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Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
Just found a rather nasty bug in 9e: 1. Load a ROM for which you have a movie 2. Start playing a movie (but make a backup first!) 3. Save a savestate at some point 4. Stop playing the movie 5. Start playing the movie again, choosing "Play from savestate" (selecting the savestate in the Play Movie dialog) and checking 'Read only'. 6. Load a savestate (preferably the one you saved earlier) - the movie will RESUME RECORDING even though it was supposed to be read-only!
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
Using a savestate overwrote the read only flag. Thanks for catching it. I will update a new version.
Joined: 9/4/2005
Posts: 7
i can't seem to download gens. not the modded one with movie capabilites. help?
Player (206)
Joined: 5/29/2004
Posts: 5712
You're right, it seems to be down...
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 10/14/2005
Posts: 28
Location: Fort Worth Texas US
When will the next Gens movie test emulator come out??
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
When something needs to be added? Check the first page of this topic to download 9f version mean while.
Joined: 10/14/2005
Posts: 28
Location: Fort Worth Texas US
ok
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I've justed tested a Sega CD game, AD&D Eye of Beholder, and evidently, it desyncs. I would like that there's no desync. Is it possible? Sega CD is a lot better than Genesis and got several hits.
Player (36)
Joined: 9/11/2004
Posts: 2631
Sonic CD <grin>
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
It's hard to say, I've just tried Chuck Rock 2 and it seems to play fine. I am going to test with other games and see. Maybe it's just Eye of beholder that isn't so well emulated.
Player (36)
Joined: 9/11/2004
Posts: 2631
I'm pretty sure that the CD expansion includes extra memory that isn't saved in a regular savestate. Chuck Rock 2 may not be using this memory. However, this theory remains in the realm of unfounded speculation.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Right, I didn't tested saving and loading yet. That reaaaaaaaally sucks that there's nothing for Sega CD. What I love with Sega CD, compared to Genesis, there's no awful "crispy" sounds.
Former player
Joined: 3/30/2004
Posts: 359
Location: Borlänge - Sweden
I was just wondered if you could add a little feature that would help alot. I dont know if this has been brought up before but. While in frameAdvance, could you add so you dont have to push the button all the time for a new frame? like in VBA, Snes9x and Mupen.
Wheeeehaaa.. Yaaayy..
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Frenom wrote:
like in VBA, Snes9x and Mupen.
And FCEU.
Former player
Joined: 3/30/2004
Posts: 359
Location: Borlänge - Sweden
Well.. I hav'nt tested FCEU so much. So I dont know :)
Wheeeehaaa.. Yaaayy..
Player (206)
Joined: 5/29/2004
Posts: 5712
I think it was only recently changed in FCEU.
put yourself in my rocketpack if that poochie is one outrageous dude
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
I made a patch to Gens movie test 9f that fixes some things that've been bothering me about Gens for a while. It's mostly for (my) personal use (so I can stand to watch or make Gens movies) but I thought some other people here might be interested in it. download: Windows Executable (version 9h2) older download: Windows Executable + Source Code Diff (version 9g) changes:
  • bulletproof rerecording (out-of-order loading shouldn't cause desync anymore)
  • I think I caught a desync bug where a chunk of memory at the end of save states was never getting loaded...
  • continuous frame advance (and no pause required, with sound)
  • ctrl-T to toggle read-only (for switching to/from playback while recording)
  • 0-9 keys to load save states 0-9 (not F0-F9 like several other emulators, because the F keys were used for too many things already)
  • shift+0-9 keys to save save states 0-9 (ctrl+0-9 to only select, now)
  • =/- for speedup/slowdown (automatically switches in/out of "slowdown mode" as necessary)
  • hold Tab to fast-forward (ctrl-shift-R to reset, now)
  • it no longer uses 100% CPU when it doesn't need to (this is a big one for me)
  • gave messages an outline (if you didn't set them to transparent) so they're not impossible to read on some bright backgrounds
  • allows you to choose record or playback while a movie is already recording or playing, which properly stops the current movie when you hit OK
  • added autofire and autohold support (configure in Input settings dialog)
  • added toggling graphics layers support (in graphics menu, submenu Layers)
  • added numeric fame counter option (in Misc. dialog)
  • added sound soften filter option (lowpass filter)
  • added high-quality PSG/DAC options (they were already in Gens but were not shown in the menu before)
  • added an option to not use the number keys 0-9 for loading (in Input settings dialog)
  • made movie playback dialog fill in a default filename
  • includes Upthorn's changes to 9h, which are (primarily) multiplayer input display, controller settings loaded from GMV, and somewhat-complete SegaCD savestate support
Except for the first 2 changes, these are windows-only usability improvements. The new keys aren't configurable (unless you're compiling it), so just make sure they don't conflict with other keys you have set (for instance, if you have '-' or Tab set as the pause or frame advance or slowdown mode toggle keys, that's a conflict).
ventuz
He/Him
Player (126)
Joined: 10/4/2004
Posts: 940
I like this new change especially TAB turbo, so I can skip boring parts in any games. Except, I don't know if this is bug or not. When you play a replay and say you wanted to know how long and how many re-recording count and click "Play/Resume movie" button (during replay is still playing). Click cancel, replay stopped, but check mark is still tagged there.
