Final Burn Neo > FBN Discussion

Problems with the option "Record Input"

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Neildark:
Hello everyone, I have a problem with the option "Record Input", I wanted to record several games to Neo Geo CD games (Fatal Fury Special for example) taking advantage of the macros, but after recording several gameplay when I give the option to "replay" input "to record it on video, although the file indicates 40 minutes of recording, 150,000 Frames, Undo Count 3, the game starts correctly but at some point the character does not execute the correct movements or remains stopped and Game Over appears, sometimes even in the first round. At the loading points I gave the F1 (FFWD) to go faster, and I usually save state in some initial fights so as not to lose the advance of the game (I noticed that it slows down a second and a half each time I give Save State button), ?would this have anything to do with it, or is it not well implemented in the Neo Geo CD?
When I used this option in Neo Geo MVS or Capcom games I do not usually have problems, but now I can not save a complete game without errors.

Any advice or help is welcome. Thanks everyone 😉

PD:
I am using the latest compiled version of this page: http://ashura.mameworld.info/nightlybuilds/builds.html

dink:
Hi Neildark,
I think the NeoCD emulation might have issues with recording, some tests will have to be done, then I can try to make a fix for the issue - stay tuned :)

States loading and saving should be fine while recording, but this doesn't work with all systems - I try to fix them as soon as I realize there is a problem somewhere. 

Can you tell me, do the macro buttons & recording with regular NeoGeo playback fine?

best regards,
- dink

Neildark:
First of all thanks for the quick response.
I use Final Burn Neo mainly to record TAS (Tool-assisted superplay) gameplays, which means that sometimes I save and charge save-states several times so I can then record a perfect gameplay on video and upload it to YouTube. In the games of regular Neo Geo also sometimes fails, I could say that of 10 games I record 3 fail, I do not know exactly what causes it, there are games where I just use save-states to repeat zones and yet it fails, and there other times I repeat more than fifteen times, I use the Pause, FFWD, change options, macros, and everything works correctly. I have not noticed that it has to do with the duration of the video, I have recorded long gameplays to Samurai Shodown 2 (45 minutes) that have failed, and other short Fatal Fury Real Bout 2 (18 minutes) and fail the same.
The fault usually is that either during the game there is a moment in which the character stops moving, or gives the impression that his recorded movements have been desynchronized and that causes the end of the game, it may be right at the beginning, in medium, or in the end, I have not found a concrete routine either.
With the games of Capcom (Street Fighter for example) has also happened to me sometimes, but there I have not done so many tests.
Macro buttons in Neo Geo work well, even if you change them during the game.

I hope you can find the problem and solve it, I would save a lot of time ha ha ha :biggrin: :biggrin:. Thanks for all. Greetings.

barbudreadmon:
@dink there might be some weirdness with ngcd's savestates, that's what i get when turning on readahead and starting a game (FF Special) in the libretro port :

--- Code: ---[libretro ERROR] ZetTotalCycles called when no CPU open
[libretro ERROR] ZetTotalCycles called when no CPU open
[libretro ERROR] ZetTotalCycles called when no CPU open
[libretro ERROR] ZetTotalCycles called when no CPU open
[libretro ERROR] ZetTotalCycles called when no CPU open
[libretro ERROR] ZetTotalCycles called when no CPU open
[libretro ERROR] ZetTotalCycles called when no CPU open
[libretro ERROR] ZetTotalCycles called when no CPU open
[libretro ERROR] ZetTotalCycles called when no CPU open
[libretro ERROR] ZetTotalCycles called when no CPU open
AddressSanitizer:DEADLYSIGNAL
=================================================================
==28073==ERROR: AddressSanitizer: SEGV on unknown address 0x000000000000 (pc 0x7fbebec9213f bp 0x000000000000 sp 0x7ffe29a9f670 T0)
==28073==The signal is caused by a READ memory access.
==28073==Hint: address points to the zero page.
    #0 0x7fbebec9213e in NeoUpdateSprites(int, int) ../../burn/drv/neogeo/neo_sprite.cpp:128
    #1 0x7fbebeb94280 in NeoScan(int, int*) ../../burn/drv/neogeo/neo_run.cpp:1574
    #2 0x7fbebe308b33 in BurnAreaScan ../../burn/burn.cpp:879
    #3 0x7fbebfbd49f9 in retro_unserialize ../../burner/libretro/libretro.cpp:988
    #4 0x563ef83cf8f7  (/usr/bin/retroarch+0xd88f7)
    #5 0x563ef835d0f1  (/usr/bin/retroarch+0x660f1)
    #6 0x563ef83569ff  (/usr/bin/retroarch+0x5f9ff)
    #7 0x7fbecbbe6efa in __libc_start_main (/lib64/libc.so.6+0x23efa)
    #8 0x563ef8353959  (/usr/bin/retroarch+0x5c959)

AddressSanitizer can not provide additional info.
SUMMARY: AddressSanitizer: SEGV ../../burn/drv/neogeo/neo_sprite.cpp:128 in NeoUpdateSprites(int, int)
==28073==ABORTING

--- End code ---

dink:
Neildark, thanks for the info.  The more complex a system is, the harder it is to keep things in synch with the recording function.  Sometimes a system has a built in clock (like the neo-geo's upd4990), and it derives the pseudo-random info from the time it gets from that, and that makes recording almost impossible.  Though some machines set the random number info based on user entropy (the time that passes between movement & button presses, etc).  FBA of course has no problem with that kind.

One thing comes to mind - PGM (PolyGameMaster) initializes the random number generator @ boot, so if you start recording after the game has booted - and not use "record from Power On" it will have no problem.  So, with that in mind, could you try doing a record in NeoCD game that way just to see if it works?  This info will help me find the problem of course.

best regards,
- dink

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