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Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
You save before the mistake to fix it? You have to save, switch to recording, then load, to fix it. err... ok, hold on a sec
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Ok, I can reproduce it now, that is a bug. I thought you were talking about toggling "read-only" which is another way to switch between watching and recording. (I always keep a save state at the first frame, switch to read-only, and load that state to avoid having to bring up the play movie dialog for that.) (And I know nothing about SGB speed in VBA. I haven't seen anything that would cause SGB games to emulate at a different speed than GB games but I can't be sure about that.)
ventuz
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Player (123)
Joined: 10/4/2004
Posts: 940
Theres something I really want to see in VBA, toggle "mix current and last frame". It makes GB / SGB looks alot better, believe me. (see BGB, press F11, Graphic tab) Is it easy to add it to VBA? *edit - Nevermind, it's already in VBA in Filter*
Active player (278)
Joined: 5/29/2004
Posts: 5712
What's that? Some kind of motion blur? (sorry I don't feel like downloading it just now)
put yourself in my rocketpack if that poochie is one outrageous dude
ventuz
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Player (123)
Joined: 10/4/2004
Posts: 940
Yeah something like motion blur, it's what you see exactly on actual GB handheld. You know explosion on Mega Man 5, it looks horrible without mixing last frame and current frame.
Active player (278)
Joined: 5/29/2004
Posts: 5712
Doesn't VBA already have some kind of motion blur option, though?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 6/14/2004
Posts: 646
What you're looking for is probably the Options / Filter / Interframe Blending option. Motion Blur in that will be what you're looking for. I don't know how the Smart blend works differently, but I have a feeling it has something to with sprite layers or something.
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ventuz
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Player (123)
Joined: 10/4/2004
Posts: 940
Yeah that's what I'm looking for Motion Blur, meh.. why did they put it in "filter".. I was looking in "emulator" and thought it didnt have it. oh by the way, Smart makes game graphic a bit screwy, makes it a bit NOT smart.
Former player
Joined: 5/22/2004
Posts: 462
nitsuja wrote:
(And I know nothing about SGB speed in VBA. I haven't seen anything that would cause SGB games to emulate at a different speed than GB games but I can't be sure about that.)
Apparently, the SGB emulates the Game Boy too fast. Thus, if VBA were to emulate SGB correctly, then all movie made in SGB mode would be faster than if the same movie were made in a mode other than SGB. Required reading: http://speeddemosarchive.com/gbComparison.html http://www.vgmuseum.com/systems/gb/
Active player (278)
Joined: 5/29/2004
Posts: 5712
Yeah... The question is whether the emulator developers considered that. I think it would make more sense to emulate everything at 60 Hz. That works best for monitor sync, and it makes movie times easy to compare.
put yourself in my rocketpack if that poochie is one outrageous dude
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Released another new version (9), mostly to fix bugs. See the first post of this thread. Here are the recent changes: - fixes support for motion sensor re-recording [somebody had better make a tilt n' tumble time attack now] - adds auto-hold (toggle) key commands, for those who get tired of holding the run button all the time - makes auto-fire better (so you can make it hit different buttons on alternating frames) - fixes bug with playing a movie that's already open sometimes leaving input at end of movie - widens the hotkey customizer list so long commands aren't cut off - adds a warning dialog if beginning recording when lag reduction is off - reduces the length of some more messages - makes some menu items never disable so their accelerators don't stop working (workaround) - tweaked the Recent menu - fixes display of motion sensor buttons, and hides it when the game doesn't support it - fixes a sporadic from-snapshot desync bug for the umpteenth time (About the emulation speed - I am leaving it at 60 Hz for now, mainly because there's no easy way to change it.)
ventuz
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Player (123)
Joined: 10/4/2004
Posts: 940
nitsuja wrote:
- adds auto-hold (toggle) key commands, for those who get tired of holding the run button all the time
Hell yes! It'll be some use to Mega Man 5 run, Im still curious if it worth using swapping B on and B off in some frames. Downloading when I get home from college.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Can you add something that auto-split AVI when reaching 2 Gigabytes? It's hard to deal with files bigger than 2 GB even if NTFS is supposed to support it, personally, I think it's bullshit.
