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Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Phil wrote:
+ When I capture screen it also captures messages like frame counter.
There's an option to disable that. "Options->Video->Text display options..." and choose "On Game" instead of "In Game". (But you'll need to use v16 if you want the frame counter text to appear when you load a save state.)
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Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I am waiting v17 :P
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Joined: 12/21/2004
Posts: 2687
I will probably wait until there are some more or higher priority changes to make than a checkbox default and a screenshot format, before v17.
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Nope, the new version (vba-rerecording-16) still has the same troubles as the older on (vba-rerecording-15). :( When I save or load a state the emulator boost through exactly 10 frames. I noticed that this also happens when I make the gamescreen inactive by pressing Alt (to go to the File, Options, Cheats, etc.) or simply clicking File (or some other in the toolbar) with mouse and then resuming the game. The boosting happens also when I increase or decrease the emulators speed. Plus to all this, the new version can't open my .vbm which I made with v15. Here's a pic of it. Otherwise the new version seems a bit fancier/better than the old one. :)
Which run should I encode next? :)
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I've got also this cannot open movie error. There's something that I have noticed. When you play the game at normal speed and you pause the emu and frame counter activated then use frame advance, sometimes 2 or more frames are skipped. Ex. Frame counter activated while playing the game at normal speed. Pause it. It writes 600. Use frame frame advance, it writes 602. Where is 601? :P Here is something that I think is clumsy. If I want to configure something in VBA, I discover that this Menu is pretty bad. Just an example. If I want to remove somes of the graphics layer, I must go to Options->Video->Graphics layer then uncheck them. The main problem, after unchecking one it closes the menu and I am forced to redo Options->Video->Graphics layer. Seriously, there's too many options in VBA. Why Video doesn't have it's own window with a cancel or ok button. I am pretty sure you can do something cleaner than this. So wasn't enough for v17? :P P.S. I use the Graphics layer as an example since I think it was one of the unpleasant things to configure in VBA.
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Maza wrote:
Nope, the new version (vba-rerecording-16) still has the same troubles as the older on (vba-rerecording-15). :( When I save or load a state the emulator boost through exactly 10 frames.
Maza, it sounds like you didn't try any of my suggestions in the previous post. Try using 5% speed and/or try enabling "accurate sound pitch" and let me know what those do. Also, FYI the problem was that when the menu was pulled down, the sound gets stopped temporarily, which was the only thing maintaining the emulator speed so it zipped forward a few frames until the sound came back. And there was a bug that made it think the menu was being pulled down every time you used any hotkey, which is why it happened when you saved or loaded a savestate. But that bug's been fixed now, so I'm not sure I believe you when you say it still happens upon simply saving a state.
Phil wrote:
So wasn't enough for v17
Yeah, I guess it is. Well this static linking seems to have broken too many things so I'm going to at least revert that, which should fix PNGs and movie loading.
Phil wrote:
If I want to remove somes of the graphics layer, I must go to Options->Video->Graphics layer then uncheck them. The main problem, after unchecking one it closes the menu and I am forced to redo Options->Video->Graphics layer.
Just use the hotkeys (ctrl 1-8) for the graphics layers, that's much easier. It would be nice if the video settings are reorganized into a video dialog (and the same for some other types of settings), but that's relatively unimportant considering that the video settings work ok now and changing it would take a lot of annoying GUI work. There is some bug with the hotkeys sometimes not being set when you start up VBA, which usually goes back to normal if you close VBA and open it again, but I haven't had any luck finding that bug so it looks like it's not getting fixed yet.
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Hey, that actually worked! Enabling the "accurate sound pitch" really stopped the 10 frame boosting! I thou' don't remember you writing about it before. Well, the point is that the emulator works now. Of course i must continue my run with v15 because i'm unable to open the .vbm in v16, but that really doesn't matter. The main thing is that it works again (well, it most definitely would also have worked before if I had enabled that sound pitch thingy). I would still like to try the new version thou'. So I hope there will be a v17 in near future. [EDIT]: And just in time. My vacation starts tomorrow ;)
Which run should I encode next? :)
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Maza wrote:
So I hope there will be a v17 in near future.
Since v16 was totally broken, here is v17 already. - fixed movie loading and PNG saving problems of v16 - made frame count (and whole display) update when pausing at full speed during a skipped frame - made "automatic update" checked by default in the memory viewer - fixed some non-win32 code in gb.cpp and movie.h
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Joined: 9/1/2005
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Nitsuja, was there any way to allow/make vba to set the frame advance/other useful keys to a controller (even if its by modifying the .ini)?
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Atma wrote:
Nitsuja, was there any way to allow/make vba to set the frame advance/other useful keys to a controller (even if its by modifying the .ini)?
No, there wasn't. (Does anyone else here know how to program in that functionality?) BTW, I think I'm noticing a problem where the frame count that appears when loading a save state (while paused) shows a number that's 1 too high, is this happening for anyone else?
Active player (278)
Joined: 5/29/2004
Posts: 5712
I'm not sure, but I always wondered if the frame counter for from-start movies started one frame too late, since the frame counts outside a movie are always 1 higher than those inside a movie.
put yourself in my rocketpack if that poochie is one outrageous dude
ventuz
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Joined: 10/4/2004
Posts: 940
Atma wrote:
Nitsuja, was there any way to allow/make vba to set the frame advance/other useful keys to a controller (even if its by modifying the .ini)?
Sounds similar to this thread. SprintGod made a good program suggestion - JoyToKey. Apparently SprintGod's link is broken, here is new one - JoyToKey English Version. *edit - capitalized first letter.
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Bag of Magic Food wrote:
I'm not sure, but I always wondered if the frame counter for from-start movies started one frame too late, since the frame counts outside a movie are always 1 higher than those inside a movie.
