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Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
BoltR wrote:
Remappable keys, especially for frame advance.
OK, working on this now, it's close to being done. What would you set frame advance to, by the way? (It relies on a certain Windows functionality to get the proper repeat speed of frame advance, which excludes certain keys from being possible to set. In other words, something like Shift would be really hard to make possible because it's purely a modifier key and also because it conflicts with the save state keys.)
pilif wrote:
Your hacked version seems to have some slight problems with the sound. It's a bit distorted and clicking on my machine, but this may be a configuration problem.
This is maybe because I disabled FMOD, if you were using it. I'm putting it back in. It could also be because your computer was just barely able to handle the sound without clicking problems, and my compiling of it made a version that isn't quite as fast on your computer. (In which case, what type is it? As in, Pentium 4, Pentium 3, etc.) But I didn't change any sound code at all.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
BoltR wrote:
Remappable keys, especially for frame advance.
OK, working on this now, it's close to being done. What would you set frame advance to, by the way? (It relies on a certain Windows functionality to get the proper repeat speed of frame advance, which excludes certain keys from being possible to set. In other words, something like Shift would be really hard to make possible because it's purely a modifier key and also because it conflicts with the save state keys.)
pilif wrote:
Your hacked version seems to have some slight problems with the sound. It's a bit distorted and clicking on my machine, but this may be a configuration problem.
This is maybe because I disabled FMOD, if you were using it. I'm putting it back in. It could also be because your computer was just barely able to handle the sound without clicking problems, and my compiling of it made a version that isn't quite as fast on your computer. (In which case, what type is it? As in, Pentium 4, Pentium 3, etc.) But I didn't change any sound code at all.
Former player
Joined: 5/22/2004
Posts: 462
Would it also be possible to remap the save-state buttons and load-state buttons? That would be a deciding factor on whether or not I make movies for SNES9x.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Yes. It has now been updated with customizable hotkeys including save and load buttons. The OpenGL mode has been fixed, too. No aspect ratio fixing yet though, sorry. http://www.filespace.org/nitsuja/Snes9Xw-ZeldaFix-v3.zip
Player (68)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Thank you for this awesomeness!! Now I can finally make my Pugsley's Scavenger Hunt run.
Player (36)
Joined: 9/11/2004
Posts: 2630
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 6/15/2004
Posts: 104
Location: Zürich / Switzerland
Hi nitsuja, thanks for your great new build. It works perfectly well so far (OpenGL really seems to be fixed too)
nitsuja wrote:
This is maybe because I disabled FMOD, if you were using it. I'm putting it back in. It could also be because your computer was just barely able to handle the sound without clicking problems, and my compiling of it made a version that isn't quite as fast on your computer. (In which case, what type is it? As in, Pentium 4, Pentium 3, etc.) But I didn't change any sound code at all.
It's neither FMOD nor my PC (Pentium M-Notebook with 1.7 Ghz): There are no clicking sounds in the official builds with or without fmod. In your build, there's no clicking either when using FMOD. It's constantly clicking softly - more like a crackle. It's somewhat hard to describe, but it isn't really important as I know a workaround now (to enable FMOD). Many, many thanks for your build. It does look very nice! Philip
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
OmnipotentEntity wrote:
Again with the mindless mirroring of sufficiently awesome files. EDIT: I fail at BBCode
I just recorded a movie using that file, but it still desyncs after a little while (at the first levels of the castle, obviously because of enemy AI).
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Omega wrote:
OmnipotentEntity wrote:
Again with the mindless mirroring of sufficiently awesome files. EDIT: I fail at BBCode
I just recorded a movie using that file, but it still desyncs after a little while (at the first levels of the castle, obviously because of enemy AI).
