Post subject: TAS Input plugin for Snes9x
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Hey everyone. I've browse much of the topics and I don't think anyone posted something similar, so here's my idea: Could anybody work on a "TAS Input" for Snes9x? It would be pretty much the same as the one you have when TASing Mupen64. I just don't like to TAS with a controller and most keyboards I own only take 3 or 4 keys at the same time (pretty annoying). Thanks.
P.JBoy
Any
Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
Assign auto-hold buttons for every key and turn on input display
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
I don't think there's such a function in any snes9x version (I'm talking about auto-hold). Edit: nevermind, I found that function. Would gocha or anybody else be willing to create such a plugin? If you have no idea what I'm talking about, it's the little grey box on the top-left of this video.
Joined: 8/18/2009
Posts: 47
Snes9X doesn't work with plugins like Mupen does. I guess it would be possible with LUA, to make a small windows similar to the Mupen input plugin, inside the emulation screen.
Experienced player (623)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Change your keyboard setup. ALL keyboards HAVE to have a key limit that is above the square root of the keys. That means at least 10 keys at a time for a shitty 88 key laptop keyboard (not 3 or 4), that's just how keyboards work. Most designers make special changes to their keyboard setup to allow for most if not all of the cobinations of the arrow keys. In some kyboards, left shift is on it's own completely different rail. In my experience, you should be able to press any combination of Z,X,C (but not V) Try pressing G. Also, if you still have trouble, try moving your most commonly used keys to WASD, since this is where a lot of modern games put their arrow keys, so modern designers have compensated this by putting these keys on rails with few other keys on them. Again, if you STILL have trouble, try using two keyboards at once. I suggested this once to someone who was trying to TAS a 2 player game with shitty keyboards. But in all seriousness, there are a number of good reasons NOT to have a TAS input plugin for Snes9x. For example, it's annoying, hacky, and is always in front of your work. Snes9x is not plugin based like Mupen 64. It's generally a bad idea to TAS with a mouse anyway, it makes completing the TAS a lot slower (theres a reason that there's not a GUI for everything, it gets TASers into good habits of not having to move their hands too much, which creastes speedier TASes), and finally noone wants to model their emulator around Mupen64, because Mupen64 is one of the hackiest, most innacurate accepted emulators on the site, while Snes9x is in line with an emulator like Gens, which never crashes, and is extrememly easy and simple to use.
Measure once. Cut twice.
Player (160)
Joined: 5/20/2010
Posts: 295
I’m using Autohold and this FractalFusion’s script. Especially the latter is very useful. I seldom use Input Macro Editor.
Experienced player (623)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
I don't think Nahoc is TASing a two player game. I think he just wants to TAS with a mouse instead of the keyboard. I had a conversation with him, and the real issue is not the limit on the keys, it's just that, because he TASes on the N64 a lot, he is used to that particular GUI, and would rather prefer pressing buttons on the screen than buttons on a keyboard. This is Nahoc's setup for TASing N64: Right hand: mouse, which controlls joystick and all buttons, and FA and shift. (so he regularly moves his hand from the mouse to the keyboard). Left hand: F1-F10. He really wants to be able to TAS like this for the SNES, this is a foreign concept for most of us. I assume most of you use a system similar to this: Right hand: arrow keys, F1-F10, frame advance and maybe shift Left hand: any other controller buttons, shift and maybe FA. I think Nahoc may also be uncomfortable with the idea of changing buttons around on the keyboard to overcome the key limit. Maybe we should use this thread to gauge support for a GUI based TASIng system.
Measure once. Cut twice.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Getting used to one emulator setup and then going to the other usually takes me a lot of getting used to. If I TAS on Gens for a while, I get used to using the number keys for saving and loading states. When I go back to Snes9x and need to use the F1-10 keys, I'm too used to the number keys for me to TAS efficiently (I prefer the Gens setup). I realize this isn't what Nahoc is talking about, but I feel it's similar enough.
Experienced player (623)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
yeah, I know what you mean, every emulator has it's quirks, but then again, you can always change the hotkeys for save/load state in Snes9x, to the gens keys.
Measure once. Cut twice.
Post subject: Re: TAS Input plugin for Snes9x
LYF
They/Them
Banned User
Joined: 4/4/2012
Posts: 62
Nahoc wrote:
Hey everyone. I've browse much of the topics and I don't think anyone posted something similar, so here's my idea: Could anybody work on a "TAS Input" for Snes9x? It would be pretty much the same as the one you have when TASing Mupen64. I just don't like to TAS with a controller and most keyboards I own only take 3 or 4 keys at the same time (pretty annoying). Thanks.
See here http://tasvideos.org/forum/viewtopic.php?t=12809