Commit Graph

273 Commits

Author SHA1 Message Date
brandman211 79944b2d26 -Applied micro500's flag ANDing syntax to all of my functions...I concede that this is a much simpler way to do this.
-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? :)
2012-03-11 12:24:56 +00:00
brandman211 be60ee206a -More tweaking of ImportGMV.
-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?
2012-03-09 15:30:09 +00:00
taotao54321 888ce23bee ImportText(): interpret "romChecksum" entry in FM2 2012-03-09 13:26:06 +00:00
taotao54321 dae469543e ImportMCM(): forgot to close input stream 2012-03-09 12:18:16 +00:00
taotao54321 adceb81e91 ImportFCM(): emits "Platform" entry 2012-03-09 11:49:43 +00:00
taotao54321 363fa25200 ImportFCM(): fixed to interpret reset commands correctly.
It emited an incorrect result for "Zanac (U)" movie (734M).
Control update bytes are not toggle-form, unlike controller update bytes.
2012-03-09 11:38:29 +00:00
taotao54321 869f900d11 MovieImport: modified EMULATIONORIGIN value to "emuOrigin" from "emuVersion".
On previous versions, converted files had two "emuVersion" entries. That seems not right.
2012-03-09 09:30:33 +00:00
taotao54321 da9c95c38e Implemented ImportMCM() 2012-03-09 09:24:47 +00:00
brandman211 28e621527c Cleaned up my baby while respecting micro500's style choices. 2012-03-07 02:48:19 +00:00
brandman211 e7e8402af0 -Made the GUID for ImportVBM uniform with the other cases.
--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.
2012-03-06 05:27:50 +00:00
brandman211 c9b5f9989a -Added EMULATIONORIGIN and MOVIEORIGIN as constants ImportMovie instead of using magic strings.
-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! :)
2012-03-06 03:41:11 +00:00
pjgat09 e3ba08fefd Implemented the GMV importer. An error is returned for 6 button controllers, and third player input is currently thrown away. 2012-03-05 22:45:52 +00:00
brandman211 2c95e08392 ImportFCM fixed. All I did wrong was do the update before the delta bytes instead of the other way around. Thanks adelikat for telling me about QuickHex, who's documentation solved this instantly! 2012-03-05 17:36:52 +00:00
brandman211 89c6483e10 Worked on ImportFCM a little bit. I think I understand the delta bytes now and are handling them correctly. However, although this might press the right buttons, it does it at the wrong time and with the wrong duration. I'll need to investigate this further. 2012-03-05 17:20:30 +00:00
brandman211 d12590497e -Fixed the value to & with the update to determine the difference between a Control and Controller.
-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.
2012-03-04 00:30:48 +00:00
adelikat e3b3879954 FIxed Get/Set mneomnics to not break on null emulator, refactored the drag and drop for movies to allow the user to continue if they decline to open a rom from the open rom pop up 2012-03-03 18:24:34 +00:00
adelikat 3bfe716952 Fix drag and drop importing so it doesn't crash during null emulator. Also fixed the movie sram clearing function to not crash on null emulator. 2012-03-03 18:11:07 +00:00
brandman211 b07fa3b7c2 -Fixed the value to & with the update to determine the difference between a Control and Controller.
-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.
2012-03-02 15:59:34 +00:00
brandman211 bedbf1d5e1 -.Close()'d everything.
-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.
2012-03-02 04:15:15 +00:00
brandman211 39246b2ca5 -Added the beginning of ImportNMV and ImportVMV.
-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.
2012-03-01 09:16:14 +00:00
brandman211 a60698c03e Finished enough of ImportFMV for now.
-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.
2012-02-29 04:47:30 +00:00
brandman211 c4029509fc -Made ImportMMV more functional.
-Seemingly programmed the header handling for ImportFMV correctly.

TODO:
-ImportFMV frame data handling.
2012-02-28 23:11:19 +00:00
brandman211 0b69b4c17c -Ported the documentation for .MMV to ImportMMV in the form of comments. I think this makes things a lot simpler, and adding these comments before coding might be a good approach for future importers. That way, I merely need to understand what needs to be done and fill in the blanks.
-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.
2012-02-28 10:59:16 +00:00
brandman211 97d92887b6 -Refactored some of the stuff that I wrote for ImportText.
