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Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Here's my experience: When I tried to open the rerecord-GBA, it said it needed mfc71.dll and after getting that it said it also needed msvcr71.dll. After getting both DLLs I could get it open but when I try to open a ROM nothing happens, like with julianch and Gigafrost. I could drag & drop the ROM on the emulator to get it playing but then I couldn't play a movie! The browse button on the play movie screen did nothing and even if I manually entered the movie name it said "Could not find movie file G:\1370-M~1.vbm". The ROM's name is 1370 - Metroid Zero Mission(U)(fix).gba so when I changed the movie's filename to 1370 - Metroid Zero Mission(U)(fix).vbm it worked fine. EDIT: Oh and I'm using win98.
Active player (278)
Joined: 5/29/2004
Posts: 5712
Well, I just experienced the same problem as BoltR. Turning off Read-Only mode partway through a movie doesn't work! But since it says it's recording, what's most likely happening is that it records the new movie, but it fails to overwrite the old one because it's looking at the original Read-Only setting.
put yourself in my rocketpack if that poochie is one outrageous dude
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
I didn't realize it was possible to get away with still using Win98 these days. The best I can do for testing that is to turn on the Windows 98 "compatibility mode", but it still brings up the regular WinXP browse dialogs even then. When I turn off the Windows XP "visual themes" though, it freezes on startup, and so does the official version and all other versions of VBA. What I can do is try putting up a few different builds with various attempts to fix it, and see if any of them work for the people using Win98. (But, I can't work on this anymore for a little while. In the meantime, people on WinXP can continue making runs; at least so far, nobody's reported any problems with synchronization/timing/etc. that would necessitate modifying the movie format.)
Active player (278)
Joined: 5/29/2004
Posts: 5712
Okay. I'm using Windows XP now, but when I went home for spring break, VisualBoyAdvance with shanedudddy's latest patch worked just fine on the computer with Windows 98 I used.
put yourself in my rocketpack if that poochie is one outrageous dude
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
about Pause / Frame Advancement... sometime when I turn on Pause, switch thru window (alt + tab thing..), then return to VBA, it drop Pause and resume the game. Could you fix that it remains paused?
Ambassador, Experienced player (697)
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
What about the save/load interface is different, is it that there are no prev/next slot commands?
SNES9x and VBA don't have the concept of a "current" save slot. The most recent slot option is good, but it translates to "most recently saved" not "most recently saved or loaded." I would prefer "saved or loaded" but don't know about everyone else. I don't find incrementing/decrementing the slot number to be helpful, but others might have different habits.
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
Bag of Magic Food wrote:
Ooh, I found another bug. You know the Select+Start+A+B reset code that many games have? Well, in the first and third Mega Man games (any version), using that code causes VisualBoyAdvance to freeze completely. I don't know of any other games that have this problem, but I'll tell you if I find any.
Wow, this sounds completely ridiculous, but I just tried it and it does happen. Trying to fix it now... (In other news I think I've just fixed all the other problems, they were mostly stupid little problems of forgetting to define something or moving a line of code to the wrong place, I'll try to fix this one before uploading a new version though.)
Joined: 1/31/2005
Posts: 121
I wonder if the so called "Re-Recording VBA" is produced from a correct VBA1.7.2. There are two versions of VBA1.7.2, the bad one (no dialogue box) in need of mfc71.dll and msvcr71.dll as well as the good one in need of mfc42.dll. Also the main file" VisualBoyAdvance.exe" are different: the one is 1344k and the other 1677k. I think this might be the origin of dialogue box problem.
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
Uploaded a new version that hopefully takes care of all the problems (and feature requests). Let me know how the Win98 compatibility is and what DLL's it complains about now, especially. http://nvdata.pilif.ch/VBA-rerecording-new2.zip
Former player
Joined: 5/3/2004
Posts: 366
It appears to work perfectly from Win98 now. :)
Ambassador, Experienced player (697)
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
[checks "make recent on load"] Wow, thanks! Oh one more thing, I started using the read-only on/off switch, this is great! I can't say how many times using FCEU I've had to replay movie readonly-savestate-replay writeable. This make things much easier. However, after working on Mario Land I hit "stop playing movie" instead of "stop recording movie." It stopped but didn't save my progress (luckily for me it was just a matter of loading a save) Anyway, not sure what the behavior should be, but it would be annoying to lose progress like this.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Works fine for me too now! Great job!
