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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta content="text/html; charset=utf-8" http-equiv="Content-Type" />
<title>Convert FCM to FM2</title>
<link href="fceux.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="masthead">
</div>
<div id="top_nav">
</div>
<div id="container">
<div id="left_col">
</div>
<div id="page_content">
<h1>Convert FCM to FM2</h1>
<p>This page documents the conversion process of .fcm to .fm2. It also documents known issues with conversion as well as known cases where conversion fails.</p>
<p>FCEUX uses the file format .fm2. It does NOT play .fcm files (Older versions of FCEU). However any .fcm file can be converted to .fm2 by opening FCEUX and going to tools > Convert .fm2. You can mass convert files by highlighting them in the open dialog box. On the SDL build, you can run ./fceux --fcmconvert filename.fcm</p>
<dd><p><b>See also:</b></p></dd>
<dd><dd><li>FM2 format</li></dd></dd>
<dd><dd><li>FCM format</li></dd></dd>
<dd><dd><li>Movie making</li></dd></dd>
<h2>FM2 concept</h2>
<p>The old FCEUltra had a big problem with its movie recording. Every single movie was recorded with power-on, followed by a savestate. This means that WRAM (or save RAM) was being stored in its initialized state. As a consequence, many games that use save systems would go through an accelerated boot process since the save files were already initialized.</p>
<p>Typically, a movie maker would load his game and let it sit at the title screen while he sipped his drink or adjusted his pants or steeled his nerves or whatever and then triggered the movie record. At that point the savefile was initialized, and the recording was already compromised.
<p>When preparing FCEUX for release, we decided that this was unacceptable. Therefore, every FCEUX movie is recorded from a fresh power-on with no WRAM or save RAM. Additionally, the "record from reset" was taken out because it is even worse. Now the game would be starting from initialized WRAM and initialized main ram. This can further confuse matters.</p>
<p>So, your movies might desync because on FCEUX the game is taking longer to boot, while it is initializing its WRAM and/or main ram.</p>
<p>Luckily, these are often easy to fix: since FM2 is a text format, it is trivial to insert additional empty frames into the correct locations during the game boot-up process. We have successfully used this approach to salvage a few movies. So, if you have trouble, let us know, and maybe since we have a bit of experience, we can help.</p>
<p>Also, when a game is initializing, I bet it is uncommon for the RNG to be running so you might get lucky there also.</p>
<p>Another trick is to add a boot-up time window to the beginning of your movie. Add empty frames to the very beginning, followed by the very first converted frame which should include a reset flag. This simulates what FCEUltra did, giving the game time to initialize its WRAM and possibly main RAM before your input events begin.</p>
<p>We have been excruciatingly careful not to do anything else which would adversely affect synching. We take this seriously. We have only found few desynching movies so far that we aren't able to fix.</p>
<h2>Sync issues</h2>
<p>Nearly all published .fcm files will convert without problem</p>
<p>Exceptions are noted:
<dd><li>Any movie made with FCEU .10 or earlier (such as <a href="http://tasvideos.org/192M.html">Dragon's Lair</a>, <a href="http://tasvideos.org/193M.html">Powerblade</a></li></dd>
<dd><li>Any <a href="http://tasvideos.org/519M.html">Dragon Warrior 4</a> movie due to quirky VRAM handling of this game. Movies will only sync in the version in which they were created.</li></dd>
<dd><li>Any movie that starts from savestate (since savestates aren't compatible between FCEU and FCEUX) (Note: old savestates from 0.98.x can be loaded into FCEUX. However, they can not be used with movies since the new savestates handle movie data in drastically different ways.)</li></dd>
<dd><li><a href="http://tasvideos.org/355M.html">Battle Toads from FCEU .12</a> - Due to significant mapper 7 changes since FCEU .13</li></dd>
</p>
<p>Converting from FMV to FCM to FM2 may work, but it fails at least for these movies:</p>
