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MAME Movie Maker released
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2600:
Howard,
I believe most/all of these can be solved by changing the minmovielength field.  I put in 5200 and ran in on the kof series(you mentioned them earlier), aof, and aof2. I beleive all made the movies fine except for aof and kof94.  Those would of probably been made fine if I picked 5100 instead or changed one other field.

Now you may argue 7 out of 9 aren't good enough odds, but realize this was one number I picked (on purpose not out of my @) and made the the movies in what an hour since your last post.  If I tuned it I probably could of gotten them all.  And because I logged them to a file, I can post the start and stop frames to Silver so everyone can make them without any effort.

You impiled that you aren't sure we know what an attract mode is.  Can you try the above and verify that the movies were attract modes would be captured properly?

Edit: I started to look at the movies and the first one kof2000 wasn't completely done (it only did one of the fight scenes and the characters change on each loop so a proper loop would get all of the fight scenes), but it still can be done properly if you change the minmovielength and maxmovielength field.  I imagine the rest need a bit more modification as well.
Buddabing:

--- Quote from: Silver on January 29, 2005, 11:38:09 am ---In case anyone missed it I've cleaned up and put the new ssf.txt file on my website in the format:

romname,startframe,endframe

there are no endframes yet (obviously) as this was only used to identify end-of-bios points.

Its worth checking these points, and it is an old file so there is a (slim) chance that some of the romnames may have changed slightly...

Cleaned up file: http://www.silverfoxy.plus.com/ssf-csv.txt

Original file: http://www.silverfoxy.plus.com/ssf.txt

I'll happily host updates as people work through the games.

--- End quote ---

Silver:

Please post a link to the up-to-date modified csv. I'll repost it to the first page of this thread.

Silver:
Hi,

At the moment I've not had anyone send in contributions, and due to my main pc being down-and-out I can't add my own additions so far - sorry. I've got a MySQL database online waiting, but can't add a web interface till the pc is rescued from the dead. Hopefully not too long, but I've got a mad week at work or so.

If anyone wants to email me there progress so far (either a .csv file or even just a collection of successful .vdb files) I'll throw it into a file and post the link here - I would be able to keep that updated every day no problem until the online db is running.

email:  silver@silverfoxy.plus.com

or just PM me.
Howard_Casto:

--- Quote from: Buddabing on February 09, 2005, 12:53:51 pm ---Howard,

I coded up your idea except I am sampling the whole image and taking the maximum and minimum r,g,and b values over the whole thing. The frame is skipped if the max r minus the min r is less than the -moviethreshold parameter, and the max g minus min g, and the max b minus the min b.

I need more specific information on what games are having a problem. "Allfighters made by x,y,z" means nothing to me since I don't play fighters. I need rom names, not game names.

You mentioned 64street and arabfgt earlier. 64street has a static picture on it with changing text below the picture. A loop is detected when the text is blanked out and just the picture is showing. The new method of blank frame detection does not detect this.

On arabfgt, a loop is detected at a screen blank also, but this time the screen is not completely blanked, it has the "insert coin" text at the top and "sega 1991" at the bottom.

A black detection that excluded the top and the bottom of the screen would help arabfgt but not 64street, and may break other games.

I agree with you that having the game's title screen at the beginning of the video is important. I just don't think the solid color blanking is as common as you think.

But, give me a sample of a game with this solid color blanking, and I'll see if this changed blank frame detection will help.

In fact, you can try it yourself. I've uploaded the test executable here.




--- End quote ---

The zip file you've linked to isn't downloading properly... it gets corrupted.  I'll be glad to try it though. 

It's an extremely common problem, but since you don't play fighters, you'll never see it.  :)  It happens on virtually all snk and virually all capcom fighters.... that's 600 or so odd parents, which is a noticable chunk of mame. 

as i said.... snk fighters are the most effected.....

take a look at aof-aof3 and the kof games  I think some of the metal slug games might also suffer from it, but I can't sware to it. 

Besides that... your loop detection is just "too good".  Even if there isn't an apparent transition, many games have single frames of either a blank screen or a colored screen several times durring the attract mode.  If it happens enough times, the loop detection will fail. 

