Post subject: Re: New Beta!
Joined: 6/15/2004
Posts: 104
Location: Zürich / Switzerland
Hi,
Nach wrote:
BTW, did you test out rewind during movie making at all?
actually, I've forgotten, but as soon as I've read your posting, I went ahead and tried it out. Well, this is extremely useful and works very well. I've assigned it to right Shift, just above the cursor keys I'm currently using (no joypad at the office) and noticed an incredible gain in productivity (movie-making wise - not related to the things I actually should be doing). This is very cool... Just like this one spell in the 3D-Series of Prince of Persia ;-) Philip
Post subject: Beta 5 out!
Emulator Coder
Joined: 3/9/2004
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Location: In his lab studying psychology to find new ways to torture TASers and forumers
http://nsrt.edgeemu.com/zsnesw-zmv-r5.zip Now you can record/playback from power on!!! I guess that means you can now make movies with ZSNES that fit with the rules of this site :)
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 6/15/2004
Posts: 104
Location: Zürich / Switzerland
Nach, I seem to be having problems getting this to work. Here's what I do: 1) Start ZSNES, load Yoshis Island -> Runs normally 2) Select Misc/Movie Options. 3) Start From: Power 4) Display Frames 5) Record -> The window vanishes, ZSNES restarts the emulation, but the screen remains black. No sound. Just the frame counter incrementing. Here's my configuration: http://www.pilif.ch/zsnesw.cfg What could be the cause for this? Philip
Post subject: Even another new beta!
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http://nsrt.edgeemu.com/zsnesw-zmv-r6.zip Record from reset now works. We fixed a bunch of SRAM issues related to movie recording. I also restored playback of old movies. There were other changes too, but not movie related. Currently, Super FX games can't be recorded from power on, but they can be recorded from reset. pilif: About your desync in SMW2:YI level 1-2, if you set Auto Frame Skip, Max Frame Skip = 0, do you still have a desync?
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Okay, new beta. http://nsrt.edgeemu.com/zsnesw-zmv-r7.zip A bunch of emulation core bugs were removed, and some code optimized but that's not movie related. What is movie related: You can now record from power on with SRAM clear. ZMVs now use RLE so they're even smaller than before. Old ZSTs should now load fine which means old ZMVs should load fine too. Movie menu cleaned up. pilif: you alive?
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 6/15/2004
Posts: 104
Location: Zürich / Switzerland
Hi Nach, sorry for not being around the last few days, but I had lots of work to do and then there was this growing addiction in WoW which I seem to be getting somewhat under control ;-) Anyways: Max Frame Skip was always 0. With the current build I cannot get YI to desync any more, though I have not extensively tested that yet. I'm still unable to record a movie from power or reset. Whenever one of those options is set and I press record, the GUI closes (correct), but nothing more happens (besides the frame counter incrementing). No Sound, no Video. This is not configuration-related: It happens also when using no configuration file at all. What else may be the problem there? Philip
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pilif wrote:
I'm still unable to record a movie from power or reset. Whenever one of those options is set and I press record, the GUI closes (correct), but nothing more happens (besides the frame counter incrementing). No Sound, no Video. This is not configuration-related: It happens also when using no configuration file at all. What else may be the problem there?
Nach wrote:
Currently, Super FX games can't be recorded from power on
Try a non Super FX game. And yes, we are working on the Super FX problem.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 6/15/2004
Posts: 104
Location: Zürich / Switzerland
Hi,
Nach wrote:
Try a non Super FX game. And yes, we are working on the Super FX problem.
ah yes. I completely forgot that YI uses that special chip. Other games do work. Thanks! Philip
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New WIP out: http://ipherswipsite.com Adds on pause and frame increment, allows you to record a reset , command line parameters for movies, and other goodies.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder
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I've been discussing with my co developers about adding mouse and super scope recording. We realize after looking into it that to add this, we'll have to break backwards a bit. Would it disturb anyone if you can't play back movies you made the past few weeks with ZSNES? It would be possible to add a few bytes in the header with a hex editor to restore compatibility too... Regardless of the header there, I think we're going to have to break chapter compatibility a bit. So what is everyone's thoughts? Does this affect anyone yet?
