Okay, perhaps you'll remember how on my computer my first Contra Hard Corp run didn't work, right? I've done some simple experimentation, and deleting the config file causes the file to play right. I've looked further into this.
I'm fairly certain that if you set the player 1 controller as a 3-button controller, the first run will not work and contra10.gmv will. Likewise, if you set it as a 6-button controller, the first run works again and contra10.gmv fails. That alone seems to determine the watchability of my file.
(edit) Nope, I still can't figure out what's causing all my movies to suddenly cut out everything before the time I resume at...
Yay backups. Using v.7
Well, on top of that I recently got the "Block Error Writing Frame " message SprintGod got.
So I suppose I'll stick with playing the games rather than superplaying them.
STUPID BUG !
Since when do 0x22559 + 1 = 22560 ?
You can laugh at me
Of course it caused random corruption in savestates. Previous ones won't work. See first post.
Oh my goodness, thankyou so so so so so much for correcting that issue, everything is working perfectly for me now and I could resume my last working recording! ^_^
You truly are awesome. I adore being able to speedrun. ^_^
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
i see, so KB / 3 = amount of frames? lol my mickey movie still had 183 kb so it didn't corrupt yet. can i dl new version and keep recording? or should i finish it before 65536 frames on old one? i don't wanna remake it :P
I suggest you use the latest version because savestates prior to version 8 caused random corruption. The movie files are compatible with all versions. Just make a backup for sure. And you won't be able to use an old savestate to resume record so you will have to watch the movie and make a savestate before the movie ends. (Be sure it's before the movie ends or else you'll get corruption and "block errors".)
Please tell me, do you use the "size" or "size on disk" when determining the movie length. I'm using Windows XP, and it gives me two different sizes. I know I really should have asked this earlier, but for some reason I just assumed to use "size on disk" and now i'm getting the feeling that that was the wrong choice...
"size" is what you want. "size on disk" is adjusted up to the cluster size (the cluster is the sallest part of the disk that can be taken up by a file, so all files are in increments of that size) or down if the disk is compressed.
someone is out there who will like you. take off your mask so they can find you faster.
I support the new Nekketsu Kouha Kunio-kun.
I had a feeling the "size on disk" was increasing in increments, considering I would add a couple frames to the movie and that "size on disk" wouldn't go up at all. Thanks for clearing it up, Boco.
Time to retime all of my movies (ugh)
There is another way to time a movie. When you pause with the quickpause game key, you can see the frame number. Divide it by 60 (or 50 for PAL) to get the time elapsed since reset in seconds.
I already have AVI dumping for Video using some code from VisualBoy Advance. However, I still working to get sound. It will have to wait for a future release.
When you open a movie in read only mode and then select resume record from now from the menu, a message is displayed at the bottom of the screen, "Error: This movie is read-only" or something similar.
This is poor design. Think about when people actually use the resume record from now option. I'd be willing to bet 95% of the time it's a second or less away from the end of a work in progress, and that the movie is paused at the time. As such, the error message is impossible to read through the "Emulation paused frame: XXXXX" text that automatically pops up when you pause the game. The user can then successfully set a savestate despite the fact that a recording is not in progress, unpause, pass the end of the movie within a second or less, reload the save state, and go on their merry way thinking they are recording when they are not.
This is, in fact, what I just did, and wasted half an hour in the process. I think that read only mode as a feature is of questionable use to begin with, even if it didn't break the functionality of the resume record from now option. Since recording cannot be bound to a hotkey, it is impossible to record accidentally. You must very deliberately select the option from the menu with your mouse. If you are that worried about people somehow accidentally doing something very deliberate, you should not put the play and record options in the same window. Another exceptionally simple solution is to automatically create a backup of a movie when recording is started.
Only displaying an error message that will never be seen is useless. In the next version you should either make resume record from now automatically override read only, or have a dialogue box pop up that says, "Error, this movie is being played in read only mode and recording is not enabled. Do you want to disable read only mode and resume recording from now? Yes/No."
xebra: i agree with you. there should be an automatic read only disable option somewhere in the menu. if not, at least pop up that asks if you want to. this however would make recordings a bit wierd though as there would be a secord where your character would just stop as you put your hands back into play mode. the only way i can think to counter this is to have a message pop up, Do you wish to disable read only and record? yes/no, you click yes, recording starting in 3, 2, 1, and then it starts
I agree too that a dialog box asking to cancel read-only mode is a good idea. I will add it to the new version (If I can figure out how to do it. ). However, read-only is here to stay.
There are additionnal features I could implement :
- Map resume record from now to a F key (very easy)
- A red circle displayed in a corner of the screen when recording (like in camcorders) (average)
- Allow quicksave and quickload gamebuttons while playing a movie (easy)
Ok, I can't get the neither version 8 or 9 to work. They both just start normally first, the window appears, but then it completely freezes the application. Trying to click any menus or anything and it just goes (Not responding)? My OS is WinXp SP1.
The strange thing is, about 2 or 3 weeks ago I could use the version 8 without any problems.
Any help would be appreciated, as I am at my wits end here.
Would you like some more ideas to put your programming efforts to?
- On-screen frame counter. MM:SS:FF. Put it next to the red circle. I want to be able to choose which corner (games have status bars in different places).
- Allow slowmode button while replaying video.
- Better font for info, preferably two-color. This one is impossible to read with some backgrounds.
- Autofire. Preferably autofire B can be mapped to a different button than ordinary B, so you don't have to mess with the options all the time.
How's the AVI support coming?
These are good ideas.
But it's been a month since I havn't touched code of Gens. There are several factors explaining it :
-The official Gens community doesn't give a damn about it. (EDIT: Well, now I got some help here) I'm tired of doing it unofficial. If a new official version of Gens get out, I would have to redo everything.
-I out of idea on how to add AVI support. I might try looking at Snes9x code.
-I'm programming Visual Basic full time for my summer job. I'm getting tired of programming.
I'm not saying that I wont work on Gens anymore. I will just do something else before returning to it.