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Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
I did a (very) small testrun on Mario 64, but when i tried to watch it (by clicking Start Movie Playback...), it started playing the movie but as if I haven't pressed a single key. So it seamed that the moviefile was completely empty. While I was makein the run it seamed to work just fine with the loading etc. but it just didn't record it. I'm currently blaming this on human error on my part since it's kinda late and I might have done something wrong while recording it. I'll give it a new try tomorrow to check if I did somekind of stupid mistake while recording. I just though to inform this if there happened to be something wrong with the emulator and not me (which I currently doubt a lot).
Which run should I encode next? :)
Player (206)
Joined: 5/29/2004
Posts: 5712
nitsuja wrote:
N64 games run natively at 30 FPS, or 25 FPS for PAL. The N64 definitely could never handle 60 FPS (in case anyone thinks the emulation is skipping frames or something).
Is that for both the display and the input?
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (494)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
Input too, I noticed it was skipping numbers when doing frame advance ... sometimes up to a few dozen or hundred even, like when the game is loading something. I did a short test run of Tetrisphere (just cleared 1:1 and 1:2 fast in Rescue mode), worked pretty well except for the already known bugs, and my gamepad can handle the analog controls so I don't have to worry about that (although Tetrisphere doesn't use the control stick anyway). But one minor bug I noticed that I don't think was mentioned, and maybe it's just the sound plugin, but when I use frame advance, there's no sound after I unpause emulation ...
Former player
Joined: 10/19/2004
Posts: 142
Movies record and playback work perfectly fine for me now. Here is a test movie up to the start of the first area, using rerecords (unfortunately I don't have an analog controller so precise radial positioning is difficult on a cardinal D-pad). I'll probably wait until you get the 'Record from snapshot' feature working until I start an actual project (and clean up the major bugs). here are the plugins used, for anyone curious: Video: Jabo's Direct3D6 1.5.2 Input: N-Rage's Direct Input8 V2 1.82a Audio: Azimer's HLE Audio v0.56 WIP 2 RSP: Hacktarux/Azimer hle rsp plugin
Player (150)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
nitsuja wrote:
The N64 definitely could never handle 60 FPS (in case anyone thinks the emulation is skipping frames or something).
*Cough*F-Zero X*Cough*
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Former player
Joined: 3/8/2004
Posts: 1107
It still lets me click stop movie playback after the movie finishes playing, and when I do it says "couldn't stop playback." Also, when I try to save and load while playing a movie to continue recording, and then go into the movie menu, it doesn't give me the option to stop movie recording and it still gives me the option to stop movie playback. Edit: Btw spezzafer, you didn't do the lakitu skip in that vid!
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
RT-55J wrote:
nitsuja wrote:
The N64 definitely could never handle 60 FPS (in case anyone thinks the emulation is skipping frames or something).
*Cough*F-Zero X*Cough*
Well, if F-Zero X really runs above 30 FPS on the N64 then the sources I read are wrong and the AVI code is also wrong. I was hoping that wasn't the case... EDIT: You're right. I don't see how this could possibly work then, the code clearly says something to the effect of: if(!PAL) framerate=30 else framerate=25;
Michael Fried wrote:
Edit: Btw spezzafer, you didn't do the lakitu skip in that vid!
Yeah, that is the very first test I did (ok, well actually I "time attacked" mario's face first). I tried doing the jump with analog mouse input, but then found that it was way easier to perform by setting up the right camera angle and using a keyboard... (Thanks for the notice about "couldn't stop playback" and playback/record ... for now I guess the only way to stop recording when it does that is to close the ROM, which also calls the stop recording command.)
Joined: 4/16/2005
Posts: 251
Maza wrote:
I did a (very) small testrun on Mario 64, but when i tried to watch it (by clicking Start Movie Playback...), it started playing the movie but as if I haven't pressed a single key. So it seamed that the moviefile was completely empty.
Had the same problem until I deactivated raw input for the controllers (in the input plugin), so I assume it's the same for you.
