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mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
[img_right]http://img828.imageshack.us/img828/5272/snapv005.png[/img_right]FinalBurn Alpha Rerecording ---------------------------------------- This is a continuation of blip's work, updated to the official 0.2.97.08 and with some new features. Binary downloads available in the link above Changelog ----------- v0.0.5.01 -Added "Graphics layers" menu. -Added "Lua drawings in captures" option (enabled by default). -Map hotkeys: setting set slot 0 to 0, loadstate 0 to F10, or savestate 0 to shift+F10 will cause the remaining to auto-fill. -Loadstate errors now successfully restore a movie instead of corrupting it. -Backup loadstate function. -Bind savestates to movies, with a toggle option in the menu. (Note: it is highly recommended keep this feature on because FBA can corrupt movie files due to poor handling of savestates.) -Movie name displayed in title bar. -New lua functions: movie.playbeginning(), movie.setreadonly(), movie.getreadonly() and movie.length(). -Menu items for frame counter toggle and play movie from beginning. -Play movie from beginning hotkey now works. -Update frame counter on loadstate. -Doesn't crash when canceling open ROM dialog. -Save/load state message include slot number. -Crash fixes. -Fullscreen (-f) commandline option. -Menu is now a real menu (and thus alt key combos work again). -10 Saveslots now (instead of 9). -Drag & Drop support for savestates, movie files, and lua scripts (both main window and lua console window). -GUI cleanups. -Windowed mode default when loading game from commandline (instead of fullscreen). -RAM Search: fix reset to update previous values. -RAM Search: Fix counting number of changes. -RAM Watch: Add Separator button. v0.0.5 -77% less crashes. -Added a lot of new Lua functions. -Added RAM Watch and RAM Search from Gens. RAM Search is very slow because FBA-RR can't filter addresses, so you may want to use MAME-RR to find them (.wch files are 100% compatible between both emulators.) -Updated core to FB Alpha v0.2.97.08. !!!IMPORTANT!!! ----------- By default, most games use this configuration: F2 : test F3 : reset So, if you want to use savestate slots 2 and 3, you'll need to change them ("Input" -> "Map game inputs...")
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Somebody, please give this man a Hero rank A.S.A.P.!
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Dropped by to say I want babies from you, mz. :) You're doing excellent job with these new emulators! First PS1, and now a great lot of the arcade games are becoming available for TASing thanks to you. Truly amazing! I'll be on it as soon as it gets configurable hotkeys.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
That's really good news. :D
Skilled player (1417)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
So, I take it that creating the Arcade Games forum means that we're now accepting FBA submissions?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Joined: 3/11/2008
Posts: 583
Location: USA
Ferret Warlord wrote:
So, I take it that creating the Arcade Games forum means that we're now accepting FBA submissions?
Bisqwit, here wrote:
It seems to contain everything necessary, except the indication whether the game begins from reset or not.
+
mz wrote:
004 1-byte flags:
       bit 0: reserved, set to 0
       bit 1:
           if "0", movie begins from an embedded "quicksave" snapshot
           if "1", movie begins from power-on
       other: reserved, set to 0
= Signs point to yes Though, I think the main reason for the new fora is that the two emulators are, if not yet supported here, to TASworthy so that the burgeoning discussion of game possibilities, etc. needed their own areas.
Active player (417)
Joined: 8/22/2008
Posts: 301
Location: Brazil
Wow mz, you're the guy! It's nice!
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Ferret Warlord wrote:
So, I take it that creating the Arcade Games forum means that we're now accepting FBA submissions?
Not officially, and things are subject to change while this is in development, but no-one's stopping you from at least making them. :)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Skilled player (1417)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
Well, I'd usually be jumping all over, but I promised myself I wouldn't waste as much time on this stuff. That, and I just noticed there's a PSX forum, and we're definitely not accepting those right now. Oh well. :| At least much progress has been made!
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Player (121)
Joined: 2/11/2007
Posts: 1522
Ferret Warlord wrote:
Well, I'd usually be jumping all over, but I promised myself I wouldn't waste as much time on this stuff.
:( It's not a waste when you make runs Ferret :D
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
Thanks for the support, I'm glad you people like it.
moozooh wrote:
Not officially, and things are subject to change while this is in development
Well, I only started working on this so Bisqwit could start accepting movies made with this emulator. So, I'd like to know if there's still more things that need to be done for that to happen; and if those things are within my abilities I'll code them. Also, this isn't really "in development". The only plans I currently have for this emulator are configurable hotkeys (I'm not really interested in these games, sorry).
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
mz wrote:
Well, I only started working on this so Bisqwit could start accepting movies made with this emulator. So, I'd like to know if there's still more things that need to be done for that to happen; and if those things are within my abilities I'll code them.