<dd><a href="http://tasvideos.org/89M.html">Boku Dracula-kun by Phil and Genisto</a></dd>
<h3>Known desyncs fixed with added frames</h3>
<p>Some movies will desync but can be fixed by adding frames to the beginning of the movie. Basically any movie that was recorded from soft reset and uses battery backed ram will probably desync. This is because the soft reset allowed the SRAM to be cleared ahead of time, so frames were not needed to clear it in the movie (This is arguably cheating anyway, and recording from soft reset was removed in FCEUX).</p>
<p>Known desyncs that were fixed by adding frames:</p>
<dd><a href="http://tasvideos.org/868M.html">Legent of Zelda "1st Quest" by Baxter and Phil</a> - 3 frames added</dd>
<dd><a href="http://tasvideos.org/222M.html">Vice: Project Doom by FunkDoc</a> - 10 frames added</dd>
<h3>Known desyncs that could not be snced (to our knowledge)</h3>
<p>Movies that don't meet the above criteria but desync anyway</p>
<dd><a href="http://tasvideos.org/1021M.html">Addams Family</a> - Nothing up to 16 frames worked</dd>
<dd><a href="http://tasvideos.org/589M.html">Kattou Ninden Teyandee by Ferret Warlord</a> - Nothing up to 16 frames worked</dd>
<dd><a href="http://tasvideos.org/469M.html">Dragon Warrior by acmlm</a> - Adding 2 frames makes it sync up to around 46540</dd>
</p>
</div>
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<a href="home.html">Home</a> | <a href="download.html">Download</a> |
<a href="documentation.html">Documentation</a> | <a href="version.html">
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</div>
</body>
</html>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta content="text/html; charset=utf-8" http-equiv="Content-Type" />
<title>FM2</title>
<link href="fceux.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="masthead">
</div>
<div id="top_nav">
</div>
<div id="container">
<div id="left_col">
</div>
<div id="page_content">
<h1>FM2 Movie file format</h1>
<p>FM2 is the movie capture format of FCEUX</p>
<h2>FM2 file format description</h2>
<p>FCEUX uses a new movie file format - .fm2</p>
<p>This differs from the previous FCE Ultra movie format (.fcm) in the following ways:</p>
<dd><li>It is completely text based; allowing easy movie editing/splicing</li></dd>
<dd><li>An imbedded GUID so FCEUX can tell if a savestate belongs to a particular movie file</li></dd>
<dd><li>Movies recorded from Start (Power-on) no longer have a redundant savestate</li></dd>
<dd><li>Contains mouse input for recording the Zapper and Arkanoid Paddle input</li></dd>
<p></p>
<h2>Format</h2>
<p>FM2 is ASCII plain text. It consists of several key-value pairs followed by an inputlog section.</p>
<p>The inputlog section can be identified by its starting with a | (pipe). The inputlog section terminates at eof. Newlines may be \r\n or \n</p>
<p>Key-value pairs consist of a key identifier, followed by a space separator, followed by the value text. Value text is always terminated by a newline, which the value text will not include. The value text is parsed differently depending on the type of the key. The key-value pairs may be in any order, except that the first key must be version.</p>
<p>Integer keys (also used for Booleans, with a 1 or 0) will have a value that is a simple integer not to exceed 32bits</p>
<li>version (required) - the version of the movie file format; for now it is always 3</li>
<li>emuVersion (required) - the version of the emulator used to produce the movie</li>
<li>rerecordCount (optional) - the rerecord count</li>
<li>palFlag (bool) (optional) - true if the movie uses pal timing</li>
<li>fourscore (bool) (*note C) - true if a fourscore was used</li>
<li>port0, port1 (*note C) - indicates the types of input devices. Supported values are:
<ul>SI_GAMEPAD = 1</ul>
<ul>SI_ZAPPER = 2 </ul>
</li>
<li>port2 (required) - indicates the type of the FCExp port device which was attached. Supported values are:
<ul>SIFC_NONE = 0</ul>
</li>
<h2>Header</h2>
<p>String keys have values that consist of the remainder of the key-value pair line. As a consequence, string values cannot contain newlines.</p>
<li>romFilename (required) - the name of the file used to record the movie </li>
<li>comment (optional) - simply a memo.
