Posts for c-square


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Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
Yes, you can skip Autoexec.bat. There's nothing in there you need. Usually on the dos screen, multiple letters can be typed in one frame. Keep in mind, running ctmouse will halt your typing for a short while as it loads (unless you can get all your typing in before it starts loading). Normally, I've been able to complete boot up and start the game loading in under 1,000 ms. Remember, you can buffer commands like F8, and the "Y"s. Also, I wouldn't worry about the boot up too much. No one really is going to be judging if the boot up screen is optimized.
Experienced Forum User, Published Author, Active player (372)
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MUGG wrote:
There doesn't seem to be a fdconfig.sys or config.sys file in the JPC I downloaded here. How do I access it?
fdconfig.sys is part of your FreeDos floppy image that you use to boot the system. It's not a file on your hard drive.
@c-square, thanks for the information. But I need frame advance to be on W, savestates on 1,2,3,4,5,6,7,8,9,0 and loadstates on F1-F10. I find having to press CTRL+Fx very unintuitive and slow.
If it's vital to change the hotkeys, try changing them in /datafiles/extramenu. Be sure to make a backup copy first before making any changes, and note that there are non-ANSI characters in that file, so you may need a special editor to edit and save the file properly.
I'm following the "Doing the BIOS section" guide. If I want to press F5, JPC-rr asks me each file [Y/N?]. There are more than the five the guide mentions... Do I want to press Y on all of the files?
By pressing F8, you can say Y or N to each line. When I do this I get (and my responses):
dos=high[Y,n]? Y
lastdrive=z[Y,n]? Y
buffers=20[Y,n]? Y
files=40[Y,n]? Y
device=himem.exe[Y,n]? Y
FreeDos ...
HIMEM ...
shell=... autoexec.bat[Y,n]? N

FreeCom ...
A:\>\autoexec.bat [Yes=ENTER, No=ESC] ? (I hit the ESC key)

A:\>
and it's ready for me to start changing directory and start the game. (Remember to run "ctmouse /r32" if you need mouse support)
I cannot frame advance and input keys at the same time (JPC doesn't advance when Virtual Keyboard is in focus).
That's correct. To frame advance or use save states, you need the emulator window active. To type, you need the virtual keyboard window active. You quickly get used to switching between the two.
Experienced Forum User, Published Author, Active player (372)
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Meh for entertainment, but I don't see why it wouldn't make the vault.
Experienced Forum User, Published Author, Active player (372)
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That was fun, with lots of cool things I haven't seen yet. Yes vote! I was surprised to see that getting one firework is faster than waiting for the timer to count down one second.
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MUGG wrote:
DrD2k9 and me both tried to get the CD version to run in JPC-rr without success. We created an HD image out of the CD version files, and JPC-rr reports there is not enough memory (see my previous post).
Unfortunately, I've never run something that required a CD, so I won't be much help there. Reaching out to Ilari, the creator of JPC-rr would probably be your best bet. If you figure it out, please post it so we can all know. As for memory, DrD2k9 is right, you need to run config.sys to get any extended memory going. You should still be able to skip autoexec.bat. In terms of your questions:
1) How can I configure the hotkeys such as frame advance, savestates and loadstates?
You can't configure them (without hacking the code), and I can't see anyone needing to. 'F' is frame advance and the 'F1 - F10' keys are for savestates. Shift-F1 - F10 will load the corresponding savestates. I added functionality to change the directory of your save states ('D'), so you can have unlimited savestates.
2) What is the fastest / recommended way to go through the boot-up part at the beginning? (As in, is there a key to skip the loading?)
Best instructions are on the JPC-rr instructions page under "Doing the BIOS and DOS sections"
Experienced Forum User, Published Author, Active player (372)
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DrD2k9 wrote:
One note on this. Some programs accelerate the mouse movement in weird ways, so clicking and dragging doesn't always drop the cursor exactly where you stop.
