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Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
If you are using your source, it is very important to fix the speed issue. Otherwise, it won't worth it to make those changes. I did only use your latest version for some boss fight in CV, otherwise, I did use nitsjuja's version because it is more stable. We want a stable release. Also, is it possible that those extra window can be minimizeable? Like your memory viewer.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I could get his fceu to work at same speed as nitsuja's or blip's by simply copying all video AND sound settings. especifically, it got to a good skipping speed when i set audio quality to low (like i have in the other fceus)
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
By speed, I mean, using the turbo key and when you release it, it stills continue at turbo speed for a while. It doesn't do that with nitsuja. Anyway, Luke know what I meant and that's nothing related to sound at low quality since that's what I am using. It's compareable to what Famatsia does at 999% speed but not as problematic.
Post subject: Re: Bisqwit's patch
Joined: 11/26/2005
Posts: 285
Luke wrote:
    - Bisqwit's dual game daemon support (Needs a separate program to work, and to be enabled from drivers/pc/sdl.c.)
I've already added this :) Background input can be enabled. You will be able to compose multi-game movies in the next version. Start planning your SMB1/2j/2/3 and Megaman 1/2/3/4/5/6 runs. :D
I love you. I have a great idea (I've said it earlier, but anyway): Make an "extensions window" like this:
_____________________________________
|Extensions                          |
|____________________________________|
| |x|  SolidBeams v 1.2              |
| Game(s): Megaman 1, Rockman 1      |
| Solidifies magnet beams visually,  |
| which makes them easier to watch.  |
--------------------------------------
| |x|  Monopoly Dice Psychic         |
| Game(s): Monopoly                  |
| Tracks random number generators    |
| and outputs the dice results in a  |
| separate window before you throw   |
| them, which saves time.            |
--------------------------------------
| | |  Mahnamahna!                   |
| Game(s): Doo-doo doo doo doo!      |
| ZOMGZORZ                           |
--------------------------------------
Is this hard to create? EDIT: If you didn't get it, those |X| thingies were check boxes.
Player (87)
Joined: 2/10/2006
Posts: 113
Location: US
Phil wrote:
By speed, I mean, using the turbo key and when you release it, it stills continue at turbo speed for a while. It doesn't do that with nitsuja.
Is this with Memory Watch open? I know that has some speed issues, but I think I've made it much better now. Unless you are using memory watch or BasicBot, the emulation code should run exactly as before, so I wouldn't know what to say otherwise.
Use the force
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3574)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Luke wrote:
Phil wrote:
By speed, I mean, using the turbo key and when you release it, it stills continue at turbo speed for a while. It doesn't do that with nitsuja.
Is this with Memory Watch open? I know that has some speed issues, but I think I've made it much better now. Unless you are using memory watch or BasicBot, the emulation code should run exactly as before, so I wouldn't know what to say otherwise.
seconded. With memory watcher CLOSED, it works identically to nitsuja's. With memory watcher open it is slower, but not nearly as slow as when the debugger's memory window is open (which my pc with a poor graphics card can barely handle). If it is giving you problems with the turbo on, close the memory viewer window and re-open it when you need it. I AM HAVING an annoying problem with read only mode toggle (in all nitsuja's versions and luke's verson). AFter recording a passage, I toggle to read only mode and load a state at the beginning of the passage. Often it will stop playing the movie about halfway through. Subsequently, reloading and loading the savestate and the end of the passage doesn't work. This results in me losing a portion of my run. I wish I could elaborate more on this but I don't really understand what is going on yet? Does anyone else extensively use the read only mode toggle feature, & and you experienced similar problems?
It's hard to look this good. My TAS projects
nesrocks
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Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
adelikat wrote:
I AM HAVING an annoying problem with read only mode toggle (in all nitsuja's versions and luke's verson). AFter recording a passage, I toggle to read only mode and load a state at the beginning of the passage. Often it will stop playing the movie about halfway through. Subsequently, reloading and loading the savestate and the end of the passage doesn't work. This results in me losing a portion of my run. I wish I could elaborate more on this but I don't really understand what is going on yet? Does anyone else extensively use the read only mode toggle feature, & and you experienced similar problems?
Same with me. For that reason i don't use read-only toggle at all, it's been giving me many problems. It needs to be either fixed or removed.
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3574)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
FODA wrote:
Same with me. For that reason i don't use read-only toggle at all, it's been giving me many problems. It needs to be either fixed or removed.
Glad I am not the only one! I don't think it needs to be removed, it is still saving me more time that it is costing me.
It's hard to look this good. My TAS projects
Player (87)
Joined: 2/10/2006
Posts: 113
Location: US
Oh interesting. I've never used read-only toggle while making a movie (I've only used it when watching movies). Sounds like your problem is that the movie file is not getting flushed--in other words, FCEU isn't saving the last bit of the movie before you load a state. This is probably a "quick fix" if I can find the faulty code.