-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.
2012-02-27 18:52:08 +00:00
brandman211 f2a60888ce -Commented / refactored code.
-Fixed the Platform for PCE.
-Added emuOrigin and MovieOrigin to store the original emulation and movie versions in a comment.
2012-02-25 03:04:22 +00:00
brandman211 e40ca4c18d -ImportFile now has access to errorMsg, which will show a message box and not play the movie when assigned, and warningMsg, which will simply add a message to RenderPanel and move on as usual.
-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.
2012-02-24 07:48:06 +00:00
brandman211 5aaa5ccda1 -Set up the ImportFMV function to build my importer off of.
-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.
2012-02-24 05:18:59 +00:00
brandman211 91ea63c09e -Made the errorMsg in ImportFile display.
--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.
2012-02-24 04:44:40 +00:00
brandman211 a92865a13d -Removed the redundancy from TI-83 as well. The whole revamping is a net loss of 292 lines of code.
--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.
2012-02-21 00:40:44 +00:00
brandman211 fcd8822a6b -Finished my simplification of InputAdapters for everything but TI-83 (I don't remember how to test it). Saved 183 lines from the last revision, and this number is probably going to grow tremendously after TI-83 is handled.
-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.
2012-02-20 23:25:26 +00:00
brandman211 1c1b61507d -Genesis, Gameboy mnemonics switched around.
-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!
2012-02-20 05:54:31 +00:00
brandman211 cc4b2c324c -Fixed reset stuff.
--Zanac syncs.
--Applied error messages for invalid flags.
2012-02-19 20:09:42 +00:00
brandman211 791f9624f5 -Changed L to l for lag in NES mnemonics.
-Fixed PCE movie syncage.
-Preparing to revamp InputAdapters.cs with constant mnemonics.
2012-02-19 18:42:06 +00:00
brandman211 79d12b9181 -Refactored NES and PCE button orders.
-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]
2012-02-19 07:09:24 +00:00
brandman211 5534bbd8b5 -Refactored NES and PCE button orders.
-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]
2012-02-19 07:08:55 +00:00
zeromus 7ea52dfc8d fix bug in mnemonics generator that made it not as versatile as it was meant to be 2012-02-18 20:44:54 +00:00
brandman211 9fb0393b7f -Changed the PCE mnemonics. 2012-02-18 15:49:44 +00:00
brandman211 a6a81bb76a -Subtitles seem to work perfectly now.
-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.
2012-02-16 00:55:07 +00:00
zeromus 80d8b617a5 a little bit of subtitle stuff cleanup, hopefully i didnt break anything 2012-02-15 19:50:25 +00:00
brandman211 213b347779 -Fixed the infinite loop caused by Movie.FixMnemonic. That was dumb.
-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.
2012-02-15 19:31:11 +00:00
brandman211 145830d5a4 -Began working on the importer.
--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? :)
2012-02-15 06:54:09 +00:00
andres.delikat a45a98f773 MovieImport - implement IsValidMovieExtension() 2012-02-15 01:18:15 +00:00
andres.delikat ff5c9a2799 refactor movie convert into movie import. Currently this breaks movie conversion, as the main convert function now needs implementation 2012-02-15 00:43:21 +00:00
brandman211 a38afd4fb2 -Fixed NES movie mnemonics.
--.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.