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Former player
Joined: 8/12/2004
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Location: Alberta, Canada
I say go for it.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Go for it because I didn't hear someone have started a timeattack using those Zsnes WIPs.
Joined: 1/14/2005
Posts: 216
Hey, I'm kinda new to making time attacks, and I was actually holding out until ZSNES got rerecording, so this is great news! I just have a question: how do you resume recording over sessions? Right now it just seems to overwrite. Being able to append would be wonderful, especially for long runs like the FF2 US I want to do. To make this easier, I think a good way to do this would be for a zmv to make a save state when it stops recording as well as when it starts. Then to support appending without having to watch the whole run again (and possibly having a little gap), ZSNES could just load the "tail" save state? This has other benefits as well; for example, to watch the ending of a game given a time attack, you could just load the tail. I think this would break backwards compatibility, so I guess this is a good time to say this. Nach and any others, thanks so much for the new zmv support and ZSNES in general. I know others might not fully appreciate this, but to me, this is the most exciting update since rewind, graphics packs, or kode's "new" sound engine. Keep up the good work!
"I think happiness is just being able to loaf without stress." http://speeddemosarchive.com/
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Joined: 12/21/2004
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Nach, I tried this briefly and have a few bugs to report (that apply to r8): - Pressing F3 while an old movie is playing usually causes a crash. - I tried playing Saturn's old Terranigma movie, and it seemed to play fine but then suddenly went out of sync around frame 55000. - Binding Pause to a key doesn't work right - the key isn't recognized about half the time it's pressed, both when trying to set it and when trying to use it after it's set. - Double-clicking below any ROMS in the Load Game dialog causes the currently selected ROM to be loaded (so when I try opening the last ROM on the list, it usually opens the first one instead because I clicked slightly too far below the last one) Also, I think the "new graphics engine" option should be on by default, not off, as games tend to have weird graphics glitches when it's off. And, maybe I'm missing something obvious, but is there any support for saving or loading a save states with a single key/button press?
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Enhasa wrote:
To make this easier, I think a good way to do this would be for a zmv to make a save state when it stops recording as well as when it starts. Then to support appending without having to watch the whole run again (and possibly having a little gap), ZSNES could just load the "tail" save state? This has other benefits as well; for example, to watch the ending of a game given a time attack, you could just load the tail. I think this would break backwards compatibility, so I guess this is a good time to say this.
You could make the save state before you stop recording, then play, load state and then hit record again. I could make an append mode to make this easier though...
Enhasa wrote:
Nach and any others, thanks so much for the new zmv support and ZSNES in general. I know others might not fully appreciate this, but to me, this is the most exciting update since rewind, graphics packs, or kode's "new" sound engine. Keep up the good work!
You're welcome :D
nitsuja wrote:
- Pressing F3 while an old movie is playing usually causes a crash.
I'll look it at it. BTW, don't use r8, as ipher released a WIP the other day which is newer. Regardless, you can't use states with old movies.
nitsuja wrote:
- I tried playing Saturn's old Terranigma movie, and it seemed to play fine but then suddenly went out of sync around frame 55000.
Movies made with older version of ZSNES don't have the same timing, thus you can expect desyncs at some point.
nitsuja wrote:
- Binding Pause to a key doesn't work right - the key isn't recognized about half the time it's pressed, both when trying to set it and when trying to use it after it's set.
Can't replicate. Make sure you're using the latest WIP, perhaps it was a problem earlier.
nitsuja wrote:
- Double-clicking below any ROMS in the Load Game dialog causes the currently selected ROM to be loaded (so when I try opening the last ROM on the list, it usually opens the first one instead because I clicked slightly too far below the last one)
O_O I'll add it to my todo list, but I'm not touching the load menu for a while.
nitsuja wrote:
Also, I think the "new graphics engine" option should be on by default, not off, as games tend to have weird graphics glitches when it's off.
It is on by default. BTW, make sure you're not using old config files.
nitsuja wrote:
And, maybe I'm missing something obvious, but is there any support for saving or loading a save states with a single key/button press?
