169 lines
8.4 KiB
HTML
169 lines
8.4 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml">
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<head>
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<meta content="text/html; charset=utf-8" http-equiv="Content-Type" />
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<title>Movies</title>
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<link href="fceux.css" rel="stylesheet" type="text/css" />
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<style type="text/css">
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.style1 {
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float: right;
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margin-left: 64px;
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margin-right: 20px;
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margin-bottom: 64px;
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}
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</style>
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</head>
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<body>
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<div id="masthead">
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</div>
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<div id="top_nav">
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</div>
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<div id="container">
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<div id="left_col">
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</div>
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<div id="page_content">
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<h1>Movies</h1>
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<h2>Introduction</h2>
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<p>A movie file is a file which contains data needed to reconstruct actions in a game.
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In most emulators, the movie files consist of simply the buttons that were pressed during the game.
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Because the emulation is completely predictable (deterministic), it will always play back the same way.</p>
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<p>Unless the movie starts from the console power-on or from reset, the movie file might also contain a savestate that loads the beginning point of the game.
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Movie files don’t contain any sound or image data. Such data is not needed, because the emulator can reconstruct it during movie playback.</p>
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<p>Movie files in FCEUX are .fm2 files.
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The file format is unique to FCEUX and not compatible with other movie recording versions of FCE Ultra.
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Movie files from other versions (.fcm) can be converted to .fm2 for playback with the <a href="ConvertFCMtoFM2.html">.fcm to .fm2 converter.</a></p>
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<p>Movie features in FCEUX are designed specifically for making Tool-assisted Speedruns.<br>
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<a href="http://tasvideos.org">For more information visit TASVideos.</a></p>
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<h2>Playing Back Movies</h2>
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<img alt="Play movie dialog box" class="style1" height="299" src="assests/PlayMovie.png" width="456" />
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(Windows)<br/>
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<p>To play back a recorded movie, open the ROM.
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Then select "Replay Movie" in the File Menu.
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A movie dialog box will open where you can select the movie file.
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</p>
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<h3>Read-only</h3>
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<p>You can also select whether the movie is in Read-only mode.
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If a movie is in read-only mode, the movie file can not be altered in any way.
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If you make a savestate while playing the movie and load that state, the playback will simply "rewind" to that state.
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If the movie is not in read-only, however, loading a state will set the movie to record mode and begin recording from that savestate.
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</p>
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<h3>Pause movie at frame</h3>
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You can also select "Pause movie at frame" x.
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If selected, the movie will automatically pause when reaching the frame selected (the default is the last frame of the movie).
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<p> </p>
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<p> </p>
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<h2>Recording Movies</h2>
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<img alt="Record movie dialog box" class="style1" height="172" src="assests/RecordMovie.png" width="420"/>
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<p>(Windows)<br>
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To record a movie, open a ROM. Then simply select "Record Movie" in the File > Movie Menu.
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You will be prompted to name the file and to select where to record from.
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Selecting "Start" will begin the recording from a Power-on (Hard Reset).
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If you select "Now", a savestate will be made at your current location in the game, and the movie will begin recording from there.
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If you select browse, you will be prompted to find a preexisting savestate file to begin recording from.
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</p>
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<p> </p>
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<p> </p>
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<h2>Savestates, Slowdown, and Frame Advance</h2>
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<p>At anytime while recording, you can make a savestate.
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This is a snapshot of the game's current memory contents.
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Once a savestate is made, it can be loaded with the loadstate command.
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This will return the movie back to the spot in the game where the savestate was made.
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This can be used to undo mistakes or to test different strategies for a particular segment.
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</p>
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<p>(Windows users - the default key for making a savestate is "I" and the default key for loading a state is "P". Both of these can be assigned under the <a href="files/{4CBEC453-C1F0-4E5F-9553-7A88DB95B03C}.htm">Map Hotkeys Menu</a>).
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Both can also be access through the File > Savestate Menu.
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</p>
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<p>Tool Assisted movies take advantage of slowing the emulator down in order to increase precision of the movie making process.
