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Joined: 1/14/2005
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What are the problems with the Playback and record functions????????????????????????!
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Zurreco wrote:
So mod team, how goes the coding? I haven't really heard anything about the progress with the code in a while.
I started hacking the VBA code based on Shane's patch, but it's another busy week again so you can expect developments again the next weekend. I wrote the movie module based on snes9x's code (so you can expect a similar file format, too), but it's not yet bound to the actual game functions. As for all the hacks shane did to the game (removing flashrom functionality, removing rt clock and so on), instead of removing those functions, I disabled them with #ifndef so they can be better analyzed later. Shane's code had no comments whatsoever so I don't quite know why he did all that he did.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
If the header format hasn't been finalized yet, could some additional things that weren't in Snes9x's movie header be put in? Having ROM CRC's and relevant emulator and sound settings in the file format in the first place would probably have saved everyone a lot of trouble. Also, the removal of the left+right and up+down restrictions should be optional unlike shanedudddy currently has it, because for instance left+right makes some games crash which is pretty annoying and makes it seem less stable for general use.
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Possibilities are open. I dislike the idea of including sound settings in the movie file. Much better I'd like it if the emulation didn't depend on the settings...
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Of course that would be better, if it's possible. But I don't think it would hurt to have some settings in just in case. VBA seems to have a bunch of emulator type settings that are very confusing (what's it mean to select "GBA" mode when playing a GBC game, for instance? And is "Open..." any different from "Open Game Boy..."?) which seem like they could be a problem if not cleaned up. Snes9x movies allow for the saving of the game's SRAM into movies that are from reset, which could conceivably be hacked and also sometimes leads to accidentally recording movies with undesired SRAM save data in them. Also, "reset" for Snes9x is different than "power on"; some things inside the game transfer after reset even for games that don't have any SRAM at all. So maybe recording from "power on" and/or with clean SRAM should be a separate option than "from reset", and part of the file format so they can be easily verified to have been used. For movies of games that support super game boy, do you think the SGB border should be included in the movie (for when it's converted to AVI)? EDIT: Oh, and I almost forgot, something should be done concerning the VBA BIOS. Runs recorded with the BIOS in use probably can't be played back without it, and vice-versa, and some games play better (less graphics/sound glitches and crashes) either with or without the BIOS, so maybe BIOS info should go in the header too.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Not into AVI but should be there when watching it with the emulator.
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
nitsuja wrote:
For movies of games that support super game boy, do you think the SGB border should be included in the movie (for when it's converted to AVI)?
Adding this would either increase the size of the avi, or lower the resolution of the game area would it not?
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
BoltR wrote:
Adding this would either increase the size of the avi, or lower the resolution of the game area would it not?
It would be cool if it could be included in the first few seconds, and then the interior zoomed to full screen at 1-to-1 size.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I will let this job for you Bisqwit :P
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Phil wrote:
I will let this job for you Bisqwit :P
Didn't say I'm going to do that. :P
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
;)
Former player
Joined: 10/27/2004
Posts: 518
a few questions (i checked the thread, i just need clarification): -does sound affect movie playback/desync? -if NOT, what would cause desync? -how well do GB/GBC games work with this? -is there a limit to when VBA will "give out" (such as with older versions of SNES9x) and recording will halt? if so, what is the limit? thank you. :)
ventuz
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Player (123)
Joined: 10/4/2004
Posts: 940
/*- wrote:
a few questions (i checked the thread, i just need clarification): -does sound affect movie playback/desync? -if NOT, what would cause desync? -how well do GB/GBC games work with this? -is there a limit to when VBA will "give out" (such as with older versions of SNES9x) and recording will halt? if so, what is the limit? thank you. :)
When I did my testing, (4 different test) on GB mega man 5.. test 1... play thru Neptune level bashing save savestate ONLY (no load savestate) -- no desync test 2... play thru Neptune level bashing save savestate and load savestate (with button pressed down) -- desync test 3... play thru Neptune level with save savestate and load savestate (without pressing any button while doing save/load) -- no desync test 4... play thru Neptune level with save savestate (with button pressed), BUT load savestate without holding any button down -- no desync my theory? rerecording is mess up when you load savestate with button pressed down. i HAVE to hold the button down to load savestate and redo something precise =( o btw, GBA games seem to do fine (to other people), GB/GBC/SGB isnt for me.
Former player
Joined: 10/27/2004
Posts: 518
ventuz, the buttons held down, did u notice if it desanc more if you pressed what would be the d-pad or the A/B/L/R/Start/Select? EDIT: it looks like it officially craps out at around 63000-65000 frames. however, when i closed out of VBA and opened it back up, it progressed as normal. im really not sure why this happened, but it makes rerecording major screw-ups a pain in the ass.
ventuz
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Player (123)
Joined: 10/4/2004
Posts: 940
/*- wrote:
ventuz, the buttons held down, did u notice if it desanc more if you pressed what would be the d-pad or the A/B/L/R/Start/Select?
could be both, like if you held right direction, push savestate, then when you decide to push up from savestate, load savestate with up direction. I will test some more... I wish that vba rerecorder output text file offset address and button pressed every time we save savestate and load savestate.