2012-02-14 04:28:47 +00:00
andres.delikat 823edd2f67 store lag frame information into movies. Have TAStudio highlight lag frames in pink. Currently only hooked up for the NES core. 2012-01-08 23:51:53 +00:00
andres.delikat 37619ba147 preliminary work for mnemonics set up for Genesis. Doesn't work yet though since it will need core controller work set up 2011-12-24 15:35:52 +00:00
andres.delikat fbc365c4d2 Fix loading of post movie savestates (savestates made while in movie finished mode). Complete fix When in read-only. While in read+write it throws a loadstate error. This isn't ideal but at least prevents possible movie corruption. 2011-09-29 01:46:35 +00:00
andres.delikat 6bbab41b0c PCE - Implement PCECD system id in core and in game info. Also set cancel property of LogWindow winform 2011-09-24 17:05:34 +00:00
andres.delikat edb40f4087 Movies - fix bug where rerecord count value was getting added as a comment on load 2011-09-24 16:09:40 +00:00
andres.delikat a827bb7838 Remove a debug oncreen message in movie savestates 2011-09-18 17:10:10 +00:00
andres.delikat a30a5290ca clear saveRam when loading a movie. Add movie name to saveram default path generation so that movies do not interfere with users saveram files 2011-09-17 14:23:23 +00:00
andres.delikat 21d396f9bc Fix minimum size on all winforms, also set max size where appropriate, fixed anchoring & resizing issues, and other misc. display cleanup 2011-09-11 01:01:40 +00:00
andres.delikat 5eba8bc7f3 Movies - fix problem with NES loadstate & timeline checks that caused the Frame value to not parse properly. Also add messages to the catch statement in the event of parse failure. 2011-09-10 02:08:16 +00:00
andres.delikat 45609f4e88 Movies - fixed major bug in rerecording logic. Loadstate was truncating movie input based on global.emulator.frame BEFORE loading that value! Thus loading a state (in record mode) from an event later than the current frame count was truncating the input, then loading the actual savestate. Movie loadstate now truncates based on the state's frame count 2011-09-07 01:18:58 +00:00
andres.delikat a787fe3c60 Movies - Fix a major logic flaw in the CheckTimeLines() logic. Should compare from 0 - state frame count, not 0 - length of state input log 2011-09-07 00:40:42 +00:00
andres.delikat 984abbb869 Refix bind savestates to movies option 2011-09-05 00:50:50 +00:00
andres.delikat bf76e1e7e0 Refix recording movies from "Now" so that the StartsFromSavestate flag gets properly stored into the movie file 2011-09-04 19:04:00 +00:00
andres.delikat a84f881c5c Movies - Remove UserMovie and change all references to it to Global.MovieSession.Movie, fix error in CheckTime Line logic, read-only savestates should now work 2011-09-03 18:07:30 +00:00
andres.delikat 276c759d88 Fixed Loadstate stream issues, rerecording is now possible again 2011-08-20 19:27:00 +00:00
kylethomson 2243c7dcad Fixed Multitrack-load crash.
Also, read-only can't be toggled while no movie active. 
Same for multitrack.
2011-08-17 02:06:50 +00:00
andres.delikat d10f38af5d Remove autofire from IController & inherited objects other than Controller 2011-08-09 00:57:56 +00:00
andres.delikat 9b2ba5c85c Basic implementation of Global.ActiveController, uses an ORAdapter to OR against Active Controller. Still TODO: setting up autofire controllers for platforms and a UI in the Controller Config 2011-08-09 00:51:46 +00:00
andres.delikat 0d01af5c7b Refactor autofire, remove the autofire adaptor. Added an autofire bool to IController and implemented it in the Controller object. Setting to true will turn the controller buttons into autofire buttons 2011-08-08 23:35:13 +00:00
andres.delikat d92c27f89d Autofire Input Adaptor, currently no UI for it 2011-08-07 23:26:06 +00:00
andres.delikat 64e38e83c8 Movie Loadstate - GUID checking in read-only mode + fix a crash bug 2011-07-31 17:35:02 +00:00
andres.delikat 3481943b74 Overhaul movie savestate logic - cleaned up a lot of code, implemented GUID, Future Event, and Timeline checks to read-only situations. Prevented loading of state if an error occurs. Still TODO - GUID checks in read+write mode 2011-07-31 16:41:27 +00:00
