-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.
--Note that I don't think that the calculator pad simulator is registering when I click 0, and that this doesn't seem to be related to any changes I made.
-Inadvertently fixed the seemingly broken Genesis 3-Button Controller mnemonics...the controllers weren't responding at all before. I guess refactoring and working with simplified code IS worth it. <_<
--That said, this is still really broken:
---Mnemonics don't show up while recording.
---Input goes past the frame length, and it's never labeled finished.
---Doesn't seem to sync at all.
---This exception:
---------------------------
Oh, no, a terrible thing happened!
System.Exception: unhandled opcode at pc=013648
at BizHawk.Emulation.CPUs.M68000.MC68000.ExecuteCycles(Int32 cycles) in C:\Users\Administrator\Repo\bizhawk\BizHawk.Emulation\CPUs\68000\MC68000.cs:line 147
at BizHawk.Emulation.Consoles.Sega.Genesis.FrameAdvance(Boolean render) in C:\Users\Administrator\Repo\bizhawk\BizHawk.Emulation\Consoles\Sega\Genesis\Genesis.cs:line 106
at BizHawk.MultiClient.MainForm.StepRunLoop_Core() in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\MainForm.cs:line 1676
at BizHawk.MultiClient.MainForm.ProgramRunLoop() in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\MainForm.cs:line 346
at BizHawk.MultiClient.Program.Main(String[] args) in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\Program.cs:line 47
---------------------------
System.Exception: unhandled opcode at pc=013648
at BizHawk.Emulation.CPUs.M68000.MC68000.ExecuteCycles(Int32 cycles) in C:\Users\Administrator\Repo\bizhawk\BizHawk.Emulation\CPUs\68000\MC68000.cs:line 147
at BizHawk.Emulation.Consoles.Sega.Genesis.FrameAdvance(Boolean render) in C:\Users\Administrator\Repo\bizhawk\BizHawk.Emulation\Consoles\Sega\Genesis\Genesis.cs:line 106
at BizHawk.MultiClient.MainForm.StepRunLoop_Core() in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\MainForm.cs:line 1676
at BizHawk.MultiClient.MainForm.ProgramRunLoop() in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\MainForm.cs:line 346
at BizHawk.MultiClient.Program.Main(String[] args) in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\Program.cs:line 47
---------------------------
OK
---------------------------
--I don't think I broke anything...if anything, I fixed it slightly so that input is at least recognized in some way.
--Question: Is Genesis going to be properly supported by release time? If so, I might hold off a Genesis TAS until this is done. I hate Gens.
-Moved BUTTONS, COMMANDS, and new variable PLAYERS, which indicates how many players are for a given system, to Global.cs.
--If there's a better place for this, please let me know.
--That said, if there are places in the code that refer to the mnemonics of button names of a given system, we should definitely apply these variables for easier modification. Please let me know where these places might be.
-Fixed ImportText(). It now only reads as many controllers as the given system supports.
TODO:
-Merge the TI-83 stuff.
-Mnemonic header.
-Comment!
-Fix the TI-83 mnemonics with the IRCs blessings.
-Port the new mnemonics to the wiki.
-Fix the importers.
--I don't think ImportMMV handles the Pause and Reset commands (Or buttons, I don't even know) covert.
-Made other commands lowercase.
-Added more mnemonics to the table.
-Added a command table. The writing of headers, as currently inconsistent, will probably be done manually, but it will still reference the table for easy modification.
TODO:
-Create a mnemonic header using the tables (Format now seemingly agreed upon is "Mnemonic |UDLRsSBA|").
-Generate button handling using the table, sandwiching this simplified code with the command handlers.
-Fix the TI-83 mnemonics (It has at least two redundancies: 1 and 2).
-Port mnemonics table to wiki page.
-Convert the remainder of the importers, working or not, from the string building method to the mnemonic generating one.
-Start working on more importers!
-Realized that FixMnemonic is useless as GetControllersAsMnemonic() + WriteMovie() = Fixed.