I'll try to remind myself to do another review on this at my free time some day soon. Hopefully we can accept it soon!
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
I screwed around with one game (ddonpchj.zip) yesterday, and the movie desynced about 30-40 seconds in. I might have an idea on the reason: I played most of it on 20% speed as opposed to frame advance, but the music always played at its normal rate (huh?). I take it FBA doesn't slow down all emulation at the same time, so there are disrepancies in processing time, resulting in incorrect lagging.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Banned User
Joined: 8/2/2008
Posts: 420
Location: italy
I just found a little bug in the AVI output. If you press TAB to speed up the playback, the video will be alright in the AVI, but the audio will sound like the speeded up version.
Gone.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
nineko wrote:
I just found a little bug in the AVI output. If you press TAB to speed up the playback, the video will be alright in the AVI, but the audio will sound like the speeded up version.
moozooh wrote:
I screwed around with one game (ddonpchj.zip) yesterday, and the movie desynced about 30-40 seconds in. I might have an idea on the reason: I played most of it on 20% speed as opposed to frame advance, but the music always played at its normal rate (huh?). I take it FBA doesn't slow down all emulation at the same time, so there are disrepancies in processing time, resulting in incorrect lagging.
For me, they look the same problem and for now, just play at 100% speed until someone fixes it.
Joined: 11/2/2007
Posts: 103
moozooh wrote:
I screwed around with one game (ddonpchj.zip) yesterday, and the movie desynced about 30-40 seconds in. I might have an idea on the reason: I played most of it on 20% speed as opposed to frame advance, but the music always played at its normal rate (huh?). I take it FBA doesn't slow down all emulation at the same time, so there are disrepancies in processing time, resulting in incorrect lagging.
Having just fooled around with it(FBA) now, I found other games where the music doesn't slow down but the game still played perfectly after I replayed. It seems to be a thing that only happens with those particular games from those particular companies that have problems, I guess?
Post subject: /me inserts quarter
Joined: 10/3/2005
Posts: 1332
I played with this over the weekend. I was surprised at how well it kept sync through a lot of savewhoring and speed throttling. KOF2k3 didn't desync even once in a 20,000 frame movie, though the sound cut out when I resumed recording from a savestate. Lots of bugs like that aren't hard to find, or even duplicate, which makes me feel hopeful that I can do something to fix them. So, having shoehorned the damn source into GCC and successfully added shortcut keys to the menus (except for the main menu, which turns out not to be an actual menu at all) I'm thinking of doing some more ambitious fixes. If anyone else is quietly working on this emu, it might be worthwhile to collaborate.
Joined: 9/13/2007
Posts: 3
Location: Minnesota
The settings in the test menu are not included in the fbm file, nor are they reset to default during playback. This means that the settings have to be set correctly before playback to avoid desyncs.
Joined: 10/3/2005
Posts: 1332
This is as good a time as any to update... I've been working steadily all week and fixed a slew of bugs, along with at least one desync I stumbled upon. As soon as it's ready (Sunday-ish, hopefully) I'm going to release v0.0.2.
OmniLiquid wrote:
The settings in the test menu are not included in the fbm file, nor are they reset to default during playback. This means that the settings have to be set correctly before playback to avoid desyncs.
Hm. And here I thought I could get away with leaving the FBM format as-is. Could you elaborate on which settings you're referring to? And what do you mean by "test menu"?
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Dromiceius wrote:
And what do you mean by "test menu"?
Dip switches. Ideally, the movie format should store ALL settings that can affect sync in its header, and load them so that they will be active at least until the movie is playing. That's the only foolproof way to counter erroneous setting desyncs.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 10/3/2005
Posts: 1332
Oh, of course. The dipswitches are stored in a kind of SaveRAM file. The next version of FBA-RR will do like most rerecording emulators and simply not load that on recording/playback. Thanks, moozooh.
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
The reason why it would make sense to store dipswitch settings in the movie file is that they can be modified "offline" (that is, wihout even loading the game). I expect many TASes to modify the switch configuration to set a higher difficulty or something else like that, since arcade games usually don't have ingame menu for obvious reasons, and sometimes that involves resetting the game upon modifying them (which would bring reset recording into equation, which is, to my experience, pretty useless in arcade emulation otherwise).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 10/3/2005
Posts: 1332
Ah. Well, good news for you: it's already possible to record (and in the next version, correctly replay) modifications to the DIP settings via controller input, including the necessary reset.
Joined: 3/11/2008
Posts: 583
Location: USA
As for people quietly working, I'd recommend firing a pm to mz- I think he said he'd resume work on this when he wasn't working on the playstation emu.
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