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MAME Movie Maker released

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Buddabing:

--- Quote from: Silver on January 27, 2005, 07:38:19 am ---Incidentally - hope I'm not confusing things - but I've just run colmns97 through and it found a loop and made a nice video no problem. This is with standard settings, using Buddabings own mame 0.89 compile dated 11th Jan 2005. Not sure if that means the error is in 0.90 only or is something else......

EDIT: A rerun with identical settings with the latest 0.90 (your build) produces the " image 1248 resolution (704x480) does not match the 1st image (302x240)" error in vdub. Looks like the resolution work around is not overwriting the earlier png's in the newer build?

--- End quote ---

When I added the moviesnap_directory parameter, it broke the resolution change detection code. I'll fix it today.

rerstad:
Great! I ran it all last night and the only error I got was in vdub when the resolution changed (I also changed batch.bat to clearly delete the files in moviesnp after making each movie--that file was getting so big cumulatively that it would take forever for me to even open it, deleting the files seems to have helped some (of course, it could just be me)).

Howard_Casto:
since you asked for examples, some games that don't detect for me

64th street

arabian fight

(virtually the entire "fighter" genre as filtered by the catver)

I'm still thinking that the transition method of many games is what is killing the loop detection code.

Let me give you some examples:  (no I haven't tested these games with the movie maker, they are just examples)

Robocop....  it has a startup cinematic sequence in which the screen is wiped a very very dark grey (It looks black if you aren't paying attention) 4 distinct times.  Then it has a random bit of gameplay in the attract mode, and again, at the start and the end of this sequence, there's another grey wipe, creating at least one solid grey frame. 

Nearly every kof game (bah!!!)  has a seizure-enducing intro that contains several solid color wipes (mostly black and white).  They occur enough times that the code would get confused. 

If it were a few isolated games, then I wouldn't mention it, but sadly nearly every game produced from 1991 on has these type of screen transitions. 


The only way I can think to fix this issue is to somehow check the frames and make sure they aren't a solid color field, rejecting any loops between solid color frames.  Where pngs aren't palletted though, I have no clue how you would do it quickly and accurately enough.   The only thing I can think of is the file size.  The fewer the colors an image has, the smaller it is. 

Sorry I can't think of a solution.  I guess knowing why it isn't working is better than nothing though.  :)


rerstad:
Oddly enough, despite any other problems I've had running this, mine produced a movie for Arabian Fight last night.  I haven't looked at it to see what's in it, I just remember seeing it run and know that it completed, so it must have detected. . . .

sWampy:
Didn't someone say there was a database of start/end frames for games?

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