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Cooljay
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Active player (397)
Joined: 5/1/2012
Posts: 468
Location: Canada
SofaKingAC wrote:
Cooljay wrote:
I can confirm that MUGEN works with Hourglass. It is able to use save states and frame advance.
Under what settings? I've been trying Mugen in Hourglass for about a week now (specifically this game) and have been having constant crashes on state load.
I have fairly default settings, and multithreading allow. I am using mugen100 as is with some custom characters. So far I could do as many save states as I want
WST
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Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
I got a problem… I cannot press → and ↑ together at the same time… Other things seem to be fine, I’ve made a short run without that key combination, but it’s slower than it could be if I was able to press that…
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Joined: 2/1/2008
Posts: 347
WST wrote:
I got a problem… I cannot press → and ↑ together at the same time… Other things seem to be fine, I’ve made a short run without that key combination, but it’s slower than it could be if I was able to press that…
That's something that many standard keyboards can't do because of how they're designed. I suggest going to Input>Configure Game Input... and remapping the arrow keys to some other buttons that can be pressed simultaneously. You'll have to do trial and error to figure out which ones can be pressed simultaneously. I think W, A, S, and D should work... at least for allowing you to indicate diagonal movement. Generally Alt, Shift, and Ctrl can all be pressed without conflicts, so you may want to consider using those keys if W, A, S, and D don't work for you (even if it's awkward). Now if only there was a TAS Input tool for Hourglass, this wouldn't be an issue.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
WST
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Active player (490)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
Hmm, yep, the same combination does not work in gens as well… I’ve reconfigured it to be w,a,s,d, but it does not help, now I cannot press A+S in frame advance mode. And so gonna try to reassign the frame advance key as well… Thanks for the advice anyway. (upd) finally got it working by setting frame advance key to be right alt. Thanks a lot :)
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Joined: 7/2/2007
Posts: 3960
The modifier keys (alt, shift, etc.) typically have the best support for having multiple keys down at the same time, so if you need lots of keys pressed together, then you'll have to rely on them.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
WST
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Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
Waduh… Made an attempt to TAS a game, but realized that I have to manipulate luck to pass it quickly. I need to get some weapon bonus (for example a bomb pack) from the first enemy in order to destroy others faster… So I will not continue with this project, just will let you know what I tried to TAS… The game is Spooky Castle from http://hamumu.com. There are also many other games available, and they all should perfectly run within hourglass since they all use the same game engine. A very short preview of how this game looks like: Link to video
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Patashu
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Joined: 10/2/2005
Posts: 4045
Another solution to the problem would be to implement 'TypingInput' or whatever it was called, where you hit once every key you want to be inputted this frame then advance the frame.
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Post subject: Dr. Lunatic and Streets of Rage Remake
Joined: 5/1/2007
Posts: 294
Location: MD
Good to know that someone else would also like to see TAS's of Dr. Lunatic games! I can't properly cut through the stage clear bonus in SORRv5, will see if latest revision can do that (I have r81 as of this message). Also if I playback a movie, wait until stage clear, then record it, it seems to work as normal until I try to load a savestate on Stage 2. Actually, if I disable Multithreading and Wait Sync, then the game never proceeds the Stage Clear screen. Even if I load a Stage 2 savestate, the game simply will not go to Stage 2. Perhaps the ability to toggle Multithreading and Wait Sync during emulation would make TASing later Stages much easier? Disable DirectSound Creation should do it. Anyways, here's a preview: Link to video
I like Doraemon
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Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
For the game "Ao Oni", the dialogue box for capturing video doesn't appear at all; it just plays the game as if the "Capture Video" option was never selected. The revision of Hourglass used is r81 btw.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
Using a Knytt Stories mod (Knytt Stories Ex), I was able to get it to play because you can start a game using the arrow keys instead of mouse input. Very touchy on the settings though. Link to video
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
z1mb0bw4y
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Joined: 11/26/2012
Posts: 70
I've been trying to get this to work with NightSky, and have been having a few issues. The only things I can get to work are A. the game launches and immediately pops up a dialog box informing me that it has crashed, and B. the game doesn't launch. When the game doesn't launch, a dll file appears in my processes list and then quickly disappears. I've tried changing basically every setting in the program, and can't get anything to make it launch properly. This may just be due to the game not being supported at all, or me running on windows 7, or an issue with my (newest) nvidia drivers, or a combination of all 3. Would anyone be willing to help me troubleshoot this? edit: Cleared up my issues. Windows XP works perfectly fine, just like it says. I probably should have tried doing what definitely works before asking for help with what doesn't =P
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Joined: 5/15/2007
Posts: 3940
Location: Germany
Is hourglass only for Windows XP? I haven't gotten it to work on Win7 with both the 'My little pony fighting is magic' leaked beta and the 'Warpath' shareware game. I don't know if linking to this site is ok, so please remove it if it's not. http://www.synthetic-reality.com/warpath.htm I would be glad if someone tried running the Warpath 1.0 shareware in hourglass just to confirm that it even works.
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Depends on the particular game, but many will be XP only.
Skilled player (1744)
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Posts: 4986
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natt wrote:
Depends on the particular game, but many will be XP only.
Really? Alot of games work for me using windows 7, but crash almost immediately once I load a savestate. Strangely, it doesn't happen if I run hourglass in a VM. MUGG, maybe you should try running Hourglass in a VM?
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jlun2 wrote:
natt wrote:
Depends on the particular game, but many will be XP only.
