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Post by oziphantom on Mar 11, 2019 8:23:48 GMT
I need a way to get clean VDC captures, to make gifs etc Would you be able to add a button that spits out a "screen capture" each frame. VICE's VDC is way to inaccurate for me to able to capture and claim it is true, and there is no way to record on your emulator. I have a gif window tool but its maxes at 33fps and I need 50fps.
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Post by willymanilly on Mar 11, 2019 23:56:11 GMT
I need a way to get clean VDC captures, to make gifs etc Would you be able to add a button that spits out a "screen capture" each frame. VICE's VDC is way to inaccurate for me to able to capture and claim it is true, and there is no way to record on your emulator. I have a gif window tool but its maxes at 33fps and I need 50fps. I've been busy working on version 2 of Z64K which is a total rewrite and will include features like this. It's still a long way off before I release this though. I will look into adding this in the currently released version sooner than later. Give me a week or so depending on my other commitments.
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Post by willymanilly on Mar 18, 2019 0:37:07 GMT
Hi oziphantomI haven't had much time to work on Z64K but I have added a way to skip frame while emulator is paused. ALT-F is the magic sequence to do that! It will skip frame with whatever video chip is displaying in the primary display. I have done a quick test and frame skipping works for VDC and you can save screen shot of each new frame while emulator is paused. Let me know if you experience any issues and I will address them soon as I have time to work on it. Cheers Will
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Post by oziphantom on Mar 21, 2019 13:36:18 GMT
Thanks, it does help. I was finally able to get all 120 frames captured
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Post by willymanilly on Mar 21, 2019 20:57:53 GMT
Thanks, it does help. I was finally able to get all 120 frames captured Wow! That's impressive. I'll pencil in to be able to save a batch of frames for a future release, something which won't be too hard to implement. If you're likely to need to go through that same exercise I'm happy to put priority to that feature. Will we get to see the fruit of your labour?
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Post by oziphantom on Mar 22, 2019 6:08:51 GMT
Note the extra pixel on the right edge, you draw 1 to many Click on it to see it animate.
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Post by willymanilly on Mar 22, 2019 7:20:07 GMT
Note the extra pixel on the right edge, you draw 1 to many
Click on it to see it animate. What VDC values did you use? That would be interesting to see that on real hardware. The extra pixel is observed in 40 column mode in this test program. It's something I've tested on real hardware... It's always good to get examples that require me to improve my VDC model to run properly.
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Post by oziphantom on Mar 22, 2019 10:26:51 GMT
;set up 40 col bitmap ldx #0 lda #63 jsr writeVDCReg ldx #1 lda #kScreenWidth; 40 jsr writeVDCReg ldx #2 lda #55 jsr writeVDCReg ldx #3 lda #69 jsr writeVDCReg ldx #6 lda #kScreenHeight jsr writeVDCReg ldx #22 lda #$89 jsr writeVDCReg ldx #25 lda #215 ; enable bitmap jsr writeVDCReg ldx #27 lda #0 ;40 jsr writeVDCReg ldx #34 lda #63 jsr writeVDCReg ldx #35 lda #52 jsr writeVDCReg ldx #20 lda #>kAttributes1 ; $2000 jsr writeVDCReg ldx #21 lda #<kAttributes1 ;$2000 jsr writeVDCReg ; set the attribute memory to $2000 ldx #12 lda #>kBitmap1 jsr writeVDCReg ldx #13 lda #<kBitmap1 jsr writeVDCReg ; set bitmap to 0
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Post by willymanilly on Mar 22, 2019 11:12:04 GMT
Cool. I'll investigate this more. Maybe the extra display I'm seeing in the test program is only half pixel width? It shows in both bitmap and text modes and is more obvious when changing border color. The extra pixel is a very simple one liner in my emulation so will be easy to update the behavior after further tests. I can include a temporary option to remove the extra pixel in the mean time...
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Post by oziphantom on Apr 3, 2019 11:31:02 GMT
The gamepad can't do diagonals, when you move a pad to the diagonal you get no input.
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