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Former player
Joined: 12/5/2007
Posts: 716
FCEUX is now in the official Gentoo package tree (aka Portage). Is this the first distribution to do so?
Experienced player (829)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Does FCEUX not record fds disc switching correctly? I have been playing around with the famicom discs and can't seem to get it to work at all, i.e. Switching a disc will work fine while recording a movie, however upon playback it appears to reset the console.
Living Well Is The Best Revenge My Personal Page
Joined: 1/26/2009
Posts: 558
Location: Canada - Québec
Eject disc doesn't work either...
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
It does not record FDS disk activity. However, that has been fixed already and will be in the 2.1.2 release that will happen soon.
It's hard to look this good. My TAS projects
Experienced player (829)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
adelikat wrote:
It does not record FDS disk activity. However, that has been fixed already and will be in the 2.1.2 release that will happen soon.
You probably even mentioned that to me yesterday, but thanks for clarifying. I'll be looking forward to the next release so that I don't have to resort to .98.25
Living Well Is The Best Revenge My Personal Page
Post subject: FCEUX 2.1.2 release announcement
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
FCEUX 2.1.2 released direct download Lots of good changes for the TAS community in this one including:
    Ability to record and play back FDS disk switching! Lua features integrated into FCEUX so no need for 20 .dll files. (Win32) Replay dialog displays the movie time matches tasvideos.org's time (using ~60.1, ~50.1 instead of 60 & 50). Ram Search and Ram Watch dialogs imported from GENS. Memory watch and cheat search are still available but these new dialogs offer far more features. Lua Script window ported from GENS Annoying directory overrides bug fixed
In addition, the New PPU is now a togglable item (Windows users: config > ppu > new ppu). It should work with nearly all games (please let me know if any fail!). The new PPU offers increased accuracy but changes timing. Old PPU should be used for watching older movies but New PPU is recommended for new TAS movies. Full changelog Also, thanks to our newest team member gocha. Most of the TAS related additions were due to him.
It's hard to look this good. My TAS projects
Post subject: Re: FCEUX 2.1.2 release announcement
Joined: 4/25/2004
Posts: 498
adelikat wrote:
Annoying directory overrides bug fixed
WOOOOOOOOOOOOOOOHOOOOOOOOOOOOOO I can finally unmark the read-only flag on my config file! XD ...What was causing it, anyway? I'm really curious, since it was such an annoyance... :p
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Honestly, I still don't know the root cause. But I found behavior that would cause it every time and a (very hacky) fix that causes it to never happen. As far as I can tell, the issue is fixed. However, if you do experience any similar bug behavior, please let me know.
It's hard to look this good. My TAS projects
Editor, Skilled player (1203)
Joined: 9/27/2008
Posts: 1085
Recall my slight change to joypad.set(). I did add in a feature which I never really reminded you about. The option to invert user input by using a string, as a result, went unmentioned in the help file.
There are 3 possible values, true, false, and nil. True will turn the button on, false will turn it off. Nil will leave it unchanged (allowing the user to control it).
I recommend a change in the documentation, something like this as a possibility:
There are 4 possible values: true, false, nil, and "invert". True will force the button on, false will force it off. Nil leaves control up to the user, and "invert" will reverse the user's input. Thanks to our awesome spellchecking, you can horribly misspell "invert" and it'll still work! (read: any string works. "invert" is simply a convention)
EDIT: Now that I think about it, looking at the changes since last release, I see now you can catch stateloads from lua. Now I can get rid of my own loadstate detection code and substitute the built-in function. I think I'll get to work on the multi-track script a bit more. Maybe I can clean up a few things... EDIT2: Now that I read through it more, there's more stuff you haven't yet documented in the help file. In that case, I'm guessing it's just a matter of time on your hands. Or priorities. Or, whatever it may be.
Dwedit
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Joined: 3/24/2006
Posts: 692
Location: Chicago
Any idea why the snake pit level in Battletoads is still broken?
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Dwedit wrote:
Any idea why the snake pit level in Battletoads is still broken?
Switch to the new PPU and it will be fixed.
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Dwedit
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Joined: 3/24/2006
Posts: 692
Location: Chicago
Still broken, even with New PPU. Looks like the problem has entirely to do with triggering sprite 0 collisions on pixel #255, when it shouldn't. For some strange reason, the PPU ignores sprite collisions on pixel #255, and Battletoads relies on this.
Dwedit
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Joined: 3/24/2006
Posts: 692
Location: Chicago
Since I don't know whether people read the SF tracker or not, I'm cross posting here. Bug fixes for the file PPU.CPP: In the function CheckSpriteHit of ppu.cpp: Change this line: (line #1078) if((sphitdata&(0x80>>(x-sphitx))) && !(Plinef[x]&64)) To this: if((sphitdata&(0x80>>(x-sphitx))) && !(Plinef[x]&64) && x < 255) In the function FCEUX_PPU_Loop of ppu.cpp: Change this line: (line #2288) if(oam[6] == 0 && pixel != 0) To this: if(oam[6] == 0 && (pixel & 3) != 0) This bug was a pretty nasty one, causing it to treat transparent pixels of palettes other than 0 as not transparent. While you're at it, also add this check right before the PPU_status |= 0x40 line: if (rasterpos < 255) { PPU_status |= 0x40; }
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
adelikat wrote:
But I found
Thank you :P I haven't tested that version I will do so when I will TAS a NES game. You say that the timing is different and such, slower or faster than old version?
Dwedit
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Joined: 3/24/2006
Posts: 692
Location: Chicago
I'd say don't do any TASs on the new PPU until the glaring sprite zero hit bug is fixed. Otherwise a TAS of any Konami game which uses sprite zero hit will desync under proper behavior.
