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MAME Movie Maker released

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2600:

--- Quote from: Buddabing on March 17, 2005, 03:00:02 pm ---
The way the match algorithm works now, you can have a 10-frame match between frame 100 and frame 200, if the other 90 frames are duplicates. I did not change the "X-frame match detected" message. For clarity, I can change the message to be "X consecutive non-duplicate frames detected between A and B" if you like.


--- End quote ---

Don't worry I misunderstood what it was saying.


Checked out the new binary and it worked for me. 
Sorry just got your email, let me know if you still need anything.

Kook:
Less than 24 hours since I asked, and it now does what I asked for! And it works nicely. I did some testing with -movieloops 4. Sure enough, it figures out where the middle of the movie loop is and starts there (instead of at the beginning of the loop). Way to go Buddabing! This is a nice feature when you want to use the movies as previews in your front end. Thus when you are surfing through a list of games in your front end, you only need to look at each preview for a couple seconds to get an idea what the gameplay is like. This is not to say that all videos come out perfect. For example, some games don't show gameplay during their attract sequences, so obviously Movie Maker can't capture it with automatic loop detection and movieloops -4. But hey, this is the best solution I've seen so far.

It would be even better if Movie Maker accomplished the "start in the middle" thing by renaming PNGs before launching VirtualDUB. The movie making process would be faster (I think it would save an average of about 60-90 seconds in generation time per video with my settings) and in some cases the loops would be more perfect. The numbering thing shouldn't be as complicated as you described. Lets say the loop consists of frames blah00100 to blah00199. First, if there are PNGs you don't need (like blah00000 to blah00099) you would erase them, then simply rename the frames in the FIRST HALF of the loop (100 becomes 200, 101 becomes 201, etc). You end up with blah00150 to blah00249. Then just launch VirtualDub. Of course I'm probably totally out to lunch on that. :)

At any rate, I'm a happy camper now.

Kook

Buddabing:

--- Quote from: Kook on March 18, 2005, 01:15:05 am ---Less than 24 hours since I asked, and it now does what I asked for! And it works nicely. I did some testing with -movieloops 4. Sure enough, it figures out where the middle of the movie loop is and starts there (instead of at the beginning of the loop). Way to go Buddabing! This is a nice feature when you want to use the movies as previews in your front end. Thus when you are surfing through a list of games in your front end, you only need to look at each preview for a couple seconds to get an idea what the gameplay is like. This is not to say that all videos come out perfect. For example, some games don't show gameplay during their attract sequences, so obviously Movie Maker can't capture it with automatic loop detection and movieloops -4. But hey, this is the best solution I've seen so far.

It would be even better if Movie Maker accomplished the "start in the middle" thing by renaming PNGs before launching VirtualDUB. The movie making process would be faster (I think it would save an average of about 60-90 seconds in generation time per video with my settings) and in some cases the loops would be more perfect. The numbering thing shouldn't be as complicated as you described. Lets say the loop consists of frames blah00100 to blah00199. First, if there are PNGs you don't need (like blah00000 to blah00099) you would erase them, then simply rename the frames in the FIRST HALF of the loop (100 becomes 200, 101 becomes 201, etc). You end up with blah00150 to blah00249. Then just launch VirtualDub. Of course I'm probably totally out to lunch on that. :)

At any rate, I'm a happy camper now.

Kook

--- End quote ---

I implemented the renaming method instead of the run another loop method. It's faster and more accurate. It's also another 100 lines of code, but who's counting?

What it does is takes the bla00100 and swaps it with bla00150, bla00101 swaps with bla00151, etc, up to bla00149 swapping with bla00199. If the loop has an odd number of frames, lets say from frame 100 to 200 in your example, then frame bla00100 overwrites bla00200 at the end. I don't believe it matters since I believe that VirtualDub uses every other frame anyway.

If you guys want I can implement a -movieskipframes option which would skip a specified number of frames at the beginning of the loop. So if you know the neogeo screen is 150 frames you could specify -movieskipframes 150. The -movieskipframes would be useful if you filter the list beforehand to include only neogeo games. Wouldn't this be easier than a script?

2600:
Buddabing, if you want to add the movieskipframes that would be great.

It would be a lot easier because the script that I wrote has to use the setrange time which I don't think is as accurate as the frames.  At least not the results I'm getting.  I was going to post the script before and decided against it and was in the middle of posting it again, but I think it is just too hard for a casual user to use easily.


Kook:

--- Quote from: Buddabing on March 18, 2005, 10:46:12 am ---I implemented the renaming method instead of the run another loop method. It's faster and more accurate. It's also another 100 lines of code, but who's counting?

--- End quote ---

Cool. Is there a binary someplace I can download to try it out?

Kook

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