Posts for Vinix


Post subject: Hourglass doesn't recognize space bar.
Vinix
He/Him
Experienced Forum User
Joined: 6/2/2016
Posts: 14
I recently was using Windows XP in VirtualBox and decided to test the Hourglass. Everything seemed functional until I realized a problem that prevents me from using it in some games... It doesn't recognize the space key. But that was not immediately. The first time I tried to use the space bar, I realized that there was a conflict, after all, the space is also by default, the hotkey to pause the game and also to frame advance (What I don't understand this design decision, since several games use the space bar for some important action, like jump). Okay, but that's no problem, I just need to change the hotkey or equivalent key to the space bar, right? No ... That didn't work. First I just disabled the hotkey for pause and frame advance to test if that was the problem. But the space bar still doesn't work. Right... So I just pick some random key to be equivalent to the spacebar, for example... P. But no... Nothing happens if I press "P". All keys work correctly, the space bar is the only one with this problem. And that's a BIG problem, as I said, many games use the space bar (often for jump action) and not all allow configuring the controls. Just to confirm, I tested without the Hourglass to make sure the problem is not my keyboard, and the space bar worked correctly.
Vinix
He/Him
Experienced Forum User
Joined: 6/2/2016
Posts: 14
JMC47 wrote:
5.0 won't even work. You need th latest development builds to fix it.
I think it worked, but I'll test more later. But thanks for the help.
Vinix
He/Him
Experienced Forum User
Joined: 6/2/2016
Posts: 14
Fog wrote:
For savestates with movie recording/playback, the two files created are foo.dtm and foo.dtm.sav. Both should be shared together if playback is to be achieved, and must be in the same folder.
Well... So they're exactly where they should be. But the error remains.
JMC47 wrote:
The bugged screen and bugged sound thing has been fixed. We were initializing HLE audio improperly.
I see... Then there is a newer version. I'll check this immediately. Edit: Ok... Now in the 5.0 it isn't able to load the 4.0 savestate. And this message appears: Warning - There is nothing to undo!
Vinix
He/Him
Experienced Forum User
Joined: 6/2/2016
Posts: 14
Yeah, It's a pain to even try to run a Saturn game. I never imagined that a 32bit era console would not have a satisfying emulator to this day. You can not even imagine doing TAS in it.
Vinix
He/Him
Experienced Forum User
Joined: 6/2/2016
Posts: 14
TASeditor wrote:
That information is usually in the movie file, it will set the game to the time it used to be when the movie was recorded.
Thanks! That will make it much easier.
Post subject: How should I see a gameplay recorded from a savestate?
Vinix
He/Him
Experienced Forum User
Joined: 6/2/2016
Posts: 14
In emulators like VBA-rr or BizHawk it's easy, I just ask to record from that moment of the game, and when I put to play, it starts to show the Gameplay from that point. But in this case I'm having problems with Dolphin. If I put it open a file recorded from the beginning of the game (GameCube Intro, Start screen and etc ...), It will work normal. BUT, there is a Gameplay that I recorded from a specific point, already inside the game. Considering that the emulator allows me to record from any point, I did not imagine it would have any problem. But if I put this file to play, it will just open a bugged screen with bugged sound. I realized that the files I record from a specific point within the game, create a second ".sav" file. For example... If I record Mega Man Network Transmission from the screen where Lan is in his bedroom, it will normally create the file "Mega Man Network Transmission.dtm" PLUS it will also create the file "Mega Man Network Transmission.dtm.sav ". I think this second file is the key to making these recordings work, right? But I still do not understand how to do this. They were created in the same folder where the ".dtm" files are, but they are there does not make the file work, so I guess they should be somewhere else? Eidt: Oh, I noticed that a topic was created with the same problem not many months ago (but in his case, it's about Wii games). And even after that time, no one helped the person. So... I guess I can't wait for someone to help me. Maybe just no one knows how to solve it?
Post subject: About recording Pokémon...
