1 2
12 13 14 15 16
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
JarrardKO wrote:
When is mupen going to be supported? I finished my cbfd tas but I can't save the input file because of the absence of support. :(
Hopefully soon. My girlfriend's working nights this weekend, so I'm hoping to have some time to work on this this weekend, but in the meantime, I think Zefiris' TASEdit can save M64 files (see the downloads section).
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Some time ago, in this thread, I wrote:
*Another bug that I've experienced is that when I make a spliced movie with this tool, the movie will continue playing even after the last frame of the movie! For example, if I make a spliced movie that is 1000 frames long, FCEU will continue playing it even after frame 1000, endlessly. I'll see if I can upload a movie-file showing this if that will help.
I believe I know what happens when this occurs - what happens is that TAS movie editor excludes the last input of the spliced movie, and also makes the movie-file play endlessly, without any input, after the movie should have ended. This has only happened to me with .fcm files, but maybe it's a general error. Oh, and good luck with your future version 0-13, I'm really looking forward to it. :D
Former player
Joined: 10/6/2007
Posts: 330
Location: B.C Canada
Is there like, an instruction booklet for those who know basically noting on how it works? I'm just wondering if it's possible to take two smc files and turn them into one.
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
This edits movies not ROMs
Former player
Joined: 10/6/2007
Posts: 330
Location: B.C Canada
Oops. I meant to say SMV files.
Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
The basics are: Open the movie you want information from, and copy the input below the frame you desire. Close that movie, and open the movie you'd like to splice the movie into. Paste the information from the first movie into the second movie wherever it needs to go. Save this new movie as something distinguishable from the first two movies, and play it to see if your attempt was successful. If it doesn't sync, try adding or subtracting 1 or 2 frames from the splicing point. If you have questions more advanced than this, I'm not the person to talk to, unfortunately.
Living Well Is The Best Revenge My Personal Page
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
I've used this program many times. Perhaps, when I have, I'll write a short guide, with pictures, on how to use the splicer function. But for now, follow mmbossman's advice, and it should work.
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
I started writing a user guide for this application a while ago, and it was included in the past couple of releases, but not in v0-12 for some reason. You can download it here if you need it. Seeing as it's christmas and I haven't really been very active lately (priorities changed, got engaged, new job, new apartment ... etc) maybe it's time to start this project up again. There have been almost 1000 downloads since the last update in May, so I guess this tool has been moderately successful :D If there's any interest in a new version, maybe we can start planning over the xmas holidays and start development in the new year. I'm considering a complete re-write, since that tends to spark the ol' creative juices more than just updating the existing codebase so if anyone wants to join up and do a group project, we could make a good editor the greatest editor of all time :) MERRY CHRISTMAS and have a happy new year!!!
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Sounds great! I'm using this program on a daily basis, and it works very well. There are a few things on my wish-list, and I'll try to sum them up (I've mentioned a few of these things before, but I guess it won't hurt to have them all in the same post): Ideas: *The possibility to edit the rerecord count. I'm aware that this could be exploited, but let me explain why it could be a good thing: Let's say you make a TAS of a game and submit it, but some huge improvements are found, and you redo the run. However, you use the same movie-file as in the first run you submitted, so when your new run is done, it has the rerecord count from the old movie + the new rerecords. This is why it would be nice if there was an easy way to subtract rerecords from a movie file. If there is too much of a worry that people will increase the rerecordcount before submitting, I guess you could make the tool so it can only reduce the rerecord count. *Easier access to the "jump to frame" field. It works well in the editing console, but I would personally like it to be next to the frame data window, because I use it quite a lot. And here are the bugs and errors I've found so far (none of them are big, overall the program works very well): Bugs: *"Undo" does not undo added input. If you select frame 1, add A button input to that frame, but regret it, pressing "Undo" does not delete this input, which I guess it should. *Pressing "Cancel" crashes the program, both in the Splicer window and in the compare input range window, after selecting load source or load target. That's all I can think of for now, perhaps I'll add more things later on. Please don't get me wrong because of all the bug reports, TAS movie editor is in my opinion a great tool and one of the greatest things to hit the TAS community, I just want to inform you of these small bugs and some new ideas, so you can make a perfect and flawless version on day. ;) And merry christmas and a happy new year to you too. :)
Banned User
Joined: 12/26/2006
Posts: 231
Location: Lonely City
It is very easy to edit the rerecord count.But as Randil said just now,how much rerecord count is correct? I think the answer is that we should not edit the rerecord count.Do you think so? Then there is a new bug in this tool. I hava a NES movie which can be replayed in FCEU,but the TAS Movie Editor can't open it. I don't know why.May I upload it?
work hard
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Xipo wrote:
But as Randil said just now,how much rerecord count is correct? I think the answer is that we should not edit the rerecord count.Do you think so?
