Joined: 7/31/2007
Posts: 12
You should make it compatible with Donkey Kong 64, because I would love to submit a TAS of that kick ass game.
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
That is completely unrelated to rerecording features and most likely cannot be done by the members here. Maybe you'll have more luck here
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Joined: 7/31/2007
Posts: 12
I see.
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Where can I find the source code of the mupen64 version that was used in creating the Majora's Mask TAS? I suspect my desyncs might be caused by differences in the emulator itself that I am not aware of.
Joined: 11/28/2004
Posts: 138
Bisqwit wrote:
Where can I find the source code of the mupen64 version that was used in creating the Majora's Mask TAS? I suspect my desyncs might be caused by differences in the emulator itself that I am not aware of.
Here maybe, the source Nitsuja linked in the other thread. Dunno about the source code that okaygo has for his version.
The best time you have is the time you share with other people.
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Squ4ll- wrote:
Here maybe, the source Nitsuja linked in the other thread.
Thanks. It seems, that it has last been updated in July 2006. So that wasn't the problem. There was a plugin setting after all.
Joined: 6/22/2007
Posts: 181
Location: Eastern Michigan University
Bisqwit wrote:
Squ4ll- wrote:
Here maybe, the source Nitsuja linked in the other thread.
Thanks. It seems, that it has last been updated in July 2006. So that wasn't the problem. There was a plugin setting after all.
My code doesn't change the core, only tries to make it more bullet-proof.
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Don't suppose we can have the source for this 'bullet-proof' code so it can be merged with Upthorn's?
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
Would there be any way to get in a rewind (so to speak) function into the next Mupen? I know it would have to work completely differently from the the fastforward function....maybe something like loading saved states that are automatically saved every 15 seconds or something from the memory in an automatic read only mode? I'm not sure if that's plausible or not, but it would be hella useful.
Joined: 1/21/2006
Posts: 117
Personally I'd like a rewind to function similar to Nestopia's feature; I don't know how they did it, but it pretty much reverses the whole emulation, fairly fun to hear the music play backwards and everything go back into place :P
Joined: 12/20/2007
Posts: 35
Location: Montreal
Is there still something preventing the use of okaygo's reset-recording version?
Current Project: Zelda Low% Run Status: Rupee Route
Former player
Joined: 12/1/2007
Posts: 425
Is there any way to hide the TAS input plugin 0.6 window, other than dragging the window down to the bottom of the screen?
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Nope. But that question belongs in the TAS Input Thread.
PaToby wrote:
Is there still something preventing the use of okaygo's reset-recording version?
That version resets the emulator, not the ROM, despite synching fully. If it were changed to reset the ROM the same way the other emulators handle record resets, then DeHackEd would change his mind and allow it to be used.
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Former player
Joined: 7/21/2006
Posts: 747
Location: Northern Hemisphere
For the next version...is it possible to have a "Recent M64s" list in addition to the usual Recent ROMs list?
Joined: 5/17/2007
Posts: 393
Location: Sweden
mr_roberts_z wrote:
For the next version...is it possible to have a "Recent M64s" list in addition to the usual Recent ROMs list?
I second that request.
"No love for the game gear"
Joined: 12/25/2007
Posts: 86
Location: Muhos, Finland
I have litle problem whit this... When I try to play mario kart 64, mupen will crash after selecting track, or it is just becaus rom what I used are in zip file? (my computer: 512mt ram, ati raden xpress 1100 8I know that are shit) Windows xp home edition whit sp2) And i also used that "jabos direct3D6 1.5.2, but if I use 1.6, I only see black for some reason :\ . EDIT: I noticed that, it works somtimes and somtimes it just crash..... ._. .
<small>Big signature cleared by admin; read <A>forum rules</a>.</small> <small>-Me:..and big sig. was just small picure(two row's), It dont even lag my 3660's web browser >_></small>
Former player
Joined: 12/1/2007
Posts: 425
I would like to see a "jump to frame" function in movies. or frame skip, to allow faster FFing.
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Jump to frame is sort of the same as this: as for turbo, try the TAB key. If that does nothing, turn off "Sync game to Audio" in your Audio plugin settings.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Former player
Joined: 12/1/2007
Posts: 425
Raiscan wrote:
Jump to frame is sort of the same as this: as for turbo, try the TAB key. If that does nothing, turn off "Sync game to Audio" in your Audio plugin settings.
In a one and a half hour run on a slow comp? :@ anyways, I realized that "jump to frame" won't be possible, since a m64 only contains the input. Frame skip would be very useful though, to allow faster FFing.
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Savestates? I'm not sure why you're wanting to fast forward.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Joined: 7/16/2006
Posts: 635
Zelda TASes and savestates don't tend to get along, so the only way to watch them is from the beginning. Pause at frame has the problem that it only works once, and it still only goes at regular speed. I think what we're looking for here is a "jump to frame" command where you enter the frame you want to go to, and then Mupen goes as fast as it can to that frame without bothering to process graphics or sound. I'm not sure if that's possible, but I think that's what zOMG is looking for. Personally, I wouldn't mind having that myself.
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
Actually if you choose the "Pause at frame" option, start fast-forwarding with TAB, and while you're holding TAB click outside the Mupen window, it'll keep fast-forwarding and you're free to do whatever you want.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Former player
Joined: 12/1/2007
Posts: 425
Soulrivers wrote:
Actually if you choose the "Pause at frame" option, start fast-forwarding with TAB, and while you're holding TAB click outside the Mupen window, it'll keep fast-forwarding and you're free to do whatever you want.
what do you prefer? waiting half an hour to get to that point while mupen eats cpu, or skipping right to that point/getting there much faster without eating cpu? damn it, you guys sure like arguing. you know that a feature like that would be useful.
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
z0MG wrote:
Soulrivers wrote:
Actually if you choose the "Pause at frame" option, start fast-forwarding with TAB, and while you're holding TAB click outside the Mupen window, it'll keep fast-forwarding and you're free to do whatever you want.
what do you prefer? waiting half an hour to get to that point while mupen eats cpu, or skipping right to that point/getting there much faster without eating cpu? damn it, you guys sure like arguing. you know that a feature like that would be useful.
Sure it would be useful, I was just providing an alternative. It probably isn't very plausible though; it hasn't been implemented in any other emulator.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
z0MG wrote:
Soulrivers wrote:
Actually if you choose the "Pause at frame" option, start fast-forwarding with TAB, and while you're holding TAB click outside the Mupen window, it'll keep fast-forwarding and you're free to do whatever you want.
what do you prefer? waiting half an hour to get to that point while mupen eats cpu, or skipping right to that point/getting there much faster without eating cpu? damn it, you guys sure like arguing. you know that a feature like that would be useful.
Actually, I'm trying to give you an alternative purely because of the fact that noone's working on Mupen64 and noone has shown interest in doing so. It's kinda silly to request features for a project with no maintainer. I know very well that some of the features mentioned would be useful (most notably, I would be whining for savestate stability and proper resetting myself).
<adelikat> I am annoyed at my irc statements ending up in forums & sigs