Go Back   Project64 Forums > General Discussion > Site News

Reply
 
Thread Tools Display Modes
  #11  
Old 30th March 2007, 02:45 AM
Smiff_ Smiff_ is offline
Core Team
Alpha Tester
Project Supporter
Administrator
 
Join Date: Aug 2005
Location: NZ/UK/PJ
Posts: 500
Default

excellent mudlord, thanks
(h*ly h*ll, this is months of dev on its own.. i don't know much will be done. that is perfect info though thanks)
Reply With Quote
  #12  
Old 30th March 2007, 06:25 AM
Jabo's Avatar
Jabo Jabo is offline
Core Team
Alpha Tester
Project Supporter
Project64 Team
 
Join Date: Aug 2005
Posts: 183
Default

Yes we've been throwing ideas back and forth on this for a while, it is a very large feature, I remember realizing this about texture packs when I was half way into developing it. I think this feature is worth it, there is an entire scene built around this and I think shining more light on it and promoting it would be something worthwhile -- not before netplay tho ;-)
Reply With Quote
  #13  
Old 2nd April 2007, 08:55 AM
Anonymous Anonymous is offline
Senior Member
 
Join Date: Sep 2008
Posts: 2,068
Default written by CLShortFuse

check out zsnes's fastforward feature (press ~) it just disables frame limit while it's held down. of course, i don't know about the audio syncing factors since i know if i select the option to sync the audio to the game, the enabling and disabling the frame limit won't have any affect
Reply With Quote
  #14  
Old 2nd April 2007, 10:38 PM
Smiff_ Smiff_ is offline
Core Team
Alpha Tester
Project Supporter
Administrator
 
Join Date: Aug 2005
Location: NZ/UK/PJ
Posts: 500
Default

SNES emus actually draw 1 frame in x to fastforward. we cant/won't do this, so fastforward is mostly just a case of running the system as fast as we can. fine on fast systems, useless if you're at 100% cpu anyway (less an issue now).
the "other" kind of fastforward is when you've rewind, then you can jump forward through states again.. not sure which people want, the ability to replay or just a repeat?
Reply With Quote
  #15  
Old 5th May 2007, 08:29 AM
Anonymous Anonymous is offline
Senior Member
 
Join Date: Sep 2008
Posts: 2,068
Default written by Kieran Kebler

As far as N64 emulation goes Mupen64-rerecording handles recording of this manner the best. If it was implemented I would highly recommend support for Mupen64's native ".m64" movie file format.
Reply With Quote
  #16  
Old 12th January 2008, 05:49 PM
Anonymous Anonymous is offline
Senior Member
 
Join Date: Sep 2008
Posts: 2,068
Default written by trlkly

I know I'm resurrecting an old topic, but I thought I'd clear one thing up: the reason tas likes the cheats to be stored in the movie file is so they know what cheats, if any, were used. If the movie file uses a cheat code, they know to quickly disqualify it.
Reply With Quote
  #17  
Old 18th January 2008, 02:13 PM
Anonymous Anonymous is offline
Senior Member
 
Join Date: Sep 2008
Posts: 2,068
Default written by oi

oi wtw w twe wwe tew we ew ;D >
Reply With Quote
  #18  
Old 23rd January 2008, 11:58 AM
Anonymous Anonymous is offline
Senior Member
 
Join Date: Sep 2008
Posts: 2,068
Default written by anon

VisualBoy Advance implements this feature, but it doesn't work to well in games where things can randomly happen, for example in pokemon games, when you go into grass.
Reply With Quote
  #19  
Old 27th February 2008, 06:31 AM
Anonymous Anonymous is offline
Senior Member
 
Join Date: Sep 2008
Posts: 2,068
Default written by playa

i use smart notebook recorder
Reply With Quote
Reply

Tags
features
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT. The time now is 06:10 AM.


Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.