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
I redid the small testrun with Mario 64 and now it recorded it just fine. So I assume I made some dumb mistake when i started the recording. For Gorash: I had the Raw Input unchecked when I tried the recording. One thing I'd like to nitsuja do something about and that is the resuming of the recording. I wasn't sure at all if it was recording or not when I booted the emulator. I just had to count on that it did and it seamed to work although I couldn't verify it anywhere. Few other things that I'd like to point out are: 1) I believe nitsuja told a while ago that you could speed up with Tab (like in other rerecording emulators). When i press Tab, nothing happens.. 2) Would it be possible to get the speed up button (+) to work like speed down button(-)? So that it would speed up 10% (or 5%) at a time. Not right back up to 100% with single press. 3) I'd like to have the Save State and Load State buttons somewhere closer than in the "F buttons". It would be nice if you could configure them yourself. I'll upload my testrun to somewhere under N64 Games (most likely in Mario 64 topic), when i have done i bit more than enter the first level and do few jumps ;)
Which run should I encode next? :)
Joined: 3/31/2005
Posts: 148
Location: Colorado
Perhaps I'm retarded--definate possibility, but I followed your directions about putting the rom folder in the directories settings, but whenever I try to load the mario rom, from there it still crashes. Its not a particularly good dump, I don't think, could that have something to do with it?
Do not try to bend the spoon, that's impossible. Instead only try to realize the truth. What Truth? There is nospoon. Then you will see it is not the spoon that changes, it is only yourself
Former player
Joined: 3/8/2004
Posts: 1107
Another thing I forgot to mention is that I have to press frame advance several times, I think something like 5 or 6 times before I see the frame counter again, which goes away when you save or load.
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Maza wrote:
1) When i press Tab, nothing happens..
That probably means your computer is trying as hard as it can but it just can't emulate it any faster. Tab only goes up to about 150% speed for me. It's possible that you can make it faster by choosing faster or older graphics/sound plugins.
Maza wrote:
2) Would it be possible to get the speed up button (+) to work like speed down button(-)? So that it would speed up 10% (or 5%) at a time. Not right back up to 100% with single press.
Maybe your keyboard is different than mine? - speeds it down, = speeds it up, and shift = resets to 100. You're not using the number pad, right?
Maza wrote:
3) I'd like to have the Save State and Load State buttons somewhere closer than in the "F buttons". It would be nice if you could configure them yourself.
I was wondering, is there a good default location for those that's better than F5/F7? I don't normally use that type of setup and I don't know what people normally use, when they put it on the keyboard that is.
Thereisnospoon wrote:
I followed your directions about putting the rom folder in the directories settings, but whenever I try to load the mario rom, from there it still crashes. Its not a particularly good dump, I don't think, could that have something to do with it?
If it's not a good dump, Mupen64 will bring up a warning box that tells you it's a bad dump and asks if you want to continue anyway. When does it crash, exactly? And does it crash even if you don't start recording, or if you wait a while before recording? Which recording option are you choosing?
Michael Fried wrote:
Another thing I forgot to mention is that I have to press frame advance several times, I think something like 5 or 6 times before I see the frame counter again, which goes away when you save or load.
Is it actually frame advancing 5 or 6 times when you do this and the frame counter only appears the last time, or do you mean that the frame advance isn't even working unless you press it that many times in a row?
Joined: 4/30/2005
Posts: 199
I don't understand how to continue playing and recording the movie when you've stopped it.
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
nitsuja wrote:
Maza wrote:
2) Would it be possible to get the speed up button (+) to work like speed down button(-)? So that it would speed up 10% (or 5%) at a time. Not right back up to 100% with single press.
Maybe your keyboard is different than mine? - speeds it down, = speeds it up, and shift = resets to 100. You're not using the number pad, right?
The speed down is in - button (both numbad & the -/_ buttons) and the speed up button which rises the speed to 100% is in + button (both numbad & the +/?/\ buttons). I don't know of any other speedcontrolling buttons but these. I tried the buttons you told, but = and shift doesn't do anything.
nitsuja wrote:
Maza wrote:
3) I'd like to have the Save State and Load State buttons somewhere closer than in the "F buttons". It would be nice if you could configure them yourself.
I was wondering, is there a good default location for those that's better than F5/F7? I don't normally use that type of setup and I don't know what people normally use, when they put it on the keyboard that is.
I don't know what would be good default locations for Save and Load, propably F1 (as save) and F3 (as load). But I'd still prefer to set them myself. I'd put them to F and G of F and V or something like that. But you can't but those there since many of TASers wouldn't propably be happy if they found Save & Load in there since it could mess up their configurations. I'd also like to know how you are supposed to continue the run after restart since I have continued the run few times and once in a while it haven't been recording the game and you can guess how much that pisses me off.
Which run should I encode next? :)
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
In their order on my keyboard: `1234567890-= that - is slowdown that = is speedup there is no + key here When I press - once, it says "Speed limit 90%". Press - again and it says "Speed limit 80%". Then press = and it says "Speed limit 90%".
Maza wrote:
I'd also like to know how you are supposed to continue the run after restart since I have continued the run few times and once in a while it haven't been recording the game and you can guess how much that pisses me off.
