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Joined: 4/30/2004
Posts: 95
Location: Asatru Heaven
AWESOME!!!... i was settling for half-time from the "slowdown" key option under settings (toggle button usage). Slowing frame emulation isn't as elegant as % of base speed, but it still helps. Thanks for all the info.
Player (200)
Joined: 7/6/2004
Posts: 511
I just tried out the mac version, there are some great new additions since the last version I tried. There are still some things though that I think could be fixed without too much effort if the makers were aware of the problems. I couldn't find the official place for mac snes9x so I thought I would mention them here. If you know of such a place please tell me. Good: Supports controller input now Nice gui for rebinding pretty much all keys (except pause grrr) Rerecording Organization of files Bad: Lack of explanation of what the symbols mean in the key binding place. Many common hotkeys for osx aren't present (command w to close a window). There doesn't seem to be a way to resume recording (the way of doing it for the windows version results in movie rewind instead of recording) Pause seems to mess up recording Autofire is nice, but not enough range in frequency (can't do levitation glitch in zelda) and might want seperate keys option so you can still have non autofire easily. Slowdown option requires reloading the rom and is blinky. Double clicking a file instead of clicking on it and then clicking choose results in it opening paused. Overall I am pleased with the progress and I hope the good work continues. Related question: How is fixing desynch problem going? I realize this is not an easy problem to fix, I'm not complaining, just curious. Unrelated question: Does anyone know if zsnes plans on supporting rerecording, it doesn't tend to desynch with zelda.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
I am having a weird problem with the snapshots. I'm making a video of gradius3 and everything went just fine until approximately minute 27 (where I'm stuck now). My re-record count is currently 1080 (much higher re-record counts have been seen in snes videos, so it can't be a problem of having too many of them). Anyways, the problem is that now suddenly quicksaves don't work. Whenever I try to make a quicksave and then quickload it, it says "snapshot not from this movie". Old quicksaves (from before approx. minute 27) work fine, but any newer quicksave I make does not work, no matter where I take it from (even right at the beginning of the movie). The quicksaves work when playing normally the game, but they don't work with the movie. The smv file plays just fine up to the point where I got stuck, and I could probably continue it if I used an old quicksave (redoing the tens of seconds made after the last working quicksave), but I can't undo anymore because every new quicksave I make and try to load just causes the "snapshot not from this movie" error, so I'm basically stuck. This happened during the original recording of the movie, and it happens when I play the movie and make quicksaves during it (and then try to continue recording by quickloading). I don't understand what's going on, but it would be nice if I could get this working. I have spent at least 20 hours total making this movie and it has been extremely laborious, and I wouldn't want all that go to waste... Any ideas?
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I found why this problem happens. Snes9x saves the savestates structurally. Each block begins with a data like this: CPU:000056: Where first comes the block name, then the block length. The string takes 11 bytes of space. The problem is that Warp's movie is so long that when he makes a quicksave, the movie block ends up looking like this: MID:1009972: Which is one byte longer than it must be. Snes9x reads the first 11 bytes of the string. Normally the 11 bytes are followed immediately by the block data, but in this case it's followed by a colon. Conclusion: Movie snapshots from movies longer than 27 minutes and 46 seconds don't work. This problem occurs in the Windows and Linux versions, and probably in all other versions as well. I cvs-committed a fix that seems to work. Unfortunately for Windows users, Windows snes9x binaries can currently only be compiled with a Microsoft Visual C++ compiler... Also, my fix only postpones the problem: now the limit is at 4:37:46. Question: How in earth have the Mega Man X and Super Metroid movies been made then???
Joined: 7/11/2004
Posts: 30
Location: Gothenburg, Sweden
Bisqwit wrote:
Question: How in earth have the Mega Man X and Super Metroid movies been made then???
Snapshots, re-recordings and all that. No problem what-so-ever. Snes9x hasn't complained about that which you describe. At least not for me.
"When all else fails, hit it with a sledgehammer." "I know Kung-Fu!" "No, you do not. You're an idiot."
