fraps crashes the emulator. camstudio records black screen like all others. it's strange that it's just dega... i can record from all other emulators (at least all that i have tested).
Hello,
I finally got round to making a prerelease of the next version of Dega, 1.16.
+ Movie file format altered to record whether this is a Game Gear game
+ Now uses ROM file header rather than file extension to determine
game type
+ Added optional new portable Z80 core from Final Burn Alpha (originally MAME)
+ Fixed a number of emulation bugs affecting a variety of games
+ Fixed flickering issue with SDL version affecting games which change the
palette during the frame
+ degavi ported to Windows using VfW
+ Windows: act more friendly to the CPU by not busy looping
Get it from the website: http://www.pcc.me.uk/~peter/dega/
Please let me know about your experiences recording movies with the new core. Obviously you will likely experience desyncs playing a movie recorded using another core. I am also interested in hearing about your experiences with the Windows version of degavi. As I do not currently have access to a Windows machine I was unable to test it fully. There is a known bug with the Windows degavi in that there is a gradual A/V desync during the movie. If there are any VfW experts around I'd like to hear how to solve this problem (patches please, if you can).
If it helps any (though I doubt it will), when I close degavi after getting the file error it gives this error: "The instruction at "0x032c18c5" referenced memory at "0x00000004". The memory could not be "read". Click on OK to terminate the program"
Good to see you around pcc :)
This can be a timing bug:
1. Check Graphics->PAL.
2. Open a 60Hz ROM.
3. Uncheck Graphics->PAL.
Now the game runs faster than usual. The frame rate is much higher than 60Hz.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days
<adelikat> no doubt
<adelikat> klmz, they still do
The Doze core was used in previous versions of Dega and is included for compatibility with existing movies (about half of the movies here sync using this core, including nineko's Chuck Rock movie).
The MAME core is more accurate (e.g. Sonic Drift games now run) and so should be used for new movies.
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Thanks. Also, where can I find the loadstate hotkey? I must be completely blind :( And would like to know if there is a way to map the directories for savestates and movie files.
After having a quick chat with AngerFist just some minutes ago, here are some things seemingly quite some people have complained about and would like to have it changed:
1) Load/save in the appropriate slots without having to choose the slot before actually loading/saving. As of now, you need to select a slot via 0-9 and then hit a central load/save key (F7/F5). Snes9x handles it the other way round: you can directly load from state 1 by pressing F1. Saving is done by pressing Shift+F1 (ironically, saving/loading is swapped in the *nix build, but whatever). This way, you wouldn't have to select a slot first, which many people think is more comfortable and faster to work with.
2) Be able to set a directory for your savestates other than the (hardcoded?) $dega/saves.
3) Be able to set a standard directory for saving your mmv files. This way you can just select them from your regular runs folder and don't have to navigate through a maze of directory just to watch somebody else's run or save your own.
4) Maybe a "Recent ROMs" entry for the File menu?
5) A standard ROM directory?
Points 2-5 are mainly win32 changes (I haven't actually done anything else than encoding on the Linux build, so no idea on this one) and should be relatively ease to implement. I've seen at least two people turning away from dega because of point 1. :(
Any heads up on this of course would be highly appreciated. :)
/edit: Point 5 seems to be already working. Shame on me :( Maybe some little menu to set them manually? Windows users hate to open up notepad and change a text file.
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
ShinyDoofy wrote:
1) Load/save in the appropriate slots without having to choose the slot before actually loading/saving. As of now, you need to select a slot via 0-9 and then hit a central load/save key (F7/F5). Snes9x handles it the other way round: you can directly load from state 1 by pressing F1. Saving is done by pressing Shift+F1 (ironically, saving/loading is swapped in the *nix build, but whatever). This way, you wouldn't have to select a slot first, which many people think is more comfortable and faster to work with.
I mustn't be "many people" because I absolutely hate this method. I really didn't have any idea this method was that popular. But hey, what works for people works for them.
I wouldn't mind this addition as long as I get to keep my centralized load/save buttons. Pretty much every other emulator handles both.
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: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I'm with Ferret Warlord on this preference, it's been a standard on most emulators to keep both options since the community is divided on both methods.
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Yeah, both methods of saves are about equally popular. (I use the save slot method).
The problem any experienced TASer is at the "point of no return" in their habits. So, while it seems silly, it is actually a big deal to a TASer to be able to have their hotkeys set up the way they are used to.
An analogy might be if I gave you a keyboard with the E and the S keys swapped and told you to write a paper. It would be quite difficult.
If it helps any (though I doubt it will), when I close degavi after getting the file error it gives this error: "The instruction at "0x032c18c5" referenced memory at "0x00000004". The memory could not be "read". Click on OK to terminate the program"
This did work, though I experienced the same audio desync that has been mentioned before. Also, I got the same error message when I closed the application. Getting closer though, thanks!
Also, I would love the savestate option that ShinyDoofy mentioned. The other method is workable for me, but as adelikat mentioned it is jarring because it's different from every other emulator I use.
Thank you again, good sir!
Edit: For what it's worth, the movie crashed windows explorer during playback in mplayer. I thought it was maybe because I was doing some other intensive stuff at the time, so wasn't too concerned. Since I didn't really need it any more and it was large I tried to delete it, which gave a "file in use" error, and then crashed windows explorer again. I rebooted, and was able to delete it this time, but in the process crashed windows explorer a final time. Oh well, still better than nothing :)
If it helps any (though I doubt it will), when I close degavi after getting the file error it gives this error: "The instruction at "0x032c18c5" referenced memory at "0x00000004". The memory could not be "read". Click on OK to terminate the program"
Worked perfect for me with ffdshow. Made a 2 min encode of a 8 min SMS TAS (kungfukid). Didn't desync at all.
UPDATE: Seems to work randomly, still don't know what triggers the error message.
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
The quick load button feels very glitchy. I don't know how to explain it.
Edit: When playing Castle of Illusion Starring Mickey Mouse (U) (V1.0) [!].sms I think the coloring feels a bit awkward. For instance, if you look closely at Mickey's nose, there is a tiny red circle object hanging from it. I don't think this was the case with former versions.
Edit 2: Same thing with his feet.
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I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
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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
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ShinyDoofy wrote:
1) Load/save in the appropriate slots without having to choose the slot before actually loading/saving. As of now, you need to select a slot via 0-9 and then hit a central load/save key (F7/F5). Snes9x handles it the other way round: you can directly load from state 1 by pressing F1. Saving is done by pressing Shift+F1 (ironically, saving/loading is swapped in the *nix build, but whatever). This way, you wouldn't have to select a slot first, which many people think is more comfortable and faster to work with.
Is there any hope for this feature to be added sometime? I've found a couple games I'd like to work on, but I haven't quite gotten used to the central save/load idea. I occasionally overwrite states that I don't want to, and given some of Dega's other shortcomings, this makes TASing more difficult than it should be.