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Navigating to NES > Emulation Speed > Slow down or pressing the "-" key will slow down emulation.
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NES > Emulation Speed > Speed up or the "=" will speed it up. (These can be re-mapped. For windows users, see the <a href="files/{4CBEC453-C1F0-4E5F-9553-7A88DB95B03C}.htm">Map Hotkeys Menu</a>).</p>
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<p>Even greater precision can be made using the frame advance key.
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Pressing the frame advance key will pause emulation and advance it a single frame (~1/60th of a second NTSC ).
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By holding down input and pressing the frame advance key, it will record that input for that particular frame.
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</p>
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<h2>"Bullet Proof Rerecording"</h2>
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<p>All savestates made during movie recording contain the movie information up to the frame of the savestate.
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When a savestate is loaded, the movie file in the savestate is also loaded.
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This is referred to as "Bullet Proof Rerecording" because it prevents possible desyncs and lost data from improper/out of order savestate loading.
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</p>
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<h2>Read only</h2>
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<p> You can select read-only when playing a movie.
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You can also toggle the read-only status by navigating to File > Movie > Read only.
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In read-only mode a movie can not be edited.
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Loading a savestate will take the movie to that point in the movie and stay in playback mode.
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</p>
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<p>In read-write status, loading a state will change a movie from playback mode to record mode.</p>
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<h2>Resuming Recording</h2>
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<p>You can resume recording a previous movie by playing back the movie, setting the record status to read+write, and then loading a state.</p>
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<h2>Play Movie from Beginning</h2>
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<p>At any point while recording or playing back a movie, you can navigate to File
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> Movie > Play Movie from Beginning.
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This will set the movie to read only status and reset playback to frame 0.</b>
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</p>
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<h2>Frame Counter</h2>
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<p>The Frame counter displays what frame the movie is currently on.
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If the movie is playing in read-only mode, it will also display the total number of frames in the movie.
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The default key for toggling the Frame Counter display is the "." (period) key. (This can be re-mapped in the <a href="files/{4CBEC453-C1F0-4E5F-9553-7A88DB95B03C}.htm">Map Hotkeys Menu</a>).
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</p>
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<h2>Frame Advance</h2>
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<p>The frame advance key ("backlash" key by default. Re-mappable under the <a href="files/{4CBEC453-C1F0-4E5F-9553-7A88DB95B03C}.htm">Map Hotkeys Menu</a>)
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will advance the game by a single frame and then pause the game.
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If the hotkey is held down, it will auto advance quickly through the game.
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</p>
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<p>This is a critical tool when perfecting input in movie recording.</p>
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<h2>Metadata</h2>
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<p>When you record a new movie via the record movie dialog there is an author field.
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This sends the info to the .fm2 file in the form of comment Author [author name] (see <a href="FM2.html">.fm2</a>).
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</p>
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<p>Any line in the .fm2 that starts with "comment" is known as metadata.
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You can include any number of comments manually by editing the .fm2 file with any text editor.
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</p>
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<p>(Windows)<br>
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On the replay movie dialog, clicking the metadata button will display all metadata in a separate dialog box
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(If a movie is currently loaded you can also access the meta-data by right-clicking and selecting Metadata in the context menu).
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</p>
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<h2>Subtitles</h2>
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<p>FCEUX supports subtitles in the .fm2 file format.
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Subtitles will be displayed on the screen automatically as a movie plays.
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You can turn on/off subtitles by navigating to Config > Movie Options > Display movie subtitles (see Movie options).
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</p>
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<p>For adding subtitles to a movie see the .fm2 documentation.</p>
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</div>
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</div>
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<div id="footer">
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<a href="home.html">Home</a> | <a href="download.html">Download</a> |
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<a href="documentation.html">Documentation</a> | <a href="version.html">
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Version History</a> | <a href="contact.html">Contact</a> | <a href="links.html">Links</a>
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<br>We are in no way affiliated or endorsed by Nintendo or Nintendo of America. "Nintendo" is a registered trademark of Nintendo of America Inc.
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</div>
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</body>
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</html>
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