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There are games that require OpenGL for them to work.
I would like Hourglass to support OpenGL to increase compatibility.
Original issue reported on code.google.com by [email protected]
on 22 Nov 2011 at 8:24
AVIs can be captured of games with 8-bit palettized graphics, but the actual
palette data isn't sent from the game to the AVI recorder and so arbitrary
colors show up.
Games known to be affected which could be used for testing this feature: Garden
of Coloured Lights, Elastomania, Mario XP
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 6:25
AVI Codec and PCM Codec Filename setting
Run and Play Button push auto recording AVI
(FullScreen game Run and Play not Codec Setting Dialogbox)
Original issue reported on code.google.com by [email protected]
on 26 Jan 2012 at 5:07
What steps will reproduce the problem?
Launching Hourglass within Wine and attempting to load a program
What is the expected output? What do you see instead?
The game to launch, nothing
What version of Hourglass are you using? Did the problem happen in older
versions too?
Revision 81, first version used
Which game are you running and which version is it?
Touhou 12.3, 1.10 if I remember correctly
Which version of Windows are you running?
Not applicable/Wine
Please provide any additional information below.
Watching the Terminal, I see these lines repeated with slight difference:
wine: Unhandled exception 0x80000003 at address 0x404bb660 (thread 0029),
starting debugger...
wine: Unhandled exception 0x80000003 at address 0x4053d660 (thread 02a3),
starting debugger...
The thread usually changes, but the rest is constant throughout the error spam.
Original issue reported on code.google.com by [email protected]
on 9 Aug 2012 at 3:30
What steps will reproduce the problem?: start an untitled story from
http://mattmakesgames.com/ with hourglass, after the loading it works fine in
the menu, it continue to work after selecting "start" despite the dimension
change of the window, but when pushing "enter" in the next screen, there is an
error message that appear and that can't be read.
What version of Hourglass are you using? Did the problem happen in older
versions too?: hourglass-r81.zip, first try.
Which version of Windows are you running?: windows xp pro sp3.
If you need more information, contact [email protected]
Original issue reported on code.google.com by [email protected]
on 24 Nov 2011 at 5:35
What steps will reproduce the problem?
1. Open a game
2. Activate a window of a different application (e.g. web browser)
3. alt-tab back to the game, or click on its entry in the task bar.
What is the expected output? What do you see instead?
Nothing happens. I would expect it to come to the front as normal.
What version of Hourglass are you using?
r11
Which game are you running and which version is it?
Ninja Senki, latest
Which version of Windows are you running?
XP sp3
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 13 Jun 2011 at 10:07
What steps will reproduce the problem?
Flame Par Second 60FPS MIDI SlowTempo
What is the expected output? What do you see instead?
Flame par Second 120FPS Nomal? Tempo Game Syncronized OK
Flame par Second 60FPS Nomal Tempo
What version of Hourglass are you using? Did the problem happen in older
versions too?
r71
Which game are you running and which version is it?
Meikyu Ver1.03
http://www.vector.co.jp/download/file/win95/game/fh549490.html
Which version of Windows are you running?
WindowsXPSP3
Please provide any additional information below.
Nothing
Original issue reported on code.google.com by [email protected]
on 7 Sep 2011 at 5:03
What steps will reproduce the problem?
What is the expected output? What do you see instead?
What version of Hourglass are you using? Did the problem happen in older
versions too?
Which game are you running and which version is it?
TF2
Which version of Windows are you running?
vista
Please provide any additional information below.
Trys to work but dosent
Original issue reported on code.google.com by [email protected]
on 13 Nov 2011 at 2:06
For example: http://code.google.com/p/gens-rerecording/wiki/GMV
Currently the movie format is just defined by the code in the functions
SaveMovieToFile and LoadMovieFromFile.
Original issue reported on code.google.com by [email protected]
on 5 Jun 2011 at 11:54
I noticed Hourglass seems to have no backwards compatibility. The input file
format doesn't have an input file version number in its header, nor an
Hourglass engine version number. Both of these should be remedied, and old
versions of the Hourglass engine should be maintained with corresponding
version numbers. This way, new versions of Hourglass can maintain backwards
compatibility with ALL Hourglass input files and desynchronization based on
version will NEVER happen. See Worms Armageddon (PC)'s backwards compatibility
model for inspiration.
Rerecording emulators have always been far behind Worms Armageddon in this
regard. As a new project, Hourglass doesn't have to fall into the same old
pattern of people saying "Doesn't sync with x; only with y". Input files
should always sync using the latest version of Hourglass (which automatically
detects and uses the engine version from the file header).
