual AVI would look like... (except that it still needs the proper onscreen text): http://bisqwit.iki.fi/kala/test1d.avi (4.7 MB) Comments? Edit: Fixed URL
I find that a left-right configuration makes it much easier to watch both screens at once than a top-bottom one. Aside from that, maybe put a 2-pixel black bar in between the screens. (assuming proper onscreen text includes an explanation of one being camhack vs not.
How fleeting are all human passions compared with the massive continuity of ducks.