Author Topic: dink's FBN Development & Fixes thread  (Read 760602 times)

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2490 on: August 06, 2022, 08:14:34 PM »
So many great additions are being made.
Congratulations to everyone involved in this project.
These games of bullet hell made by Cave, like DoDonPachi Dai-Fukkats and Deathsmiles, there are so many bright colored lights, that gets to irritate. The classic DonPachi is so much better!

well, nothing beats the original DonPachi IMO :) 

Offline SirHenrythe5th

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Re: dink's FBN Development & Fixes thread
« Reply #2491 on: August 08, 2022, 03:36:59 AM »
well, nothing beats the original DonPachi IMO :)
Wingleader to Base: full ack! :D

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2492 on: August 09, 2022, 12:12:12 AM »
Wingleader to Base: full ack! :D

\o/ yea!!

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2493 on: August 11, 2022, 10:13:48 AM »
Dear friends & fans of FBNeo

Rewind feature is in!

Set up your rewind and rewind cancel keys or buttons in the inputs of _anygame_ and copy it into preset.ini* :)
or just use the hard-coded Pg-UP button for Rewind.  either way!

*(config\presets\preset.ini)

Inputs -> Rewind Settings, enable / set memory for rewind

Don't forget about Rewind Cancel
Whilst holding the rewind button/key, if you've gone back too far - the cancel button will undo the rewind.

Rewind + Fast Forward?
Yes

.....Rewind + cv1000, at 168+megs per frame/state?
no.

Rewind + Recording?
From Power-On: Yes
Not Power-On: Yes (was BE CAREFUL.  if you rewind before started recording, it will EXPLODE like a ruski ammo depot!)

Notes:
When memory limit is reached, it will go back and delete every 2nd rewind-frame from memory, to free up new rewind-spots.
In the debug version of FBNeo, you can see when this happens in the debug console (Misc -> Options -> Show Debug Console)
If you get studders every once in a while with rewind enabled: reduce the amount of rewind memory.

best regards,
- dink
« Last Edit: August 29, 2022, 01:15:21 AM by dink »

Offline SirHenrythe5th

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Re: dink's FBN Development & Fixes thread
« Reply #2494 on: August 12, 2022, 02:53:07 AM »

Not Power-On: BE CAREFUL.  if you rewind before started recording, it will EXPLODE like a ruski ammo depot!


LOL, made my day!!! :D
Thanks a lot for this great feature Dink!

Offline Neildark

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Re: dink's FBN Development & Fixes thread
« Reply #2495 on: August 12, 2022, 07:12:19 AM »
Great, a huge addition to FB Neo, especially for fans of TAS, and also modern shoot 'em up. Thank you very much for your effort!  :biggrin: :biggrin:

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2496 on: August 12, 2022, 09:07:49 AM »
LOL, made my day!!! :D
Thanks a lot for this great feature Dink!

No smoking next to the salt peter!! XD

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2497 on: August 12, 2022, 08:50:57 PM »
LOL, made my day!!! :D
Thanks a lot for this great feature Dink!

Great :D

Great, a huge addition to FB Neo, especially for fans of TAS, and also modern shoot 'em up. Thank you very much for your effort!  :biggrin: :biggrin:

both: you're welcome! :)

best regards,
- dink

Offline Al82

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Re: dink's FBN Development & Fixes thread
« Reply #2498 on: August 13, 2022, 07:26:00 AM »
Dear friends & fans of FBNeo

Rewind feature is in!

Set up your rewind and rewind cancel keys or buttons in the inputs of _anygame_ and copy it into preset.ini* :)
or just use the hard-coded Pg-UP button for Rewind.  either way!

*(config\presets\preset.ini)

Inputs -> Rewind Settings, enable / set memory for rewind

Don't forget about Rewind Cancel
Whilst holding the rewind button/key, if you've gone back too far - the cancel button will undo the rewind.

Rewind + Fast Forward?
Yes

.....Rewind + cv1000, at 168+megs per frame/state?
no.

Rewind + Recording?
From Power-On: Yes
Not Power-On: BE CAREFUL.  if you rewind before started recording, it will EXPLODE like a ruski ammo depot!

Notes:
When memory limit is reached, it will go back and delete every 2nd rewind-frame from memory, to free up new rewind-spots.
In the debug version of FBNeo, you can see when this happens in the debug console (Misc -> Options -> Show Debug Console)
If you get studders every once in a while with rewind enabled: reduce the amount of rewind memory.

best regards,
- dink

Outstanding work!! Thanks for all the hard work on this!

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2499 on: August 13, 2022, 12:20:23 PM »
Outstanding work!! Thanks for all the hard work on this!

You're welcome!

I'd love to know what you and everyone thinks about it after testing it out! :)

best regards,
- dink

Offline Neildark

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Re: dink's FBN Development & Fixes thread
« Reply #2500 on: August 17, 2022, 03:49:00 PM »
Hello! :cool: I've been testing the new rewind option, and it works great, but... when recording play and then replay input it tends to get out of sync  :redface:. I've tried it with several shotem up, like Blazing Star, and with old games, like Black Tiger, and it happens with all of them. I have tried with different amounts of memory, selecting, in case it had something to do with it, in short files -two minutes- and long ones, and it always happens if you abuse the option a little. In any case, thanks for your work.

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2501 on: August 17, 2022, 11:06:02 PM »
Hi Neildark, thanks for letting me know about the problem - will try to fix it asap!

best regards,
- dink

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2502 on: August 18, 2022, 09:08:43 PM »
Neildark,
Problem w/rewind & recordings is solved!  Please give it a try, it needs some more thorough testing :)

best regards,
- dink

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2503 on: August 19, 2022, 01:35:06 AM »
Had to replace the dynamic huffman compression in the input recordings with raw (uncompressed) for several reasons:
x too many file writes when using rewind (this is bad for sdd's)
x leaky, buggy, slower
x source is impossible to maintain or fix

The downsides to using raw/uncompressed is..
x size, f.ex: 1 level in blazing star: 6k (compressed)  14k (raw) ...basically a non-issue these days :)
x new exe's won't load old .fr recordings

but, it's faster, more reliable, only writes data at the end of recording or state save (none during rewind!)
Also it makes possible to edit the input data for tas-ing.  (if someone writes an editor)

Any help testing this new code by recording something and making sure it plays back OK will be appreciated!

best regards,
- dink

Offline Gab75

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Re: dink's FBN Development & Fixes thread
« Reply #2504 on: August 19, 2022, 01:53:39 AM »
Thanks a lot for your hard work! :)

The downsides to using raw/uncompressed is..
x size, f.ex: 1 level in blazing star: 6k (compressed)  14k (raw) ...basically a non-issue these days :)
x new exe's won't load old .fr recordings

Indeed, since we are talking about few kbytes, it makes little sense to "complicate their lives" with compression algorithms! :)