andres.delikat ce3bb25409 Movie object cleanup, movie savestate handling cleanup, save GUID into movie savestates 2011-07-31 01:15:14 +00:00
andres.delikat 60a4ea4426 Refactor movie code - a Loaded property, removed a lot of code that was a work around for this needed feature, movie can not write to disk unless this property is true 2011-07-30 23:59:31 +00:00
andres.delikat 2e68314e01 Movies that start from savestate now supported. Record Movie dialog "Record from Now" option implemented. ResetFrameCounter() added to IEmulator and implemented in all existing cores 2011-07-30 20:49:36 +00:00
zeromus 5580295085 movie input refactoring 2011-07-24 23:14:16 +00:00
zeromus e4f9f76198 fix ti-83 virtual keypad 2011-07-24 20:23:27 +00:00
zeromus 198431b8a2 add StickyXORAdapter 2011-07-24 19:52:13 +00:00
andres.delikat 72699b4ad7 another round of refactoring the Movie object 2011-07-17 17:52:39 +00:00
andres.delikat e6b2c794d4 Refactor the movie object, replacing Getfunctions with public properties, renaming of some functions, removing a duplicate function, other misc things 2011-07-17 14:39:15 +00:00
andres.delikat ee713acded Edit Subtitles Form - minor tweaks 2011-07-16 13:31:36 +00:00
andres.delikat b551d9dbdd Movie Subtitles - in Edit Subtitle dialog, parse color value as hex, in render panel read the subtitle color 2011-07-16 02:11:51 +00:00
andres.delikat 7293cd05cc Add error messages to movie convert functions, and other small cleanups, refactor calls to them to handle error messages 2011-07-14 01:12:18 +00:00
andres.delikat a8c66418e7 Movie Convert - started implementing an error message system, did FCM and MMV 2011-07-13 02:11:20 +00:00
zeromus 2c683dc90a dont crash on exit while writing inputlog 2011-07-13 01:45:40 +00:00
andres.delikat a228e05f38 Lots of little fixups to movie code, disable Disable Message config in Message Config as I won't be implmenting that before release 2011-07-13 01:29:13 +00:00
andres.delikat 4c5b48fd7c Hacky fix for loading PCE movies that are less than 5 players. It will read 1-4, but will output 5 once the movie is saved again by the emulator. At some point we should probably support < 5 players for saving to disk, given that 4 players worth of text is a drain. 2011-07-13 00:18:47 +00:00
andres.delikat 93fcd7d94f Edit Comments/Subtitles dialogs - limit max height of auto-height adjustment 2011-07-10 18:36:10 +00:00
zeromus 2425b3c87a fix some input things 2011-07-10 06:24:04 +00:00
zeromus 4991b95def refine input stuff 2011-07-10 02:14:58 +00:00
andres.delikat 29510ddd58 Fix saving of header data from record movie dialog, small fix for inputlog header data 2011-07-06 01:53:15 +00:00
andres.delikat 945577dadd Movie code clean up - document PreLoadText(), put movie truncation in LoadLogFromSavestateText() since it was rudely removed from what is now CommitFrame() 2011-07-05 23:33:13 +00:00
andres.delikat 68d0ff94eb Refactor movie writing code. MovieHeader, MovieLog, and SubtitleList all have their own write methods now instead of the Movie object doing all of the work. Conceptually these 3 objects should be autonomous and the Movie object is simply an object that manages a collection of these objects. 2011-07-05 23:16:54 +00:00
andres.delikat fed74b17b2 Subtitle editor touchups - Make color cells the color they are representing, display color in hex, put try/catches + error messages if trying to parse erroneous data, tooltips for columns 2011-07-04 20:34:53 +00:00
andres.delikat 26569dab58 More work on subtitle maker, implmeent context menu "Add Subtitle" which will open subtitle maker and set frame to the current frame 2011-07-04 19:20:11 +00:00
andres.delikat 8d333fc04c Start subtitle maker form 2011-07-04 18:32:57 +00:00
andres.delikat 505a8baab4 Subtitles - finish parsing all parameters, make render panel use all parameters but color (for now) 2011-07-04 18:04:56 +00:00
andres.delikat 7c09ca4ae3 improvements to subtitle parsing 2011-07-04 17:01:17 +00:00
andrewjpritchard 968c07e7d3 Preliminary VBM conversion. 2011-07-04 13:54:17 +00:00
