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mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
FCEU v0.98.25 http://popibot.googlepages.com/fceu-0.98.25.zip http://popibot.googlepages.com/fceu-0.98.25-src.zip *As requested, Memory Tools->Update Speed->High works at highest possible speed as in 0.98.16. Normal speed now works as High speed in 0.98.24. Low is still the same. *Fixed bug introduced by me in 0.98.23, where loading a memory address list in Memory Watch, before loading a game, would crash FCEU. *Clear button in Memory Watch now clears everything correctly, even if emulation is paused. *Movies should not loop endlessly anymore when loading a state after using Read-Only Toggle to turn it on. *FCEU doesn't crash anymore when you try to load a savestate from a very small movie. This was caused by some bug introduced by me. *FCEU now sends a message when it loads a .cht file. This message can be found in the Message Log window. *Wrong movie message should be more reliable now... Here's how it works: -It compares 50 random bytes, ignoring the last 4 bytes from each movie. -Only movies larger than 4 bytes are compared now. If it's still not working correctly for someone, upload the savestate and the movie file and I'll take at look at it. So, this version hopefully fixes everything reported by klmz. By the way, adelikat found a "new" bug: *Use external input is now greyed out under the tools menu. (It's been like this since the first version I ever compiled. May be related to this. If you need to use BasicBot, stick with v0.98.16, as it doesn't work in newer versions. I'll investigate about this when I have more time, as it's a whole new subject for me.) And I found another bug, which is also present in v0.98.16: *Trying to record a movie from a savestate won't work, unless your Movies and Save States folder are the same. (I'm going to fix this one for the next version.)
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Skilled player (1652)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
It would be really nice if the ram search (Add Cheat) window could stay open while working with it. Right now, to do a search, you have to open the window, search, close it, frame advance, open, search, close, advance. advance -> search -> advance -> search would be nicer.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
DarkKobold wrote:
It would be really nice if the ram search (Add Cheat) window could stay open while working with it. Right now, to do a search, you have to open the window, search, close it, frame advance, open, search, close, advance. advance -> search -> advance -> search would be nicer.
It looks like the add cheat window is actually a DialogBox (as opposed to a modeless dialog, which would allow FCEU to regain focus without needing to close the cheat window). If you modify src/drivers/win/cheat.c's ConfigAddCheat function to create a new dialog (CreateDialog(), then ShowWindow()), as opposed to simply calling DialogBox, it should address that issue. This all assumes that the information the cheat window uses isn't a copied when the window is created .. cause if that's the case, though FCEU is still running, the memory values wouldn't change .... but I don't think that's the case ;)
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
Cool, thanks for that info, Maximus. :D I compiled a test version with that change here: http://popibot.googlepages.com/fceu-cheat-search-test.zip Someone better than me should try and see if it still can find any address now. I couldn't find any, but I normally suck at this. EDIT: Actually, I'm stupid. It does work fine. :D Well, there's that build with that change if anyone needs it now and can't wait for the next version. Thanks again, Maximus.
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
mz wrote:
Cool, thanks for that info, Maximus. :D I compiled a test version with that change here: http://popibot.googlepages.com/fceu-cheat-search-test.zip Someone better than me should try and see if it still can find any address now. I couldn't find any, but I normally suck at this. EDIT: Actually, I'm stupid. It does work fine. :D Well, there's that build with that change if anyone needs it now and can't wait for the next version. Thanks again, Maximus.
Happy to help :D I've been having a tough time with the new mappers though :( I can get the new content in and patch the necessary files to make it work (the one i did with the 98.15 mappers shows that it's possible), but for some reason, the new stuff doesn't work :( Everything compiles correctly, but Startropics 2 and Powerblade 2 still show the same as in 98.16 ... ah well ... I'll keep on truckin'
Skilled player (1652)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Wow, that was quick! Thanks! I'm surprised I'm the 1st to mention this
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
The new cheat search feature seems to work good. :) Will it be posssible to have as in SNES9X 1.51, so that you'll see how the values change in the cheat search window while you're playing? (In SNES9X this is "Search for new cheats (active)"). This way it will be much easier to spot things like X position addresses, for example.
