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Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Well, the movie record dialog like it was. Well, while you're talking about it, yes in replay dialog too. The "movie metadata" is just one step to be an editor. So, why not there too.
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Script it :)
qfox.nl
Former player
Joined: 12/5/2007
Posts: 716
adelikat wrote:
Currently we don't have an official release of the SDL version. So download the svn version at your own risk :P
Will do.
adelikat wrote:
as far as command line, where are you reading this?
fceu/documentation/fceultra.html wrote:
<tr><td>-soundq x</td><td>boolean</td><td>0</td><td>If value is true, enable high-quality sound emulation.</td></tr>
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
qFox wrote:
Script it :)
Only if I could... :S But I will give you more ideas. In the metadata we can see key and value. So here is my idea. For a key, one could choose a key, there will be a selection tab like in the current replay dialog when you choose a file by pressing the arrow, like author, and others( I don't know the others). So, he selects, "Author" for example then he edits the value and write his name.
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Phil: Lua is an easy enough language to get into. It was designed that way. It's also used for WoW, for instance.
qfox.nl
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I already started learning C, I will continue it someday when I will have more free time. I still thank you for your suggestion and I might check Lua someday but I have some serious doubt that Lua will make suddenly appear the options I'm requesting in FCEU.
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Then you would be surprised. I'm trying to write a small memory watch tool right now that has a dynamic number of fields. Of course, even though Lua is quite simple, one can make it as complicated as desired.
qfox.nl
Joined: 4/11/2006
Posts: 487
Location: North of Russia :[
Just read FM2 specs, I kinda like it. Reminded me of file formats my editors used. However, I might miss it, but looks like it does not have frame numbers anywhere - it makes looking for frames harder. You could add some symbol that workd as "start comment" or "end comment beginning in the start of line" and add comment with frame number every 100th frame. Just a thought. it also may already be in there, I did not download and try, sorry :3 Also, movies are going to be much bigged in size. how about compressed movie format support? FMZ for example. For final versions etc. P.S.: You made my puzzled avatar outdated...
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
zefiris wrote:
You could add some symbol that workd as "start comment" or "end comment beginning in the start of line" and add comment with frame number every 100th frame. Just a thought. it also may already be in there, I did not download and try, sorry :3.
Yes, it is a good idea, that was something that I was expecting for a long time in FCEU. Afaik, only zsnes does that.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3596)
Joined: 11/3/2004
Posts: 4738
Location: Tennessee
Subtitles are on the to do list. Frame numbers would be meaningless if you think about it, due to movie splicing. If you want line numbers simply open the .fm2 with a code editing program (such as notepad++).
It's hard to look this good. My TAS projects
Joined: 4/11/2006
Posts: 487
Location: North of Russia :[
adelikat wrote:
If you want line numbers simply open the .fm2 with a code editing program (such as notepad++).
include header height and some additional data like resets that adds one more line... >.<
Former player
Joined: 12/5/2007
Posts: 716
ShinyDoofy wrote:
adelikat wrote:
Currently we don't have an official release of the SDL version. So download the svn version at your own risk :P
Will do.
I get "An error occurred while loading the file" when I try and load a zipped ROM. Regular ROMs only work without sound ("Audio write: Input/output error" if I try and activate sound output). The best thing about it is that fceu is seemingly hanging due to the sound and can only be killed by putting it asleep with Ctrl-Z and extinguishing it with kill -9. I'm using OSS 4.0.1016 in case that's of any matter.
Post subject: Re: FCEUX2.0.0 (release announcement)
Active player (277)
Joined: 5/29/2004
Posts: 5712
adelikat wrote:
* Soft reset removed from record movie options
Is there an option to put that option back, just in case someone reeeeeeeally really wants to record from a reset?
put yourself in my rocketpack if that poochie is one outrageous dude
adelikat
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Joined: 11/3/2004
Posts: 4738
Location: Tennessee
2.0.1 released Fixes: adelikat - reorganize display toggle options in the menu adelikat - autofire fix (autofire will work without setting a autofire pattern) zeromus - homebrew mmc5 games now have 64KB of exwram instead of only 8KB zeromus - fix crash related to player2 in lua scripts qfox - fixed player2 in lua scripts EDIT: Unless any more major crashing bugs are discovered, we don't intend to update FCEUX until a 2.1 version sometime in the future.
