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Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Is your v15 in a different folder than your v10? It's probably happening because your settings are different, not because they are different versions. There's no difference between v10 and v15 related to this. Make sure these options are enabled (in v15): Options->Sound->On (or Mute, but not Off) Options->Speed->Accurate Emulation Speed Also make sure your Fast-Forward key isn't set to something you always press when you load a save state, and make sure you are not using the menu to do things. Maybe fiddling with Speed->Process Priority will help, too, but that probably doesn't matter. If that still doesn't work, let me know what % speed your are using for slow motion, what buttons you are using for saving/loading, and what system you are running. BTW, you should always pause the emulator when saving or loading a save state. On any emulator it will affect the quality of the TAS if you don't do that. And it will definitely make the problem not happen if you just use pause and frame advance...
Active player (278)
Joined: 5/29/2004
Posts: 5712
You don't have a really fast-repeating keyboard, do you?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Nope, any of your pointers didn't help me out, nitsuja. Although now I noticed that the same boosting happens when i go to the menu (with mouse or by pressing Alt). So you asked me tell what speed and other options I use, so they are: I use 6% speed, Buttons C, V, B, N for save state 1, 2, 3, 4. and D, F, G, H for load state 1, 2, 3, 4. I have just about week ago installed Windows XP Pro (english).
Bag of Magic Food wrote:
You don't have a really fast-repeating keyboard, do you?
If you could see my keyboard, you could definitely tell it's not fast-repeating ;D
Which run should I encode next? :)
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Maza wrote:
Nope, any of your pointers didn't help me out, nitsuja.
(Even the one about using pause and frame advance instead of slow motion?) Does it only happen when you're recording a movie? How long does it take to load a save state - Is there a short pause when you hit the load button, and then it skips a bunch of frames? Loading should be pretty much instantaneous. What does the game sound like (low-pitched, skipping, crackling, etc.) when playing in slow motion? Does that change right after you load a save state?
Maza wrote:
If you could see my keyboard, you could definitely tell it's not fast-repeating ;D
That doesn't make any sense at all to me...
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Yes, it happens also when I'm not recording. How long does it take to load a save state? Just as long as it did with v10. There isn't any pause when I load it. What comes to the sounds, they sound just normal. Like they did with v10.
Which run should I encode next? :)
Active player (278)
Joined: 5/29/2004
Posts: 5712
What about when you load a state while paused?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
The same thing happens when I unpause. It boost through ~10 frames. :(
Which run should I encode next? :)
Active player (278)
Joined: 5/29/2004
Posts: 5712
Then never unpause!
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
WAIT A MINUTE! I tried the v10 again. And it seems I have the same problems with it. So there can be only one solution to this: I have practically whole new PC right now. (Bought some new parts. Almost every part inside the box is new.). So now that I have new, much faster PC, it seems my TASing days are over (with VBA) unless you can figure it out why it boost through those frames after loading. Yes, after I found out this, I tried saving/loading with snes9xw-improvement7. So the problem seems to be only with VBA. [edit]: gotta go to sleep now. I'll clear out what I have babbled tomorrow, when I'm not half-asleep :)
Which run should I encode next? :)
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Really, it would be easy for you to avoid the problem by always leaving the game paused. That's what almost everyone else does, anyway... It is a bug somewhere. Your last description helps, although I have no idea what in the code could make it happen, and apparently my computer isn't fast enough to reproduce it. But, it does happen when I bring up a menu while unpaused in slow motion and wait a while with the menu up, so at least I can go by that in trying to fix it, and hope it's related. You don't need it to be fixed to finish what you're doing with VBA, though. BTW, what happens when you load the same state again, does it always keep zooming past those frames even if you load it multiple times? And does it happen at speeds other than 6%?
