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#11
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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) |
#12
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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 ;-)
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#13
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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
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#14
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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? |
#15
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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.
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#16
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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.
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#17
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oi wtw w twe wwe tew we ew ;D >
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#18
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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.
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#19
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i use smart notebook recorder
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