Original issue reported on code.google.com by [email protected]
on 17 Jul 2011 at 12:08
#1 Demonstar SM1
What steps will reproduce the problem?
Try to run the game
What is the expected output? What do you see instead?
Does not load (on Windows XP running on Virtualbox on 11.10 host, cannot input)
What version of Hourglass are you using? Did the problem happen in older
versions too?
Hourglass r-81, first version used
Which game are you running and which version is it?
Demonstar SM1 1.0
Which version of Windows are you running?
Windows 8 Consumer Preview x64
#2 IaMP crashes
What steps will reproduce the problem?
Random loading savestates
What is the expected output? What do you see instead?
Game crashes
What version of Hourglass are you using? Did the problem happen in older
versions too?
Hourglass r-81, first version used
Which game are you running and which version is it?
IaMP with English patch
Which version of Windows are you running?
Windows 8 Consumer Preview x64
Original issue reported on code.google.com by [email protected]
on 15 Apr 2012 at 1:49
はよwin8対応しろやカス開発。
4年も経過してるけどやる気あんの?
Original issue reported on code.google.com by [email protected]
on 30 May 2015 at 8:17
see http://tasvideos.org/EmulatorResources/Features.html#13
Original issue reported on code.google.com by [email protected]
on 5 Jun 2011 at 11:40
What steps will reproduce the problem?
I don't know.
What is the expected output? What do you see instead?
I want to emulate Windows Syobon Action but failed.
What version of Hourglass are you using? Did the problem happen in older
versions too?
Hourglass -r81 Yes. Also happened in Hourglass -r71.
Which game are you running and which version is it?
Windows Syobon Action v0.81
Which version of Windows are you running?
Windows 8
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 2 Aug 2013 at 11:38
What steps will reproduce the problem?
runing hourglass in wine and trying to play a game
What is the expected output? What do you see instead?
What version of Hourglass are you using? Did the problem happen in older
versions too? most resint
Which game are you running and which version is it?
iwtbtgbeta(fs).exe
Which version of Windows are you running?
wine
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 26 Nov 2011 at 12:03
Steam Machine is based on linux, and all game based one source engine run on
linux, most indie run on linux.
I have a question linux portage for hourglass is provided ?
Original issue reported on code.google.com by [email protected]
on 20 Jan 2014 at 6:48
Trying to "Run and Play Existing Movie" in Cave Story with the attached .wtf
(which is a full test run I've watched in an earlier version of Hourglass) in
Hourglass r63 causes Hourglass to do various things with various different
configurations and sometimes seemingly random situations. Here are some
behaviors I've seen fiddling with enabling/disabling "Allow Fullscreen /
Display Mode Changes" and "Yes" / "No" compatibility modes and trying many
times.
-It runs 2 instances of the game, asking about compatibility mode twice in a
row. Both instances are windowed with blank grey surfaces instead of normal
Cave Story video and are frozen on frame 0.
-The game crashes. (happens with "Allow Fullscreen / Display Mode Changes"
disabled sometimes)
-The game starts in fullscreen mode but the movie visibly desyncs almost
immediately.
-The game runs windowed and audio is heard, but the video is a blank grey
surface. I'm not sure whether it's desynced, but it sounds like it. The video
is always a blank grey surface with "Allow Fullscreen / Display Mode Changes"
disabled.
I'm running Vista64. These are some of the same issues I was seeing with my
VS2010 builds of Hourglass. All this didn't happen in earlier builds compiled
with VS2008.
I can get logs if you want, but I figured if you can reproduce some of this,
you'd be able to get the logs you need much more easily.
Original issue reported on code.google.com by [email protected]
on 24 Jul 2011 at 7:47
Attachments:
First, I tried running SSNES ( https://github.com/Themaister/SSNES ) via the
following command line outside Hourglass:
B:\tools\ssnes\ssnes.exe "B:\games\snes\smw.sfc"
This caused SSNES to run Super Mario World with my configuration (as loaded
from ssnes.cfg by default) as expected.
Using Hourglass r63, I put the first part of that command line into the "Game
Executable" box. I put the second part into the "Command Line Arguments" box.
I clicked "Run and Record New Movie". Doing so caused a command prompt to
spawn with SSNES' help output (the same that's written when no command line
arguments are passed). Expected behavior is for SSNES to run Super Mario World.
Next, I tried removing the quote marks from the ROM path. This resulted in
identical behavior as described in the above paragraph.
