--Handled authors, gametype, systemid, coreversion, rom.sha256, moviesram.*, savestate, and subtitles.
--Skipped port1, port2, controlsversion, projectid, saveframe, lagcounter, pollcounters, hostmemory, screenshot, sram.*, rrdata, starttime.*, savetime.*, and prefix.
---I don't think any of these are useful for us, at least not at this stage.
---The other *.sha256 files will be useful if / when BS-X, Sufami turbo, and SGB are implemented.
--Handled flags.
---Handled resets.
---Disallowed subframes and delayed resets.
-.LSMV is good enough for now. .SMV and .ZMV coming next.
--Haven't done anything with the flags because I don't know what they are supposed to do yet.
--Speedy Gonzales v2 doesn't sync after being converted, but I don't think that's my fault.
-Flags and other data will be parsed soon.
2. Fixed issues with the light blue current frame pointer in tastudio
3. Removed a totally useless index that was being kept seperately in the movie log.
4. Moved the tastudio update after the check to see if the rest of the saved state list is valid.
5. Changed some function/variable names related to the movie log for clarity.
-No info on the control bytes, so I'm not dealing with them right now.
-It seems like there's an extra byte for at the beginning of input for NES that doesn't exist for PCE.
--I think it might be the "1 byte for power-on and reset" that the docs refer to, though I'm not sure why this would exist for NES and not PCE...because NES supports control commands and PCE doesn't?
--Perhaps this will become more apparent if I write the importers for SMS, GG, GB, and GBA. I'll need access to a Linux machine to do these, though.
--FDS commands in ImportFMV.
--Bad ROM checksums in ImportText. TaoTao: There's nothing wrong with using warningMsg; it just is limited to showing the first warning message that occurs.
-ImportNMV
--Nintendulator's Four Score recording is seemingly broken.
TODO: ImportMCM clean-up / expansion, Intellivision research.
-Finished ImportVMV:
--I'm not sure what the following comment means: "For the other control bytes, if a key from 1P to 4P (whichever one) is entirely ON, the following 4 bytes becomes the controller data." I'm going to assume this is a bad translation that is the equivalent of my 4 controllers = 4 bytes comment.
--Nesmock has a block of code that seems to handle, or at least account for, commands (Lines 207 - 239 of virtuanes.hh). I don't do anything about this, but it doesn't seem like Nesmock does much of anything about it either. I'll ignore this for now.
TODO: ImportNMV, clean up ImportMCM, and perhaps support other platforms for .MCM, although everyone thinks it's a waste...I like writing importers! I'm afraid of writing cores!
-Made it so that .tas is appended to the file path instead of changing the extension to it.
-Added default emu/MovieOrigin comments to the importers that don't have explicit ones.
-ImportVMV header / added blank frames
-Moved the MnemonicsGenerator declarations outside of the loops.
TODO: Finish ImportVMV (I don't think the provided documentation explains how the input works...) and figure out if my re-record count is off by one or if TASVideos.org is.
-Fixed ImportFMV's movie title; before, I mistook it for the game name.
-Made "comment" and "SyncHack" constants.
-Moved the "ControllerDefinition"s outside of all of the loops.
-ImportGMV:
--Emulation Version => Movie Version.
--Added the PAL header.
--Made it so that the 6-button error is a warning; considering that the code already properly handles the controller properly and all that needs to be done is have Bizhawk actually support that kind of input, I don't feel there's a reason to go so far as to kill the conversion in this case.
--Reformatting.
---Notably, I added a player loop to simplify the frame data.
--It seems that 1937M uses a 6-button recording and 1731M has 2-player input...bizarre. Anyway, this means that ImportGMV should be good now.
TODO: ImportVMV, ImportNMV, ImportMCM, ImportSMV, Atari core? :)
-Fixed InputAdapters with regards to the Genesis 3-Button Controller. It previously did not have a flag placeholder.
Potential issues that I don't have the time to investigate right now:
-When importing 1937M, I get the error "6 button controllers are not supported." Is this a false positive?
-The result of importing 1731M seems sane, but has 2-player input. This run is classified as "One player in a multiplayer game". Is this input normal?