Uh, are you sure? I've made 2 or 3 test runs up to the cathedral and haven't seen a desync. Make sure you're playing back the same movie and not using the WIP. I kinda doubt hotkeys broke it but I can test it some more though.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Here's the file I'm supposed to only get hit once in the fight with the cellar boss. http://tetravalor.avalanchestudios.net/other/legend-of-zelda-omega.rar I recorded it using hotkeys (S and A respectively for saving and loading state 0, W and Q respectively for saving and loading state 1). B and N were mapped to respectively increase speed and decrease speed. edit: I recorded it with a valid version of the ROM (checksum okay, the (U) version) and I played the file back read-only. edit: playing the file without the read-only flag checked seems to have had no effect. the desync is still at the same place. also, I'd like to note that the demonstration video played back just fine. :\
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Uh, in that movie file, you don't even get to the cellar boss at all, you die in the first hallway (or maybe I misunderstood, that's what you see when you play it back, right?) Did you make this movie file in one go, or did you make some of it and then play it back and continue by saving and loading a state? Also, did you have any other save states of zelda that were made with other versions of the emulator? You start from a save file, that's a little weird and I've never tested that, so there's a chance that's the problem. Also, keep in mind that Snes9x has plenty of *other* desync problems that may also affect this game, but (besides the sound desync one) these other problems tend to happen far less frequently than the zelda desync bug did. Anyway, I'll do some more testing and try to reproduce this...
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
I can't reproduce this at all; I'm getting no desyncs no matter what. In fact, I loaded from your movie and played a bunch more (mostly fooling around, but still using lots of save states) and watched that and it was all in sync. (see http://www.filespace.org/nitsuja/legend-of-zelda-3-omega-continued.rar ) And I did a good amount of luck-manipulation (and in my previous run) which would've led to certain desyncing before. I also tried starting another game, even from a save file, it still worked fine, regardless of whatever slowdown/frame advance/sound settings I tried. So... are you able to reproduce this? What other settings do you have set? It's nearly impossible to track down a bug if it there are no known steps that cause it.
Player (36)
Joined: 9/11/2004
Posts: 2630
I finally tested it with Mario RPG. It still desyncs. However, I was playing a movie I made with 1.43. However, (again) it worked fine the first time, but desynced when I played it back for a second time.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
OmnipotentEntity wrote:
I finally tested it with Mario RPG. It still desyncs. However, I was playing a movie I made with 1.43. However, (again) it worked fine the first time, but desynced when I played it back for a second time.
Hmm, this sounds exactly like the sound desync bug, actually. When I play the same OOTW movie, it alternates between not working and working at certain points in the movie. It's odd that a bug apparently being caused by nondeterministic sound causes such reliable alternation. (So I'm starting to doubt it's caused entirely by nondeterministic sound, it's likely there's some other missing factor, although at least in the case of OOTW it does fix itself if sound is off.)
Player (36)
Joined: 9/11/2004
Posts: 2630
*nod* Then SM:RPG is still out for the time being I suppose. Oh well.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
nitsuja wrote:
I can't reproduce this at all; I'm getting no desyncs no matter what.
Hmm, guess what? I just got a desync in Zelda 3, and it was just like they used to be... I'm not exactly sure why it still occasionally screws up, but I think it only happens when you're starting a new recording in some unknown situation that causes Snes9x to start out with the random variable set to the wrong thing. My guesses as to the possible things I did differently this time that might have caused it are: - Starting recording after watching another movie or playing another game, without closing and re-opening the emulator first. - Deleting the game's .srm file while the emulator was still open. - Fiddling with stuff like Joypad Swap and Background Clipping. - Over-reliance on out-of-order re-recording (probably not it, because it's worked fine all the other times) - Not using FMOD DirectSound (also probably not the problem) Omega, did you do any of these things when you were recording yours that desynced? (On the bright side, this usually doesn't happen, and continuing the recording from just before it desynced seems to let me continue recording with no further desyncs whatsoever.)
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I tested the patched version with Mortal Kombat 2, which also still desyncs. :(
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Highness, I just posted a newer patched version here: http://tasvideos.org/forum/viewtopic.php?t=542&start=15 (at/near bottom) which basically obsoletes the one posted in this thread, so try it out and see if it still desyncs. Keep in mind that the bug where you have to let the game "warm up" for 10 seconds or it will desync is still there, so make sure you do that before reporting a desync caused by not waiting long enough. (This newer version is based on the WIP instead of the Final because there seem to be extra desync problems in the Final. As luck would have it, Zelda 3 plays exactly the same between both versions, so runs currently being made of it can switch to using this new WIP-based version without starting over.)
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Cool. I'll go check it out.

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