Posts for Darth_Marios


Darth_Marios
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There's no way to use cheats? (i.e: to unlock extra characters in Tekken games)
Darth_Marios
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YoshiRulz wrote:
Darth_Marios wrote:
By the way, how to "convert" a code that start with 10xxxxxx? The cheat type says: 10aaaaaa dddd ;-16bit Increment [aaaaaa]=[aaaaaa]+dddd but i dont have any idea how a lua script would look about that...
Just based on what you've said, memory.write_u16_le(a, memory.read_u16_le(a) + d).
Thanks! (I'm still quite a noob with lua)
Darth_Marios
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Bigbass wrote:
Darth_Marios wrote:
I tried to make a script to pause at specific frame, but i keep getting syntax error. Im not good with C and other languages, but i used something similar with psxjin (just changing client.pause with emu.pause) and it worked, but in EmuHawk it doesnt: What i did wrong?
For reference, you should use Wiki: Bizhawk/LuaFunctions to know what functions are available in bizhawk. Syntax-wise you're missing the () parentheses on the pause function, and you're missing an end keyword. I also suggest indenting your code, it helps with readability and knowing where the end keywords should exist.
Language: lua

while true do if emu.framecount() == xxx then client.pause() end emu.frameadvance() end
Thanks! It worked. Another thing: how should it look about longer or multi line conditional code? I know with a simple code like this "D003475c 00EA 1003475c 0001" the lua looks like:
Language: lua

while true do if memory.read_u16_le(0x03475C) == 0xEA then memory.write_u16_le(0x03475C, 0xEB) end emu.frameadvance() end
How about a code like this? D0022E88 0201 800AA718 0000 D0022E88 0201 800AA71A 0000 80022E88 0000 EDIT: ok, i resolved (it was pretty easy...). By the way, how to "convert" a code that start with 10xxxxxx? The cheat type says: 10aaaaaa dddd ;-16bit Increment [aaaaaa]=[aaaaaa]+dddd but i dont have any idea how a lua script would look about that...
Darth_Marios
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I tried to make a script to pause at specific frame, but i keep getting syntax error. Im not good with C and other languages, but i used something similar with psxjin (just changing client.pause with emu.pause) and it worked, but in EmuHawk it doesnt: while true do if emu.framecount() == xxx then client.pause emu.frameadvance() end (xxx is the frame number) What i did wrong?
Darth_Marios
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Samsara wrote:
The files listed in the post should already be in the ROM. You'll likely have to find one formatted specifically for MAME. Get that Google goin'. The CHD thing is a separate issue, though it is still an issue: Seems like bundling the ROM with the CHD file won't quite work by itself. It loads up the CPS3 menu which expects the game to be written to memory, a process it says will take 70 minutes: There are no-CD versions of Third Strike that work fine without the CHD. Assuming that using the CHD always leads to the above outcome (I am absolutely not ruling out user error, because I am an idiot and no one should ever rule out that I personally am doing something wrong), a no-CD ROM might be the only actual option.
Is this resolved? Because i've tried SFIII 3rd Strike, and got same screen, but i really dont wanna wait 70 minutes... EDIT: My fault, i havent read all the thread. I tried the no-CD version and it works normally
Darth_Marios
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Dimon12321 wrote:
Darth_Marios wrote:
By the way, i was testing a segmented longplay on 2.3.2 (and 2.4) of Bugs Bunny Lost in Time (PAL version) and the game freeze at Sam's Cave level. Its sad that the most accurate emulator ruins my run that way after 1 hour of recording :/
And you think, Windows 8 is the root cause of it?
No, because i used a W8 compatible build (obviously). Anyway, you know if its possible to import a old build savestate into a new one? (im looking to continue in the latest build, after i'll pass to W10 - sooner or later...)