Vinix
He/Him
Experienced Forum User
Joined: 6/2/2016
Posts: 14
Is a game with system of day and night, day of the week and seasons... Is it possible that happens desync if I go to watch the Gameplay at a moment incompatible with the moment that I recorded? I just want to know in advance to administer this.
Vinix
He/Him
Experienced Forum User
Joined: 6/2/2016
Posts: 14
Samsara wrote:
Simple. Our currently accepted version of FBA-rr is absolute garbage. Wait for re-recording to be implemented in the official FBA build, or try out FBA-Shuffle.
This is the version I used. Well... it looks like it will be difficult to record an Arcade game. I better leave it for the future.
Post subject: Problem with KOF '94 in FBA.
Vinix
He/Him
Experienced Forum User
Joined: 6/2/2016
Posts: 14
Hello, I decided to record KOF '94 in FBA. But when put to play the gameplay, the game selects different teams of which I faced, causing a obvious desync. Does anyone know why this happens?
Post subject: Hotkeys not recognize Joystick in FBA.
Vinix
He/Him
Experienced Forum User
Joined: 6/2/2016
Posts: 14
Hello, I usually play with my PS3 control (With DS3 Tool). In emulators of consoles that possessed controls with fewer buttons, I usually put the Hotkeys in the buttons left over (usually L2/R2). But FBA does not seem to recognize my control. There is a reason for this? Is there a solution? (Preferably a simple solution. If it is very complex is capable of I do not understand).
Vinix
He/Him
Experienced Forum User
Joined: 6/2/2016
Posts: 14
zeromus wrote:
If you loaded a savestate in Tomba2 then it clobbered the save file you placed there from Tomba1. You will need to restart Tomba1 to do this--thats the normal way. If you don't want to do that, then you should be able to find a .mcr manager online and copy the slots into one .mcr. Load tomba1.saveram as a .mcr, and tomba2.saveram as a .mcr, and copy the slots into one file. Then boot tomba2 using that mcr as .saveram
Oh! I didn't know the Saveram could be interpreted as a .mcr of the ePSXe in such a literal way. This solves a lot and it really worked, thank you!
Vinix
He/Him
Experienced Forum User
Joined: 6/2/2016
Posts: 14
hegyak wrote:
I think you can remame the SaveRAM file to match the Tomba2! Filename. And that may work.
Well... I played at that time and today I got the part that would have to use the save of the first Tomba! and... no, it did not work this method. Well... it doesn't seem to have much choice but to try to convert the saveram to continue the game in PSXjin or PCSX. But thanks for the help. Perhaps this will serve as a kind of feedback for future updates on BizHawk.
Vinix
He/Him
Experienced Forum User
Joined: 6/2/2016
Posts: 14
zeromus wrote:
bizhawk can start a movie from saveram. since the saveram to start from isn't specified, I would assume it starts from the current saveram. so just make the saveram you want current and begin your TAS. to make the saveram you want current, use the same procedure as 98% of all other emulators: paste the desired file on top of the one bizhawk creates while bizhawk is closed and then relaunch bizhawk
I'm not really sure if I understand. You tried to teach me how to load a game from the file ".saveram" he creates using to open a movie, right? So far so good... This helps to load the save of the specific game besides SaveState, but still doesn't seems to help with the core of the problem. The game Tomba! 2 need to read in the MemoryCard the existence of the save of Tomba! 1 which is a completely different game.
Post subject: PSX Memory Card Question
Vinix
He/Him
Experienced Forum User
Joined: 6/2/2016
Posts: 14
Hello, I'm new here and I hope you can help me. I was thinking of doing "TAS" 100% of Tomba! 2, but usually it's necessary the save of the first Tomba! on the Memory Card to complete all missions. I noticed this emulator works differently, although I can continue the game from the SaveState, it doesn't seem possible in the normal Save. In fact, if I just restart the game, can't give Load because no save is actually found. Leaving this thought, if in the Tomba! 2 the game was make recognition of the save of the first Tomba! He would not find it, am I right? And so I would not be able to release the remaining missions, right? By any chance is there a solution to this? Sorry for the bad English, I'm Mexican.