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Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
(oops, double post...)
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
ventuz wrote:
watched it... desync for me, you went thru option and leave difficult with "medium" and select baraka and fight like a retard (lol had to say it..) - used zeldafix version with VEHR off. CRC32: 70BB5513
These are made for Snes9x 1.43 WIP, so Final/zeldafix will certainly desync. But, uh, I can't get Highness's to play back in anything. For me, he selects "very hard", beats the 1st round with Baraka using mostly flying kicks, then gets unexpextedly foot-swept in round 2, pummeled, and (later) uppercutted into the acid.
Editor, Reviewer, Experienced player (969)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
I get the exact same behaviour as Nitsuja for Highness's file. What's worse is that nitsuja's sync test desyncs for me as well. Picks Shang, beats Baraka, fatality, fights reptile for a while, then pulls a missed slash with the back+punch and gets pummeled.
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Nitsuja's movie file worked fine for me without desync. Shang Tsung, Barraka, Reptile, Jax with fatalities each time. Those are the ones he morphs to.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Truncated wrote:
What's worse is that nitsuja's sync test desyncs for me as well. Picks Shang, beats Baraka, fatality, fights reptile for a while, then pulls a missed slash with the back+punch and gets pummeled.
You have to turn on "Generate sample data in sync with sound CPU" in the sound settings. If it doesn't let you do this, then first you have to set Sound Driver to Snes9x DirectSound. (And remember to leave volume envelope height reading off, of course.)
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
File: \Roms\Mortal Kombat 2\Mortal Kombat II - Version 1.1 (US).smc Name: MORTAL KOMBAT II Speed: 31/FastROM ROM Map: HiROM Type: 00 Kart contents: ROM only Header ROM Size: 32Mbits Calculated ROM Size: 24 Mbits SRAM size: 0KB (0Kbit) Actual Checksum: 7221 Header Checksum: 7221 Header Checksum Compliment: 8DDE Output: NTSC 60Hz CRC32: 70BB5513 Licensee: Acclaim ROM Version: 1.1 Region: USA/Canada
Editor, Reviewer, Experienced player (969)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Okay, getting better. I have the same ROM as Highness. Using Snes9x-improved with WIP core, turning off Volume Envelope, turning on Generate Sample Data, I could play nitsuja's file with no problem. Highness' movie still desyncs.
Former player
Joined: 3/13/2004
Posts: 706
Location: Elyria/Oberlin, OH
Coolness! Have you looked into my idea of morphing in the middle of a combo? I don't know about console, but this is possible in the arcade version and results in some neat stuff. -Josh
but then you take my 75 perchance chance of winning, if we was to go one-on-one, and then add 66 and two-thirds ch...percents...i got a 141 and two-thirds chance of winning at sacrifice
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I haven't trained or tested at all, besides the desync thingie. But if it desyncs for people I don't wanna go on about this. Would be worthless if only I could watch it.
Editor, Reviewer, Experienced player (969)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
I agree that there isn't much point in starting for real until the desync issues are solved. But don't give up on that happening yet, we're close. Everybody could watch nitsuja's video, even you - just find a way to do the same as nitsuja. Copy his configuration file in the worst case. I'm thinking maybe the movie file should include sound settings. At least the ROM checksum should be in there. Let's all hold hands and sing "We shall overcome". :)
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Yeah. Like in FCE Ultra it shows if you're loading the wrong rom etc directly by matching the hash or what ever it is. Would love to have that option in there.
Joined: 7/5/2004
Posts: 551
Location: Karlstad, Sweden
I'm voting for a non-timeattack at these games, it would be funnier to just see some really cool specials and combo's imo. It doesn't matter how quick u can beat the game.
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
maybe your movie file get corrupted from uploading? backup your smv and download what you have upload, and watch it.
Joined: 1/27/2005
Posts: 14
Location: Montréal, Québec
Well, to be honest, there are already some fighting games movie sites out there who present wicked combo vids and quasi-super play. Well, at least for some of the more recent games. A speedrun while maintaining some semblance of entertainment (that is it won't be one 30 minute vid of a player abusing one or two moves to go through the game as fast as possible) should be better suited to this site's purpose.
