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| Buddabing:
I'll submit a patch for a -screenshot_every_frame option. This one might have a shot, it could be useful for diagnosing video-related problems. I think Aaron's trend is to get rid of options rather than adding them. So I am not particularly optimistic. |
| 2600:
Is the audio in sync or have you not gotten that far? |
| Silver:
--- Quote from: Buddabing on September 30, 2005, 05:14:06 pm ---I'll submit a patch for a -screenshot_every_frame option. This one might have a shot, it could be useful for diagnosing video-related problems. I think Aaron's trend is to get rid of options rather than adding them. So I am not particularly optimistic. --- End quote --- hope springs eternal... ;-) |
| Silver:
--- Quote from: 2600 on September 30, 2005, 05:14:40 pm ---Is the audio in sync or have you not gotten that far? --- End quote --- Mame seems to be very accurate at keeping audio/video in sync. If emaulation is stopped at a certain point, and we've been outputting frames and audio, they have always been perfectly synced. In fact with the buddamame approach the framerate is actually set by the duration of the wav file, and its always spot on.... obviously its possible the mng process might be different, but I doubt it... |
| Buddabing:
--- Quote from: 2600 on September 30, 2005, 05:14:40 pm ---Is the audio in sync or have you not gotten that far? --- End quote --- I ran my new mng2avi process on Zookeeper and the audio is perfectly in sync. The conversion process crashed when I enabled artwork, but ran fine with artwork turned off. It looks like the snapshots are created at the game's native resolution if MAME is run in a window. If that is the case, we can dispense with the whole -resolution business and tell users just to run with -window -noartwork -makemovie -wavwrite. Then, if the user wants the avis a different resolution than the game's native res, we can use the VirtualDub smart resize filter. |
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