This could be for two reasons. First, ctmouse by default accelerates mouse movement, meaning that moving x by 100 has much more than double the effect of moving it by 50. You can turn off this setting by unloading ctmouse and reloading it using "ctmouse /r32". That will make it scale linearly, meaning 100 will be exactly double the movement of 50. To check if this is the case, use the 'M' key to bring up the manual mouse movement screen and move your mouse's x by 10. Reload and move by 20. Reload and move by 30. If it's linear, then it should move equal distances between the three. If it's not, then 30 will be bigger than three times 10. Second, if the resolution of the mouse area is different than the games I've been playing, then it will move differently. You can adjust the sensitivity of the mouse movement by using the 'Y' key to bring up the mouse speed screen and alter the numbers till you find ones that work. Note that this will only work if the mouse is moving linearly.
Experienced Forum User, Published Author, Active player (372)
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MUGG wrote:
I downloaded the emulator. There is no start-jpcrr.bat and running jpcrr-r11.2.jar doesn't do anything.
Doh! I tried to get rid of any unnecessary files and I ended up getting rid of necessary ones too. I've fixed it and reuploaded. Try downloading it now (same link) and let me know if it still doesn't work.
Experienced Forum User, Published Author, Active player (372)
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MUGG wrote:
Reading through pages that I don't know if they are up to date. I got a version and later got told there's a newer one. Setting everything up and assuring that audio is being emulated. The actual TASing that is done via the virtual keyboard is kind of counter-intuitive. I wish I could map the "game keys" to my own keyboard. I think in one instance, in order to get the cursor to "maybe" work was to contact a person who had a luascript, or to create the luascript myself, which I didn't feel like doing. I also never really figured out how to start a movie.
The version I use is v11.2 which is not the latest, but syncs perfectly with the latest version. The latest info on the site on how to start up is still accurate. Usually, if you go with the generic settings sound will work out just fine. If you want to be sure, do a quick test movie where you start the game (unoptimized), and then create an avi file out of it to see. Instructions on how to do this are below. An improvement I made was to map keys to the virtual keyboard. Now, when the virtual keyboard is the active window, instead of clicking on the keys, you can just type on your own keyboard. Saved me a lot of headache in the Quest For Glory runs. Also, to move the cursor, now you just have to click on it and drag it with your own mouse cursor. No luascript needed. :) Finally, the emulator is always recording, so it's impossible to start or stop recording the movie. You'll usually save your movie using save states, however if you want to play it back then you have to actually save a Movie file. To do that, go to Snapshot > Save > Movie. Once you've saved it, load it again using Snapshot > Load > Movie. It will start at the beginning. To create a video, start at the beginning of a movie and select System > Start Dumping. Run your movie by letting the emulator run and stop the emulator when you want your video file to end. Select System > Stop Dumping to end the video file. Finally, at the command prompt, run
dumpconvert --video-width=640 --video-height=400 --video-framerate=125875/1796 --output-cscd=%2,crf=0,fullrange=on %1
where %1 is the name of your dump file and %2 is your desired output AVI name. Or better yet, throw that line in a batch file so you don't have to type it out each time. Then run your AVI in something with the proper codex (I use VLC). If you do decide to give the enhanced emulator a try, be sure to check the readme file bundled with it for a quick introduction. And, of course, feel free to ask any questions you have here!
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What was it that really frustrated you the last few times? I’m curious if it’s something that I could help address.
Experienced Forum User, Published Author, Active player (372)
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Thanks for the replies. That explains a lot!
Experienced Forum User, Published Author, Active player (372)
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Very fun to watch, absolute yes vote! Now if you would permit a couple SM noob questions: 1) Before Mother Brain used its fancy drain-beam you had over three tanks left to drain. Wouldn't it have been faster to have lower health so it would take less time to drain it down? 2) It seemed you were purposefully hurting yourself to keep the huge metroid on you longer and delay its death sequence. But then you let yourself fill up and had it happen anyway. Is it possible to kill mother brain and still have the huge metroid alive?
Post subject: Re: Star Trek 25th Anniversary
Experienced Forum User, Published Author, Active player (372)
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Hi MUGG!
MUGG wrote:
At some point, someone has to guide me through JPC-rr again and really tell me from scratch what to do since I'm so lost.
