1 2
12 13 14
18 19
Active player (315)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
Bag of Magic Food wrote:
Aw, but I like having movies and roms in the same folder.
I think Bag stores all his emulators and roms and movies and savestates in the same folder...
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Post subject: Gens Movie 9J + subversion&trac server
upthorn
He/Him
Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
Sorry for the wait, I meant to post it earlier, but ran into some trouble repositioning buttons on a dialog. It's available here. http://www.savefile.com/files.php?fid=1355657 For those of you who weren't following my feature request thread Here's the list of newly implemented features: Features that were already in but you probably didn't get that version:
  • 2 or 3 player input display using RGB channels. (probably windows only)
  • controller settings loaded from GMV (and restored on GMV close)
  • GMV auto-closes on movie end.
New features:
  • No longer warns on different controller settings (windows only)
  • Warns on GMV controller settings unknown (windows only)
  • Stretch while maintaining aspect ratio (doesn't work with full screen blits) (windows only)
  • Config definable full screen resolution (windows only)
  • Option for no resolution change on full screen (windows only)
  • Less cluttered menu style (Slowdown, AVI dumping, and movie playback moved to "TAS Tools" menu) (windows only)
  • (Optional) Movies default to read-only checked (can be configured in config)
  • Movies default to read-only checked can change in Options->Misc (Windows Only)
  • Save and load slowdown speed from config
  • Separate joypad config dialog to allow for reassignment of keys individually (instead of having to go in order "up down left right a b c start x y z mode") (windows only)
  • Auto Pause on movie end if movie is not in read only mode (to allow for rerecording without having to reopen movie.)
  • Option to disable movie AutoClose (on console reset or movie end) Nitsuja's Additions follow:
  • Graphical layers can be enabled-disabled
  • Sound-soften filters implemented
  • Auto-hold feature implemented (Only works on controller 1 and 2)
  • Auto-fire feature implemented (Only works on controlelr 1 and 2)
  • Frame counter can optionally be displayed in frames instead of MM:SS:FF
  • Option to disable numeric savestate loading.
Related: a friend of mine has helped me to set up a subversion/trac server with multiple project support. There is already a subversion repository set up for Gens, which I hope will be well used. Depending on interest it may be expanded for other console projects as well. Please PM me for details, and if you want to set up an account. Edit: Quick bugfix release. Sorry it took so long. Should fix all problems listed here.
How fleeting are all human passions compared with the massive continuity of ducks.
Editor, Player (69)
Joined: 6/22/2005
Posts: 1050
Thank you very much. I was having considerable trouble with the key configuration.
Current Projects: TAS: Wizards & Warriors III.
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
I realized now that the Downloads page is referring to a specific post in this thread (and not the correct one, any more). Should we get some permanent adress where the latest version of Gens is always uploaded, no matter who happened to make it? Perhaps this would be a good idea for some of the other emulators too.
upthorn
He/Him
Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
Truncated wrote:
Should we get some permanent adress where the latest version of Gens is always uploaded, no matter who happened to make it? Perhaps this would be a good idea for some of the other emulators too.
I think that's a very good idea. Maybe we should ask bisqwit about hosting the TASable emus on this site.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Attn: Bisqwit
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
That's the most obvious solution. Perhaps that's why it didn't occur to me at all. :/ Bisqwit already hosts the upgraded Famtasia here, so it shouldn't be impossible. Perhaps the Emulator Homepage could be less of a mess then too. What does our fearless leader say?
Post subject: Re: Attn: Bisqwit
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Truncated wrote:
Bisqwit already hosts the upgraded Famtasia here, so it shouldn't be impossible. Perhaps the Emulator Homepage could be less of a mess then too. What does our fearless leader say?