Player (36)
Joined: 9/11/2004
Posts: 2623
I had a odd bug where I opened up VBA and it ran at 300% speed. (I have / linked to 300% and * linked to 100%). Anyway it seemed that 100% was mapped to 300%, all the other speeds worked fine (87% 116% etc. even 300% was 300%) the problem fixed itself after I restarted VBA though. I'm not sure how to reproduce the bug though.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
So now to clear things a bit. I have a new PC and don't seem to get the VBA (neither v10 or v15) to load saved states properly. Every time I load, with or without a movie playbacking, it boosts through ~10 frames. And it doesn't matter at which speed I'm playing it. The same happens when I use 6% or 50% speed (or any other). Also it doesn't matter a thing which slot I load or how many times I do it. The result is always the same: practically skipping ~10 frames. Otherwise the emulator seems to work just as fine, as it did with my old PC. When I made runs with my old PC, I used v10. And now I have tried the exact same version, which I copied from my old harddrive (so the settings are all okey) and the new v15 (which I haven't ever used before). My guess is that the reason why it bugs so is that my new PC is so much faster than the old one. I have AMD 64 3000+ processor, 512+256mb ddr500 rams, Club 3D Radeon 9800pro graphic adapter and 120gb SATA 7200rpm harddrive. These are the only components that really could effect the emulator somehow (well, mayby not the harddrive). Oh yes, and I have Windows XP Pro (english) installed in this one. In the previous one I had Windows XP Home (finnish), but I don't believe that this could affect it.
Which run should I encode next? :)
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
It still even boost to 10~ frames from paused? If not, why not frame-advance until pass 10~ and play it from slow-mo? I haven't seen that stuff happening to me because I alway been using frame advance -_- note - I'm still on v14
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
1st. Frame counter on 2nd Pause emu 3rd. Load savestate. 4th. Can't see frame counter. Can you fix that? I love to open savestates and check how many total frames in them. I don't want to press Frame advance key everytime.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Phil wrote:
1st. Frame counter on 2nd Pause emu 3rd. Load savestate. 4th. Can't see frame counter. Can you fix that? I love to open savestates and check how many total frames in them. I don't want to press Frame advance key everytime.
OK. Here's a temporary workaround first: Options->Video->Text Options...->Display->"In Game" ON Now the frame counter will be drawn into the frame and shown when you load it. But unfortunately another frame count will be draw over it if you don't wait a second after pausing before loading the savestate, and you can probably press the frame advance key in less time than it takes to wait a second, so maybe it's not a very good workaround... (To tell the truth, I always just press frame advance after loading it - it never occurred to me before that that should be unnecessary.)
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Something that indicates, a logo like FCEU, if it is recording, pause or nothing at all would be nice.
Active player (278)
Joined: 5/29/2004
Posts: 5712
Why not just turn on the frame counter?
put yourself in my rocketpack if that poochie is one outrageous dude
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Updated VBA to version 16: - fixed sometimes-skip-10-frames-on-loading problem, and added speed modes less than 6% in case that's not good enough - made frame count update immediately upon loading a save state - changed to statically link with MFC, so it might need less DLLs to run now
Phil wrote:
Something that indicates, a logo like FCEU, if it is recording, pause or nothing at all would be nice.
The frame counter already gives all that information. Maza: If the fix for the frame skipping still doesn't work, use 5% speed and it should definitely be fixed there, or if you don't want to use 5% speed either you could try choosing "Options->Speed->Accurate Sound Pitch" to see if that helps.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
In FF4, I use the Memory Viewer to help me manipulating luck. Something that annoys me is the "Automatic update" box doesn't remain checked when I close the window or emu. I want it to stay checked.
Player (36)
Joined: 9/11/2004
Posts: 2623
I'm having a bit of trouble compiling this version and version 15 under linux. The trouble begins on line 72 of movie.h:
../movie.h:72: error: '__int8' does not name a type
I can paste the rest of it here if need be. Any ideas or should I just use wine?
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Uh, try replacing __int8 with char. Or give the rest of the errors if they're unrelated to that one. EDIT: And I seem to recall hearing of a "VBA[-re-recording]-linux", you might want to ask DeHacked about it, either that or use Wine if you find this version too outdated otherwise.
Player (36)
Joined: 9/11/2004
Posts: 2623
nitsuja wrote:
Uh, try replacing __int8 with char. Or give the rest of the errors if they're unrelated to that one. EDIT: And I seem to recall hearing of a "VBA[-re-recording]-linux", you might want to ask DeHacked about it, either that or use Wine if you find this version too outdated otherwise.
Some are related or at least close enough for me to figure out, some are... uh... not. I couldn't find VBA-rerecording linux in this thread, which is why I attempted to compile it myself. Here's the complete output of make install.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
We can't capture picture when emu is paused.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Phil wrote:
We can't capture picture when emu is paused.
No, that seems to work, but maybe you found a different bug. Capture screenshot only works if you choose BMP format (PNG crashes). My guess is that the requested "statically link with MFC" addition has broken the PNG support.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I didn't tried your new version. I always capture with PNG and it doesn't crash here with v15. + When I capture screen it also captures messages like frame counter.
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