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P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
Or a relabeling, "Power on with SRAM cleared" and "Power on with SRAM kept". Remember, not all movies are for TASVideos, therefor record from reset can actually be useful or whatever other purpose
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
The thing is that record from reset is NOT related to record from power but is much closer to record from a savestate. So, if someone wants to do that, he just needs to start recording from a save. Except to cheat some people, I don't see how it is useful. I can't think of any games that this feature is useful, except those that will help someone to fool some people.
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
In the debugger, when you do a step or when you get a break or whatever, the next instruction to be processed is at the top of the instruction list. Can it be made that the next instruction actually appears in the middle of the list so that you can see above the instruction straight away; or at least have the next executed instruction automatically be placed at the top of the list everytime you do a step. Also, when you scroll up, it only goes one byte at a time, can it be made to go up one instruction at a time
mz
Player (79)
Joined: 10/26/2007
Posts: 693
Phil wrote:
1. The numbers for frame display are shaking like hell.
We're going to fix this issue for FCEUX (the font needs to have a fixed-width).
Phil wrote:
2. Small font + white in games that does use white alot == bad.
I don't think it's that bad: But yeah, the font is a bit small. By the way, Color A Dinosaur has been rejected twice already.
klmz wrote:
I found a Super C movie desynced with FCEU 0.98.26, which used to sync with FCEU 0.98.25. Extra enemy spawned and they caused desync.
I'm very sorry to hear that, but I think we haven't changed anything that could be causing that. It could have been the new mappers/boards files, but the published movie would have desynced too. If you don't mind, you can post the movie file here so we can take a better look at this issue.
P.JBoy wrote:
In the debugger [...]
I've never used the debugger (:P), but I know the new FCEUX has a much better one from FCEU XD SP. You can try downloading just that, or you can compile the new version from the official SVN repository and give it a shot. If you still want/need those changes, I may add them to our bugs/requests tracker.
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.
mz
Player (79)
Joined: 10/26/2007
Posts: 693
klmz wrote:
I found a Super C movie desynced [...]
Hey, I just found out that someone removed a huge sync hack from sound.c (probably when doing the FCEU-MM merge): sound.c. I've added it back now and I uploaded a test version with it here: fceu-0.98.26-sync-test.zip Please, let me know if this does fix your movie's desync problem. If that's not the case, I think I may have found another possible cause more, related to a change of mine.
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
mz wrote:
Phil wrote:
1. The numbers for frame display are shaking like hell.
We're going to fix this issue for FCEUX (the font needs to have a fixed-width).
Phil wrote:
2. Small font + white in games that does use white alot == bad.
I don't think it's that bad: But yeah, the font is a bit small. By the way, Color A Dinosaur has been rejected twice already.
klmz wrote:
I found a Super C movie desynced with FCEU 0.98.26, which used to sync with FCEU 0.98.25. Extra enemy spawned and they caused desync.
I'm very sorry to hear that, but I think we haven't changed anything that could be causing that. It could have been the new mappers/boards files, but the published movie would have desynced too. If you don't mind, you can post the movie file here so we can take a better look at this issue.
P.JBoy wrote:
In the debugger [...]
I've never used the debugger (:P), but I know the new FCEUX has a much better one from FCEU XD SP. You can try downloading just that, or you can compile the new version from the official SVN repository and give it a shot. If you still want/need those changes, I may add them to our bugs/requests tracker.
Why didn't you keep the old text from like Fceu 0.98.15? The big red letters across the bottom of the screen was a lot better I thought.
Skilled player (1885)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
About the fonts, I think the best solution would be to include an option to choose which font, the big red letters or the small white letters, to use. :) I've been using 0.98.26 for a while now and so far no bugs found, everything seems to work fine. I got an idea a few days ago that I think would be cool to have: The possibility for FCEU to automatically open memory watch and load a text file with RAM addresses when FCEU is loaded. At least for me, I often turn FCEU on and off, and always have to open up the list of RAM addresses each time, which isn't very conventient. But it's no big deal, it would just be a little more convenient if FCEU had this option.