<li>by convention, the first token in the comment value is the subject of the comment.</li>
<li>by convention, subsequent comments with the same subject will have their ordering preserved and may be used to approximate multiline comments.</li>
<li>by convention, the author of the movie should be stored in comment(s) with a subject of: author</li>
</li>
<li>subtitle (optional) - a message that will be displayed on screen when movie is played back (unless Subtitles are turned off, see Movie options).
<li>by convention, subtitles will begin with the word subtitle</li>
<li>by convention, an integer value will proceed which will indicate the frame that the subtitle will be displayed</li>
<li>by convention, a string of text will follow which will be the string displayed</li>
<li>example:
<li>subtitle 1000 Level Two</li>
<li>At frame 1000 the words "Level Two" will be displayed on the screen</li>
</li>
</li>
<p>Hex string keys (used for binary blobs) will have a value that is like 0x0123456789ABCDEF... </p>
<li>romChecksum (required) - the MD5 hash of the ROM which was used to record the movie </li>
<li>savestate (optional) - a fcs savestate blob, in case a movie was recorded from savestate</li>
<p>GUID keys have a value which is in the standard GUID format: 452DE2C3-EF43-2FA9-77AC-0677FC51543B</p>
<li>GUID (required) a unique identifier for a movie, generated when the movie is created, which is used when loading a savestate to make sure it belongs to the current movie.</li>
<h2>Inputlog</h2>
<p>The inputlog section consists of lines beginning and ending with a | (pipe). The fields are as follows, except as noted in note C.</p>
<table border="1">
<tr>
<td>c</td>
<td>port0</td>
<td>port1</td>
<td>port2</td>
</tr>
</table>
<p>Field c is a variable length decimal integer which is a bitfield corresponding to miscellaneous input states which are valid at the start of the frame. Current values for this are</p>
<li>MOVIECMD_RESET = 1</li>
<p>The format of port0, port1, port2 depends on which types of devices were attached.</p>
<h4>SI_GAMEPAD</h4>
<li>the field consists of eight characters which constitute a bitfield.</li>
<li>any character other than ' ' or '.' means that the button was pressed. By convention, the following mnemonics will be used in a column to remind us of which button corresponds to which column:
<li>RLDUTSBA (Right,Left,Down,Up,sTart,Select,B,A)</li>
</li>
<h4>SI_ZAPPER</h4>
<li>XXX YYY B Q Z</li>
<li>XXX: %03d, the x position of the mouse</li>
<li>YYY: %03d, the y position of the mouse</li>
<li>B: %1d, 1 if the mouse button is pressed; 0 if not</li>
<li>Q: %1d, an internal value used by the emulator's zapper code (this is most unfortunate..)</li>
<li>Z: %d, a variable-length decimal integer; an internal value used by the emulator's zapper code (this is even more unfortunate..)</li>
<h4>SIFC_NONE</h4>
<li>this field must always be empty</li>
<h3>Notes</h3>
<p>There is no key-value pair that indicates the length of the movie. This must be read by scanning the inputlog and counting the number of lines.</p>
<p>All movies start from power-on, unless a savestate key-value is present</p>
<p>If a fourscore is used, then port0 and port1 are irrelevant and ignored</p>
<p>If fourscore, the input types must all be gamepads
<dd>{player1 player2 player3 player4}</dd>
<dd>
<table border="1">
<tr>
<td>c</td>
<td>ABSTUDLR</td>
<td>ABSTUDLR</td>
<td>ABSTUDLR</td>
<td>ABSTUDLR</td>
<td>port2</td>
</tr>
</table>
</dd>
</p>
<p>If fourscore is not used, then port0 and port1 are <b>required</b></p>
<h2>Emulator framerate constants</h2>
<p>FCEUX uses these framerate constants:</p>
<li>NTSC: 1008307711 /256/65536 = 60.099822938442230224609375</li>
<li>PAL : 838977920 /256/65536 = 50.00698089599609375</li>
<p></p>
</div>
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Make a header with navigation buttons for all pages