andres.delikat b6bd94242f Subtitle & Comment editors - clear out old comments & subs before saving the new list 2011-07-04 13:37:51 +00:00
andres.delikat 88f14d07d8 Fixes to comment loading/editing/saving 2011-07-04 13:31:34 +00:00
andres.delikat a95ffcf2f9 Hooked up comment editor/viewer to play movie and context menu, various tweaks to movie code, more progress implemented comment loading/editing/saving 2011-07-04 02:50:38 +00:00
andres.delikat 384a4a61b6 Start movie comments editor 2011-07-04 01:57:18 +00:00
andres.delikat bf5fa3356a Edit Subtitles form - Save subtitles on exit 2011-07-04 01:23:32 +00:00
andres.delikat f886b65015 Write subtitles to movie files 2011-07-04 00:49:37 +00:00
zeromus 0aa234282e phase 1 of fixing up controller logic. tell me how terribly ive broken the movie code. might want to fix it before moving on to phase 2 or decide to revert. 2011-06-27 05:31:46 +00:00
andres.delikat d3f4da39a3 Subtitle viewer implemented for play movie dialog, context menu for edit/viewing subtitles (depending on read only status). Still TODO: save changes when in edit mode 2011-06-26 21:11:12 +00:00
andres.delikat 3235fc1618 Start a subtitle viewer/editor form and hook to the subtitle button on the play movie dialog 2011-06-26 20:26:37 +00:00
andres.delikat 3a15dd6bb9 Basic subtitle loading and rendering. Still lots of todos but basic functionality now exists 2011-06-26 16:39:48 +00:00
andres.delikat 61e82793e9 Start movie subtitle system 2011-06-26 14:36:41 +00:00
andres.delikat 4247b43b07 shut up some warnings 2011-06-22 17:41:59 +00:00
andres.delikat f5014946db status strip - pause icon implemented, movie icon put in but hidden and unimplmeented. Dump Error warning icon put in and disabled, needs to be implemented 2011-06-19 20:50:46 +00:00
andres.delikat fc48e0e4f7 Record Movie Dialog - add header info on record, add author box and hook it up, dialog fix ups 2011-06-19 14:28:13 +00:00
andres.delikat c6a5c7e9b6 change references of Global.Game.Name to Global.Game.FileSystemSafeName for situations that use it to build paths 2011-06-18 21:39:53 +00:00
andres.delikat b95264e9bf Make movie class handle automatically backing up a movie before the first time it alters it, add flag to MultiClient to toggle the movie backup feature 2011-06-18 19:16:05 +00:00
andres.delikat 67f726eae6 Movie backup function added to movie class, currently only hooked to a context menu item of main form 2011-06-18 18:27:51 +00:00
kylethomson c228699255 Getting closer. 2011-06-17 02:43:22 +00:00
andres.delikat 9e7510894e Don't reference usermovie in the movie class 2011-06-17 01:50:51 +00:00
kylethomson e9942dc101 Multitrack overwrite works. Now to fix playback. 2011-06-16 03:56:40 +00:00
kylethomson 882562c452 Multitrack for PCE done, if my idea works. Now to hook up hotkeys. 2011-06-16 02:29:45 +00:00
kylethomson b5b853196e 2011-06-16 01:49:12 +00:00
kylethomson a4fe9754c0 Look at where the error is - This is what I need to access. 2011-06-16 01:35:42 +00:00
kylethomson 445be7ca24 Oopps, forgot to add multitrack file 2011-06-16 01:20:19 +00:00
andres.delikat f36da18f97 Small fixups to movie & tastudio code 2011-06-12 18:31:42 +00:00
andres.delikat 59173e4e44 Some virtual pad progress, virtual pad dumps input into movie file when recording, currently doesn't feed it to the core though (lol). Virtualpad object set up for a nes controller 2011-06-12 14:42:50 +00:00
andres.delikat 2fcb35a4e4 Input Config - Fix NES select & start (I had the saving of the key mappings flip flopped) 2011-06-09 00:58:09 +00:00
andres.delikat c6ddf5fd68 new Movie creates a GUID 2011-06-08 00:42:51 +00:00
andres.delikat a9c8756bd1 Some work on Movie object and convertSMV started 2011-06-08 00:25:16 +00:00
andres.delikat 542d54a9d2 Movie Convert - make compile 2011-06-06 10:41:24 +00:00
andres.delikat 89ff0c8927 ConvertFCM - remove some erroneous code 2011-06-06 02:07:53 +00:00
andres.delikat 8d1a2cb2cd Fix bugs in MMV convert 2011-06-06 01:08:29 +00:00
andres.delikat 4c36d1abda basic mmv conversion done. Still a lot of little todos with header info & error checking 2011-06-06 00:18:42 +00:00