--Because there are way more bytes used to represent the other GUIDs than this one, I just appended -0000-0000-0000-000000000000 to this per zeromus' request.
-Got rid of the hex part of the BytesToString function. We apparently have BizHawk.Util.BytesToHexString.
-Converted BytesToString to r.ReadStringFixedAscii, an extension method. I've determined that extension methods are cool and that I should use them more often.
-Fixed some error and warning messages:
--Made it so that the first .FCM warning is shown instead of the last.
--Added an error for .FCM files that aren't version 2.
--Did the same for ImportVBM, but with version 1.
-Cleaned up comments / code throughout.
-Fixed the file format for GBx; it had an extra bar which made reading Player 1 impossible.
-Seemingly finished ImportVBM.
--The results seem same. I have no way of testing whether they sync up or not.
--As I can't actually handle additional controllers, I just skip the bytes for them.
--As I can't actually handle the miscellaneous buttons and commands (Ex. L, R, Reset), I just give warnings whenever they come up in the file.
TODO: ImportGMV, ImportVMV, ImportNMV, and maybe ImportSMV...I'm going to need a new assignment soon! :)
-Set the buttons to the opposite state when they are updated.
--Presumably, this is how this works.
-Read the delta bytes.
TODO: Figure out where in the world the writing of frames actually comes into play. Bisqwit gave me some insight on this.
-Set the buttons to the opposite state when they are updated.
--Presumably, this is how this works.
-Read the delta bytes.
TODO: Figure out where in the world the writing of frames actually comes into play.
-Added a FourScore header and applied it to ImportFile and ImportFCM.
--Not sure if there's any equivalent header for FMV/FCM.
-Seemingly have the update bytes being read properly.
TODO: Make ImportFCM actually utilize the update bytes to write frames.
-Added PAL handling to ImportText.
-Finished the header and metadata of ImportFCM.
TODO:
-Input handling for ImportFCM.
-Find out what the format for the FDS data is on FMV, as it occurs to me that I already handle FDS data in ImportText by giving warnings, so I might as well do the same thing in this case.
-Figure out whether or not I should be using "using" for the BinaryReader objects, as it seems like they do in fact have .Close() methods.
-There's "FDS data" stored in the frames of FDS recording. I have no idea how to handle this. If we do in fact support these features, they should be utilized in the TODO section provided.
-99M syncs with this...isn't this a problem? Wouldn't this imply that bizhawk is as inaccurate as Famtasia? I'm pretty sure this run didn't sync when I tried it on my now broken NESBot.
TODO: I guess I'll try to move on to ImportFCM now. Although I heard this is a difficult format to work with, my favorite console is the NES, and this'd be useful for console verification if the NESBot Lua script gets adapted for bizhawk, so I think I'll give it a shot.
-Added RemoveNull to get rid of the null characters in the author and game names for .MMV.
-Formatted the MD5 for .MMV.
TODO:
-Write ImportFMV. I think I understand how these formats work well enough to try this now.
-Realized that the the ImportMMV function probably still works, but that Grunt's Sonic run merely desyncs. If I move the second pause button one frame later, it will make it past the title screen.
TODO: Comment / clean / and understand ImportMMV before moving on to ImportFMV.
-Made it so that any of the exceptions thrown from the Import* functions get converted into a string and stored in errorMsg. Now I can investigate what's wrong with ImportFCM.
-Realized that there's already a function that decides which SMV function to import with (ImportSMV, duh), so now that's used for it. Outputs a movie with messed up headers except for the Re-record count, which works fine.
-Added format URLs for all of the movie formats except for SMV 1.52, which doesn't seem to have a documentation page yet.
--Moved the command message in ImportText to this.
-Converted ImportVBM to use a MnemonicsGenerator.
--This should work, but I can't test as I still don't know for sure as the import fails and displays "Not a valid VBM platform type."
--I iterated through the buttons using a list and left-shifting. I applied this method to ConvertMMV, which works.
TODO:
-Comment MovieImport.cs.
-Fix the exception that is thrown for Gameboy games.
-Get ImportVBM to actually work, scanning through the input to see if it seems sane.
-Figure out why pressing Pause on GameGear results in a "P" instead of a "p", and whether or not this is a factor in runs syncing.