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
TheAxeMan wrote:
[checks "make recent on load"] Wow, thanks! Oh one more thing, I started using the read-only on/off switch, this is great! I can't say how many times using FCEU I've had to replay movie readonly-savestate-replay writeable. This make things much easier. However, after working on Mario Land I hit "stop playing movie" instead of "stop recording movie." It stopped but didn't save my progress (luckily for me it was just a matter of loading a save) Anyway, not sure what the behavior should be, but it would be annoying to lose progress like this.
I should mention something about "make recent on load", currently it's implemented by immediately saving everytime you load, so if you load a state while the movie isn't active and that option is on, it will no longer be a movie snapshot. I'll post another update that only does it if a movie's active (and maybe fixes something else wrong with it too). "Stop Playing Movie" and "Stop Recording Movie" both call the exact same code, actually, so that's a bug if it didn't save. I'll see why the menu thought it was in playback mode, maybe that has to do with it.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
One more thing, is it possible to change the keys for FrameAdvance at all? Just my control settings are nowhere near where the frameskip keys, or i have to stretch. Edit: And I usually have x set to b, which isn't good when trying to use the shortcut set at the moment (CTRL + X anyone)
Active player (278)
Joined: 5/29/2004
Posts: 5712
Yes, you can change the keys for just about everything, including frameskip. Game buttons are Options-Joypad-Configure-1.... Menu options are Tools-Customize....
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Ahh, Thanks! Edit: Also, what's the control name for the button which speeds up? It's default is space bar on mine but i don't want it to be that...
Active player (278)
Joined: 5/29/2004
Posts: 5712
There's Options-Emulator-Speed Up Toggle, but I honestly can't find the option that lets you hold a key to speed it up. I think it might be hardcoded.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Oh, I've found it. It's in the game controls...
Active player (278)
Joined: 5/29/2004
Posts: 5712
Oops, yeah, I meant to look there, but I forgot. See, you're not so helpless.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
What's even more hopeless is that i knew about the custom menu before, yet i couldn't find the one i wanted until you posted... Anyway, I'm sure Bisqwit won't want me going off topic too much so i'll stop here.
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
I've been having a weird problem that I didn't have before. Basicly when I hit rerecord it skips anywhere from 10-20 frames. I'm using the newest version. No clue why it started doing it now...maybe I accidently changed some setting by mistake? Edit: So I deleted the ini file and started with fresh settings..no luck.. Edit2: I'm using 6% speed BTW. I suppose I can try pausing the emulator..
Working on: Command and Conquer PSX Nod Campaign
Active player (278)
Joined: 5/29/2004
Posts: 5712
I had one new bug to report, though it only affects your movies when you hex-edit them to different sizes. You see, VBA actually cares about the frame count, and if the number of frames in the file is different, it'll lengthen or truncate it to match. This is very annoying if you want to lengthen a file by splicing another movie piece onto the end of it, because VBA will just delete it all when you load the movie. I don't know if this is possible, but it seems to me that VBA should count up the frames as it goes, and if the end of the file doesn't come at the expected time, it'll update the frame count, not the other way around.
put yourself in my rocketpack if that poochie is one outrageous dude
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
OgreSlayeR: OK, I know why it's doing that, I think it can be fixed by putting some extra info in the snapshots. In the meantime you can try turning on Options->Accurate Sound Pitch to fix it, but the sound might get a little annoying... (Personally, I would use Frame Advance at 50% speed instead of normal playing at 6% speed, since it takes less time and gives more control.) BoMF: You have to hex edit the movie length number for most other emulators too. But I can fulfill that request pretty easily - since it truncates it on saving it might as well recalculate the frame count on loading.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Nistuja: I don't know for Snes9x but it doesn't do that with Famtasia and FCEU.
Active player (278)
Joined: 5/29/2004
Posts: 5712
Famtasia doesn't even store the frame count. It just looks at the file size.
put yourself in my rocketpack if that poochie is one outrageous dude

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