Next, I tried adding "--rom " to the beginning of the "Command Line Arguments"
box. This caused SSNES to run and draw a window with nothing rendered in it,
frozen. This is expected behavior (since Hourglass is probably just
incompatible with the rendering method I chose for SSNES (OpenGL)).
So, without "--rom ", Hourglass didn't pass the command line argument to the
executable.
Original issue reported on code.google.com by [email protected]
on 24 Jul 2011 at 8:21
What steps will reproduce the problem?
Record an AVI of a game with sound.
What is the expected output? What do you see instead?
At the beginning of each AVI segment, there is an audio glitch: after a frame
or two worth of normal sound, there are a few frames of silence before sound
returns. Of course this silence should not be there.
What version of Hourglass are you using? Did the problem happen in older
versions too?
r75. Same in r71.
Which game are you running and which version is it?
Undefined Fantastic Object v1.00b
Which version of Windows are you running?
Windows 7 64-bit
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 23 Oct 2011 at 10:57
What steps will reproduce the problem?
1: start the game (only tried it with touhou 7, Japanese version)
2: wait until load finishes.
3: directional keys work, all other keys are ignored.
What is the expected output? What do you see instead?
expected: key input is passed on to the game
actual: no key input other than directional keys is shown as working; no
response to (per example) choosing a menu item.
What version of Hourglass are you using? Did the problem happen in older
versions too?
I an using r81, I have not tried any older versions.
Which game are you running and which version is it?
Touhou 7:perfect cherry blossom, Japanese, v 1.00b
Which version of Windows are you running?
XP, SP3
Original issue reported on code.google.com by [email protected]
on 15 Nov 2011 at 10:51
Any game that requires steam_api.dll will hang on launch, instead of loading
the game (potentially) ready for tasing. A prime tasing example would be Super
Meat Boy, which in a cracked version that does not utilise the steam api
apparantely works.
Original issue reported on code.google.com by [email protected]
on 9 Apr 2012 at 2:26
Should allow command-line arguments to be specified (probably by typing them at
the end of the game executable box), which should get passed to the game on
process creation and saved in movie files.
Original issue reported on code.google.com by [email protected]
on 14 Jun 2011 at 3:27
Avast! interferes with hooking of LdrLoadDll by somehow forcing itself to load
before most other DLLs, installing a multi-chain hook of its own on LdrLoadDll,
and also possibly overwriting any later attempts to add hooks to the chain.
This interference causes games to crash quite early when run in Hourglass (or
immediately desync if they do manage to start up). The particular component
that causes this problem is the "Behavior Shield", and Hourglass seems to work
fine if that is disabled.
This has caused similar problems in some builds of Firefox as well
(https://bugzilla.mozilla.org/show_bug.cgi?id=653361)
(https://bugzilla.mozilla.org/show_bug.cgi?id=652747). There are some suggested
patches, but I'm not sure if they're sufficient because it looks like I'm
already doing the checks they're adding.
Ideally there is some way to modify the hooking code such that it still works
normally and can coexist with Avast's behavior shield hooks. In the worst case,
if that isn't possible, when Hourglass detects that snxhk.dll has been loaded
it could at least warn the user about it and suggest temporarily disabling the
behavior shield.
Original issue reported on code.google.com by [email protected]
on 24 Jul 2011 at 6:27
When you click Stop, the game exe doesn't fully terminate and can be seen in
the task manager (and sometimes its window remains frozen in place), where it
remains until Hourglass itself is closed. This never happens on Windows XP, and
I'm not sure whether it happens in Windows Vista. Beyond probably wasting
memory, this currently causes problems in games that can only have one instance
of them opened at a time (for example, Perfect Cherry Blossom).
For the record, Hourglass calls TerminateProcess with an exit code (after
giving the process a chance to exit on its own), and it calls
GetExitCodeProcess to check whether it exited (the OS apparently lies and says
it has), and Hourglass also terminates the thread that spawned the process
(which the documentation says is supposed to be guaranteed to kill the process
as well).
One possible clue is this message I saw posted by someone who had the same
problem in their project, albeit probably on a different OS:
"TerminateProcess is the right way for a debugger to kill its debuggee. My code
simply forgot to process a "post mortem" debug event Windows send when the
process dies. As this event was never retrieved from the event queue, Windows
could not delete that queue and the process remained in the system."
If no fix can be found for this bug, a last resort workaround would be to make
Hourglass automatically restart itself when you click Stop if the OS is Windows
7.
