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MAME Movie Maker released

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Popcorrin:

--- Quote from: Buddabing on January 25, 2005, 03:58:49 pm ---
--- Quote from: Popcorrin on January 25, 2005, 03:34:06 pm ---It has happened on cotton boomerang for instance.
--- End quote ---

--- End quote ---

Buddabing:
It turns out I don't have the cotton2 rom. I tried recoding the loop detection to only check the picture data. No change. I think the larger games have images that are just too complex to repeat exactly in a demo loop. What I could to is to try sampling the image at, say, 100 different points, then detecting a match if a succeeding frame matches all 100 points within a certain tolerance. Storage required would be max 400 bytes times 10000 frames= 4 meg, which is a bit more than currently which is about 60 bytes per frame.

Rerstad: Please post back if you need further assistance. My 0.89 code is messed up right now from testing, I'll post a new executable soon.

Buddabing:

--- Quote ---
If my snap directory was an issue why would the movie creation work fine for some games?  The error I described happens maybe 10% of the time.  Otherwise everything usually goes pretty well.
I was kind of curious how the process worked regarding loop detection and deletion of the png's.  Once the program detects the loop does it then delete the png's from the snap directory that are prior to first frame of the loop?  Then does it send the information to virtual dub and virtual dub then looks for let's say cot01254.png.  If this was the case the problem may reside in that there is a problem with the info sent to vdub.  Instead of vdub looking for cot01254.png, it is looking for cot00000.png.  Every error I have gotten is that vdub can't find the ***00000.png frame.

I may totally off base here, but it was just a thought.
Thanks for your help and I will try setting up the moviesnap directory as you suggested.

--- End quote ---

The first thing the movie maker code does is delete cot*.png. Then it starts creating snapshots named cot00000.png, cot00001.png, etc. If, for some reason, MAME can't create the snapshot for cot00000, then the movie will fail to create, since the .vdb script expects the snapshots to start with 00000.

MAME may not be able to create cot00000 because:
1) out of disk space?
2) no write permission to directory?
3) insufficient access privileges?
4) who knows?

Please reproduce this error on a different ROM, since I don't have cotton2. Then, create a log file (add -log to the MAME command line) and look at the error.log file. If something doesn't pop out at you, zip it up and email it to me at buddabing at houston dot rr dot com.


Howard_Casto:
I wanted to point out that on further use I've ran into similar issues.  Nearly any game with a complex intro fails loop detection, or detects the loop improperly.  Most fighters fail as they have complex intros and several transitions (attract mode, demo mode, highscore mode ect). 

Is it my understanding that you are doing a simple getpixel point check then?  Imho this isn't gonna work well at all.  Disable compression (as others have suggested) and do crc checks of the spit out image files.  Only when the frame is exactly, exactly, exactly the same will the crc check pass. You'll have to do a get pixel test on top of that to get the color level (make sure it isn't matching on an all black or all white screen).  Of course, depending upon how accurate the render method is, that may cause even worse performance, I dunno. 

rerstad:
More problems with loop detection and version .90 last night.  I got stuck on Angelkds for 3 1/2 hours last night. Had to escape out of it and now appears I'm stuck on Anteater.

Again, the bat  and ini files are just as specified. ???

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