-Finished the NES / PCE importers, now without string builders (Thanks zeromus)!
-Converted ImportMMV to this same method.
TODO:
-Decide how's the best way to handle the mnemonic header and implement it. Apparently, anything other than a predefined header and a | is considered as a comment, so I might do something like:
comment Mnemonic format:
[0|UDLRsSBA]
-Realized that FixMnemonic is useless as GetControllersAsMnemonic() + WriteMovie() = Fixed.
-Finished the NES / PCE importers, now without string builders (Thanks zeromus)!
-Converted ImportMMV to this same method.
TODO:
-Decide how's the best way to handle the mnemonic header and implement it. Apparently, anything other than a predefined header and a | is considered as a comment, so I might do something like:
comment Mnemonic format:
[0|UDLRsSBA]
-Included System.Globalization in a using statement to be more consistent with the rest of the uses of System.
-Removed trailing whitespace while I was at it. I'm OCD and it deeply bothers me, so I'll remove it on all the files that I commit in the future. Can't imagine anyone would object.
-Removed the FCEUX handling from SubtitleList.AddSubtitle; it didn't work at all, which is good because we no longer support FM2 natively anyway!
-Added MovieImport.AddSubtitle, which parses FM2 subtitles and forwards them to the .TAS movie object.
--For the color, I used 16777215 as it seems the subtitles use decimal instead of hexadecimal...why?
--Even though I used this color, which is definitely the equivalent of FFFFFF (white), the subtitles show up as black. I don't think this has anything to do with the importer, but it's worth looking into.
--Created ImportFile to decide what function to use for each filetype.
---It currently automatically writes to a .TAS file, but that option will eventually only be applied when specified in the GUI, hopefully completely external from this class.
--Made IsValidMovieExtension work.
--Created LoadText to do the majority of the work that both .FM2 and .MC2 need to be done.
--.MC2 seems to work perfectly, not that it was a hard conversion!
--.FM2 seems to convert most headers correct, except for subtitles, which replaces the beginning portions of each subtitle's text with 0 0 120 4294967295. Not sure what that's about, though this sure feels like deja vu...
--I still need to switch around the order of the buttons the frames are added, but I need to find out what way I can do this without reinventing the wheel.
-Added the FixMnemonic function to Movie.cs. It currently does nothing, but my goal is to have it correct the mnemonic for all frames in a movie file based on the position of the characters.
--As of right now, ImportFile uses this.
-MainForm.IsValidMovieExtension only checks whether or not its .TAS or not now.
TODO:
-Fix the FM2 subtitles.
-Shift around the FM2 buttons.
--After completed, test a .FM2 file that should sync and see if it works, with and without FixMnemonic being used.
-Make FixMnemonic actually do something.
-Refactor code? I originally thought it'd be best to treat Movie.LoadText just like any other importer, but I think at this point it might just be best to keep these things completely separate.
-Consider the possibility of working with the binary file importers.
--Yes adelikat, I am somewhat interested, especially considering how useful it would be to have a working .FCM importer so I can compare old runs when TASing. I already was hoping to learn about .VBM and .SMV for my ButtonCount.lua script. By the way, might this be bundled with bizhawk as it is with FCEUX 2.1.6? :)
--.FM2 is no longer a valid movie extension, so it is no longer counted as such in IsValidMovieExtension.
-Reused the code from PCE controller setting for NES.
-Seem to support 4 controllers for the NES now.
-General code cleanups.
TODO:
-Input from the 3rd and 4th controllers doesn't seem to be polled properly. Figure out what's wrong here.
-The copypasta from PCE to NES could probably be made into one function. The same could be said about many other portions of this code...DRY.
-Now that the mnemonics are fixed, I will have to write a proper converter for FM2.
--Once this is done, I will try the same for PCE, even if it can currently run natively.
---Once this is done, IsValidMovieExtension might as well be removed in favor of only accepting .TAS files and converting everything else.