Oh, I hadn't noticed that, but that's just because it uses a different counter (than the movie frame count) outside of movies - that counter is probably just starting at 1 when it should start at 0. (edit: or getting updated an extra time when it starts or something dumb like that)
ventuz wrote:
... JoyToKey ...
Good idea - that certainly looks like it would work, albeit slightly less conveniently than if the program supported it directly. (I wonder if it/anything can do "KeyToJoy"?)
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Joined: 3/16/2004
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Location: America, Québec
Nitsuja: What is so hard? Snes9x allows gamepad support for Snes gamepad emulation. You could use similar codes.
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Phil wrote:
Nitsuja: What is so hard? Snes9x allows gamepad support for Snes gamepad emulation. You could use similar codes.
VBA hotkey input works completely differently from that, it will take changes to that system and that gamepad code to merge it in. It's not all that hard, but I can't test that it works myself without a gamepad, and it will probably take many tries to get it working. (And basically there's not much motivation to work it out, seeing as I don't use gamepads and JoyToKey works well enough for those who do use them.)
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I think they both start at 0...
put yourself in my rocketpack if that poochie is one outrageous dude
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Bag of Magic Food wrote:
I'm not sure, but I always wondered if the frame counter for from-start movies started one frame too late, since the frame counts outside a movie are always 1 higher than those inside a movie.
I think you were right about this being related; I switched something around to fix the frame count being one too high after refresh, and it looks like the frame count numbers now also match up whether inside or outside of a movie, unless I'm not testing it right. (Updated executable went here.)
Active player (278)
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Hey where did you define MOVIE_SETTING_REMOVEINTROS?
put yourself in my rocketpack if that poochie is one outrageous dude
Player (36)
Joined: 9/11/2004
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nitsuja wrote:
OmnipotentEntity wrote:
I went ahead and #defined MOVIE_SETTING_REMOVEINTROS in movie.h as 1<<6
Actually that flag is never used - removeIntros should simply be set to false instead of some expression using that constant.
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Banned User, Former player
Joined: 12/23/2004
Posts: 1850
one thing I think would be neat is to have a speed display in addition to the frame ticker/input thing. It would simply read things like "50%" to show the current speed of emulation...
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Xkeeper wrote:
one thing I think would be neat is to have a speed display in addition to the frame ticker/input thing. It would simply read things like "50%" to show the current speed of emulation...
It already shows that under the frame counter whenever you change the speed, and you can also enable "Options->Emulator->Show Speed->Percentage" for something that stays up permanently.
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
No filters, default options; any larger and it starts to get laggy (running at only 10%, with 0 frameskip)... no filters on (they're all unselectable) and the text as default. Changing it to any other 'text display' mode won't fix it; the other option that uses the same text style appears the same way, the 'on screen' one is too big and too high up into the playing area. I don't know if this is just a weird bug or a critical flaw in my system, but it looks like I won't be doing any TASes on this machine for now... Edit: 1280x1024x24. Changing sound to anything other than "Mute" doesn't do anything. Program seems extremely prone to freezing for no reason (such as when selecting "ON" again in sound) ...
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Uh... Could you give some sort of system specs?
Xkeeper wrote:
no filters on (they're all unselectable)
Unselectable? What do you mean? I've never seen anything that can disable those menu options. What is your display depth set to? Try setting it to 16-bit color (or 32-bit if it's already at that) and see if it makes a difference. I think this is the most likely cause of the weird colors at that bottom, that you are in either 24-bit color or 5/5/5 16-bit color. What do you have selected in Options->Video->Render Method (out of the top 4 choices)? Try changing that around, if nothing else it might affect the performance you get when you increase the window size to 2x or 3x. (Is your computer DirectX or OpenGL capable?) I can't imagine your computer is so massively slow that it can't handle rendering a 2x magnified GB screen. It might have something to do with the menu wrapping around in such a small window. There is code to take this into account, but the system calls it uses seem to work incorrectly in versions of Windows earlier than XP. About the sound and freezing-proneness, you could try selecting Options->Speed->Accurate Sound Pitch and see if that helps. (You're using v17, right?) There is no difference between the sound being "On" and the sound being "Mute", besides that there is no volume when it's set to Mute. "Off" is different from either, but you can't record a run with that option set.
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Posts: 1850
(yes, it really is running at 16%, and you can see it still wonking out even at 2x) ...unsuprisingly, changing it to 16bit fixes the problem. Ugh. The only problem now is making it work... in 24bit... shrug. Naturally, all of the filters are enabled now (not on, just selectable) but some videomodes (DDraw Emulation Only) still crash the emu on display. aside from this rambling, would it be possible to include another row of display, for keys currently held down by Autohold or even normally? this would make frame advance that much easier, since it would be easy to tell what was on and not between frames (even though they're updatedon change, some of us are stupid and can't remember 5 seconds) =p
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Xkeeper wrote:
...unsuprisingly, changing it to 16bit fixes the problem. Ugh. The only problem now is making it work... in 24bit... shrug.
24-bit color is a pain to support, especially because I can't recall ever seeing a monitor with it. Apparently it was never supported for any of the filters (too much trouble) but I can try to fix the 24-bit text case of text drawing some time.
Xkeeper wrote:
aside from this rambling, would it be possible to include another row of display, for keys currently held down by Autohold or even normally? this would make frame advance that much easier, since it would be easy to tell what was on and not between frames (even though they're updatedon change, some of us are stupid and can't remember 5 seconds) =p
I think I did something similar with the auto-hold in FCEU 0.98.15. Try that and let me know if it's what you're talking about (I'm not entirely sure if it is).
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