Darth_Marios
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Ah yes, now i can confirm: 2.4 is the latest version working on Windows 8. By the way, i was testing a segmented longplay on 2.3.2 (and 2.4) of Bugs Bunny Lost in Time (PAL version) and the game freeze at Sam's Cave level. Its sad that the most accurate emulator ruins my run that way after 1 hour of recording :/
Darth_Marios
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I dont remember a thing (even if its not stated nowhere): 2.9 and newer doesnt work on windows 8? Because i've installed everything but hawk keeps to not working...
Darth_Marios
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someone have script with black bars removed? (assuming its a PSX game)
Darth_Marios
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Dimon12321 wrote:
Open questions 1. Is the aiming restricted to 8 directions (Up, Up-Right, Right, Down-Right, Down, Down-Left, Left, Up-Left)? Citra doesn’t have TAS input, but if you move Circle Pad in a custom direction, will the pointer move accordingly? 2. What exactly does “Improve (weapon type) handling” property do in “(Weapon type) Technique” and “Technician” skills? 3. Can the enemies drop rocket ammo when you play as Krauser? 4. Can you deal a critical hit to a Cephalo (parasite)? In RE4 you can instantly kill one of its forms.
1. I dunno 2. The improve-handling skills just improve the quickness of shots (not so much), and some have secondary effect, such as Rifle Technique, that's improve Melee attacks by 20% in addition to increase rifles shooting speed. "Technician" skill improves all weapons speed by 40% (its the ultimate weapon-technique skill, but no secondary effect) 3. No. You can only use the 2 of the loadout 4. As far as i remember, not in this game. But they'll die with 1 or 2 knife attacks if Thunderbolt skill is equipped (Same if you hit Duvalia in mouth) If you are interested, Wesker's handgun have the highest firepower of all handguns and 50% of critical hit chance. Giant Kill increase damage from both melee and weapons dealt to buddhas and bosses by 50%. Do not waste time in Reversal skill. Allow the use of final blow but are nerfed: they inflict the same damage as Cobra Strike (1200 power), except for HUNK. His Side Kick kill all normal enemies in one hit (because his Final Blow is always a critical hit), prevent enemies mutations and its the faster move in the game
Darth_Marios
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I did these long time ago (just ignore the last videos from different games) https://www.youtube.com/playlist?list=PLn572WsoX1JGHsQamDQaldU81dxdKbHZn I discovered that co-op combo chance accidentally. Anyway most of them were pretty random lol I guess, if someone interested, that a TASer would make a way faster and cooler combos!
Darth_Marios
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phoenix1291 wrote:
zhupengfei wrote:
Try copying the entire Citra User directory including nand, sysdata, etc. Those folders allow Citra to decrypt the games, among other things. Also the canary build I was referring to is already out.
It worked, thanks! Yes, I have downloaded the latest version, so I will make a new list with my tests. I created a new folder "2021 - Canary 1946" as the version number of the new release, there is also a "ThreeSD" folder inside to dissociate the movies recorded on a game version dumped from my 3DS or not. Majora's Mask & Resident Evil Revelations (ThreeSD) use Citra promp window for name entry ----------------------------------------------------------------------------------- Ocarina of Time (ThreeSD), quick test of ~8minutes, sync Hyrule Warriors Legends (ThreeSD), quick test of ~15minutes, sync (it desync at the beginning before) Rayman Origins (intro + 3 firts levels) sync Pokemon Alpha Sapphire, quick test of ~20minutes sync Driver Renegade, quick test of ~9minutes sync Resident Evil Revelations (ThreeSD) desync at first fight against the first enemy, as before. Donkey Kong Coutry Returns (ThreeSD) desync at Stage 3, World 1
I still dont get my new internet connection yet, in two months :/ Italy... So, do you can test Monster Hunter XX (Generations Ultimate in USA) for me?