Use the force
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Yes, that's when another window is open that is slowering emulation. That's not good. And from 1st post, bugs or missing features: FCEU doesn't record mouse input. Ex. Emulating the zapper, Arkanoid paddle etc.. When playing a movie, if you change device, config>input, the video doesn't go well. I found that if you're playing in read only and opening a savestate that is not from the movie but from an other movie when the emu is paused and save a savestate, it is playing the movie using the last input key recorded in the savestate in an endless loop. (This bug is half fixed. You can still do those steps but the movie won't last eternally like before) Edit: It seems that your 0.98.17(Why 17 and when was it released?), , does no more have the losing control of FCEU when using turbo speed. Also, can you fix the memory viewer because it is "flashing" like no one has seen before?
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3574)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
lol, good luck Luke. You got a tought job trying to keep up with everyone's complaints and all these bugs. I just want to say you are doing a great job & that VERY MUCH appreciate what you are tyring to do :)
It's hard to look this good. My TAS projects
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Yes, good Lucky Luke. Edit: FCEU crashes when I open Bio Hazard (Unl) [!]. With nitsuja and FCEU-mm version, it doesn't crash. Something is wrong in your changes.
Player (87)
Joined: 2/10/2006
Posts: 113
Location: US
Phil wrote:
FCEU crashes when I open Bio Hazard (Unl) [!]. With nitsuja and FCEU-mm version, it doesn't crash. Something is wrong in your changes.
Ohh, good catch. I'm looking into this, it's not very obvious what this could be (mapper 15 source is unchanged in all the versions). I really hope it's not related to memory leaks (yes FCEU comes with quite a few of them... not my fault!), but that's probably what it is... Btw the 98.17 I have there now is from a few days ago, I was just checking if it would fit in the 300KB limit (it's like 298KB where KB=1024bytes). It should be pretty stable though if you want to try it, I've been using it while working on a TAS. The real next release 98.16 should be ready as soon as I find this bug. Edit: Killed the bug. I'll play around with it a bit to be sure everything is OK and then update the webpage.
Use the force
Player (87)
Joined: 2/10/2006
Posts: 113
Location: US
Ok I think a 98.16 is ready for release: http://lukeg.50webs.com/fceu.html I am probably done adding features. I'm pretty happy with FCEU now. So probably only minor changes or bugfixes from now on. Copied from the webpage: There are new mappers and configuration options, so the version number is now 98.16. Some games will run in 98.16 that didn't run in 98.15. You will need to reconfigure your hotkeys for 98.16. Theoretically this source should compile on Linux, but Linux people will need to update makefiles using automake or something... (sorry I can't help with that) If you just want the new mappers, you can copy the "boards" and "mappers" directory, and the ines* and unif* files. Changes Added mappers/boards from the memory-mapper FCEU project. Added a rewind feature. You must enable it manually every time because it's a little experimental: Config...Enable Rewind. All it does is save a state every few seconds to "rewindX.fcs" where X=0,1,2,3, which you can load by pressing the rewind hotkey (default "R", can be configured). Added a support for a hotkey to view the save slot you're on. New input display. Press the input display button to cycle between 0, 1, 2, and 4 controllers displayed. The "Run in Background" option now works correctly. Added an option to accept input while running in the background, which should be useful for making multi-game movies. NOTE: Holding frame advance won't necessarily advance the FCEUs at the same speed. The solution is to only tap frame advance. Compiled some parts with higher optimization settings, so you might get a small emulation speed boost. Fixed a subtle bug (introduced by the shared memory code) that made FCEU crash in some cases eg. Bio Hazard (unl). Added absolute value "abs" and "setcounter" to BasicBot. Also added "mem" which gives access to all memory locations 0-65535 (unlike "ram" which only could do 0-2047). Memory watch can now access all memory locations 0-FFFE. Memory watch is now throttle-friendly. It won't slow you down when you increase the throttle. A little more space for labels in the memory watch window. Memory watch and BasicBot remember the last directory you used, even after closing FCEU. Fixed the autofire not working 1st frame after loading a state while recording a movie. Attempted to fix the read-only toggle glitch adelikat mentioned. Maybe it will work now? More throttling speeds for people with crazy fast computers. A movie's PAL/NTSC flag is now respected. Also fixed the bug that games would always reset to the default PAL/NTSC mode when starting a movie, regardless of user or movie settings. A couple glitches no one will ever notice (unless you read the source code) have been fixed.
