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Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Another suggestion: make the "Splice movie" button bring up a Save As... dialog. My first thought when i used it the first time was "Huh, where did my file go?". The path and name can be kept, so you can just press Enter if you like it the old way.
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Truncated wrote:
Another suggestion: make the "Splice movie" button bring up a Save As... dialog. My first thought when i used it the first time was "Huh, where did my file go?". The path and name can be kept, so you can just press Enter if you like it the old way.
I actually beat you to it .... though I can't prove it cause I'm the only one who's seen the latest build :P I've reworked all the formats to allow you to update metadata (author/description info in the movie), so I've got a custom SaveAs dialog that allows you to edit this information. This has been applied to the Splicer as well :) YAY, PROGRESS!!!!
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
New release (finally). Still not promoting this to final, since i didn't meet either of my requirements to do so (full mupen support and full documentation). However, I like what I've got so far, and figure I'll share my progress.
v0-10

-  UI::Editing control now "hovers" (Hotkey F2)
-  UI::Editing control now now accepts changes via ENTER key
-  UI::Editing control can be hidden by hitting ESC
-  UI::Message History visible via F4 (was CTRL+M)
-  UI::Populate a format icon on load (this is just for fun :P)
-  UI::Fixed a bug in the editor that didn't allow you to seek to frame 1
-  UI::Added an "Add" button to the splicer so drag/drop not the only way to get a movie in there :)
-  UI::SaveAs now allows you to edit metadata (Author/Description)
- ETC::Fixed bug in copy buffer that was causing a crash if you tried to view with no movie loaded
- ETC::Fixed a bug in the splicer that was causing the frame ranges to clear when a new movie is added
- ETC::Fixed a bug where the splicer was dropping the first frame of input
- ETC::Added reordering buttons to the splicer (so movie positions can be swapped)
- ETC::Added append mode to editor (allows you to add an input to the end of a group of frames
       without replacing the contents)
- ETC::Splicer now prompts for location of output file       
- SMV::Fixed metadata reading (not sure what happened there, but i was reading nulls somehow :P)
- SMV::metadata updating
- FCM::metadata updating
- GMV::metadata updating
- FMV::metadata updating
- VBM::metadata updating
Some suggestions didn't make it into this release, but are still in the works. Enjoy :) EDIT: Note that there is a help link in the app menu now, but it doesn't do anything ... yet. EDIT2: The new SaveAs dialog is inspired by Zefiris' editor ... so credit where credit's due ;)
Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Hmm... Sourceforge lists the exe-7zip as 0 bytes in size. I can't download it either. Is something up or am I missing something?
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Truncated wrote:
Hmm... Sourceforge lists the exe-7zip as 0 bytes in size. I can't download it either. Is something up or am I missing something?
Weird. I see what you mean (apparently, I fucked up something as simple as clicking "Update") and have replaced the file in the 0-10 package. All should be groovy once again. URG. Just checked, and the package is an older one (i did 3 builds this morning), so the new splicer's "Close" button isn't working ... just an FYI ... this is pretty minor ;) EDIT: FYI #2, I found a bug with the new splicer's reordering logic ... sometimes, if you move a file to the start/end, then move up/down, it'll overwrite the previous movie with the current one ... working on isolating this.
Former player
Joined: 1/29/2007
Posts: 116
I am using your tool for a GB run (latest VBA rerecording, latest TAS Movie Editor). It seems right now the .vbm file is not processed correctly. First I thought the first frame (frame 0 in VBA) was not processed, but actually it seems to be the last one. For example, I have a movie starting at frame 0 and ending at frame 5000 (in VBA). When I open this movie in the editor and then save it (using Save As...) and then load that up in VBA it will only run till frame 4999. Using splicing (to append the next movie) is impossible this way. What I got to work however is using c&p and then insert the missing frame manually with the correct input. Looking forward to further improvements, very nice tool so far! First post btw, so hi all ^^
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Hey Alter, welcome to the party. Actually, this was brought to my attention yesterday evening. There will likely be an update this week to address this. Note to all users, the same issue may effect SMV files as well :(
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Howdy all. This was brought up on the Gens forum and I think it's a really good idea. I'm trying to perfect a way to dump frame data out as a subtitle file for use with VLC/MPC ... whatever, so that the actual controller values are displayed during a movie (AVI). This is REALLY REALLY preliminary (ie. it doesn't work worth a shit yet), but I thought I'd throw a teaser up just for the hell of it (don't worry, I'll fix actual problems first, but I wanted to see how hard this would be). The "logic" is in place, but there are a few issues (other than it not really working very well =P). I'm working with the Matroska SRT format for the moment, as it seems to be pretty straight forward.