Let me know what I can do to help.


About 2600's comments:

I'm sure that if I adjusted the minmovie length to an insainely high number it might fix some of the games, but at the cost of "breaking" many of the old vector games as well as any game with a really short attract mode.   

More importantly, you hit the nail right on the head.... 7 out of 9 isn't good odds.  For me at least, 8 out of 9 isn't good odds either.  This project is great, but it's only useful if the ratio is something like 98%, not 80. 

Remember... the whole idea is to be able to use a giant batch file and have mmm automatically make the vids.  If we have to be tweaking numbers for each game then it's easier to just use )p( or my capture rigs on those games. 



Buddabing:

--- Quote from: Howard_Casto on February 09, 2005, 07:31:39 pm ---
--- Quote from: Buddabing on February 09, 2005, 12:53:51 pm ---Howard,

I coded up your idea except I am sampling the whole image and taking the maximum and minimum r,g,and b values over the whole thing. The frame is skipped if the max r minus the min r is less than the -moviethreshold parameter, and the max g minus min g, and the max b minus the min b.

I need more specific information on what games are having a problem. "Allfighters made by x,y,z" means nothing to me since I don't play fighters. I need rom names, not game names.

You mentioned 64street and arabfgt earlier. 64street has a static picture on it with changing text below the picture. A loop is detected when the text is blanked out and just the picture is showing. The new method of blank frame detection does not detect this.

On arabfgt, a loop is detected at a screen blank also, but this time the screen is not completely blanked, it has the "insert coin" text at the top and "sega 1991" at the bottom.

A black detection that excluded the top and the bottom of the screen would help arabfgt but not 64street, and may break other games.

I agree with you that having the game's title screen at the beginning of the video is important. I just don't think the solid color blanking is as common as you think.

But, give me a sample of a game with this solid color blanking, and I'll see if this changed blank frame detection will help.

In fact, you can try it yourself. I've uploaded the test executable here.




--- End quote ---

The zip file you've linked to isn't downloading properly... it gets corrupted.  I'll be glad to try it though. 

It's an extremely common problem, but since you don't play fighters, you'll never see it.  :)  It happens on virtually all snk and virually all capcom fighters.... that's 600 or so odd parents, which is a noticable chunk of mame. 

as i said.... snk fighters are the most effected.....

take a look at aof-aof3 and the kof games  I think some of the metal slug games might also suffer from it, but I can't sware to it. 

Besides that... your loop detection is just "too good".  Even if there isn't an apparent transition, many games have single frames of either a blank screen or a colored screen several times durring the attract mode.  If it happens enough times, the loop detection will fail. 

Let me know what I can do to help.


About 2600's comments:

I'm sure that if I adjusted the minmovie length to an insainely high number it might fix some of the games, but at the cost of "breaking" many of the old vector games as well as any game with a really short attract mode.   

More importantly, you hit the nail right on the head.... 7 out of 9 isn't good odds.  For me at least, 8 out of 9 isn't good odds either.  This project is great, but it's only useful if the ratio is something like 98%, not 80. 

Remember... the whole idea is to be able to use a giant batch file and have mmm automatically make the vids.  If we have to be tweaking numbers for each game then it's easier to just use )p( or my capture rigs on those games. 





--- End quote ---


Howard,

I must have forgotten to set binary mode when uploading that zip. Sorry about that.....

I had an idea which I want to bounce off of you and anyone else reading this thread. Currently, MMM detects the end of a loop by matching exact frames. So, if frame number 100 and 500 are identical, a loop is detected. But, as we have seen, there are many games which give false matches. Now suppose we introduce a new parameter, -moviematchlength. If this parameter is one, it does the matching the exact same way it does now. Let's say we set the parameter is 10. So, frame 100 and 500 can match, but frame 101 and 501, 102 and 502, etc. have to match all the way up to 109 and 509. Considering the case of 64street, the loop is detected when the text is cleared below the picture. If the length of the match was changed, the number of matched frames would be below the -moviematchlength.

The more I think about it, the more I think it will work and solve a lot of the problems.

LMK your thoughts.

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