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
ventuz wrote:
I like this new change especially TAB turbo, so I can skip boring parts in any games.
Actually you could (and still can) hit F4 and F2 to come close to that before - this is just an alternate way of doing it that I find easier.
ventuz wrote:
Except, I don't know if this is bug or not. When you play a replay and say you wanted to know how long and how many re-recording count and click "Play/Resume movie" button (during replay is still playing). Click cancel, replay stopped, but check mark is still tagged there.
A bigger problem in your case is that Play/Resume movie won't flush the movie to disk until after you hit OK, so the frame count/preview information it shows in the playback dialog of the current movie will be wrong/outdated unless you stop the movie first. EDIT: I read what you said more carefully, and no, that doesn't happen. Clicking cancel does NOT stop the replay, that's why the check mark is still there, because it's still playing. EDIT2: Argh, I found a crash bug with recording a new movie from start... EDIT3: Nevermind, actually recording works fine. It's just a bug that was already there where if you specify an invalid pathname to the new movie it crashes.
ventuz
He/Him
Player (126)
Joined: 10/4/2004
Posts: 940
No it happened to me first time using your modified gens, but I wasn't able to reproduce it. I were watching Gavin Wards - Sonic 3 + Knuckles, when he got to the part with flaming tank boss, I brought up Play movie/Resume screen, browse to same replay file to observe frame count, rerecording count, stuff like that, and hit cancel.. movie came to completely stop, not desync - I went like "WTF?" and I pull down "CPU" menu, check mark was beside "Play movie/resume record from savestate". Now I'm trying to do that again like 10 times now, it didn't happen again I dunno.
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
OK, well I don't doubt it happened. I've seen Gens do weird stuff like that before, I think it happened once when I chose Open ROM... and hit cancel. Has anybody here who's used Gens ever gotten the problem where the game freezes (except for the sound processor) when you load too many save states in a row? It's happening really often for me (like every 20 save states I load it freezes and I have to re-load the movie to reset the game), I found a workaround in the loadstate code to make it never freeze but I don't know if it has other side-effects. As for the desync bugs everyone knows Gens has, I'm still getting them sometimes. I found one specific case, where if I load a save state while holding the C button, the game pauses as if I'd hit Start even though I didn't hit the Start button, and when I playback the recording of it, the game doesn't pause there. So maybe pressing a button immediately after loading a savestate is something that can result in a desync because the button can get changed to something else, but what it gets changed to doesn't get recorded or show up in the input display.
Former player
Joined: 3/30/2004
Posts: 359
Location: Borlänge - Sweden
I'm so in love with you for the moment Nitsuja. Thanx alot. :D:D I've been waiting ages for this continuous frame advance.
Wheeeehaaa.. Yaaayy..
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
Thank you nitsuja for the modifications. I will test them as soon as I have the chance. In restrospection, I wish I never started the project so that you could have started it and made it awesome like you have done with the other emulators. As my first "modify an existing program" project, I made a lot of mistakes (and I learned from them). Do you want to take it from here ? Feel free to rewrite everything you like. I made no update to 9f so your version is now 9g or 10 or whatever number you wish. The future of Gens is unknown. Gens 3 was supposed to be an updated version of Gens+. But now the author decided to rewrite it completly. And how much time will this take ? could be forever. So I'm thinking the next thing to do would be to patch the existing Gens + with rerecording (to preserve movie compatibility) or pick up another emulator.
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
OK. Actually I had some questions: I've heard people say that using a 3-button controller setup makes desync less likely. Is this true? I've seen nothing to support that it is, but maybe it matters more for certain games? and about these lines in state.cpp:
		z80_Reset(&M_Z80);
//		main68k_reset();
//		YM2612ResetChip(0);
//		Reset_VDP();
When I comment out the first line, everything still work fine as far as I can tell. Do you know if it was necessary for something? Were the two lines in the middle already commented out, or did you disable them? When I uncomment the last line, the freezes stop happening. (My test was Ecco the Dolphin, loading lots of save states across different sound samples that were playing - each load had about a 5% chance of freezing the emulated CPU... does this happen for anyone else?) But ideally the loading code shouldn't have to reset anything except by loading directly into it, unless... maybe these subsystems can't affect gameplay? I'm not exactly sure what they do, but it seems to be sound stuff.
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
>I've heard people say that using a 3-button controller setup makes desync less likely. Is this true? I've seen nothing to support that it is, but maybe it matters more for certain games? I have no idea really if it makes desync more or less likely, I haven't had any trouble as long as I kept the controller settings the same as the movie specified. But I know that older games don't check what kind of controller you have (since 6-button controllers weren't around when they were made), it only makes a difference in newer games. I haven't had any problems with freezes when loading different savestates either.
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