Modify H3 css with a different gray shade
Make the li css property the same color as H3
Add a link to the manual on documentation
Make sure all pages of a name
Add a link to the manual on documentation, add a section for movie recording as well, in that section add links to fm2, fcm and convert fcm
Convert FCM to FM2 - add links on see also list
Home image (SMB3) needs to be to have some kind of text wrap

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<head>
<meta content="text/html; charset=utf-8" http-equiv="Content-Type" />
<title>Untitled 1</title>
<title>Documentation</title>
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<head>
<meta content="text/html; charset=utf-8" http-equiv="Content-Type" />
<title>Untitled 1</title>
<title>Downloads</title>
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margin-left: 200px;
}
#footer {
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body {
background-color: #E9E9E9;
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text-align: center;
padding-top: 16px;
}
h1 {
background-image:url('assests/ICON_1.ICO');
background-repeat: no-repeat;
background-position: left;
background-color: #999999;
padding: 2px;
margin: auto;
border-style: ridge;
text-indent:40px;
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h2 {
background-color: #B4B4B4;
padding: 1px;
margin: 1px;
border-top-width:4px;
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padding-top: 16px;
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border-style: solid;
border-color: #999999;
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<dd><li><a href="pressrelease-2.0.2.html">FCEUX 2.0.2</a> - 14 August 2008</li></dd>
<dd><li><a href="pressrelease-2.0.1.html">FCEUX 2.0.1</a> - 04 August 2008</li></dd>
<dd><li><a href="pressrelease-2.0.0.html">FCEUX 2.0.0</a> - 02 August 2008</li></dd>
<p>
<h2> FCE / FCE Ultra</h2>
<p>Bero originally wrote a Nintendo Entertainment System/Famicom
emulator that was referred to as
@ -91,7 +90,7 @@
<p>In 2008, FCEU rerecording was picked up again by mz, maximus,
adelikat, and nitsujrehtona with various updates named FCEU.0.98.17 -
0.98.28</p>
<p><a href="http://code.google.com/p/fceu/">FCEU.28 GoogleCode Page</a></p>
<p><dd><a href="http://code.google.com/p/fceu/">FCEU.28 GoogleCode Page</a></dd></p>
<h2>FCEUD/FCEUXD/FCEUXDSP/FCEUXDSP CE</h2>
<h3>FCEUD</h3>
<p>In 2002, Parasyte modified the then-current version (0.81.3) of FCE Ultra and added a Nesten-style debugger, along with several other features, and named it "FCEUD" (FCE Ultra Debugger).</p>
@ -111,21 +110,17 @@
and usability of debugging tools.&nbsp; </p>
<p>The last version of FCEUXDSP was 1.07 which adds a feature known as
the RAM Filter.</p>
<p>
<a href="http://www.the-interweb.com/serendipity/index.php?/categories/9-FCEUXD-SP">
FCEUXDSP homepage</a></p>
<p><dd><a href="http://www.the-interweb.com/serendipity/index.php?/categories/9-FCEUXD-SP">FCEUXDSP homepage</a></dd></p>
<h3>FCEUXDSP CE</h3>
<p>CE stands for &quot;Champion Edition&quot; and is a branch of XDSP that adds a
text hooker tool. The CE is a play on the excessive acronyms and branches in the FCEUD chain.</p>
<p>
<a class="style1" href="http://www.ximwix.net/boneyard/design19/xb/texthooker.htm">
FCEUXDSP CE homepage</a></p>
<p><dd><a class="style1" href="http://www.ximwix.net/boneyard/design19/xb/texthooker.htm">FCEUXDSP CE homepage</a></dd></p>
<h3>FCEU-mm</h3>
<p>FCEU &quot;mappers modified&quot; is an unofficial build of FCEU Ultra by
CaH4e3, which supports a lot of new mappers including some obscure
mappers such as one for unlicensed NES ROM&#39;s.</p>
<p>FCEUX supports mappers from older versions of FCEU-mm.</p>
<p><a class="style1" href="http://sourceforge.net/projects/fceumm/">
<p><dd><a class="style1" href="http://sourceforge.net/projects/fceumm/"></dd>
FCEU-mm SourceForge page</a></p>
</div>