I'd be happy to give you some pointers to get you started, and help with any questions along the way. JPC-rr isn't so bad once you get started, the only major pain being refactoring. I've also upgraded the emulator with some useful enhancements to make things easier, with the ability to drag the mouse pointer being the biggest one for this run. Let me know if you're interested in giving it a shot. We could keep all conversations in this thread so others could look here in the future if they need pointers too.
Experienced Forum User, Published Author, Active player (372)
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Great run, slamo! I'm glad the tas scripting came in helpful. It's exactly the reason I made it, and it's nice to see it working for someone else. :)
Experienced Forum User, Published Author, Active player (372)
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Very cool. I remember playing this in the arcades and could never get past the second stage. I was very impressed by the speed, but then even more surprised how visible a difference the GunCon run was! Yes vote.
Experienced Forum User, Published Author, Active player (372)
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Mothrayas wrote:
Not everything is suited to be competitive, and April Fools submissions are not something that should be made competitive.
I can certainly see the logic in that. It looks like the poll is pretty much one-sided, and we already have a good place for these in Gruefood Delight. I think we can call it a 'No'. and move on.
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Dwedit wrote:
TASvideos had a major issue one year where the forum went all Nazi for April Fools.
What caused that to happen?
Experienced Forum User, Published Author, Active player (372)
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Mothrayas wrote:
Gruefood Delight is and always has been open for any editor to add entries they like to it, it's not something restricted to judges. And I'm not sure what the value is of creating a new page for fun April Fools submissions, when Gruefood Delight already literally does exactly that.
Great! I didn’t realize that. In that case Gruefood Delight already has everything I was hoping for. I’d still be for an award, but I don’t think it’s absolutely necessary now.
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ThunderAxe31 wrote:
Niamek wrote:
How about an "award that is not an award". Like no trophy, but only a mention somewhere in the forum.
Or maybe a wiki page. I think it would be better to keep this idea as an unofficial thing, like Gruefood Delight where you can find the best April Fools submissions.
I like this idea! Similar to Gruefood Delight, judges can put the best submissions into it. Then we don’t have to worry about voting or Masterjun abusing the system. 😀
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Habreno wrote:
I like the idea, but as Warp said, shortly *after* the TASes are submitted is better.
Sounds good to me! Who would make the decision to go ahead with this and set it up for this year?
Post subject: April Fool's Award
Experienced Forum User, Published Author, Active player (372)
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Hi all, The start of April is one of my favourite times of year at TASVideos, as I'm always keen to see what innovative ideas people come up with. As I was thinking about this year's April Fool's submissions, I realized that it would be nice to be able to recognize the time and effort people put into these submissions, many of which stand absolutely no chance of being accepted, but are still valuable for their humor and creativity. So, I would like to propose a new annual award category for best April Fool's submission. Here's how it would work: Just like other categories, people would nominate candidates for the awards, however in contrast to the other categories, nominees would be submissions, not actual publications. The submissions need not have made stars, moons or even be published at all. They would instead be judged on their humor, creativity or uniqueness. Only submissions with submission dates of March 30th - April 2nd of that year are eligible (to account for any time zone differences). What do you think? Is there room for this category in the 2018 awards?
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Very nice! I was impressed at level 19 how long you held top speed. One question: When you left an item behind, did you have to drive around the whole track to find out if an opponent had taken it?
Experienced Forum User, Published Author, Active player (372)
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100% optimized or not, this certainly looks impressive. I don't know the game, but from my uninformed opinion, I think this has a place here. Yes vote.
Experienced Forum User, Published Author, Active player (372)
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Wha???? I'm really looking forward to a more detailed write up.
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
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Not enough bullets. Voted No. jk! :)
Experienced Forum User, Published Author, Active player (372)
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DrD2k9 wrote:
c-square wrote:
Please let me know if you discover any other potential savings!
It seems almost too simple to ask, but did you check to see if her jump is RNG dependent?
Nope. The only random thing on that screen is the dragon's eyes changing colour.
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