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MAME Movie Maker released
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Silver:
Not sure offhand, although it may be worth making mame set a flag or a comment to the console or output vdb stating that no loop was found, and its just hit the max 10000 frame point. This is ok if you don't want too long videos, but the catch is you have all the bios rubbish....

Alternitively if you send me vdb files, and can check if any are ending on 10000 frames. (Although for you, 2600, it looks like you've upped this limit anyway....
Buddabing:
Okay I fixed the latest binary.



Silver: My impression was that the ssf.txt file would contain only the files that were hand-created by actually going out and looking for the start and end frames by hand. I don't think it does any good to extract the information from the vdbs, since someone can get a more accurate loop by hand and future optimizations can possibly improve the loop detection.

The binary I just fixed prints out a message when -maxmovielength is reached.
2600:
I tend to agree with Buddabing on this.  It's one thing to have a list of start,stop frames.  It's another to have a list of correct start,stop frames.

For the list, I can currently run and see which one's exceed the 10000 frame count so that's not a problem.  But currently I am trying to do the games where there is multiple loops as these are the ones a moviemaker user will have a problem with because it will tend to get Loop A, but not Loop B, C, etc with out tweaking your ini file a bit.  These are also a bit more troublesome as they won't exceed the 10000 frame count because a loop will be detected.

Howard, do you know of any more off the top of your head?
Silver:
Okay agreed - the database will be restricted hand-tweaked accurate frame listings.

If there is call in the future for a 2nd db with just the detected frame listings, Its easy to make - it just makes the whole process faster for anyone else.

@2600

I think a lot of the fighters, particualry neogeo ones. look at the kof series, last blade 1+2, garou... and maybe some newer capcom fighters?
Howard_Casto:
If you guys are talking the technically correct loop (all bios obtained by multiple loops)  then ALL fighters do this as well as all beat-em ups.

I think it's a tad silly to do them though... it makes for an abnormally long video that nobody would watch all the way through. 

I made vids for tmnt and xmen back in the day because they were my favs.... after living with the full attracts for a few years I've found that I've never sat through the whole thing for these games... not even when I'm exploring a room in 3darcade. 

I think it's important to get a nice loop in case someone does watch a movie to the end  but usually after about 30 seconds, people loose interest anyway. 

Also it may prove to be impossible.  Take the mortal kombat games for example, the bios they show after the attract mode is random.  So is the gameplay sample.  Most of the newer fighters are like this too. 

Beat-em ups and sidescrollers are notorious for this too in that they randomly show the gameplay samples of various levels.  Of course, most are coded not to show the same one twice in a row. 


As for non-standard loops.... there aren't that many. 

I think the capcom beat-em-ups do.  Like knights of the round ect.... (sorry the names escape me atm) 

If you just want one full loop with the title and a gameplay sample, then suprisingly most fighters pass fine with budda's latest improvments.  I haven't really ran across any problems yet, save c&d (which isn't a fighter, it's a beat-em-up). 
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