2013-03-21, 07:12
"emulators in xbmc" shouldn't be possible, but i've never let something like that stop me before
![Wink Wink](https://forum.kodi.tv/images/smilies/wink.png)
(2013-03-21, 07:12)garbear Wrote: "emulators in xbmc" shouldn't be possible, but i've never let something like that stop me beforeVery true. But with most games you have to save through the game itself (Press Start --> Save Game) rather than through the system itself, if that makes sense. Will this work the same as conventional saves, or will it be different?
(2013-03-21, 07:56)garbear Wrote: Back to my original question: what tweaks do you guys recommend to my three new settings?
Automatically save game states while playing: (yes/no)
- Save state interval (min, 1m; default, 5m; max, 120m)
- Maximum number of automatic saves: (min, 10; default, 10; max, 100)
Quote:17:39:32 T:3019519760 DEBUG: LIRC: Update - NEW at 674614:000000037ff07be6 00 KEY_STOP mceusb (KEY_STOP)
17:39:32 T:3019519760 DEBUG: OnKey: 224 (0xe0) pressed, action is Stop
17:39:32 T:3019519760 DEBUG: RetroPlayer: Closing file
17:39:32 T:3019519760 INFO: GameClient: Auto-save
17:39:32 T:3019519760 DEBUG: CSavestate: Writing "special://masterprofile/Savegames/gameclient.bsnes.balanced/3f28b5aa.savestate"
17:39:32 T:3019519760 DEBUG: cached image 'special://masterprofile/Savegames/gameclient.bsnes.balanced/3f28b5aa.png' size 360x314
17:39:32 T:3017075568 DEBUG: CSoftAEStream::GetFrame - Underrun
17:39:32 T:2569001840 WARNING: CRenderManager::FlipPage - timeout waiting for flip to complete
N3MIS15 Wrote:Compiled fine under linux. Runs pretty good too. I am experiencing the slight delay/pause when autosaving states that was posted on github. Disabling autosave fixes it.
>------ Skipped Build: Project: libbson-c ------
3>Project not selected to build for this solution configuration
N3MIS15 Wrote:Sounds good, but i dont see why the minimum number of saves should be 10, why not 1?If you disable autosave, but enable "Automatically load previous game state", the effect of the setting is to autosave on exit, so this is essentially 1 autosave. In that regard, the additional setting is for those wanting a running save state "archive", such as our friend holydhaliwal:
holydhaliwal Wrote:The main reason this is particularly useful in my opinion is that certain games (mainly rpgs) can get stuck if you save state in the wrong spot, where you would save state and be unable to leave the area due to the mechanics or story progression of the game or whatever reason.
(2013-03-21, 07:56)garbear Wrote: Back to my original question: what tweaks do you guys recommend to my three new settings?
Automatically save game states while playing: (yes/no)
- Save state interval (min, 1m; default, 5m; max, 120m)
- Maximum number of automatic saves: (min, 10; default, 10; max, 100)
This is a 3rd-party build of XBMC built on 2013-03-20. Support is offered
at <http://forum.xbmc.org/showthread.php?tid=146711&pid=1336026#pid1336026>
BUT ONLY IF:
* YOU READ BACKWARD PAST THE BUILD DATE looking for updates on your issue.
* YOU POST A DEBUG LOG via <http://xbmclogs.com>
* YOU POST A DEBUG LOG via <http://xbmclogs.com>
* If a rom isn't working, experiment with Settings -> Games -> Debug. You should
then try that rom in RetroArch using the same emulator core. If it works in
RetroArch BUT NOT xbmc, then you may post about it.
* You agree that in testing this, you are part of the development effort making XBMC
even more badass than it already is :)
Please see <http://xbmc.org/about/xbmc-software/> for Team-XBMC's stance on official
software.
(2013-03-21, 16:27)Bstrdsmkr Wrote: A key action to jump back x configurable number of seconds would be awesome.These key actions exist, "StepBack" and "BigStepBack". In DVDPlayer the defaults are 1% and 10%. I forget what the defaults are in RetroPlayer, what do you think good values are?
Bstrdsmkr Wrote:I like the limits you mentioned, but could it not also be configurable by disk space? For example, fce gets 100mb of storage to squeeze in as many auto saves as it can.Too difficult, fce plays different games, how to prioritize which get the most number of saves?
Bstrdsmkr Wrote:Are you familiar with the old xport ports for the original Xbox? They had a feature for loading game genie cheats from text files, which are just ram edits.They also had a search mode that you could enable, do something in game, then see what values changed. From there you could freeze or change that value and save it As a cheatCheats are a must
(2013-03-21, 18:12)mwaterbu Wrote: I like this idea! I think it would be cool to include this into the rewind feature too. For instance if I have 1 minute save states turned on, and I start rewinding, but need to go past the last rewind state, the game would start jumping backwards through my auto save states (essentially rewinding one minute at a time), so you would still be rewinding, but with decreased precision. It might also be nice if you could auto save every 30 seconds as a minimum instead of 1 minute.After some thought I'm going to strike down both ideas. The advantage of rewinding is perceiving the chronological continuity - discrete jumps in time break the perception, and as a result you've lost your "feel" for how far back in time you've traveled. Contrast against choosing a save state from the GUI. That "feel" comes from reading the timestamp and playtime of the save state, and anchors your idea of when in time that save state will take you.
(2013-03-22, 02:05)garbear Wrote:That's a pretty personal preference, just about everyone will have a personal opinion. For me personally, I like 10sec and 30sec(2013-03-21, 16:27)Bstrdsmkr Wrote: A key action to jump back x configurable number of seconds would be awesome.These key actions exist, "StepBack" and "BigStepBack". In DVDPlayer the defaults are 1% and 10%. I forget what the defaults are in RetroPlayer, what do you think good values are?
(2013-03-22, 02:05)garbear Wrote:lol In my head I was thinking per game, not per emu. I'm associating this with Windows' Restore Points functionality where is gets a limited amount of space and when that's full, it pops the oldest one from the stackBstrdsmkr Wrote:I like the limits you mentioned, but could it not also be configurable by disk space? For example, fce gets 100mb of storage to squeeze in as many auto saves as it can.Too difficult, fce plays different games, how to prioritize which get the most number of saves?
(2013-03-22, 02:05)garbear Wrote:I found a vid that shows a brief flash of one of the xport emu's cheats menu here: http://youtu.be/K7FZmZoz2EA?t=4m23s and a short description of how the "discovery engine" worked here: http://forums.xbox-scene.com/index.php?a...74&st=0&hl=Bstrdsmkr Wrote:Are you familiar with the old xport ports for the original Xbox? They had a feature for loading game genie cheats from text files, which are just ram edits.They also had a search mode that you could enable, do something in game, then see what values changed. From there you could freeze or change that value and save it As a cheatCheats are a mustA cheat "discovery" engine will never happen, as that can be done in other programs. But a generic cheat engine is a likely addition. I've looked into it and I can hammer out a cheat engine in a few hours, but honestly, the biggest difficulty here will be the user interface. If you guys could start throwing some ideas at the wall, maybe we can get the ball rolling on this. (general goals, design requirements, resources, pre-existing work)