Editor, Emulator Coder, Expert player (2157)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
It seems that most of the unworking games are using:
Chips/Board: MMC3 / MMC6 / MIMIC-1 / NAMCOT 108/109/119
Mapper:      4
Strangely, Mario is Missing! uses the same board/mapper but works without problems. Additionally, I found that Action 52 doesn't work well eg. some games in it don't work at all. Broken ROM headers can cause problems on some emulators(in this case, FCEU 0.98.x), but I don't know how to detect and repair them. GoodNES can even corrupt some, so it's not safe to use. BTW, note that gcc 4.3.0 doesn't like extern + static declarations in boards/mmc3.h... However, fixing this does nothing to help emulating those games.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
I've found some small bugs (perhaps they're not even bugs, they could just be minor differences, thuogh they're not present in 0.98.16) in memory watch: *When you have the game paused and add an address to Memory Watch, the value of this address won't show until you advance to the next frame. *If you poke a RAM address that is in Memory Watch to a new value, this value won't show up until the next frame. I guess both these bugs are due to the same problem, that Memory Watch doesn't update while the emulator is paused. Should this be the case? EDIT: Hehe, sorry for digging up all these oddities with FCEU, but I found another weird thing. If you quickly load two savestates after each other, the message (Wrong movie!) appears, even though the movie-file is right. The savestates still loads and all, it's just that the message surprised me. If you have no luck duplicating this bug, I could post the .fcm where this happened.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3574)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Randil wrote:
I guess both these bugs are due to the same problem, that Memory Watch doesn't update while the emulator is paused. Should this be the case?
It is better than the previous one where it ran 60 times a second while paused which made it a real resource hog.
It's hard to look this good. My TAS projects
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
Randil wrote:
I guess both these bugs are due to the same problem, that Memory Watch doesn't update while the emulator is paused. Should this be the case?
That's right... It shouldn't be hard to fix those bugs, at all, but my hard drive died last saturday, and I just got a new one yesterday... So, it may take a while for me to update FCEU again. I don't even have a single rom right now. :P
Randil wrote:
I found another weird thing [...]
Phil told me to get rid of this function, kind of... In the next version it will try to show a "wrong movie" message only when you're playing a movie in read-only mode.
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Joined: 12/10/2007
Posts: 260
Location: Oregon
I'm using fceu 0.98.15 right now and its working great for all my games. Should I download 0.98.25? Is it better than the one I'm using now?
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
dartht33bagger wrote:
I'm using fceu 0.98.15 right now and its working great for all my games. Should I download 0.98.25? Is it better than the one I'm using now?
Well, 0.98.25 has memory watch and memory viewer, tools that allow you to watch and change RAM addresses, which is extremely helpful when TASing. So you probably want to download it and give it a try. :)
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
.25 is better.
Joined: 12/10/2007
Posts: 260
Location: Oregon
Ok just got it now, sounds like some good new features.
Expert player (3643)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
At the moment, how safe is it to use 0.98.25 - when it comes to serious TAS projects - compared to .15 and .16?
feos wrote:
Only Aglar can improve this now.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3574)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
I'd say it is more safe than those two.
It's hard to look this good. My TAS projects
Editor, Emulator Coder, Expert player (2157)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
But some games don't work with it. In that case, you have to fall back to use FCEU 0.98.15.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Joined: 12/10/2007
Posts: 260
Location: Oregon
Hopefully we can get it working better in the future.
Expert player (3643)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Thanks for the answers. The game I'm tasing right now seems to work fine with 0.98.25 so I'll stick with it then.
feos wrote:
Only Aglar can improve this now.
Expert player (3643)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
I have thought of a feature that would be useful. When you load a savestate it would be nice if the controller showed the what buttons that are currently pressed. Now it just shows the input that was done at the frame before you loaded the state. I think snes9x have this feature. Is it possible to implement it here too?
feos wrote:
Only Aglar can improve this now.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3574)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Aglar wrote:
I have thought of a feature that would be useful. When you load a savestate it would be nice if the controller showed the what buttons that are currently pressed. Now it just shows the input that was done at the frame before you loaded the state.
Yes, this would be nice. I've wanted something like that too. It doesn't sound _too_ hard to fix at least.
It's hard to look this good. My TAS projects
Joined: 2/25/2006
Posts: 407
Why is the ALT key used as a button by default? o_O it highlights the menu and pauses emulation each time it is pressed.
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
Banned User
Joined: 12/5/2007
Posts: 742
Location: Gone
I been using build 25, and it looks about the same as 15-rerecording. A few features were thrown in like frame advance and stuff, is there a written tutorial about these new features?
Joined: 12/10/2007
Posts: 260
Location: Oregon
I'm having a problem compiling fceu in windows. I've downloaded and installed both mingw and msys. I then get zlib, SDL, directX 7, and windows API. I installed all of these. I then precided to make the .o file and the .res file. Everything went fine until I type make into msys. It then tells me this message:cd . && bin/sh c/msys/1.0/home/owner/fceu-nitjusa-src --run aclocal-1.6 /c/msys/1.0/home/fceu-nitjusa-src/missing: /c/msys/1.0/home/fceu-nitjusa-src/missing: No such file or directiry make: *** [aclocal.m4] Error 127. I can't figure out what this is saying, or what I'm doing wrong. I followed the tut that comes with fceu called how to compile fceu in windows.
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