Post subject: Display of Memory Data
Active player (279)
Joined: 4/30/2009
Posts: 791
I noticed the recent encode for Secret of Mana, where the memory addresses of relevant data is shown in an area outside the main screen area. In case I'm not explaining myself properly, let me give you an image of what I mean. The main screen area has little information clogging it up, but the memory addresses of exp values and so on are shown in the right hand side, where as a commentary track appears on the bottom. How does one make an encode like this? I'd be looking to make an informative encode full of normally hidden information for my FE6 TAS. Thanks in advance.
Active player (279)
Joined: 4/30/2009
Posts: 791
Just adding there should be a tutorial for this sort of thing, it would save a lot of messing about in the future, and provide a lot more informative encodes.
creaothceann
He/Him
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Is there already support for this? You'd have to export the RAM values via LUA somehow (e.g. a picture frame) and then combine that with the dumped AVI in AviSynth.
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creaothceann wrote:
Is there already support for this? You'd have to export the RAM values via LUA somehow (e.g. a picture frame) and then combine that with the dumped AVI in AviSynth.
Numerous Japanese TASes have been doing this - including Playstation 2 ones, which makes me fairly sure they aren't using lua. How they are doing memory-anything in PS2 is beyond me.
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Editor, Expert player (2078)
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I haven't tried it yet, but it seems you can dump the RAM values with Lua and use AviSynth's ConditionalReader. http://avisynth.org/mediawiki/ConditionalReader Manual effort can substitute dumping RAM values, if it is not too much work. gocha used AviSynth to insert input and stuff in his encode for Castlevania: Dawn of Sorrow (scripts are here), but I find it awfully hard to decipher.
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FractalFusion wrote:
gocha used AviSynth to insert input and stuff in his encode for Castlevania: Dawn of Sorrow (scripts are here), but I find it awfully hard to decipher.
Well, in short, he uses a LUA script running in the emulator to dump various informations to a text file when the emulator plays the movie: http://pastebin.ca/1548787 Then he loads that data into a LUA script that runs under AVIUTL which prints the information to the frames of an AVI file: http://pastebin.ca/1548781 The basic idea is pretty simple, but you wouldn't be able to make it happen without some good documentation on AVIUTL, which doesn't appear to exist in english. I would think for an english speaking encoder, it would be better to look into using one of the numerous avisynth text overlay filters to accomplish what you want to do directly in avisynth.
AnS
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Just stumbled upon gocha's blog, here's his article about displaying memory contents using lua for AviUtl. http://d.hatena.ne.jp/GOCHA/20090923/RAMWatchOnVideoLua
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Toothache, have you made any progress on this? If not; as long as you know what information you want displayed (ie, you have the memory addresses or whatever), I could look into making a special encode for you.