Former player
Joined: 10/27/2004
Posts: 518
update: another screw-up! http://nvdata.pilif.ch/MGGB_beta_lvl_8.zip up to lvl 8. and i finished it up to the boss Pyro Bison. however, on replay, a guard appears during an alert and he DID NOT when i was playing through. so the movie goes to hell after the 2nd nikita missile is fired. anyhow, i can see a few minor tweaks here and there, but i thought id update. im up to around 180000-200000 frames (it was 200K before the random guard). so, expect 50 minutes though you CAN fastforward through it if you want (i can at least). im not sure whether i should ever submit this considering its more a of a quick walkthrough to some extent, (or if i can considering the new problem) but im having fun making it while i am. does anyone know if the appearance could be tied into a reset. the puzzle game is always random (lvl 5 outside doors) from a new game, so i dont think guard placement on alert could be it. anyone have any input on why that guard would suddenly not be where he was in the movie. thank you in advance for helping. EDIT: let me expand upon this. i generally bundle and e-mail myself emulators, roms, movies and savestates when i go to and from school to work on them on breaks and down time. now, when i first started using this, i got a good start in the game (lvl 3) tested it out, played it back, everything fine. however, when i tried that at school the next day... nada. desanc in the first level. pissed me off a good deal to. so i went back and redid it all and got further. now, i worked on it at school for the past few days (down time due to finals week) and got very far (see above). so i bundle it up and email myself this to do at home. i get home, unzip the files, reset the directories (searching for the movie STILL goes to old places regardless) and start playing back... and it desyncs. so before lashing out in a fit of unfocused rage, i stop, exit and restart the app. and it goes past that... but desyncs later on. now, instead of getting pissed off again, i exit, restart and... wah-lah, past that as well. ...can someone explain why this is happening as well? i never have this problem with any of the other emulators (moving from home to school and the progress being just fine). thanks once again in advance. :) <--- forced smile because /*- is quite irritated but will be over it in an hour.
Active player (277)
Joined: 5/29/2004
Posts: 5712
Huh, so are you saying that the timing of the emulator is different between your home computer and the school computer? What's different about the computers, then? I got my Rockman World movie to work exactly the same with my computer with Windows XP and this computer with Windows 98, so I don't know what might be affecting it.
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 10/27/2004
Posts: 518
im not sure if its the timing or what is different. but it cant be that because EVENTUALLY the movie will get past that point (after enough closing out and restarting) im more concerned with the randomness factor. ill retry that and see if it happens again... though i would have to be pretty far gone to think i imagined playing the rest of the level up to the boss.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Why you are talking about a miserable game called Megaman when it is an emulator topic??
Active player (277)
Joined: 5/29/2004
Posts: 5712
Okay, so the point is that it doesn't play back the same way every time. That's really bad. I haven't seen this happen except for that Pocket Bomberman test movie. Sometimes I'll make a movie that plays back differently than how it was recorded, but it'll always play that same way every time unless I stop and use frame advance in the middle of it.
put yourself in my rocketpack if that poochie is one outrageous dude
Post subject: Re: Visualboy Advance with Re-Recording!
caitsith2
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Player (46)
Joined: 3/26/2004
Posts: 194
Volkov wrote:
requested features (ie. dont message us about these ones again :P); frame advance mode (frame my frame gameplay option)
There is already such a feature present. Its under tools, and is called Next Frame. Also, while its default shortcut is Ctrl-N, you can go under Tools/customize, and add an even easier to use shortcut for it. Unfortunately, this only works for GBA. WHen you try to use it for GB, it simply unpauses the game, not good.
Volkov wrote:
record from restart (as the snes9x emulator does)
While not entirely possible, you can pause, reset, then start the recording. The save state from a reset will be much smaller, since all of the memory is cleared to 0. (The bios does this memory initialization anyways.)
Active player (277)
Joined: 5/29/2004
Posts: 5712
Um, haven't both of those problems already been taken care of? Or are you talking about a different version?
put yourself in my rocketpack if that poochie is one outrageous dude
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I give up. I don't have time to work Visual Boy Advance to proper condition. I wish someone else takes over. Resources: http://bisqwit.iki.fi/src/vba-src-shaneduddy-diff.gz - Shanedudddy2's patch. Windows-oriented. Removes dozens of emulation features. Involves awful hacks (copypasting, vague global functions, ...). http://bisqwit.iki.fi/src/vba-src-bisqwit-diff.gz - Bisqwit's patch. Incorporates Shanedudddy2's game feature changes as #ifdefs, includes a movie.cpp module but does not link it yet. http://tasvideos.org/forum/viewtopic.php?t=1868 - Things that must be done. Requirements, if you will. If you do not comprehend the post, you are not up to the task. Until these requirements are fulfilled, VBA movies will not be accepted at this site. I'll list the things that are currently functionally no-go with Shanedudddy2's patch. - Works only on Windows. SDL code actually doesn't compile anymore. - Rerecording is RAM-based. Close the emulator once, and you can't rerecord the movie except from frame #0. - I think that the frame sampling is bound to system clock, not emulation clock. This makes it extremely unportable. - Movie file format contains no header/footer whatsoever - just the raw input data (like Nesticle). Edit: Fixed URLs.
Active player (277)
Joined: 5/29/2004
Posts: 5712
Ooh... Well, at least you've figured out this much.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 1/14/2005
Posts: 17
I`m sorry I suck and have no time to program... I`ll look at Bisqwits patch and see if it's better than mine(highly likely). I will work on it when I have time, but I`m just quikly writing this response as I have a test on complex and imaginary numbers in Specialist Maths tomorrow and HAVE TO CRAMMM!!!!!!!!!
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