I haven't tried this, so I'm surprised you got it to work at all. But if you are controlling the game and the frame counter is counting up, that should mean you are recording. So check the frame counter to make sure.
Joined: 3/31/2005
Posts: 148
Location: Colorado
It didn't give me the hacked dump warning(I've gotten that before on the non-nitsuja version) Before the screen even goes color, the WinXP send/don't send error report comes up and the program closes. I haven't fiddled with any of the plugins but maybe that'd be a good idea?
Do not try to bend the spoon, that's impossible. Instead only try to realize the truth. What Truth? There is nospoon. Then you will see it is not the spoon that changes, it is only yourself
Former player
Joined: 3/8/2004
Posts: 1107
Is it actually frame advancing 5 or 6 times when you do this and the frame counter only appears the last time, or do you mean that the frame advance isn't even working unless you press it that many times in a row? I just tried again and it's not happening anymore. If I remember correctly, it would just say something like save state loaded where the frame counter was, then advance 5 or so frames before showing the frame counter, and also the picture didn't change back until it advanced 5 frames. None of that is happening as I try it now, however. The only weird thing that's happening now is that "emulation paused" flickers in the place where the frame counter is every time I frame advance.
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
I updated the emulator, it should fix a lot of the problems people have been having: * most of the crash bugs should be gone (at least the ones I introduced - the GUI was very unstable originally and still is somewhat) * no need to exit the emulator between doing stuff * record from snapshot works * incorrect play/record menu options fixed * there's slightly better frame advance behaviour (although it could still use work) * better frame counter, shows max frames so you can tell if it's recording or playing * show length and number of rerecords on startup * fixed incorrect plugin storage in movie * tested resuming recording of existing runs and ensured it works * the code is a little less windows-centric Also, I found a bug that I think was there already with the .ini file, that I'm not sure why it happens yet, but there's sort of a workaround. If you notice it saying things like (unknown dump) and capitalizing your ROM names, try replacing your .ini file from the original install of mupen64, then go to the general settings tab and uncheck "compress .ini file" and (hit OK then) quit to make it less likely to happen again.
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Maza wrote:
When i press Tab, nothing happens.. I couldn't speed up more than the normal speed
I found something that could cause this. Azimer's HLE Audio plugin will prevent the game's speed from ever going above 100%. Use a different audio plugin, such as Jabo's DirectSound plugin.
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
nitsuja wrote:
RT-55J wrote:
nitsuja wrote:
The N64 definitely could never handle 60 FPS (in case anyone thinks the emulation is skipping frames or something).
*Cough*F-Zero X*Cough*
Well, if F-Zero X really runs above 30 FPS on the N64 then the sources I read are wrong and the AVI code is also wrong. I was hoping that wasn't the case... EDIT: You're right. I don't see how this could possibly work then, the code clearly says something to the effect of: if(!PAL) framerate=30 else framerate=25;
There are also some NTSC games that don't run at 30fps or 60fps - Zelda OoT and MM (?) run at 24fps from what I recall.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Hmm... OK, as far as I can tell, the game has freedom to set the framerate to whatever it wants between 0 and 60 FPS. The framerate can even change during the game, for instance Zelda OoT is usually exactly 20 FPS but in some parts (like the N64 logo and the startup/name entry screen) it goes up to 60 FPS. However, there is a constant rate of input (or at least, that is what I think vertical interrupts per second, VI/s also corresponds with), which is always 60 for NTSC and 50 for PAL. Right now frame advance goes by rendered frames, so it should be changed to go by "input frames", but maybe there should be another key that goes by graphical frames?
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
O_O it will be hard to record as AVI under those conditions
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
Not really - you'd output the AVI at 60fps (and output the current frame every time), but you'd just have a lot of frames which would encode down to nothing (due to there being no differences between them and the previous frames).
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Joined: 8/3/2004
Posts: 325
nitsuja wrote:
Maza wrote:
When i press Tab, nothing happens.. I couldn't speed up more than the normal speed
I found something that could cause this. Azimer's HLE Audio plugin will prevent the game's speed from ever going above 100%. Use a different audio plugin, such as Jabo's DirectSound plugin.
we should probably make a list of the best plugins and those to avoid to avoid anykind of trouble like this plus it would be helpfull for us who don't know what plugins to get =P
Former player
Joined: 8/17/2004
Posts: 377
Hm, I can't get the emulator to work at all. I've been trying it with the USA version of Mario 64, but no luck. Jabo's plugin won't even be recognized by the emulator unless I turn my monitor depth down to 16-bit, and then when I try to run the rom I get a Direct3D HAL error. (I got the rom directory set in the GUI)
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