It's hard to look this good. My TAS projects
Active player (325)
Joined: 2/23/2005
Posts: 786
Wow, my mind is blown! Great new emulator! I have some feature requests, if you'd be willing to consider them: * An option to mute individual sound channels, like VBA has. * Perhaps more savestate slots? I know you can just load them from files, but it would be great it we'd have many more states for use with next/previous (of course, maybe only the first 10 would get hotkeys) * Maybe a feature to help prevent savestate conflicts between FCEU instances, for example, while watching a movie and recording a movie of the same game at the same time, and trying to use rewinds in both (a common activity in TASing)
Post subject: Re: FCEUX2.0.0 (release announcement)
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
Bag of Magic Food wrote:
adelikat wrote:
* Soft reset removed from record movie options
Is there an option to put that option back, just in case someone reeeeeeeally really wants to record from a reset?
All you'd have to do is either start recording and hit Reset immediately, or hit reset and start recording immediately. I'm not sure which actually, you know. Does it. Eh.
Perma-banned
Former player
Joined: 12/5/2007
Posts: 716
CtrlAltDestroy wrote:
* An option to mute individual sound channels, like VBA has.
Iirc, Bisqwit pointed out lately that this is not really possible because of the structure of the NES's sound system.
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
CtrlAltDestroy: You can actually create as many savestates as you wish using Lua. You create a savestate OBJECT by
local state = savestate.create()
And then you can save that state by calling
savestate.save(state)
and subsequently load by
savestate.load(state)
You can also load and save the predefined savestates by supplying the number as an argument to create (NOT to load or save, they require a savestate object):
savestate.create(1)
I know it's (probably) not exactly what you requested, but it's not impossible.
qfox.nl
adelikat
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Joined: 11/3/2004
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CtrlAltDestroy wrote:
* Maybe a feature to help prevent savestate conflicts between FCEU instances, for example, while watching a movie and recording a movie of the same game at the same time, and trying to use rewinds in both (a common activity in TASing)
Already done, read the list in the first post (yeah its long, I know :P). Savestates now include the movie filename. So, for instance, you are recording smb.fm2 on smb.nes ROM. You make a savestate with saveslot 0. The filename is smb.smb.fc0. If you make a savestate on th movie you are comparing too, klmz-smb0.fm2 the filename is smb.klmz-smb0.fc0. This way you can't load a savestate from the wrong movie. It also means you have 10 saveslots you can use in each movie. In addition each .fm2 file has a GUID number now, so FCUEX will error if you attempt to load a savestate from the wrong movie anyway.
It's hard to look this good. My TAS projects
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Someone should tell them that FCEUX is not FCEUXD.
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Lol, they also list the last few commits as "changes".
qfox.nl
Joined: 5/24/2004
Posts: 262
Couple of questions: 1) FCEUX seems to detect the majority of my roms as PAL even though they are NTSC. Is this a problem with my roms or with the emulator's detection mechanism (the roms I'm using are quite old - probably 13 years). 2) The latency slider in the Config -> Sound dialog is locked with some note about a system config. I've tried restarting the emu, but the slider always remains locked. This doesn't appear to be documented. Thanks.
adelikat
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Joined: 11/3/2004
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Andypro wrote:
1) FCEUX seems to detect the majority of my roms as PAL even though they are NTSC. Is this a problem with my roms or with the emulator's detection mechanism (the roms I'm using are quite old - probably 13 years).
Yes, this is probably your ROMs. Using Goodnes3.1 I haven't encountered any trouble with FCEUX deciding the correct region.
2) The latency slider in the Config -> Sound dialog is locked with some note about a system config. I've tried restarting the emu, but the slider always remains locked. This doesn't appear to be documented.
The latency is disabled. Though system config change did happen since that was locked XD. I think it wasn't resurrected because it either was no longer relevant or still buggy. Either way, removing it would have been the better choice, but we forgot about that somewhere along the way.
It's hard to look this good. My TAS projects
Joined: 5/24/2004
Posts: 262
adelikat wrote:
The latency is disabled. Though system config change did happen since that was locked XD. I think it wasn't resurrected because it either was no longer relevant or still buggy. Either way, removing it would have been the better choice, but we forgot about that somewhere along the way.
Well, the slider may have been a hack to begin with, but I think it's still relevant. I still have some slight sound crackling occuring, and I believe increasing the latency would fix it as it has in previous versions. Again, this likely points to something else being the problem, but the available slider would be nice.
Active player (325)
Joined: 2/23/2005
Posts: 786
ShinyDoofy wrote:
Iirc, Bisqwit pointed out lately that this is not really possible because of the structure of the NES's sound system.
Even though Famtasia can do this? Could it, at the very least, be added to the NSF player?
adelikat wrote:
Already done, read the list in the first post (yeah its long, I know :P).
Wow! I saw that change, but I didn't realize the implications of it.
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