Editor, Reviewer, Experienced player (969)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Me and Highness talked about this over ICQ yesterday, trying work around the desyncs. We switched configurations - located at HKEY_CURRENT_USER\Software\Emulators\Snes9x\1.31 for anyone interested - and this is what we came up with: Even with Highness's settings, I could not play the movie he made. Regardless of which settings Highess used, he could play any movie he or I made. If Highness recorded a movie with my settings, I could play it. This last piece is the most interesting - by using my settings, perhaps Highness could record a movie everyone could watch. I'm hoping he will make a short movie and put it online, and see if everyone can play it. If so we should have a working method and could start to actually plan and make the movie. EDIT: Here's are two 100-% combos of Shao Kahn for anyone interested. Use improved version2, WIP timing, uncheck Volume Envelope, check Sync samples: http://133an.sytes.net/~truncated/MK2-100kombo.smv (EDIT: It was a zipfile before but it got corrupted during upload. Hopefully this one works.) You might not think this is a "real" combo, but the fact is that Shao Kahn (or any human player, the computer can cheat-throw) cannot get away, because their blocking animation is longer than the attacking animation. There is no way out. Perhaps it's possible to make him not block by playing more precise. I've had 1 or 2 random desyncs when playing back this movie.
Editor, Reviewer, Experienced player (969)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Rumor has it this file is corrupted as well. I'm giving up temporarily. Email me or something if you really want to see it.
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I put up a working mirror for this file. This one is not corrupted though. Url is http://highness.no-ip.com/truncated/MK2-100kombo.zip Enjoy! Atleast I did. Very good technique against Shao Kahn. Another good tech against him is to just walk towards him using high kick.
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Seems very hard some times to figure out how many frames that needs to pass when you hold down a direction or button in order to pull off certein things. Right now I'm practicing with Shang Tsung. Trying to get the morphs working. I will post a list later on with frames needed for each move he got.
Joined: 7/20/2004
Posts: 108
I posted this back on page 3, but I guess nobody paid attention.
- When selecting options or your character, it's faster just to hold down the direction on the D-pad rather than rapid-firing it. - To pull off any special or finishing move, there needs to be a minumum of 2 empty input frames between each button press. For instance, do do Reptile's Head Snack fatality, you need to input the following (assuming you're the correct distance away from your opponent): Back, frame advance x2, back, FAx2, Down, FAx2, LP. - To perform the ever-popular uppercut, you need to advance 5 empty frames between inputting down and HP. Both inputs (D, HP) only need 1 frame to themselves. - To perform the sweep or roundhouse kicks, you need to hold back for one extra frame after inputting the move or it will not work. (B+HK, B) - To jump diagonally, you need to hold the direction for two consecutive frames or it will not work. Jumping straight up only takes one frame of input, though. - Each round will begin to register input exactly 48 frames after the last colored row of pixels disappears in the "FIGHT" text. You'll see what I mean if you frame-advance it.
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Generally it seems like he needs between 1-2 frames per button pressed and then wait for 1-2 frames before next press. I have made another test to see if it desyncs for you. It should show the special intro in the beginning with Shao Kahn and Kintaro beating up the Aclaim logo. I pick Very Hard as difficulty. Chooses Shang Tsung and faces Sub Zero and then Johnny Cage. In the first fight I use the Kintaro fatality. And when finishing Johnny Cage I use the mist fatality. Note that I take damage. http://highness.no-ip.com/mktest/MortalKombatII-Version1.1(US).zip Hope this one works for you.
Joined: 7/20/2004
Posts: 108
It works! I had to play around with some of the settings for a bit, though. Make sure you post what sound sync settings are in the movie. This one has boxes 1, 4, and 5 checked. It wouldn't work unless I ran it from a clean ROM load. I waited until the story text appeared in the game before starting the movie. Fast-forwarding to that point made no difference.
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
oh it worked edited..
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
OmegaFlareX wrote:
I waited until the story text appeared in the game before starting the movie. Fast-forwarding to that point made no difference.
Do you mean that fast-forwarding was the same as waiting through it at normal speed, or do you mean that fast forwarding didn't work to fix it? By the way, what sound settings was Highness using for the 1st video he made that nobody else could play even with those same settings? Maybe he had something checked/unchecked that made it depend on the specific CPU speed to skip a frame in the right place.
Joined: 7/20/2004
Posts: 108
nitsuja wrote:
Do you mean that fast-forwarding was the same as waiting through it at normal speed, or do you mean that fast forwarding didn't work to fix it?
It was the same as waiting 10 seconds in real time. I tested both ways several times, and there were no desyncs in either case.
Editor, Reviewer, Experienced player (969)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
I have problems downloading this file, so I don't know if it works yet or not. Judging from other it seems like it does, in that case we're all set to go. Highness could probably upload his settings. I have them as well but my ability to upload files seems to be a bit handicapped at the moment. They all get corrupted.
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