Editor, Emulator Coder, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
@mz: It's solved with your test version! Thanks a lot. Hmmm, now I am wondering whether the sync hack is correct. Does the test version with the hack work the same way as the real NES does?
<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
mz
Player (79)
Joined: 10/26/2007
Posts: 693
dartht33bagger wrote:
Why didn't you keep the old text from like Fceu 0.98.15? The big red letters across the bottom of the screen was a lot better I thought.
Yay! Thanks for quoting my full post. :D Maximus merged this font from somewhere else, and then, when the rest of us saw it, we all agreed that it was a TON better than the old huge awful red one. We're even using it now for the next official FCEU.
klmz wrote:
Hmmm, now I am wondering whether the sync hack is correct. Does the test version with the hack work the same way as the real NES does?
I don't know... Even the main FCEU programmer doesn't understand what this hack does. :P But it's been here since .15, so it's better to just leave it there for now. ...sounds like we need a .27 version now. :( What a mess.
Randil wrote:
About the fonts, I think the best solution would be to include an option to choose which font, the big red letters or the small white letters, to use. :)
I didn't know some people actually liked the red ones. I guess you're right: that would be the best solution...
Randil wrote:
I got an idea a few days ago that I think would be cool to have: The possibility for FCEU to automatically open memory watch and load a text file with RAM addresses when FCEU is loaded.
Adelikat has always wanted to have the exact same thing. :P I guess I should add that for the next version, then it won't be only a single bug fix. :(
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: 3/17/2007
Posts: 97
Location: Berkeley, CA
Here's a WIP version FCEU 0.98.26 + sound-hack + Lua API v0.05 (with snes9x.* renamed to FCEU.*). The WIP includes a source folder and a bin folder containing a few test scripts, Linux & Win32 builds, and a lua51.dll. In the Linux version you can hit "L" to load a script. click Boring caveats: I intentionally limited memory watching/writing to addresses in main RAM (0x0000..0x07FF), for now. I suspect the "maximum" speedmode isn't aggressive enough yet. None of the speedmodes work right in the Linux build. (I also suspect frame-skipping could cause desyncs because it's implemented very differently than under Windows.) I think I "squished" the movie-replay dialog. (Can someone confirm?) If so, this is tough to fix, because mingw's windres and Wine's wrc are inadequate for editing .res files. If you pass an integer as a color, it's treated as a palette index rather than an RGB565 color. Finally, I don't know whether any of the functions work right while you're recording a movie. On my computer, starting to record will make FCEU seize up within a second or two... go figure.
IRC nick: UncombedCoconut
mz
Player (79)
Joined: 10/26/2007
Posts: 693
That's awesome, nitsujrehtona! And thanks a lot for cleaning up some of the mess I had made. :/ First of all, just two little things about the source code: Could you please comment out this line here in movie.c? And you seem to be using an old "/src/drivers/win/input.c" file, it'd be great if you could update that one with the latest version.
nitsujrehtona wrote:
I think I "squished" the movie-replay dialog.
Confirmed. :P
nitsujrehtona wrote:
On my computer, starting to record will make FCEU seize up within a second or two... go figure.
It's the same here. I only use Lua for "FCEU.pause()", so I can watch RPG movies. :P So, I'm not a very useful tester. But, besides the mentioned problems, everything else looks ok. I've only played a bit with your test scripts, and no issues so far. Great job.
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: 3/17/2007
Posts: 97
Location: Berkeley, CA
Thanks for catching those problems; next release will fix them. Would you please try editing drivers/win/res.res with Microsoft's tools? I just want the resources from v0.98.26 with this addition to new FCEUMENU -> FILE menu items (preferably keeping these numeric IDs -- *gags in general direction of drivers/win/window.c*)
    MENUITEM SEPARATOR
    MENUITEM "Run Lua Script...", 40036
    MENUITEM "Stop Lua Script", 40037
and a Lua dialog that looks something like this:
"IDD_LUA_ADD" DIALOGEX MOVEABLE PURE DISCARDABLE 0, 0, 186, 76
STYLE 0x80c808c8
CAPTION "Load Lua Script..."
