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Recording starts unpaused, dipswitches unpause

After the "Replay input" dialog, the rom is reloaded and recording
immediately starts, with emulation unpaused. This makes it too hard to
perform frame-precise input for games that initialize quickly.

Similar problem, after the "Set dipswitches" dialog (whether OK or Cancel),
emulation/recording gets unpaused.

Paused/unpaused state should be preserved unless the user enters the pause
command.

Original issue reported on code.google.com by [email protected] on 2 Jun 2009 at 7:39

Make FBM intelligible

Currently the frame data of fbm is undocumented:

01A: frame input data. The format varies depending on which inputs the game
supports and may be compressed (unknown).

=(

This makes movies totally uneditable outside of rerecording. Some
documentation could help fbm be supported by something like TAS movie editor.

As with input display, the button names don't have to be descriptive,
because you would be able to figure out from the context what maps to what.

(Ultimately we want a plain text format like fm2.)

Original issue reported on code.google.com by [email protected] on 4 Nov 2009 at 2:49

P1 Buttons ABC

What steps will reproduce the problem?
1.start the game
2.go to map game inputs
3.double click in "P1 Buttons ABC"

What is the expected output? What do you see instead?

Nothings happen this the problem nothings happen

What version of the product are you using? On what operating system?

FBA-RR V 0.0.7 in windows 7

Please provide any additional information below.

Please help

Original issue reported on code.google.com by YukiMorichima on 31 Dec 2011 at 2:45

Lua: movie.framecount() returns wrong frame count

When there's a movie active, movie.framecount() should return the current frame 
number of the running movie.

(In the last FBA-RR version it returns the number of frames drawn since the 
emulator was started.)

Original issue reported on code.google.com by [email protected] on 5 Oct 2010 at 11:09

Drom's excessively large todo list

-emu speed, turbo, and movie functions are probably still riddled with
crash bugs and need to be heavily redesigned for next time.

-no protection against resuming from invalid states (recording not bulletproof)

-no customizable hotkeys

-"pause on end of playback" should be an option in the movie playback dialog

-UI messages: 1) shouldn't scale with display resolution 2) should be a
single function instead of two very similar functions 3) should
redraw/update with less glitchiness

-no input display

-"stop movie" menu item is erroneously disabled at times

-Stated.cpp says something like "everything causes frame advancing." This
is true, and undesirable.

-movie name should be in title bar

-loading the replay/reload dialogs stops movie replay, even if you cancel
out of the dialog instead of starting a movie.

-must embed Lua. Replace GD with SDL and/or port new APIs from FCEUX and
debugger/memory watch API

-the main menu isn't an actual menu; alt-g-o should call the rom selector, etc.

-Savestate undo and rewind features would be nice

-Shotsfactory code could disable layers via 1-6 keys, like in snes9x.

-no Frame Search in movie play dialog

Original issue reported on code.google.com by [email protected] on 15 Sep 2008 at 8:12

Suggestion to add double clicking of .fr files to open them.

I suggest you add functionality to just double click the .fr files instead of 
having to scroll down or browse a big list of .fr files.  The way that you can 
associate ggpofba.exe with .fr files and you can just double click them.  I 
think this feature would be awesome and really convenient.  

Thank you.

Original issue reported on code.google.com by [email protected] on 19 Oct 2010 at 5:35

Audio is slow in Gradius III

The audio is very slow/laggy when trying to play Gradius III. No gameplay is 
affected. Haven't tried exporting to AVI yet.

Using v0.0.7 on Windows 7 x86.

Original issue reported on code.google.com by [email protected] on 17 Dec 2012 at 5:10

On screen message when snapshot is taken.

This should be an easy one.

How about an onscreen message to the effect of "snapshot x taken" when the
user selects a snapshot?  

I clicked the menu item and pressed the hotkey several times thinking it
wasn't working XD


Original issue reported on code.google.com by [email protected] on 3 Sep 2009 at 12:42

No way to disable a hotkey or input

Seems you can only remap input & hotkeys, you can't disable them.  This is
rather inconvienent (though I just map all the ones I want disabled to
something obscure and out of the way like Ctrl+Shift+~ so I do have away
around this issue).

Original issue reported on code.google.com by [email protected] on 7 Jun 2009 at 4:27

Needs a Close ROM menu item

Since you can't adjust the sound settings (and probably other things) with
a ROM loaded, there needs to be a Close ROM menu item.  Otherwise you have
to close the emulator and reopen just to adjust sound.

Original issue reported on code.google.com by [email protected] on 7 Jun 2009 at 4:31

Need more control over NVRAM use

Whenever you begin playback (or begin recording) fba-rr 0.0.3.03 reloads
the ROM and reads the NVRAM (.nv files) under ./config/games. Whatever is
in there will be used in the movie. If there a dirty nv, and if the movie
adjusts settings before play, there will certainly be desync.

Optimally there should be a choice whether to use dirty nvram when
beginning recording.

* Start from savestate
* Start from power-on with nvram
* Start from power-on without nvram (< should be default)

If it is to be used, it should probably be added into the fbm file rather
than reading the contents of the config folder.

Fortunately there's a workaround: delete the game's .nv file prior to
playback every time.

More discussion:
http://tasvideos.org/forum/viewtopic.php?p=203234

Dipswitches are apparently (?) not a problem because their state is stored
as inputs, like button presses.

Original issue reported on code.google.com by [email protected] on 6 Nov 2009 at 5:55

AVI dump auto-segmentation

I get into trouble if the dumped file is too big (>2gb? >4gb?) even though
I'm using NTFS. FBA should automatically end the AVI and start a new one if
the size exceeds some limit.

Gens has a nice option for this.

Original issue reported on code.google.com by [email protected] on 8 Jun 2009 at 7:27

Sound rate affects sync

winding218 discovered the cause of the Metal Slug-X desyncs:

http://tasvideos.org/forum/viewtopic.php?p=217064#217064

The sample rate of playback and recording must match. (I tried messing with
the other settings he mentioned and it didn't affect sync.)

The sensible solution is to write the sample rate in the fbm header and
force playback to conform to it. Snes9x and gens do something similar, I think.

Original issue reported on code.google.com by [email protected] on 22 Nov 2009 at 5:39

Once Lua Scripting was added, was Increase and Decrease speed disabled or removed?

What steps will reproduce the problem?
1.  Set a hotkey to increase or decrease speed.
2.  Press the hotkey.

What is the expected output? What do you see instead?

Is says disabled function in the upper left.


What version of the product are you using? On what operating system?

This feature works on any of the rr versions except 004 and 005.  I want to 
have lua scripting and also be able to increase and decrease the speed.

I'm using Windows XP Pro 2002 SP3

Please provide any additional information below.

Is there any way I can fix this, does anyone know what's going on?

Original issue reported on code.google.com by [email protected] on 18 Oct 2010 at 4:18

neogeo memory card

What steps will reproduce the problem?
1.load a neogeo game
2.create a new memory card a select it
3.save to memory

What is the expected output? What do you see instead?

everything work fine but after I close the emulateur and open it again and 
select the same memory card of course, the save is lost.

What version of the product are you using? On what operating system?
FBA-RR V0.0.7 in Windows 7 

Please provide any additional information below.

I test all games I have the same problem happen and happen again

Original issue reported on code.google.com by YukiMorichima on 31 Dec 2011 at 2:58

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