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| Silver:
Hey I really like that idea.... I don't think you'll even need a very high value to take advantage. The only place I can see it fall down is if some games have a loop-within-a-loop... ie if the attract mode is loop A then loop B then loop A then loop C etc.... but I can't think there are many of those.. Good idea! |
| Buddabing:
Success! I changed the code tonight for this idea of mine and it works. I tested kof94, 64street, and arabfgt. All these games had places which would have loops detected but now passed through. I used a value of -moviematchlength equal to 10. 64street had a false match of length 7, and another game had one of length 5. You don't want to use too large a value of -moviematchlength. Zookeeper was affected but not too badly. Other games may be affected adversely. For now I will set the default value to 10. I will upload a new binary and source tomorrow. |
| donnyj:
--- Quote from: Buddabing on February 09, 2005, 09:15:07 pm ---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. --- End quote --- I like this idea a lot. My thoughts are having some kind of "variability" for the detection. Why? Because as CPU speeds are changed/corrected, and emulation improved/deprecates, the attract mode won't get recorded wrong. That is why I stopped doing start/stop frames. The numbers may work for one person on one build, but will they work on another machine with another build? How about using ASM cores and different optimizations... BUT, having a detection scheme (that works) should be a lot more robust to any code / optimization changes / quirks. Thanks for all the hard work buddabing and others!!! I believe this is a worthwhile project! |
| donnyj:
Related, but unreleated: Anyone know how to do a "diff" and have it act on all files in a directory and subdirectories? I manually added buddabing's changes to the mame 91u2 source and I would MUCH prefer to take future versions of MMM and diff them with the version before it and manually make the changes myself... Probably not making sense =[ TIA |
| Buddabing:
--- Quote from: donnyj on February 10, 2005, 04:14:09 am ---Related, but unreleated: --- End quote --- |
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