Darth_Marios
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zhupengfei wrote:
Just to let you know, I'm still waiting to hear about what games desync now (with the updates I pushed a while ago)
Im waiting to get my new internet connection, then i will download the newest citra version and do some test👍
Darth_Marios
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I have another idea/request, but since english isnt my native language i dont know how to ask properly, but i will try: Its possible to implement the possibility to use save and load state during video dumping even if you not recording your input? Pcsx2 desync as hell but have this function, ok not good for tasing but allow segmented portions of superplay or assisted playthrough, then you edit all parts togheter to get a finished movie. Citra freeze if you try to dump frames when you save or load a state.
Darth_Marios
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zhupengfei wrote:
Sorry for having kinda abandoned this. I didn't have much time to work on Citra in September. I've pushed a new fix to the PR which should be available in the next Canary build. It seemed to at least fix Hyrule Warriors for me. Hopefully it would work better on some other games too. PS. Starting emulation as paused can actually already be achived by enabling frame advance before booting the game.
You mean Hyrule Warriors is perfect synced now? I will test Mercenaries 3D again ASAP.
Darth_Marios
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phoenix1291 wrote:
Darth Marios wrote:
phoenix1291 wrote:
Azure Striker Gunvolt 2 is 30fps game... so it'll desync for sure
Azure Striker Gunovlt Striker Pack and Azure Striker Gunovlt 2 -> desync
That's bad... :/
Darth_Marios
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phoenix1291 wrote:
Metroid: Samus Returns desync right after the intro cinematic. I think there's a real problem with the games being in 30fps.
That's interesting... so almost all 3DS games will desync? XD Azure Striker Gunvolt 2 is 30fps game... so it'll desync for sure But both M&L Dream Team and Paper Jam run on same engine; So Dream team is 60fps game and Paper Jam 30fps?
Darth_Marios
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phoenix1291 wrote:
Thanks for the script Spikestuff! I'll try Dream Team bros today or tommorow Darth Marios! On a 11m test it sync. (the movie is in my folder in my signature as usual. Would you a youtube encode?) I'll do that zhupengfei! Done! (if anyone have feature request, pm me so I'll update the comment)
I would like an assisted playthrough for now, since its to premature to do Tas with Citra right now. I will test rerecording of Azure Striker Gunvolt 2 with Shovel Knight amiibo for Copen air dash glitch as soon as possible
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@phoenix1291 : i see you've tested M&L Paper Jam and labeled as desync; so i might expect that Dream Team bros desync as well? That's sad
Darth_Marios
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zhupengfei wrote:
Sorry that I haven't looked at this thread for a rather long time. I'm currently a bit occupied with other things, but hopefully I'll be back at working on Citra rerecording soon.
No need to justify; work on citra tools when you can and if you want.
Darth_Marios
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phoenix1291 wrote:
Darth Marios wrote:
Mercenaries 3D still desync (and desync in another way if i try to dump the video). Maybe this game is a bit broken
How long is your movie? Have you tried my movie to see if it sync for you?
1. 3-5 minutes 2. Not yet. Maybe because i use a save? I need it to have everything unlocked (but the save its same and untouched before and after the recording, and i dont save during recording)
Darth_Marios
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Mercenaries 3D still desync (and desync in another way if i try to dump the video). Maybe this game is a bit broken
Darth_Marios
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I have an i5-9600k (6cores, 6threads, 3.7GHz - Turbo 4.7GHz) i will get good improvements with this method? (normally i get 120fps for 720p encoding and 30fps for 1080p)
Darth_Marios
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zhupengfei wrote:
Nope. LLE (Low Level Emulation) applets mean that you are using the original 3DS OS software for emulation. HLE (High Level Emulation) means that a high level replacement is used. For instance, when using LLE applets, you get the same keyboard screen as on a 3DS when games request the software keyboard. When using HLE applets, you get a popup dialog instead.
Got it. And there's no other method to change to LLE without the use of threeSD?
Darth_Marios
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Zhupengfei, but with HLE you mean installed games like CIA. And LLE are .3DS file?