I have considered maintaining an emulator download site, but I don't really know what's going on with the emulators' development, and with most of the development going into Windows-only sections of them (as in, the changes made into them make the Windows version incompatible to other platforms versions), I don't even care to know. I can't maintain a download site for something I don't understand myself. For example, I have no idea what are the differences between each FCEU release after 0.98.12 -- except that .12 worked on Linux, and consequent versions did less so.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
I thought you built your own FCEU out of 0.98.15 to make it run on Linux.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: Bugfix release
upthorn
He/Him
Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
New build of 9J available at http://www.savefile.com/files.php?fid=1355657. All known bugs that were introduced in 9J have been addressed.
How fleeting are all human passions compared with the massive continuity of ducks.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
The latest build cannot be reached through that URL mate. :/
Joined: 8/27/2006
Posts: 883
I still can't download the new version :(
upthorn
He/Him
Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
Savefile seems not to be working. I have temporarily uploaded it to my own webspace, but it is hosted off of a friend's DSL, so if I get any bandwidth complaints I'll take it back down and look for other hosting. http://upthorn.mspencer.net/9j_bugfix_Release.zip
How fleeting are all human passions compared with the massive continuity of ducks.
Joined: 8/27/2006
Posts: 883
Now if the link got broken you can ask me the file too, so I can send it to you via IRC or by email.
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
When will RAM-reading be avalible in Gens?
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
That's already done, but cheats aren't implemented (only searching/viewing, and viewing could be more convenient), and there seems to be some bug in the way Gens handles all RAM addresses that Upthorn has been working on fixing.
upthorn
He/Him
Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
nitsuja wrote:
That's already done, but cheats aren't implemented (only searching/viewing, and viewing could be more convenient), and there seems to be some bug in the way Gens handles all RAM addresses that Upthorn has been working on fixing.
Actually, I've already fixed that (search displays hardware-accurate addresses), implemented watchers (FCEU style, by popular vote), and reworking the code that updates the displayed values every frame so that having the RAM Watch dialog open doesn't cause slowdown (which was pretty massive with SegaCD). Before I release I just want to add a Frame-seek function to movie playback, fix up the Input splicer so it will work across sessions. (Admittedly, if I don't do this, the potential work loss is no greater than what already happens when you rerecord, anyway, but...) Release after this next one should have GM2 support, and more hotkey customizability.
How fleeting are all human passions compared with the massive continuity of ducks.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Sounds great. Keep up the good work. :) Edit: I hope you finish those features before next saturday. I'm going on a little trip to Luxembourgh next sunday and I did plan to tas some stuff while being on that trip. :) Always good with newer tools you know.
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
>FCEU style, by popular vote I have never used FCEU's memory watcher... is it a separate window? I would like that. But perhaps it's just me that run all my emulators in windowed mode. (I guess it's not a big gray overlay in the bottom of the screen with a horribly oversized red font, because I can't imagine that being popular.) Great to hear that it's moving forward anyway! I'm very impressed with what you have done for Gens.
upthorn
He/Him
Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
Now all that's left to do before the release of Gens_Movie_9.5 is to compile a list of the new features...
How fleeting are all human passions compared with the massive continuity of ducks.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
upthorn wrote:
Now all that's left to do before the release of Gens_Movie_9.5 is to compile a list of the new features...
No 9k and onward? Let me check something first though, one of the RAM search features just struck me as wrong (and easy to fix, if you haven't already changed it).
upthorn
He/Him
Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
nitsuja wrote:
upthorn wrote:
Now all that's left to do before the release of Gens_Movie_9.5 is to compile a list of the new features...
No 9k and onward?
The letters k and onward seem ugly to denote subversions, and I think there's been enough changed, at this point, to justify increasing the version number somewhat, but the milestone for 10 (GM2 implementation) hasn't been reached yet.
nitsuja wrote:
Let me check something first though, one of the RAM search features just struck me as wrong (and easy to fix, if you haven't already changed it).
Which feature? PM me.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
He/Him
Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
Gens 9z is complete. Next version is the long-awaited Gens Movie 10, I promise Changelist:
  • Tweaked the timing of continuous frame advance (courtesy of Nitusja)
  • Fixed a bug where the checkmark by Automatic Close Movie displayed incorrectly
  • Fixed a bug where the last frame of input never got recorded.