Active player (278)
Joined: 5/29/2004
Posts: 5712
So you just made From Reset not an option anymore? That seems kinda mean. Oh wait, it only seems to be disabled for the old Game Boys. Game Boy Advance still has the option. What's up with that? And how is it helpful to take out the word "SRAM"? I think it would be better to change "From Start" to "From Power-On".
put yourself in my rocketpack if that poochie is one outrageous dude
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Bag of Magic Food wrote:
So you just made From Reset not an option anymore? That seems kinda mean. Oh wait, it only seems to be disabled for the old Game Boys. Game Boy Advance still has the option. What's up with that?
I couldn't get from-SRAM recording to work at all for GB games, so I disabled it until I can figure it out. There is still from-snapshot and from-power-on for them, at least.
Bag of Magic Food wrote:
And how is it helpful to take out the word "SRAM"? I think it would be better to change "From Start" to "From Power-On".
I don't understand. I changed it to say the following: Record Options: * From start (power-on) * From reset (SRAM) * From now (snapshot) And the word "SRAM" was not even there before in the first place to take out. (EDIT: actually it was in the movie play dialog but I didn't change that part of it.)
Active player (278)
Joined: 5/29/2004
Posts: 5712
Oh, something must have gone wrong. I don't see any of those parenthesized words. But in the other Version 9, I saw "From reset/SRAM". Now I'm confused. Okay, never mind, I see them now. I must have opened the wrong version.
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Bag of Magic Food wrote:
But in the other Version 9, I saw "From reset/SRAM". Now I'm confused. Okay, never mind, I see them now. I must have opened the wrong version.
Just FYI, everyone, BagOfMagicFood's last name is Ferneau. I hope that clears some of this up. Nitsuja: Thanks for making this more clear. Actually, thanks for everything you've done with VBA and snes9x.
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Active player (278)
Joined: 5/29/2004
Posts: 5712
It doesn't clear anything up for me.
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
When recording AVI, I noticed that when frameskip was set to 2, it records the AVI at 60 FPS with duplicated frames. Normally, at frameskip 2, it should record at 20 FPS without duplicated frames. Edit: I have just noticed there was a 9b release. What's the diff between 9 and 9b?
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I would like to use Ctrl for frame advance but I can't. Is it possible to add support for it?
Joined: 4/24/2005
Posts: 104
Wouldn't the "Zero NumPad key" work good enough? I used that one myself.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Phil wrote:
When recording AVI, I noticed that when frameskip was set to 2, it records the AVI at 60 FPS with duplicated frames. Normally, at frameskip 2, it should record at 20 FPS without duplicated frames.
OK, to do that I'd have to make the frameskip not changeable while an AVI is being recorded, but that's not unreasonable.
Phil wrote:
Edit: I have just noticed there was a 9b release. What's the diff between 9 and 9b?
9b has clearer labels for the options in the movie recording dialog, that's all (there wasn't even any source code changed).
Phil wrote:
I would like to use Ctrl for frame advance but I can't. Is it possible to add support for it?
Well, it's possible, but it would be quite difficult (requiring completely re-implementing the key customization system).
Joined: 4/24/2005
Posts: 104
nitsuja wrote:
Phil wrote:
Edit: I have just noticed there was a 9b release. What's the diff between 9 and 9b?
9b has clearer labels for the options in the movie recording dialog, that's all (there wasn't even any source code changed).
No wonder that a dummy like me could easily read and understand the menues so I could make my first re-recorded movie (no matter how in-perfect it turned out to be). I must thank nitsuja for making this possible. Thanks, man! You rock! ^_^
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
nitsuja wrote:
Phil wrote:
I would like to use Ctrl for frame advance but I can't. Is it possible to add support for it?
Well, it's possible, but it would be quite difficult (requiring completely re-implementing the key customization system).
But the joypad configuration already support those keys. Shift, Ctrl etc...
Active player (278)
Joined: 5/29/2004
Posts: 5712
But they're only supported as helper keys, right? Where you hold one key down and hit another one?
put yourself in my rocketpack if that poochie is one outrageous dude
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