Really? Alot of games work for me using windows 7, but crash almost immediately once I load a savestate. Strangely, it doesn't happen if I run hourglass in a VM. MUGG, maybe you should try running Hourglass in a VM?
I'm not quite understanding the "really?" here. What your post says is that many games won't work in hourglass on windows 7...
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natt wrote:
What your post says is that many games won't work in hourglass on windows 7...
I meant the games are fully functional except for save states in Windows 7. Sorry for the confusion.
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Joined: 10/31/2010
Posts: 93
Location: Honduras
I have a question about this emulator someone can explain how to encode in this emulator with audio.
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Warepire
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Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
I noticed in the source code that you want a more secure way of finding the OS version due to the current one becoming wrong when running Hourglass in compatibility mode. This is a bit hackish but it should give better results: Get major and minor version numbers of svchost.exe in the System32 folder, at least on XP, XP 64bit, Vista, Win7 and Win8 the major and minor version number is the same as the OS. The reason to use the svchost.exe file is that no program ever need it (so it is not likely it will ever have a compatibility version) and it's a corner stone of Windows (so it is not likely to be removed in future versions of Windows) The GetFileVersion-function in the Windows API should do the trick. EDIT: I was bored, here's an untested function I threw together, it may contain a few errors but it should be close enough to the final implementation to be of help.
Language: C++

enum OSVER { FAILED, XP, VISTA, WIN7, WIN8, }; // Returns the Windows version if it's a success. The value FAILED it returned if it doesn't succeed. OSVER GetWindowsVersion() { LPTSTR filename[MAX_PATH+1]; UINT value = GetWindowsDirectory(filename, MAX_PATH); if(value == 0) { errorlog("Failed to determinate Windows version, using old method."); return FAILED; } StringCchCat(filename, (size_t)value, _T("\\System32\\svchost.exe")); LPDWORD handle = NULL; UINT size = 0; LPBYTE buffer = NULL; DWORD infoSize = GetFileVersionInfoSize(filename, handle); if(infoSize != 0) { LPTSTR verInfo = new LPTSTR[infoSize]; BOOL verInfoSuccess = GetFileVersionInfo(filename, handle, infoSize, verInfo); if(verInfoSuccess != FALSE) { BOOL parseSuccess = VerQueryValue(verInfo, "\\",(LPVOID*)&buffer, &size); if (parseSuccess != FALSE && size > 0) { if (((VS_FIXEDFILEINFO *)verInfo)->dwSignature == 0xFEEF04BD) { int major = HIWORD(verInfo->dwFileVersionMS); int minor = LOWORD(verInfo->dwFileVersionMS); delete [] verInfo; // We no longer need to hold on to this. /* svchost.exe versions and their Windows counter parts: 5.2 = XP 6.0 = Vista 6.1 = Win7 6.2 = Win8 */ if(major == 5 && minor == 2) { return XP; } if(major == 6) { switch(minor) { case 0: { return VISTA; break; } case 1: { return WIN7; break; } case 2: { return WIN8; break; } default: { break; } } } errorlog("Unknown Windows version, update the function?"); return FAILED; } } } delete [] verInfo; } errorlog("Failed to determinate Windows version, using old method."); return FAILED; }
Warepire
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I just read that GetEnvironmentVariable is not made available on Windows 8 by including Windows.h like previously. To ensure compilation on Windows 8 if you're using this function somewhere the following is needed to be added for each file that uses the function:
#ifdef NTDDI_WIN8
#include processenv.h
#endif
(don't forget to add the < > around the include, the site parser removes the .h if I have them in the code-box.) Also in my previous function suggestion, turns out OSVER is a macro in windows.h and should probably be renamed.
Warepire
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Location: A little to the left of nowhere (Sweden)
A similar situation as I noted in my previous post exists for ResumeThread, which has been moved to Processthreadapi.h on Windows 8, this h-file is not included by windows.h. The same IFNDEF check should be applicable here too. Again, it will not affect already compiled binaries as the dll or call has not changed. It's just for compiling on a Windows 8 machine.
Player (213)
Joined: 9/14/2011
Posts: 349
Hi, I was testing a game called 'ROM CHECK FAIL'(download it from here). I succeeded to boot it, load savestates, and make a movie. But when I tried to playback the movie, it turned out that hourglass didn't capture the randomness of the game, thus resulting in desync. Is this fix-able on current version?
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Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Odongdong wrote:
Hi, I was testing a game called 'ROM CHECK FAIL'(download it from here). I succeeded to boot it, load savestates, and make a movie. But when I tried to playback the movie, it turned out that hourglass didn't capture the randomness of the game, thus resulting in desync. Is this fix-able on current version?
Same for Ao Oni. The passwords change every time you run it.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
I've been wanting to TAS some games, but they aren't supported. Are flash games or games coded in Java going to be worked on, or will there never be comparability?
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Warepire
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Posts: 2178
Location: A little to the left of nowhere (Sweden)
Abahbob wrote:
I've been wanting to TAS some games, but they aren't supported. Are flash games or games coded in Java going to be worked on, or will there never be comparability?
Flash and java games are not Windows executable binaries. There is a chance that java games can work by downloading the game, and launching the java interpreter with the game as command lines (Google this). I never tried this and I cannot promise that Hourglass will support the interpreter. Flash games have the problem that the stand-alone flash players suck and most games are incompatible with it.
Patashu
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Joined: 10/2/2005
Posts: 4045
Isn't the problem with hourglass and java games is that it's implicitly multithreaded due to garbage collection/finalizers? I think starting up the java virtual machine is hard to keep sync-friendly, too (due to things like JIT, class loaders, static initialization...)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
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