Original issue reported on code.google.com by [email protected]
on 17 Jul 2011 at 4:41
Currently only keyboard input is supported. You can remap mouse or joypad
buttons to them, but as far as the game knows it's the keyboard. Lack of true
mouse input prevents several games from being supported that would otherwise
work (one example is the game "Ninjah").
Note that this task is potentially more difficult than it might first appear,
because the mouse input needs to be recorded in a way that will result in the
game behaving deterministically even if the window is in a different position
or the screen size is different than when it was recorded.
Original issue reported on code.google.com by [email protected]
on 5 Jun 2011 at 11:48
does this emulateur has a feature to control sound(Original sound track) or the
game music, like in winkawaks and nebula, by the way I'm running FBA-RR V0.0.7
in windows 7
Original issue reported on code.google.com by YukiMorichima
on 31 Dec 2011 at 3:08
A simple request. While a recording is not being made/played, allow a frames
box to be typed in (either the existing frames box, or a new one) and then when
a recording is played, fast-forward to that frame and pause.
This is basically just a convenience for getting to a frame when you don't have
a savestate there. Would be very nice.
Original issue reported on code.google.com by [email protected]
on 31 Aug 2011 at 7:23
rewinding would be much easier than save-stating.
Original issue reported on code.google.com by [email protected]
on 9 Jan 2012 at 6:39
What steps will reproduce the problem?
AVI Capture Video and Audio
What is the expected output? What do you see instead?
AVI Capture OK MoviePlayend Capture Avi show blackonly(Audio OK)
What version of Hourglass are you using?
r69(r39 AVICapture OK The color is strange)
Which game are you running and which version is it?
Pop'n Music Da(typing Soft)
Trial Version Download
http://www.vector.co.jp/download/file/win95/edu/fh161476.html
Which version of Windows are you running?
XP-SP3
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 28 Jul 2011 at 9:02
Attachments:
There would be a request and I would like to contact an owner directly.
What should I do?
I am sorry to be that it is not related to a tool.
Original issue reported on code.google.com by [email protected]
on 8 Oct 2011 at 9:07
This might be useful as the player might be able to exploit things with this
extra input device.
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 7:02
What steps will reproduce the problem?
When I store the replay of the certain game, the time when I stored the replay
deviates from the current time.
What is the expected output? What do you see instead?
I want you to lose this time lag.
What version of Hourglass are you using? Did the problem happen in older
versions too?
I use hourglass-r71.
Which game are you running and which version is it?
I do STG called the Toho.
Which version of Windows are you running?
XP
Please provide any additional information below.
I am a Japanese. I'm sorry in English that it is hard to read.
Original issue reported on code.google.com by [email protected]
on 6 Sep 2011 at 7:13
This is an issue which I posted in
http://tasvideos.org/forum/viewtopic.php?t=11499 already. It still applies to
r81 and the current nVidia drivers. nVidia driver versions after 266.58
(current version is 285.79) cause Hourglass not to be able to start rendering,
freezing the child process. For example, Cave Story set to windowed 640×480
will run, but the video is frozen grey (grey? might be a hint). See
screenshot: http://dl.dropbox.com/u/35695760/0000015E.png
I personally have to use the latest driver because it contains a fix for system
stability with my video card (EVGA GTX 570 HD).
Original issue reported on code.google.com by [email protected]
on 13 Nov 2011 at 3:28
What steps will reproduce the problem?
Set the game executable to a Touhou STG game (any of them) and press the "Run
and Record New Movie" button.
What is the expected output? What do you see instead?
The game should run. The proccess is created, but nothing happens. Tried with
the 7.5 Touhou fighting game and it seems to be working properly, but the
shooters just don't work.
What version of Hourglass are you using? Did the problem happen in older
versions too?
R81. Didn't try using older versions.
Which game are you running and which version is it?
Tried from EoSD to SA, but yeah, Perfect Cherry Blossom isn't working.
Which version of Windows are you running?
Windows 7 x64
Please provide any additional information below.
Tried with japanese locale but I'm still getting the same results.
Compatibility mode doesn't work either. Messed around with some options, but
nothing.
Original issue reported on code.google.com by [email protected]
on 29 Feb 2012 at 12:08
What steps will reproduce the problem?
Record playthrough of Perfect Cherry Blossom on Windows XP SP3 32-bit. Try to
replay it on Windows 8 RTM (9200) 64-bit.
What is the expected output? What do you see instead?
Instead of 1LC'ing game, got fucked up by Letty due to a desync
What version of Hourglass are you using? Did the problem happen in older
versions too?
r-81
Which game are you running and which version is it?