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Maximus, You are very good.™
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 4/11/2006
Posts: 487
Location: North of Russia :[
subtitle output is a good idea, but display format is the thing to be discussed though. I prefer something like one in dehacked's quad movie wip encoding. And I don't think that "Controller #1" part is needed. Even in worst case "#1" is enough... don't forget to add offset option (for avis with TASVIDEOS logo for example). I don't think other format than srt are needed, as it already takes noticable time to load SRT file with VobSub (for less than one hour VBA movie it was about a megabyte filewhen I checked) for SSA-like format files loading time will be even longer, and size is bigger... btw, there was export to srt in one old abandoned program V(^_^)V now that I think of it, may be that version was not even released :[
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
zefiris wrote:
subtitle output is a good idea, but display format is the thing to be discussed though. I prefer something like one in dehacked's quad movie wip encoding. And I don't think that "Controller #1" part is needed. Even in worst case "#1" is enough... don't forget to add offset option (for avis with TASVIDEOS logo for example). I don't think other format than srt are needed, as it already takes noticable time to load SRT file with VobSub (for less than one hour VBA movie it was about a megabyte filewhen I checked) for SSA-like format files loading time will be even longer, and size is bigger... btw, there was export to srt in one old abandoned program V(^_^)V now that I think of it, may be that version was not even released :[
Offset is definitely being factored in (all my tests were way out of sync :P) If you've got an old routine that handled this .... :)
Joined: 4/11/2006
Posts: 487
Location: North of Russia :[
And I forgot about adjustable frame rate `^^ Well, have it for delphi and for my way of storing data, so it won't help at all... basically it's (in not any particular language):
pf = 0
st = 0
for a = 0 to frames {
  if framedata[a] = pf then continue 
  if pf <> 0 then {
    write ((st/framerate+offset) represented as time --> (a/framerate+offset) represented as time)
    write (formatted framedata[a])
  }
  st = a
  pf = framedata[a]
}
  if pf <> 0 then {
    write ((st/framerate+offset) represented as time --> (a/framerate+offset) represented as time)
    write (formatted framedata[a])
  }
that is: if this frame is the same as previous then go to next frame, else output input for last frames and store data for new input. and don't forget to output last input. Formatting output string is the worst place ^^
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Ugh, seems that metadata updating isn't 100% bulletproof for SMV (i'm writing too far, so the ROM info is being destroyed). If anyone's having problems with this, drop back to v0-9-2 until i figure this out :(
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Ok. Fixed some bugs. I don't think it's 100% yet, but a lot closer than before. If you're still experiencing weirdness with VBM or SMV files, let me know.
v0-10-1

-  UI::virtual list caching implemented (for greater efficiency ... or, if you will, FOR GREAT JUSTICE!!!)
-  UI::navigating the frame data via the keyboard (up/down/pageup/pagedown ... etc) now updates the
       required controllers in the editing console
- ETC::splicer's close button now works
- ETC::zero ranges in the splicer indicate the whole movie (start of 0 = first frame, 
       end of 0 = last frame)
- SMV::fixed a bug with the parser not handling multi-controller input properly
       (frames were offset ... didn't line up) - thanks Zefiris
- SMV::fixed read/write bug that was dropping the last frame - thanks Zefiris   '
- SMV::fixed extra data (rom info) being dropped when metadata was updated
- VBM::fixed read/write bug that was dropping the last frame - thanks again Zefiris :)   
Former player
Joined: 1/29/2007
Posts: 116
Judging from some short tests, vbm support is now working correctly. Good work!