FONT 8, "MS Sans Serif"
BEGIN
  DEFPUSHBUTTON "Load && Run", 1, 70, 55, 50, 14, 0x50010001
  PUSHBUTTON "Cancel", 2, 129, 55, 50, 14, 0x50010000
  EDITTEXT "", 1096, 7, 17, 116, 14, 0x50810880, 0x4, 0
  PUSHBUTTON "Browse...", 1359, 129, 17, 50, 14, 0x50010000
END
Or else PM me if you know how to get wrc or *-mingw32-windres to behave sensibly.
IRC nick: UncombedCoconut
Player (120)
Joined: 2/11/2007
Posts: 1522
Yay! I'm not at my home computer right now, but I did test the smb brute force bot and successfully recorded a movie (I'm running win xp sp2). As far as the API goes, I assume it's the same as the snes9x+lua 0.05, except use FCEU instead of snes9x? That's what it looks like anyways. I have some scripts at home that I can adapt to more rigorously test all the features. Fast work Mr. nitsujrehtona!
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
mz
Player (79)
Joined: 10/26/2007
Posts: 693
nitsujrehtona wrote:
Would you please try editing drivers/win/res.res with Microsoft's tools?
There you go: res.7z. nitsujrehtona, I'm worried about people using .26 and its big desync bug, so, when you finish working on this Lua engine, can you release a proper v0.98.27 with it? Or v0.99.0... Whatever you want it to be called. I just want to focus on FCEUX from now on, and the sound hack issue is holding me back. :/
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.
Player (48)
Joined: 3/2/2007
Posts: 123
Location: Lake Havasu, Arizona
So about you guys planning to focus on merging fceuxdsp and such. Are you guys going to put in the hex editor and the debugger and so on, into it from that? Cause I really don't like the look of the debugger and memory veiwer on the original fceu types. It's just ugly in my opinion. And there was only 1 complaint i had with the debugger window in any sort of fceuxd version higher than 1.0a, is that it's much wider and taller. It bugs me alot that you can't drag the edges of the window with the mouse to at least resize it since I only stick with 800x600 resolution. Sorry if that's a stupid excuse. i only ever use fceuxd 1.0a even though it does have some problems like Does not emulate emulate all 3 color emphasis bits when all of them are turned on. Hex editor's Find Search window will never open anymore if you close the hex editor while the Find Search box was currently open. (so only way to even open it is by closing the whole emulator and re-open) But I still bare with it. I do sometimes use the fceu 0.98.26's movie re-recording tools though once in awhile when working on my megaman 3 rom hack if I got a bug that requires me to make a movie of myself playing and needing to watch what happens every single frame in order to find/fix a problem.
Joined: 12/10/2007
Posts: 260
Location: Oregon
mz wrote:
Randil wrote:
About the fonts, I think the best solution would be to include an option to choose which font, the big red letters or the small white letters, to use. :)
I didn't know some people actually liked the red ones. I guess you're right: that would be the best solution...
I agree that it would be the best solution would be able to choose which one you want, because I prefer the big red letters over the same white ones.
Editor, Emulator Coder, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
I think I found a bug with all FCEU versions triggered by Action 52... Try to: 1) Open Action 52 with FCEU. 2) Close the ROM and open a game using Mapper 2, or just open the game without closing Action 52. The game seems to run as usual but.... 3) Reset the game, and the game will freeze. I know that Action 52 isn't supported yet, but why doesn't FCEU clean itself up before opening another game? This sounds like that once you have plugged "Action 52 the worst game ever" into your NES, you can never reset any Mapper 2 games otherwise the console will freeze! The bug has been there for long and hasn't caused many problems in the history, but you can see that something evil may lurk among the core codes, and it may contribute to some hard-to-catch bugs in the future.