If you've restarted a movie from the old file, the correct value would be new rerecord number minus old rerecord number. If you've split your movie file into several and then splice them together, the correct value would be a sum of rerecord numbers from all the movies you splice in. The point is that rerecord number is considerably easy to edit in general if you really want to do so, but for no malicious purpose, it still requires going through a quite greater hassle than necessary.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Xipo wrote:
It is very easy to edit the rerecord count.But as Randil said just now,how much rerecord count is correct? I think the answer is that we should not edit the rerecord count.Do you think so? Then there is a new bug in this tool. I hava a NES movie which can be replayed in FCEU,but the TAS Movie Editor can't open it. I don't know why.May I upload it?
Sure. If you throw it on microstorage and send me a link, I'd be happy to take a look. Overall, I'm not impressed with the way I initially wrote the format handlers and part of the reason is how FCMs are handled (sub-optimally), which is why I'm leaning towards a complete rewrite (I did it the lazy way, and as a result, it makes the app less versatile).
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Do you think .m64 will be supported in the program soon?
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
mr_roberts_z wrote:
Do you think .m64 will be supported in the program soon?
I'm hoping so :) Randil: I thought I added an option that allows you to append input (so it doesn't overwrite the frames that already exists, but adds the input you want to it.
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Maximus wrote:
Randil: I thought I added an option that allows you to append input (so it doesn't overwrite the frames that already exists, but adds the input you want to it.
Oh! Well in that case, never mind that idea. :)
Former player
Joined: 12/1/2007
Posts: 425
please fix it so m64's can be saved.
Ambassador, Experienced player (709)
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
I seem to lose information on power cycles in my FCM with this. This program is awesome and I'd like to keep using it for a run I'm working on, but I need to have power cycles during the run to manipulate luck. Is there any way to add support for that?
Editor, Emulator Coder, Expert player (2157)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Bugs in v0.12: * If you save an FCM and its last frame isn't empty ie. has any input at it, the FCM doesn't end properly when you play it on FCEU. * If you open the Editing Console and then open a different movie file, the Editing Console will remain open but does nothing. You'll need to close and reopen it. * The "Controller x" text in the Editing Console obscures the checkboxes and makes them hard to click if you are using some wide dialog font. Not a big issue, but can be annoying. Overall it's a great tool to use. Good job.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I have a problem. Before, I was able to edit a smv and playing fine a movie but now,I can edit it but player info in editor is buggy with some japanese characters instead and the movie is playing but without iinputs. Something related to some recent MS framework update or is it something else that was dependant which is different now?
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
It seems the editor only works when saving and overwriting the same file. "Save as" feature fail.
Tompa
Any
Editor, Expert player (2215)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
I have been able to use "Save as" thousands of times without any problems... Only problem I have with it is that you can't hex when there's a reset in the movie, as far as I've been able to at least.
Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Phil wrote:
It seems the editor only works when saving and overwriting the same file. "Save as" feature fail.
I've had this problem when I still have the movie running while trying to edit it. Try closing FCEUX (or whatever emulator you're using) and try to "save as" again. If that doesn't work, I'm not sure what to suggest.
Living Well Is The Best Revenge My Personal Page
Banned User
Joined: 12/5/2007
Posts: 742
Location: Gone
And I'm stumped now. I kept getting Unhandling Exception error dialogs everytime I select a frame in this editor.
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.InvalidOperationException: ListView virtualization requires a valid ListViewItem to be provided by the RetrieveVirtualItem event or in the OnRetrieveVirtualItem method.
   at System.Windows.Forms.ListView.WmReflectNotify(Message& m)
   at System.Windows.Forms.ListView.WndProc(Message& m)
   at MovieSplicer.Components.TASListView.WndProc(Message& message)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
tas-movie-editor
    Assembly Version: 0.12.0.0
    Win32 Version: 0.12.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/symbolic%20X/My%20Documents/Desktop/FCEUX/tas-movie-editor.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system>
</configuration>
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Symbolic X: that's a new one to me. Have you loaded a movie and are trying to select a frame or are you clicking on a frame before you load anything. Just so everyone knows, this application is no longer being actively developed. I kept meaning to get back to it, but I've got other priorities now. The source is available if anyone wants to continue this, and I'd be more than happy to offer assistance, but I'm not working on this project anymore. If anyone found this useful in the last couple of years, I'm glad to have been of service :)
Former player
Joined: 12/1/2007
Posts: 425
Is there any chance this will support m64 some day?
1 2
12 13 14 15 16