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
woot. Subtitles work now :) I'll have something new (finally) for the next version ... even though the last version is only a few hours old :P I need some SMV testers to verify whether or not the output is accurate though (i changed the write method in the last release). Just three things remain (assuming SMV is ok) and this'll be ready for 1.0 - mupen writing - accompanying help file - file history storage One feature that's been mentioned that I think sounds sexy is the ability to extract a state from a movie (if it starts from a save). This sounds pretty easy to do, so I'll try to squeeze it in. Also, controller muxing/demuxing, just for the hell of it ;) Finally, I want to tighten up the Undo logic, since it's pretty memory intense right now and, time permitting, add a movie comparison routine (diff checker). Other than that, I think pretty much everything has been done. I think ZMV support will have to wait, since no one's using the new ZSNES yet, but this is still planned.
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Hey Maximus! Or is it… Maxmius? :P The screenshot was taken from an earlier version, but 0.10.1 has all the same. Not a biggie, but misspelling one's own name isn't the coolest thing on earth.
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
oops :P That's prolly been wrong since v0.0.1. Btw, development is on hold at the moment. Started a new relationship not too long ago and that seems to be taking up most of my free time at the moment. This app is pretty close to being finished though, and i'd hate for it to fall by the wayside for too long, so hopefully in the next couple of weeks I can revisit the project. Btw, according to SourceForge, I'm slowly approaching the 500 download mark. Though the metrics only capture v0-7-1 and up, it's good to see that more than just a handful of people have found this useful. Thanks everyone, your feedback is what has kept this project alive :)
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
ok, this is probably the longest I've gone without a release since I started this project. I think it's mainly due to life getting in the way, as well as far too many work related projects, but I still haven't forgotten about the TASVideos community :)
v0-11

- ETC::Implemented an AVI subtitle export (only supports SubRip SRTs at the moment)
- ETC::Fixed the misspelling of my own name in the about screen (heh, thanks moozooh)
- ETC::Recent files tracked in an external ini file now (and are available via the File menu)
- ETC::Help menu item now links to the brand-spankin' new CHM file that comes with the release
- FCM::Fixed reading of start/timing flags (not sure how long this hasn't worked, but it does now ... yay)
- SMV::Extraneous input reading/writing implemented (the extra values 0, 1 & 2 used for input animation)
This is not a huge release, but it does contain some new toys for once. Movies can be exported as subtitle files now (so you can view input when rocking out to an AVI), and there's also a help file for once (albeit a preliminary version ... still a WIP). I've also added the extended input values for SMVs, so input animation is possible, if that's what you're into :P Props for this release go to: JXQ - Tossing me the byte values for the SMV update jaysmad - for wanting the above Randil - for waiting patiently for the recent files addition moozooh - for pointing out that I can't spell :P If you want the update, you know where to find it :)
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Oh, subtitles and input animation? Very nice, thanks, Maximus.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Latest version total breaks my vbm. I open it up, save it without changing anything, and it causes the run to desync. Lucky I made backups. It seems to be missing a keypress now or something.
jaysmad
Other
Experienced player (834)
Joined: 12/1/2006
Posts: 629
Location: Mom's
Very nice job Max! Now, let's make some art! :)
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
BoltR wrote:
Latest version total breaks my vbm. I open it up, save it without changing anything, and it causes the run to desync. Lucky I made backups. It seems to be missing a keypress now or something.
Boltr, I tested this pretty extensively, but if there's a problem, could you send me a copy of the VBM in question? I'll run the same test and see if I can figure out what's wrong.
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Check your private messages.
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Ok, I see what's wrong with VBM writing now. For some reason, the 2-byte input values aren't being parsed correctly (they're actually accumulating, so if the bytes were meant to contain 130 and 1, they're writing out as 131 and 0 .. weird), so VBM DOES NOT WORK at the moment. I'll get a fix out in a few days, but in the meantime, if v0-10-1 was working for you, drop back to that.
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