Look at game keys for what you want.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Joined: 12/21/2004
Posts: 2687
Nach wrote:
Movies made with older version of ZSNES don't have the same timing, thus you can expect desyncs at some point.
Hmm, then I'm not sure why old movies are supported if they can always be expected to desync at some point, unless this is planned to change. (And I'm surprised the timing differences are small enough that it stayed synchronized for so many frames.)
Nach wrote:
nitsuja wrote:
- Binding Pause to a key doesn't work right - the key isn't recognized about half the time it's pressed, both when trying to set it and when trying to use it after it's set.
Can't replicate. Make sure you're using the latest WIP, perhaps it was a problem earlier.
It's a problem with DirectInput, which I've seen in some other applications. The Pause key sometimes registers as a different key instead (maybe Break, I can't remember at the moment) even when it is pressed alone, which isn't detected. I think it's possible to fix by converting a keypress of that other ID to the keypress ID that Pause is expected to be.
Nach wrote:
nitsuja wrote:
And, maybe I'm missing something obvious, but is there any support for saving or loading a save state with a single key/button press?
Look at game keys for what you want.
That's where I was looking, and I still can't find it there. The only relevant key seems to be Snapshot but that is only one single key so that can't be it.
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nitsuja wrote:
Nach wrote:
Movies made with older version of ZSNES don't have the same timing, thus you can expect desyncs at some point.
Hmm, then I'm not sure why old movies are supported if they can always be expected to desync at some point, unless this is planned to change. (And I'm surprised the timing differences are small enough that it stayed synchronized for so many frames.)
If the old version didn't have so many changes. Like you recorded the movie with ZSNES v1.41, then it should playback fine. Some of us also use movies as another 10 savestates, and in that case it doesn't matter how old it is.
nitsuja wrote:
Nach wrote:
nitsuja wrote:
- Binding Pause to a key doesn't work right - the key isn't recognized about half the time it's pressed, both when trying to set it and when trying to use it after it's set.
Can't replicate. Make sure you're using the latest WIP, perhaps it was a problem earlier.
It's a problem with DirectInput, which I've seen in some other applications. The Pause key sometimes registers as a different key instead (maybe Break, I can't remember at the moment) even when it is pressed alone, which isn't detected. I think it's possible to fix by converting a keypress of that other ID to the keypress ID that Pause is expected to be.
Oh you mean using the button on the keyboard pause for pause. I never tried that, I'm using P. If there is such an issue with the pause button, I guess it needs to be fixed, but I don't forsee myself using Windows in the near future. If you want to fix it, I think the related code is in win/winlink.cpp
nitsuja wrote:
Nach wrote:
nitsuja wrote:
And, maybe I'm missing something obvious, but is there any support for saving or loading a save state with a single key/button press?
Look at game keys for what you want.
That's where I was looking, and I still can't find it there. The only relevant key seems to be Snapshot but that is only one single key so that can't be it.
Snapshot is for pictures. Sorry for giving you the wrong location before, but we recently movies save related keys to the save menu.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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ipher released a new WIP, lots of new features and fixes. http://ipherswipsite.com
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Personally, I don't recommend using this version to start TAS because it contains several bugs that makes movie to desync and also some missing features.
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Phil wrote:
it contains several bugs that makes movie to desync and also some missing features.
How about being helpful and detailing those flaws instead of throwing rocks..?
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It's already done. There's not only here that I can report bug you know :P
Joined: 1/1/2022
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i can't figure out how to make rerecording work.
nesrocks
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read the faq. its the same way as all other emues. save and load while playing back
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How do i use the slow motion without having to hold the button?
Player (67)
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I'm not sure if this is still being worked on, but anyway. I tested the newest version (ZSNESW_0219), and played the game called "Pac in time (U)" and it always desyncs if I use the pause feature. The save, reload and slowdown don't seem to cause desyncs, but if I pause while recording the movie, it desyncs there (even if I play at normal speed and don't save/reload at all). *hopes someone is still working on ZSNES*