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Seems like the Super Metroid movie saves only the data of 1 controller (2 bytes per frame) where as Warp's movie saves the data of 5 controllers (10 bytes per frame). This of course affects the length of the movie data.
Joined: 7/11/2004
Posts: 30
Location: Gothenburg, Sweden
5 controllers? Could it be related to the controller-setup in the input menu?
"When all else fails, hit it with a sledgehammer." "I know Kung-Fu!" "No, you do not. You're an idiot."
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Never had this problem with Super Castlevania 4. Btw I never had any problem with that emu compared to Famtasia that sucks too much. [Edit] It appears that I've got some problems with it. ;P
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
Apparently length is only part of the problem: Each controller which snes9x emulates increases the size of each frame of the movie record. That is, disabling unneeded controllers makes the record smaller and thus it doesn't take as much space and can be longer. Super Metroid and MegaMan X have probably been recorded with less controllers (probably one?). I had for some reason all five controllers configured and thus the movie record took five times as much space as with a single controller. So this seems to be a good hint: Turn off all unneeded controllers. It will allow making longer movie records
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
It may be logical that more controllers can cause this problem. So when a movie is higher than xxxx k, then this problem happen. I will know more when me and Genisto will do that Battletoads & Battlemainiacs movie.
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
If the accident has already happened, I have written a program that removes unneeded controllers from the movie.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I've got a problem with Legend of Mystical Ninja and now with Combatribes for AVI recording. For Combatribes, it just stops recording and say ''AVI recording stopped (configuration settings changed)''. If I remember correctly, it just said the same thing with Legend of Mystical Ninja. It is somewhat a bug that must be corrected. Evidently, I didn't changed settings during recording. Until then, I cannot record it :( .
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I have found the problem. It appears that during the game, it is changing to another resolution like 256x224 to 256x239 or vice versa and creates this AVI recording problem.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Phil wrote:
I have found the problem. It appears that during the game, it is changing to another resolution like 256x224 to 256x239 or vice versa and creates this AVI recording problem.
So that's a good thing, anomie is working on the screen changing problem.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Nach wrote:
Phil wrote:
I have found the problem. It appears that during the game, it is changing to another resolution like 256x224 to 256x239 or vice versa and creates this AVI recording problem.
So that's a good thing, anomie is working on the screen changing problem.
Good news then.
Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Will there be a key remapping feature like the one we have now in FCEU? I can't really use the frame advance feature in the current version without changing the keyboard language, and even then the key is in a really bad place. No, I don't want to use a Joy2Key-like program because I want to use my keyboard. A Key2key program (that binds a keyboard key to another keyboard key) is also unacceptable to me. I guess many people are fine with snes9x the way it is. So I'm not counting on anything to happen. But I wanted to complain anyway. Bleh.
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Blublu wrote:
Will there be a key remapping feature [..]?
Yes.
Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Bisqwit wrote:
Yes.
Oh, okay. Thanks. Any idea when? (weeks, months...)
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Blublu wrote:
Any idea when? (weeks, months...)
Nach probably knows better than I, because I haven't been following the progress for some while...
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
anomie's new video and input engine won't be out till v1.44 which is probably a few months off.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Meanwhile, will there be a WIP with that feature? Months can be long. I am waiting that feature to continue or start some timeattacks on Snes.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Phil wrote:
Meanwhile, will there be a WIP with that feature? Months can be long. I am waiting that feature to continue or start some timeattacks on Snes.
anomie has completed his new rendering engine except for overscan which actually is a bit related to the problem at hand, he's working on it at the moment. His changes will mean a lot of rewriting for Win32 video code, which means until someone decides to fix up the Win32 port, you won't get to see it. However the *nix ports (Linux, Solaris, Mac OS X...) all work with his new code. When the Win32 port is fixed, I'll see what I can do about passing you a special build. If however Linux is fine for you, I can pass you the build now.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Recording mouse input should be nice also.
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
YAY! Mario paint speed runs for the people! :D
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
Anyone find that snes9x 1.43 final is desyncing more than snes9x 1.43 dev? It was desyncing Tilus's Chrono Trigger (J) WIP run with sound height turned off.
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