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| donnyj:
--- Quote --- --- End quote --- Does anyone have any feedback on my idea on the rules generator? --- Quote --- --- End quote --- The reason that I haven't commented is that I don't want to be responsible for so much effort :-\ I believe that having a rules-based system will allow creating a settings file that will allow anyone, anywhere to run moviemaker and get the desired results. As they change drivers, optimizations, cpu cores, fix timings, etc. I think that frame numbers could change... thus unless someone is willing to manually check each change on every movie, a rules-based system should help.... I have a separate request. Could you please make an optional switch that tells MMM to continue running and saving frames until the maxmovielength is reached. I currently run MMM into a different folder for each gamename.... I can either run MMM twice, the first time with loop detection enabled, then delete the images and re-run with loop detection disabled... to verify that MMM did indeed find the proper end of the loop(s). With the "debugging" switch on, I could run MMM once, verify the detected frames as correct, and continue.... The reason I asked about the resolution switch is that some of the artwork (especially for the vector games) doesn't show unless artwork cropping is disabled, and when I did that, without specifying a resolution, it "seemed" to create the proper resolution for the game, and still showed the artwork... |
| Howard_Casto:
Just my 2 cents.... I think anything resembling a "script" jsut to get a movie to record is silly. If it's that much trouble then do it manually. I tested .92 and I was pleasently suprised by the results. The problem games seem to work now either either the blank option set to skip solid colors or the matchlength set to 10. Both seem to work pretty well, but as you expected the match length option is much faster. I obviously haven't had a chance to try em all. But out of the 20 fighters I did today, only C&d (dino.zip) and Bloody roar 2 screwed up. And C&D is almost certain to screw up anyway due to it's strange attract mode. (It shows the title screen 2 to 3 times before it actually gets to the gameplay sample) I've noticed a few oddities though and I'm wondering if it's the mmm or the games themselves. Bloody Roar 2 seems to freeze halfway through it's attract mode. It uses an video file for it's attract mode so that may be the culprit. One other thing and I think this might be a game thing. Some games seem to get the frist few seconds of their attract mode cut off, yet they are present at the end of the loop. Does this have something to do with the code you are using? I honestly doubt it, but I thought I would ask. I think at this point the loop detection is about as robust as it's gonna get. I would suggest that we all start playing with settings and report back with what works best.... then budda can figure out a good set of default settings, use those as the defaults in his code, and the setup would become farily turn key. Great job, all in all. I think this should just about do it. 8) |
| Lilwolf:
I would love if when you download it, a script of all known good settings per game... So you run it, go to bed... wake up with all known good loops and start/end for those who dont... Of course... this would take a TON to upkeep... And the start/end would have arguments (but it doesn't wait long enough for cammies 3rd intro sequence)... but it still would be cool to get a list of all known working settings for each game... and just start off with a decent chunk of known working. |
| Buddabing:
I can get a bit manic-depressive on some of these projects, so adding more features isn't a problem when I'm in manic mode. :) Howard: I unfortunately do not have Bloody Roar 2. Sounds like an interesting game, though. The loop detection works as designed on C&D, though. This is a game that would benefit from a "multi-loop" option. And what about your 98%? :) A nice set of rules should accomplish it. When a loop is detected, the last -moviematchlength frames are subtracted out from the start and the end of the loop, to account for the match length. As an example, suppose a loop is found between frames 123 and 456. The program will start detecting a loop at frame 456 and will continue detecting until frame 465. At that point, the corresponding frame to frame 465 is frame 132. To correct the loop, the program subtracts -moviematchlength and adds 1 to both start and end frame. So 132 becomes 132-10+1=123 and 465 becomes 465-10+1=456. I'll look at the code and I'll make sure the .vdb file is being generated correctly taking the correction into account. Donny: I've created a -movieloops 3 option. It'll detect a loop but will continue capturing frames. The resulting movie, however, will not have the detected loop, it will be the entire span of frames. Do you want to have the original loop in the movie? Also, the -movieloops option is set by the batch.bat, so you will have to edit your makemovies.bat and set the -movieloops there. Lilwolf: The mechanism is already there. Silver is compiling a list of exceptions. This list can be read by my ListGen program which generates a big batch file for MAME to generate movies from which have the start and end frame in them. You can even filter out the movies which have exceptions. When I ran a batch of 2000+ games last month, it took a solid week. There's a new binary which has the -movieloops 3 option. |
| Silver:
Hi, Great Progress with 0.92 build. Think I will put this one into gear and get my pc churning out videos, and building up the frame info. (Now that my pc is back up and running, after replacing every cap on the board......) @Buddabing It appears Vdub 1.6.4 has a slightly different Script format. For me it errors out with an unhelpful "???" error AFTER making the video. The video is fine, but it needs manual intervention to continue. The culprit appears to be the: "VirtualDub.video.SetDepth(24,24);" line in the cdb file. Removing this works fine - it appears this is no longer recognized in 1.6.4. It would be really helpful if you could remove it from the mame build..... Also, when supplying the start and end frame inputs, does it still run the dectection routine? I would have expected to be slightly faster due to skipping the detection, but maybe it has no impact. |
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