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MAME Movie Maker released
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cdbrown:
Just wanted to chek what some of those values are as I noticed they didn't change when altering the max X and Y values in the batch maker (the values in within the " " do change).  I now see how the resize causes the trouble.  Might need to increase to have a max 256x172 and test that.
Buddabing:

--- Quote from: Howard_Casto on September 29, 2005, 01:50:23 am ---
I was thinking that even the loop detection could be done externally.
--- End quote ---
Silver:

--- Quote from: cdbrown on September 29, 2005, 05:08:19 am ---Just wanted to chek what some of those values are as I noticed they didn't change when altering the max X and Y values in the batch maker (the values in within the " " do change).
--- End quote ---
Silver:

--- Quote from: Buddabing on September 29, 2005, 07:39:07 am ---I was thinking about that. It could be done pretty easily. You take the mng and split it into pngs, then just extract the code from MMM that does the loop detection into a separate app.

--- End quote ---

--- Quote ---All this, of course, depends on having a way to start the mng at the same time as the wavwrite.

The external app would have all the functionality that is currently built into MMM.

--- End quote ---

The problem with this (apart from figuring out how to decode the mng successfully) is that you can't detect the loop until after you've made the mng, and then decoded it. So you won't know if you've recorded far enough for a loop - equally, if the loop is short, you will end up recording loads without any need. While MNG creation may be faster than on the fly comparision that you do now, I can't see this whole process gaining much from what we have now - apart from just being an external app...

If mame could spit out pngs, then at least you could run an external app to scan them at the same time.?

For future reference, when decoding mng's to pngs, pngs are compressed and can be compressed to varying levels. The speed increase gained by using a very light compression is enourmous, as I found with my mng2avi program...
Buddabing:

--- Quote from: Silver on September 29, 2005, 08:17:16 am ---
--- Quote from: Buddabing on September 29, 2005, 07:39:07 am ---I was thinking about that. It could be done pretty easily. You take the mng and split it into pngs, then just extract the code from MMM that does the loop detection into a separate app.

--- End quote ---

--- Quote ---All this, of course, depends on having a way to start the mng at the same time as the wavwrite.

The external app would have all the functionality that is currently built into MMM.

--- End quote ---

The problem with this (apart from figuring out how to decode the mng successfully) is that you can't detect the loop until after you've made the mng, and then decoded it. So you won't know if you've recorded far enough for a loop - equally, if the loop is short, you will end up recording loads without any need. While MNG creation may be faster than on the fly comparision that you do now, I can't see this whole process gaining much from what we have now - apart from just being an external app...

If mame could spit out pngs, then at least you could run an external app to scan them at the same time.?

For future reference, when decoding mng's to pngs, pngs are compressed and can be compressed to varying levels. The speed increase gained by using a very light compression is enourmous, as I found with my mng2avi program...

--- End quote ---

Unfortunately, vanilla MAME doesn't spit out sequences of pngs. We've got to work with what MAMEdev will give us.

The external app will search be able to search boundary.txt and will be able to generate new boundary.txt entries. Creating the first movies will take much longer than it currently does because you have to make sure you capture the entire loop in the mng. Once that is done and the full boundary.txt is created (and audited :)) then movie creation will be easier.

I don't think decoding the mng will be a problem. I'll just reverse the process used to create it in MAME.
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