Perfect Cherry Blossom v1.00b
Which version of Windows are you running?
Windows 8 RTM build 9200 64-bit
Please provide any additional information below.
Windows XP computer had an Intel Core 2 Duo. Windows 8 unit had an Athlon 64 x2
5600+
Laconic:
Recorded PCB playthrough as Sakuya-A on an Acer Veriton running Windows XP SP3.
Saved output file on USB and tested it several times on WinXP pc. Worked, even
after the host BSOD'ed. Even safely removed hardware to avoid corruption. But
when I replayed the same file on Windows 8 RTM 64-bit, I got fucked up badly by
Letty. I thought that it was due to recording AVI, but it wasn't. I tried
without recording avi and desync still happened. Previously, I tested a Reimu-A
run of the first two stages on a different Veriton that had the same specs.
Transferred file to a laptop running Windows 7 SP1 64-bit. Did not desync.
Note: no changes happened to the attachment between processing
Original issue reported on code.google.com by [email protected]
on 10 Sep 2012 at 12:32
If possible, make it so that a video frames are written only when there is a
visual change, for example; in VVVVVV the game/video runs at 30fps, but the
audio wont render without clipping unless you make a TAS at 60fps. When you
make an AVI however, there are lots of repeat frames.
Original issue reported on code.google.com by [email protected]
on 13 Sep 2011 at 3:26
I am trying to play Sonic Adventure DX PC, and the game always crashes after
loading a savestate. Any help will be appreciated!
Original issue reported on code.google.com by [email protected]
on 6 Oct 2012 at 8:28
Currently ram search and watch are not as useful in hourglass as they are in
gens and other console emulators, because they do not support floating point
variable types, and floating point variables are very common even in very
simple indie PC games. Therefore, I think getting floating point variable
support in these is fairly important to hourglass's usability as a TAS platform.
Because floating point variables commonly occur only in a few specific sizes,
it seems like a good idea to merge "data size" and "data type" options to
provide for a few types of pre-specified sizes. I'd recommend options for int8,
int16, int32, int64, float32, float64, float128, and pointer. Pointers would
display in hex and otherwise behave as int32s. For the other types, I'd
recommend providing a checkbox to toggle signed/unsigned.
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 12:15
What steps will reproduce the problem?
Play Oniken with hourglass. After 2~3 minutes the game controls stop responding
and lock in the last input you pressed before the issue.
What is the expected output? What do you see instead?
The input should work fine during all the gameplay.
What version of Hourglass are you using? Did the problem happen in older
versions too?
Using r81. Same issue on r78.
Which game are you running and which version is it?
Oniken v2.0
Which version of Windows are you running?
Windows 8.1
Please provide any additional information below.
There is a demo version of the game on Steam and in
http://keyo.me/oniken/Oniken_Demo.zip
1) Open the game launcher without hourglass and enable software rendering.
Close the launcher.
2) Don't run the game launcher with hourglass. Run Oniken.exe instead inside
the DATA folder.
Original issue reported on code.google.com by [email protected]
on 1 May 2014 at 6:37
Looking at the source code, I see that at least one file-accessing function is
hooked, however, practical experimentation shows me that there is no
verification of file contents, which leads to a massive hole in sync-robustness
as, for instance, playing the same input file twice may lead to resuming from a
savegame created during the first playback.
I see two possibilities to address this, each with strengths and drawbacks:
The first method I see to address this is copying files' contents into the
windows tas file when they are first accessed during recording, then, on
playback, when a file is accessed, the pointer is redirected to the version
embedded within the wtf file. The drawbacks to this method are that it is
complex to implement, it probably requires compression to avoid bloating the
wtf files to a ridiculous extent, and it may expose users to legal risk as they
are passing around the data files of whatever games they submit TASes of.
However, this is probably the most sync-robust solution.
The second method I see is to get a checksum of a file whenever it is accessed
during recording, and warn if there is a mismatch of file contents during
playback. This method is much easier to implement, and incurs no legal
concerns, but may leave users confused and frustrated if a TAS is accidentally
recorded with files in a non-initial state.
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 12:30
What steps will reproduce the problem?
Reload a state while recording a movie.
What is the expected output? What do you see instead?
Rerecord count should increment. It does not.
What version of Hourglass are you using? Did the problem happen in older
versions too? r81. Unknown
Which game are you running and which version is it?
Psycho Waluigi, but I have reason to suspect it is global.
Which version of Windows are you running? 7 home premium, 64-bit
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 15 Feb 2014 at 10:20
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