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| Buddabing:
I've uploaded a new version with the -moviematchlength parameter implemented. The default value of the option is one to match the existing loop detection. I've found a value of 10 to work nicely. The value can range from 1 to 99. Also, I've uploaded a corrected version of Howard's test black detection which detects all monochromatic images, not just black. The test black detection, testing all pixels instead of a subsample, runs considerably slower on Zookeeper, 17.41 fps versus 26.38 for the standard black detection. I'm thinking maybe I can get by without any black detection at all it the -moviematchlength is sufficiently high. But, that wouldn't work for games with long stretches of black (greater than 10 frames) within their demo loops. EDIT: I've added a new parameter, called -movieskipblack. It's in the test executable only. A value of 0 for -movieskipblack does not skip black frames when calculating loops. A value of 1 for -movieskipblack will ignore frames which have at least one pixel's red,green,or blue value above -moviethreshold. A value of 2 for -movieskipblack will calculate the maximum and minimum red, green, and blue value for each frame and will ignore frames which have the maximum red minus the minimum red less than -moviethreshold, and likewise for green and blue. This "ignoring" is for the purposes of loop detection only. I added this parameter because I want to test getting rid of the black detection altogether. It runs faster that way. |
| papaschtroumpf:
when you say you uploaded a new version, is it just the binary or the sources too? I assume that if there is new source, the safest is to erase the whole source tree and re-apply the changes to mame 0.91u1? |
| Buddabing:
--- Quote from: papaschtroumpf on February 11, 2005, 11:34:07 am ---when you say you uploaded a new version, is it just the binary or the sources too? I assume that if there is new source, the safest is to erase the whole source tree and re-apply the changes to mame 0.91u1? --- End quote --- That is the safest thing to do. Typically, all I do is extract the new source over my existing source, then go to the obj/mame folder and del *.o and deltree windows. This will force a recompile, but it won't recompile the cpu cores and drivers, which saves a good bit of time. When I upload a new version it is the binary and sources. For the test black detection I wrote for Howard it was just the binary. |
| Howard_Casto:
--- Quote from: Silver on February 09, 2005, 09:33:08 pm ---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... --- End quote --- |
| Buddabing:
--- Quote from: donnyj on February 10, 2005, 01:52:02 am --- --- 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. --- End quote --- |
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