Active player (328)
Joined: 2/23/2005
Posts: 786
I just now noticed this...
Press Release wrote:
A rewinding tool written by Jonathan Blow
lua script wrote:
-- NES Braidulator VERSION 1 --(C) Antony Lavelle 2009 got_wot@hotmail.com http://www.the-exp.net -- A Lua script that allows 'Braid' style time reversal for Nes games being run in FCEUX --'Braid' is copyright Jonathan Blow, who is not affiliated with this script, but you should all buy his game because it's ace.
Awesome script, though. This is exactly what I wanted. Though it could use some more features....
ventuz
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Player (126)
Joined: 10/4/2004
Posts: 940
I'm having a bit of problems with LUA feature. One is, what happen to LUA? I liked old way when I could click "run script", browse for script, then click ok, and click "stop script" when done from FILE dropdown. This new one, have to click "new lua window" then some giant window box blocking fceu game screen, click browse, choose script, click ok, then click "run", click minimize, more clicking here. Oh boy it look like I'm complaining here, I'm not, LUA works just fine, I'm just asking for those feature return. Put "run script", "reset script", and "stop script" below the "Close All Script Windows". Second is, are those on-screen lua aligned correctly? It look like stuff on screen shifted down by 8 pixel or so (or are those script outdated?)
Joined: 7/13/2006
Posts: 61
Thought I'd just drop a note here. In regards to absolute polarity the audio output needs to have the phase inverted. It's pulling when it should be pushing.
Skilled player (1828)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
While recording a movie, if you open up TAS Edit and then close it down, the movie stops. Is this supposed to happen?
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Yes. Though that concept would make more sense if TASEdit were anywhere closer to being done.
It's hard to look this good. My TAS projects
Joined: 8/22/2009
Posts: 58
The FCEUX website is down, where else can I get v2.1.2?
Editor, Expert player (2080)
Joined: 6/15/2005
Posts: 3284
The link should work now.
nesrocks
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Player (247)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Post subject: PAL detection patch
Joined: 5/24/2004
Posts: 262
Hi, I have finally found why FCEUX detects all of my NTSC roms as PAL. In iNES.cpp, it checks the opened ROM pathname for the typical PAL filename marks like (E), (F), etc. Here's an example pathname from my system: F:\Games\(e) NES\Blaster Master (U) [!].nes I think you can now see the problem. I've created a patch which I hereby submit to improve the pal detection process by only examining the name portion of the path. Please review and integrate into the latest svn, or let me know where I can submit the patch officially. Thanks!
Index: fceu/src/ines.cpp
===================================================================
--- fceu/src/ines.cpp	(revision 1644)
+++ fceu/src/ines.cpp	(working copy)
@@ -733,13 +733,46 @@
 	// TODO: MD5 check against a list of all known PAL games instead?
 	if(OverwriteVidMode)
 	{
-		if(strstr(name,"(E)") || strstr(name,"(e)")
-			|| strstr(name,"(F)") || strstr(name,"(f)")
-			|| strstr(name,"(G)") || strstr(name,"(g)")
-			|| strstr(name,"(I)") || strstr(name,"(i)"))
+		char *s, c, *p, *q;
+		int index = 0;
+
+		s = (char*)malloc((strlen(name)+1) * sizeof(char));
+		strcpy(s, name);
+
+		//  Reverse the path string "name" and put in s
+		if (strlen(s))
+		{
+			q = s;
+			while (*(++q)) ; // points q at '\0' terminator
+			for (p=s; p < --q; p++)  // ignores middle character when strlen is odd
+			{
+			  c = *p;
+			  *p = *q;
+			  *q = c;
+			}
+		}
+
+		char *nameRev = strstr(s,"\\");
+		if(nameRev != NULL) {
+			index = s - nameRev;  //  pointer arithmetic
+			index = index<0 ? (index = -index) : index;  //  absolute value
+		}
+
+		char *nameOnly = (char*)calloc(index+1, sizeof(char));
+		strncpy(nameOnly, s, index);
+
+		//  The parens are reversed because we're using a reversed string of
+		//  the filename.  No need to re-reverse it and allocate more memory
+		if(strstr(nameOnly,")E(") || strstr(nameOnly,")e(")
+			|| strstr(nameOnly,")F(") || strstr(nameOnly,")f(")
+			|| strstr(nameOnly,")G(") || strstr(nameOnly,")g(")
+			|| strstr(nameOnly,")I(") || strstr(nameOnly,")i("))
 			FCEUI_SetVidSystem(1);
 		else
 			FCEUI_SetVidSystem(0);
+
+		free(nameOnly);
+		free(s);
 	}
 	return 1;
 }
Skilled player (1652)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
ventuz wrote:
I'm having a bit of problems with LUA feature. One is, what happen to LUA? I liked old way when I could click "run script", browse for script, then click ok, and click "stop script" when done from FILE dropdown. This new one, have to click "new lua window" then some giant window box blocking fceu game screen, click browse, choose script, click ok, then click "run", click minimize, more clicking here. Oh boy it look like I'm complaining here, I'm not, LUA works just fine, I'm just asking for those feature return. Put "run script", "reset script", and "stop script" below the "Close All Script Windows". Second is, are those on-screen lua aligned correctly? It look like stuff on screen shifted down by 8 pixel or so (or are those script outdated?)
This is actually an improvement/working towards an improvement. The devs are trying to get Lua to work more like it works in Gens, i.e. a status box output, as well as the ability to open multiple scripts (to be made).
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
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