Use the force
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
From what I can read in your changes, there's still remain many bugs that haven't been fixed. And the rewind is "experimental". Won't it be a good idea for people to test it before releasing it? Adding subtitlers and chaptes like in Zsnes would be a good idea. Edit: "Added a support for a hotkey to view the save slot you're on." I think no people will use it. If you really want to be sure that you use savestate #1 as example, all you need is press 1. :P It's not longer or slower
nesrocks
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Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Phil, it's usefull to me, because of the way i save the states: - i go saving 1 then 2 then 3 then 4 then 5 then 6 then 7 then 1 then 2... etc - if i want to go back 1 savestate i load the one from before the one i am at the moment. but sometimes i forget which one i'm at (especially if i'm too concentrated in getting the movement right and stay more than a few seconds without fiddling with the savestates). This is especially a problem in mupen64 because it shows which savestate i picked and saved for too short amount of time. Fceu shows in big bold letters. But i think that "a hokey to show which savestate you're at" isn't exactly the best, it should be toggling, it must be visible all the time.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
FODA wrote:
it should be toggling, it must be visible all the time.
Yes, that's what I think. And your way of using savestates is rather strange.
Former player
Joined: 9/29/2005
Posts: 460
Luke wrote:
The "Run in Background" option now works correctly. Added an option to accept input while running in the background, which should be useful for making multi-game movies. NOTE: Holding frame advance won't necessarily advance the FCEUs at the same speed. The solution is to only tap frame advance.
Does this mean I can just start up 2 FCEU's with 2 different games and make a movie on the second one while playing on the first one?
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
How can we compile this source with MinGW? No configure and makefile seems corrupted.
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3574)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
I like the new updates, good job luke. The graphical display of the nes controller is suprsingly less obstrusive than the orignal frame display. I may actually leave that one on by default. the 6400% speed is a bit obsurd ;)
It's hard to look this good. My TAS projects
nesrocks
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Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
it is not taking background input from my gamepad, only keyboard. not that i need it, but is it supposed to be like this?
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
adelikat wrote:
The graphical display of the nes controller is suprsingly less obstrusive than the orignal frame display.
Yes, I've just noticed that.
Joined: 11/26/2005
Posts: 285
FODA wrote:
it is not taking background input from my gamepad, only keyboard. not that i need it, but is it supposed to be like this?
I have problems with this too. I need a gamepad, I just can't use the keyboard.
Player (87)
Joined: 2/10/2006
Posts: 113
Location: US
Swedishmartin wrote:
FODA wrote:
it is not taking background input from my gamepad, only keyboard. not that i need it, but is it supposed to be like this?
I have problems with this too. I need a gamepad, I just can't use the keyboard.
Try downloading it now. I'd don't have a joystick so I didn't even think of this :) I can't test this, but it's a simple fix so I hope this will work now.
How can we compile this source with MinGW?
Go to the actual source directory that has files like cart.c, cheat.c, etc. Type "make". Configure no longer works, in fact if you run it, it might corrupt the makefile. If you want to change the compiling options you can edit the makefile manually. If you have automake, you could try that. That should update the configure file. The reason for this is, I added the memory mapper files, but you need automake (which I don't have) to add new files to the configure script.
And your way of using savestates is rather strange.
I actually do exactly what FODA does, so I've already found this useful. Making it visible all the time is possible, but this method was exetremely simple to program.
From what I can read in your changes, there's still remain many bugs that haven't been fixed.
FCEU is a seriously hack-job IMO. A lot of bugs are there because it's not particularly well-thought out programming (and being in C doesn't make it any nicer). So I really only plan to fix bugs that are critical or that I introduced.
Use the force
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Luke wrote:
How can we compile this source with MinGW?
Go to the actual source directory that has files like cart.c, cheat.c, etc. Type "make". Configure no longer works, in fact if you run it, it might corrupt the makefile. If you want to change the compiling options you can edit the makefile manually. If you have automake, you could try that. That should update the configure file. The reason for this is, I added the memory mapper files, but you need automake (which I don't have) to add new files to the configure script.
You should make it clean. Btw, you don't give the root directory with files like config and makefile. The makefile you give doesn't compile FCEU.
$ make            
Makefile:1083: .deps/x6502.Po: No such file or directory
Makefile:1084: .deps/fceustr.Po: No such file or directory
Makefile:1085: .deps/cart.Po: No such file or directory
Makefile:1086: .deps/cheat.Po: No such file or directory
Makefile:1087: .deps/crc32.Po: No such file or directory
Makefile:1088: .deps/debug.Po: No such file or directory
Makefile:1089: .deps/endian.Po: No such file or directory
Makefile:1090: .deps/fceu.Po: No such file or directory
Makefile:1091: .deps/fds.Po: No such file or directory
Makefile:1092: .deps/file.Po: No such file or directory
Makefile:1093: .deps/filter.Po: No such file or directory
etc.....
make: *** No rule to make target `drivers/win/.deps/aviout.Po'.  Stop.
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