andres.delikat a189411d26 Progress on convertFCM and beginning of convertMMV 2011-06-05 16:29:09 +00:00
andres.delikat 5ad6e0b602 Begin Convert FCM tool. Reads most header stuff, no input log yet. Only hooked up to Drag & Drop atm 2011-06-05 02:50:50 +00:00
offspring131313 4ea39c8525 Added a CompareTo function for Movie objects, and created a basic insertion sort for the play movie dialog. 2011-05-24 01:19:42 +00:00
andres.delikat 4a28b282f8 Fix typo that caused loadstate hotkey mapping to display on load config menu item, fix so that movie log loading from savestate doesn't crash if text line is null 2011-05-23 02:15:16 +00:00
andres.delikat 1d0a504704 Remove an erroneous duplicate message in savestate(), remove a debug message in movie 2011-05-23 01:23:32 +00:00
zeromus 1700c22b17 dont crash when movies directory is missing 2011-05-22 17:41:22 +00:00
andres.delikat f8c1791908 GetMnemonic now looks at the frame count and truncate the movie if it is less than the movie length. Resuming recording now works 2011-05-19 02:15:55 +00:00
andres.delikat 97ef68e64e Record movie dialog now allows user to type in name of file to record, and will auto fill in directory path if user does not. Play movie now uses the PreLoad function so length calculation is significantly faster 2011-05-18 01:49:20 +00:00
andres.delikat 250f424629 Start a MovieConvert class for converting fcm, mmv, and such to .tas files 2011-05-18 01:30:25 +00:00
brandman211 6e98bfc978 Created an efficient frame calculation. 2011-05-18 01:24:26 +00:00
andres.delikat 2b41592c9b Load rerecord count when loading a movie 2011-05-18 00:08:51 +00:00
andres.delikat 5a082bad2f Save input log into savestates. Also add more informative messages & frame counter for better debugging 2011-05-17 22:44:31 +00:00
andres.delikat e5af4418da Movies - CheckTimelines function, disabled until rerecording is smoothed out better 2011-05-17 01:10:04 +00:00
andres.delikat 85e52c3bcb Some refactoring of savestate + movie code and laid out the logic for how these situations should be handled 2011-05-16 15:38:48 +00:00
andres.delikat 4a549631e5 Movie class - refactor time calculations. Make PCE_NTSC = PCE. Remove any 60.0 or 50.0 const ints in favor of the default case. Made a decision that time should be calculated based on the console framerate not the fps at which bizhawk will emulate. Thus SMS uses a ~60.1 fps 2011-05-16 13:56:22 +00:00
offspring131313 386b26ccbe Reverted some changes I thought was improving the readability, but was really just breaking the correctly programmed stuff =D 2011-05-16 07:44:03 +00:00
beirich 003a71cb5a PAL PCE has the same timings as NTSC 2011-05-16 04:07:05 +00:00
offspring131313 644106575e Refactored Movie folder. Added some functions, merged some functions, and added some comments regarding some questions I have about a few of the functions. 2011-05-16 03:55:17 +00:00
offspring131313 96b80f4789 Added a single variable in MainForm from which to derive the Emulator Version number. Just call MainForm.EMUVERSION
Only updated the new method for deriving this in MovieHeader, I'm unaware of anywhere else this information is requested as I'm still learning the system.
2011-05-16 02:54:53 +00:00
andres.delikat a91e7007a7 Play Movie - fixes so that .mc2 & .fm2 get the right system ID on load, and fix the rounding of the fractional part of the movie time 2011-05-15 23:25:25 +00:00
andres.delikat 229852d06c Play movie dialog now shows completion time. It also reads the entire movie in order to determine this. I have stressed tested this yet, it is probably very slow. 2011-05-15 22:59:54 +00:00
andres.delikat 99babf743f Movie class has a GetSeconds() function that returns the number of seconds based on frames / fps. It is loaded with lots of fps formulas for various consoles. 2011-05-14 12:46:41 +00:00
andres.delikat 3dbf342dbe Set system ID in input log 2011-05-14 02:34:18 +00:00
andres.delikat fe0363d80b Movies - Add all current valid movie file extensions to drag & drop, Hook up movie finished mode to frame loop & frame counter display, clean up some logic regarding the toggling of InputLog and UserMovie 2011-05-13 17:03:05 +00:00