New game and movie converter

Started by kuran_kuran, February 28, 2017, 11:12:13 AM

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lfreed

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Hey kuran_kuran, love TinySTG! It's a ton of fun. I am having some problems with the video converter. I can run the program, but when I select a file (.avi) and select "Convert", it says it's done converting but nothing happened. There is no converted video in my folder. Do videos need to be a 3 : 2 ratio to be converted? Is there a file size limit? Or, do I need to have certain drivers or software to run your program? I would appreciate your help determining the problem.

kuran_kuran

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#2
Thank you for playing my game!

>Do videos need to be a 3 : 2 ratio to be converted?
automatically adjust.

>Is there a file size limit?
If there are restrictions it may be 2GB or 4GB.

>do I need to have certain drivers or software to run your program?
there is no need.

select "Convert". temp folder created?
is there a png and wav in temp folder?
please also try mp4 or mpg.

Sorry, my English is not good.

kuran_kuran

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#3
I found a converter bug.
Are you possibly in the same folder as TsvTool.exe?
Please try using Version 1.02.

lfreed

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A "temp" folder was created, but contained no files. I did attempt to convert an mp4 with no results. The videos I picked were not in the same folder as the program. I will give ver 1.02 a try this afternoon. No worries about your English - I really appreciate your help!

beermat

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Love the games! Thanks for posting!

lfreed

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1.02 is still not working. Both mp4 and avi files create temp folder, but there are no files in the folder. I ran it in administrator mode to see if it was a permissions problem, no results. However, I figured out something new - the program does work on my personal laptop. My problem is getting it to work on my company computer. They both run on Windows 10. Both are 64x processors and 64 bit OS. If you need any additional information to determine this bug, I'm happy to provide it.

kuran_kuran

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kuran_kuran

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#8
Quote from: lfreed on March 01, 2017, 04:07:55 PM
1.02 is still not working. Both mp4 and avi files create temp folder, but there are no files in the folder.
It is an error in converting movies to png or wav.
I will take time on weekends. Thank you.

lfreed

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Quote from: kuran_kuran on March 01, 2017, 06:21:43 PM
Quote from: lfreed on March 01, 2017, 04:07:55 PM
1.02 is still not working. Both mp4 and avi files create temp folder, but there are no files in the folder.
It is an error in converting movies to png or wav.
I will take time on weekends. Thank you.

No rush! Thank you for being so helpful. I've been looking for an application type TSV converter, and yours is perfect! My coworkers tested it on their computers, and it works for them. I have a feeling my desktop PC may be an exception.

steven

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I love your project all useful and fun for me.
I have a quick question if you can share your experience ?
How you design the game ? as I know the development environment there is no much sketch library can shortly draw the game layout so I think the possible way is store each game material in BMP format. then just in each frame put all material in frame buffer , But I think it may cause Gaming not  smooth.

Thank again your sharing

kuran_kuran

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Quote from: lfreed on March 01, 2017, 10:05:12 PM
No rush! Thank you for being so helpful. I've been looking for an application type TSV converter, and yours is perfect! My coworkers tested it on their computers, and it works for them. I have a feeling my desktop PC may be an exception.
Thank you for your concern.
Please try using version 1.03.
The file management method was changed from relative path to absolute path.

kuran_kuran

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#12
Quote from: steven on March 01, 2017, 10:32:57 PM
I love your project all useful and fun for me.
I have a quick question if you can share your experience ?
How you design the game ? as I know the development environment there is no much sketch library can shortly draw the game layout so I think the possible way is store each game material in BMP format. then just in each frame put all material in frame buffer , But I think it may cause Gaming not  smooth.

Thank again your sharing

It is difficult for me to use English.
I may be wrong but about screen rendering?
Prepare an array of 96 * 64 bytes(256 color mode), edit it and transfer it to the screen.
Transfer from SRAM to the screen is slow, so it is good to reduce the number of times.
In my game I transfer to the screen only once at the end of every frame.

Sprite sample
http://daimonsoft.info/kuran_kuran/index.php?TinyArcade%2F%B2%E8%CC%CC%C9%BD%BC%A8

30FPS sample
http://daimonsoft.info/kuran_kuran/index.php?TinyArcade%2F30FPS%A4%C7%B2%E8%CC%CC%C9%BD%BC%A8

A program source of TinySTG is also helpful.
http://daimonsoft.info/kuran_kuran/index.php?TinyArcade%2FTinySTG
Screen::DrawSprite()
Screen::DrawSpriteNoClip()

Bmp or png to C converter(Japanese only...)
http://daimonsoft.info/kuran_kuran/index.php?TinyArcade%2F%B2%E8%CC%CC%C9%BD%BC%A8%CD%D1%A4%CE%B2%E8%C1%FC%A5%C7%A1%BC%A5%BF%BA%EE%C0%AE


steven

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Quote from: kuran_kuran on March 02, 2017, 10:11:56 AM
Quote from: steven on March 01, 2017, 10:32:57 PM
I love your project all useful and fun for me.
I have a quick question if you can share your experience ?
How you design the game ? as I know the development environment there is no much sketch library can shortly draw the game layout so I think the possible way is store each game material in BMP format. then just in each frame put all material in frame buffer , But I think it may cause Gaming not  smooth.

Thank again your sharing

It is difficult for me to use English.
I may be wrong but about screen rendering?
Prepare an array of 96 * 64 bytes(256 color mode), edit it and transfer it to the screen.
Transfer from SRAM to the screen is slow, so it is good to reduce the number of times.
In my game I transfer to the screen only once at the end of every frame.

Sprite sample
http://daimonsoft.info/kuran_kuran/index.php?TinyArcade%2F%B2%E8%CC%CC%C9%BD%BC%A8

30FPS sample
http://daimonsoft.info/kuran_kuran/index.php?TinyArcade%2F30FPS%A4%C7%B2%E8%CC%CC%C9%BD%BC%A8

A program source of TinySTG is also helpful.
http://daimonsoft.info/kuran_kuran/index.php?TinyArcade%2FTinySTG
Screen::DrawSprite()
Screen::DrawSpriteNoClip()

Bmp or png to C converter(Japanese only...)
http://daimonsoft.info/kuran_kuran/index.php?TinyArcade%2F%B2%E8%CC%CC%C9%BD%BC%A8%CD%D1%A4%CE%B2%E8%C1%FC%A5%C7%A1%BC%A5%BF%BA%EE%C0%AE

Thanks your response.
So each frame update is after render all materials then transfer to SRAM if I did not miss.
Something let me surprise as seems your sound and control action very smooth if your game use  30FPS to update frame.  :)
Your code help me a lot thanks again.

beermat

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Take a look at writeBufferDMA in TinyScreen.cpp. Not only is the data transfer slightly faster, the main advantage is that the DMA transfer will run without using the CPU, so you can continue preparing the next frame in a second buffer without waiting for the transfer to finish. You will have to wait for the transfer to finish before the next transfer occurs, but at least you can run processing and transfers in parallel. I used a double buffer with DMA here:

https://github.com/egonbeermat/fireworks

and got almost double the framerate due to the parallel nature of DMA. Of course, this uses a lot of memory to maintain two buffers :)

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