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 Post subject: DLE2.1 scene captions in log
PostPosted: Mon Jul 03, 2006 4:12 pm 
DAPHNE Bronze Donator
DAPHNE Bronze Donator

Joined: Thu Jun 22, 2006 6:25 am
Posts: 22
Hi all,

(Probably a question for Matt if he's not too busy)
I don't know if anyone else noticed as I didn't see it on the boards, but it seems when playing DL with the DLE 2.1 ROM with daphne .997 (as well as newest beta daphne), using the 20th DVD mpegs from dvd2daph 3.0;
if you look at the daphne_log.txt file after playing, a lot of the scene descriptions/captions listed (which you played) don't seem to be right, though the frame numbers paired with them are correct. For example, start up a game and just let yourself die (don't move) several times. If you look in the log, you might see

Search to 1367 received - [ 8] Smithee, Sequence 1 Resurrection Scene

though you never got past the Introduction. If you go to frame 1367 (in your 24fps mpeg, which is actually frame 0 in dl-le.vob.m2v after you subtract off the framefile offset), you will see the start of the Introduction resurrection scene as expected, not the Smithee scene.

Another example is that
[1a] Grim Reaper (Mirrored)
and
[ a] Wind Tunnel
seem to be swapped. There are a lot more.

It is a minor thing (doesn't seem to affect play), but I find the log very useful for some stuff I'm doing, except that this makes it a little confusing.

Btw, if playing the F2 ROM, the problem doesn't seem to happen. Perhaps it is the way the scenes are arranged on the DVD vob files, for example, some of the mirrored scenes are not back to back on DVD like they might have been on the original LD.

Thanks.

-Rick


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 Post subject:
PostPosted: Mon Jul 03, 2006 6:02 pm 
DAPHNE Creator
DAPHNE Creator

Joined: Sat Jan 20, 2001 1:00 am
Posts: 2127
Location: Salt Lake City,Utah, USA
You're the first person to notice this and bring it to my attention.

That feature of displaying which scene is being played was a result of me spending a lot of time hacking the Dragon's Lair rev F2 roms and learning enough about them to be able to do that. Evidently, DLE v2 is enough of a rewrite of the ROMs that the scene data is too different from rev F2 to be useful. The solution is for me to disable the scene 'notes' for DLE v2 .


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 Post subject:
PostPosted: Tue Jul 04, 2006 7:21 am 
DAPHNE Bronze Donator
DAPHNE Bronze Donator

Joined: Thu Jun 22, 2006 6:25 am
Posts: 22
Yeah, I have an eye for the trivial.

Ah, that's too bad that the feature can't be salvaged easily. While some of the titles are wrong, it was apparent that the frame#, sequence# number, and scene type (death, resurrection, bones, etc) are all still correct, so I hope you leave those as-is.

Actually, I kinda wish you don't "fix"/deactivate this as a majority of the scene titles are still correct and I know which ones are switched (eg smithee=intro, reaper-rvsd <=> wind tunnel), so it is still useful as-is (you could just report it as a known-bug). After parsing a lot of logs, I've almost got all the frame#'s -> scenename/sequence/type mapped out, ie which ones are incorrect and what they should be, just in case you're interested.


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 Post subject:
PostPosted: Wed Jul 05, 2006 6:29 pm 
DAPHNE Creator
DAPHNE Creator

Joined: Sat Jan 20, 2001 1:00 am
Posts: 2127
Location: Salt Lake City,Utah, USA
Well, if you provide me with the correct scenes for DLE v2, then I will add them to the source code so that it works properly.


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 Post subject:
PostPosted: Sat Jul 08, 2006 9:38 am 
DAPHNE Bronze Donator
DAPHNE Bronze Donator

Joined: Thu Jun 22, 2006 6:25 am
Posts: 22
I gave it a shot, but this is just for Standard Mode.

Prototype Mode adds more scenes beyond the original
boardstuff[0x00 - 0x27] array.

Interestingly, they go into the next array, so an index of "2e" will return the 7th scene string for Space Ace, not Dragon's Lair.

With these problems, it's probably not worth fixing. If I find the string mappings for the prototype scenes, I'll post them here.
Code:
[ 4] Pool of Water                          ->   Flaming Ropes (Mirrored)
[ 5] Bubbling Cauldron                      ->   Smithee
[ 6] Giddy Goons                            ->   Smithee (Mirrored)

[ 8] Smithee                                ->   Small Yellow Room
[ 8] Smithee                                ->   Bubbling Cauldron

[ a] Wind Tunnel                            ->   Grim Reaper (Mirrored)
[ e] Robot Knight on Checkered Floor        ->   Flying Horse Barding (Mirrored)
[ f] Crypt Creeps                           ->   Drink Me
[11] Flaming Ropes (Mirrored)               ->   Pool of Water
[15] Smithee (Mirrored)                     ->   Falling Platform - 9 Levels (Mirrored)
[16] Flying Horse Barding (Mirrored)        ->   Throne Room
[18] Drink Me                               ->   Crypt Creeps
[1a] Grim Reaper (Mirrored)                 ->   Wind Tunnel
[1c] Throne Room                            ->   Robot Knight on Checkered Floor
[1e] Falling Platform - 9 Levels (Mirrored) ->   Giddy Goons

The apparent problem here is that the index [ 8] now refers to both "Small Yellow Room" and
"Bubbling Cauldron".  That's weird.  Don't know if that's fixable, unless you can use some
other parameter (like frame#) to distinguish them.

Here's some more detail (from log file):

Small Yellow Room
1367 - [ 8] Smithee, Sequence 1 Resurrection Scene
1823 - [ 8] Smithee, Sequence 0
2085 - [ 8] Smithee, Sequence 4 Death Scene
2133 - [ 8] Smithee, Sequence 5 Death Scene
2213 - [ 8] Smithee, Sequence 6 Bones Scene

Bubbling Cauldron
5067 - [ 8] Smithee, Sequence 1 Resurrection Scene
5123 - [ 8] Smithee, Sequence 0
5423 - [ 8] Smithee, Sequence 8 Death Scene
5459 - [ 8] Smithee, Sequence 9 Death Scene
5495 - [ 8] Smithee, Sequence 10 Death Scene
5543 - [ 8] Smithee, Sequence 11 Bones Scene


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 Post subject:
PostPosted: Tue Jul 11, 2006 10:46 pm 
DAPHNE Creator
DAPHNE Creator

Joined: Sat Jan 20, 2001 1:00 am
Posts: 2127
Location: Salt Lake City,Utah, USA
bugblatter wrote:
I gave it a shot, but this is just for Standard Mode.

Prototype Mode adds more scenes beyond the original
boardstuff[0x00 - 0x27] array.

Interestingly, they go into the next array, so an index of "2e" will return the 7th scene string for Space Ace, not Dragon's Lair.


It's easy to extend the size of the boardstuff array.


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