  • Emulation no longer pauses at the end of a movie when Automatic Close Movie is unchecked
  • Added Savestate movie consistency checking (courtesy of Nitsuja)
  • Sound no longer causes disproportionate CPU usage (courtesy of Nitsuja)
  • Quicksaving during movies now prepends the name of the movie file (sans .gmv) to the savestate name
  • Quickloading during movies now checks for a savestate with the movie file name (sans .gmv) prepended to it
  • When Automatic Close Movie is unchecked, and a movie is open read-only, resetting will replay movie from start (even if movie had finished playing)
  • When Automatic Close Movie is unchecked, and a movie is open read-only after finishing playback, loading a state from the movie will resume playback from that state.
  • When Automatic Close Movie is unchecked, and a movie is open read-write after finishing playback, loading a state from the movie will resume recording from that state.
  • Added a Ram Search feature (courtesy of Nitsuja & Ideamagnate) with hardware accurate addresses (courtesy of me).
  • Added a Ram Watch feature with watchlist saving and loading.
  • Added several previously unsaved variables to savestates (courtesy of nitsuja) (NOTE!! this breaks segacd and 32X savestate compatibility in both directions)
  • Added an input splice feature, to allow for rerecording while saving work past a specified point.
  • Added a frameseek feature, which fastforwards to the specified frame, then pauses.
Edit: Updated the zip, same location with some bugfixes, you should redownload and overwrite the prior version:
  • Frame advance now pauses before becoming continuous. (Reported by JXQ)
  • Closing the Ram Watch dialog with X no longer causes it to refuse to reopen. (Reported by JXQ)
  • Hitting frameadvance while emulation is not paused will now pause emulation even if the quickpause key is not defined (Reported by Upthorn)
  • Changing the data type in Ram Search now causes the results to be refreshed (Reported by Nitsuja)
  • Size of RAM Watch columns modified so all names fit to start with (Reported by Nitsuja)
  • Behavior of "Edit Watch" corrected (Reported by Nitsuja)
  • Fixed an incorrectly constructed loop which caused every watch after the selected one to be overwritten when "edit watch" is used. (Reported by Upthorn)
  • Fixed an array out of bounds error which caused the automatic RAM search refresh to modify watches (Reported by Upthorn)
  • Fixed (the same) array out of bounds error which caused the automatic RAM search refresh to modify the value size and type variables. (Reported by Upthorn)
  • Fixed (the same) array out of bounds error which caused the "Watch" button on the Ram Search dialog to behave very incorrectly (Reported by Upthorn)
  • Fixed a bug where savestates were saving and loading with blanked screens (Reported by Zefiris)
  • Fixed a bug where watches added by "New Watch" weren't displayed, and were overwritten the next time "New Watch" or "Watch" in the Ram Search dialog was used.
Download it here. Edit: Errata:
  • When Automatic Close Movie is unchecked, and a movie is open read-write, resetting will rerecord movie from start (even if movie had finished playing)
This does not actually happen. I was intending to implement it for use during splice sessions, but forgot.
How fleeting are all human passions compared with the massive continuity of ducks.
Former player
Joined: 9/20/2006
Posts: 287
Location: Singapore
Woohoo! Memory watching... finally! Great work ^^
Truncated wrote:
Truncated is the most fiendish instrument of torture ever devised to bedevil the days of man. -- xoinx
Post subject: Re: Gens 9z released.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Will the source be available somewhere? Also,
upthorn wrote:
[*]Tweaked the timing of continuous frame advance (courtesy of Nitusja)
I think this change didn't get into that executable or was further changed from the last time I saw it, because it is behaving quite differently (much too fast) in that gens_movie_9Z.exe, whereas it has a longer delay in the executables built from what's currently on SVN.
1 2
12 13 14
18 19