<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: 3/17/2007
Posts: 97
Location: Berkeley, CA
OK, here's a FCEU 0.98.27 release. W32/Linux x86 Binary Source Changes:
    Include mz's sound-sync & wrong-movie-check fixes Use up-to-date Win32 input code (to fix disabling UD/LR?) Fix the squished movie replay box (Thanks, mz!) Fix graphical overlays during frame-advance. Sacrifice color-blending quality to make transparency and gdoverlay usable. Extend memory functions to support the same addresses as FCEU's cheat search (hopefully correctly!) Stop unloading scripts when a ROM is re-opened Credit DeHackEd in AUTHORS (in case he cares :)) Win32: Pause the emulator's sound before opening message boxes Linux: Don't spam players with "not implemented" messages
If minor problems with memwatch still exist, they'll have to wait for FCEUX. Under Linux, the speedmode stuff only works if you turn sound off. Haven't tested movie sync either... Oh yeah, the sample scripts got updated (partly because I wanted to test more stuff). Poor Mario... the coin ledge is even deadlier than the koopa.
IRC nick: UncombedCoconut
Skilled player (1885)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
For the new version, would it be possible to make a folder for .dmp files? Right now, all .dmp files go to the memwatch folder. Another thing that would be super awesome (I think mmbossman mentioned this once) would be for memory watch to be able to show more than 24 addresses. Oh, and I've been using 0.98.26 for some time now, and it works great, so keep up the good work. :)
Player (120)
Joined: 2/11/2007
Posts: 1522
Heh, with Lua you can watch as many memory addresses as you need... it's just a little tricker ;) I've been playing around with 26/27 and so far no problems at all. Here's a script to run while watching SMB3 to view key inputs superimposed directly on Mario: SMB3 Input Display Thanks again all you crazy coders!
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Joined: 12/10/2007
Posts: 260
Location: Oregon
Version .27 is working good so far, no problems to report, good job guys. I'm sad that the old red text still isn't selectable.
Former player
Joined: 12/5/2007
Posts: 716
Great to see it compiles! :) Yet, the key binding are hardcoded, I guess (src/drivers/pc/input.c) - is there a way of changing them (without having to recompile) or even using a joypad? The rather old Win32 version (0.98.16) I'm running via wine runs relatively well (size multiplier >2 and it's starting to slow down), but not perfect imho.
Joined: 11/26/2005
Posts: 285
I just came here to post that what you're doing for FCEU is amazing! Scripting support is so damned cool, it's simply fantastic! I've been running the brute force bot for a few minutes now, and even though it might be simple (the Lua scripting), I'm very fascinated by it, maybe because I haven't seen anything like it. I might learn Lua, as well...
Joined: 3/17/2007
Posts: 97
Location: Berkeley, CA
ShinyDoofy wrote:
Great to see it compiles! :) Yet, the key binding are hardcoded, I guess (src/drivers/pc/input.c) - is there a way of changing them (without having to recompile) or even using a joypad? The rather old Win32 version (0.98.16) I'm running via wine runs relatively well (size multiplier >2 and it's starting to slow down), but not perfect imho.
Hotkeys are hardcoded in that source file. To change the game controls, try "fceu -inputcfg gamepad1 <ROM file>". You should be able to supply one or more keys or joypad buttons to bind to controller #1. (But you can't override the hardcoded hot-keys.) And thanks, swedishmartin. :) Good luck with the scripting; I'm sure you'll have no trouble picking up Lua.
IRC nick: UncombedCoconut
Former player
Joined: 12/5/2007
Posts: 716
It works just great, thanks! /Edit: While we're at it, what's the parameter for watching a TAS? :O /Edit 2: After finally discovering the Documentation folder (my God, what a shame to have missed that one), Shift-F5 and Shift-F7 won't seem to do a thing. So does this mean I'll still have to watch the runs submitted here via wine?

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