Posts for nitsuja


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Veysey wrote:
you might want to check out SDA... three people are currently running the game, and a lot of new techniques are being discovered that will likely make for a few improvements here and there
Exactly why I haven't gotten further than I was before, because those new techniques mean I have to start over again...
Veysey wrote:
Does anyone know what causes Marina to sometimes throw quite a bit faster than normal? I know pressing B twice speeds up the throw but when throwing something like the Mech at the end of Clance War (3-2) Sometimes the 2/3/4th Grab and Throws can be executed a whole lot faster than normal...
Well some directions are faster than others (it's faster the closer it is to straight down), and the B-button-twice trick makes a bigger difference than normal if you tap it really fast the first time, then hit it a second time as soon as possible, and keep holding that second press until the throw is completely finished. Also, it makes a difference if you are on the ground at the time, throwing when in the air is much slower.
Veysey wrote:
In the final battle, to dispatch of him quickly, one of my damage stages requires me to smash him into the ground 3 times without throwing him up... but sometimes he jumps away (obviously slower and more common) but on rare occassions on the third shake, he hits the ground and immediatly goes into his next stomp.... its much faster but has only happened to me a few times...
I know the boss/miniboss health in this game is not usually something simple like "3 hits left until the next phase"; each hit can do different amounts of damage depending on the speed (of the boss) at time of impact, the location (on the boss) of impact, and possibly other factors, depending on the battle. So maybe you timed your double-B taps exceptionally well on those times it took fewer hits, or did something else a little different about your throws. Also, this game is not above generating random numbers to decide how a boss/miniboss will behave, so it could simply be chance.
Veysey wrote:
Do the different variations of the Boost Grab make differences in a perfectly executed situation, or are they just helping deal with the human error involved?
Could you describe the differences between how to do them? I would say they are the same, but I can't for the life of me figure out how you get 13.95 in 3-1, so I suspect I'm missing something about how to gain height faster than normal when doing a boost grab.
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AKA wrote:
I couldn't get the sword spin to activate so I had to settle with a normal slash.
What, even after I posted instructions on exactly how to do a sword spin? Advance 3 frames in each of 3 directions (9 frames total), and another 3 frames holding B + the 4th direction.
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bkDJ wrote:
The problem is that rolling and other things can only be in in 8 directions.
That's definitely not true. I count at least 24 different directions of rolling. And adjusting the analog for normal running gives extremely fine control, no need to rely on the camera being behind you.
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Amazingly enough, that played fine without desync (unlike all other recordings posted here, for me), unless you weren't supposed to hit that fence near the end before doing the sword spin. The minimum input I've found for the sword spin is quite simple and can be done easily with a keyboard, something like this: - Right for 1 frame (which is 3 frames of input in this game) - Down for 1 frame - Left for 1 frame - Up + B It works CW or CCW from any initial direction. I used 100% tilt for the directions.
AKA wrote:
You'll need it if you want to view this file.
That shouldn't actually be true, but it's recommended to avoid desync caused by people forgetting to turn off Raw Data of other input plugins or possible other related problems with those plugins.
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AKA wrote:
if the input from before was presented
My question was, how far before? The last frame? Note that immediately after loading a savestate, the "last frame" can be in the future.
AKA wrote:
Would it also be possible to select angle and tilt as a preffernce as opposed to x,y coordinates
Yes, that's already in. Enable "Radial" and "Ang. Disp" in the top panel. Changing the numbers doesn't work too well yet in that mode (some update bug) but controlling it with the keyboard works fine. Set a speed modifier key in the configuration and hold that down if it moves too quickly for you.
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AKA wrote:
Its a shame that the previous input isn't shown on the new 0.6 plugin as it would make ajustments far easier espeacially since there way back.
How exactly should it show the previous input? A ghosted-out picture of the last time the angle was different, or something else?
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AKA wrote:
I can't get it to resume recording. I thought that if you loaded a savestate and changed it to a read+write file then you would be able to resume recording.
I think you must be doing something in the wrong order. 1. Play movie with "read only" OFF. 2. BEFORE the movie ends, pause the emulator. 3. Save a savestate. 4. Load that savestate. 5. Unpause the emulator. Alternatively, you can load a savestate in read-only mode and then switch read-only off in the menu, to replace step #1 above if you don't want to watch the whole movie from the beginning. Or even better, skip steps #1 and #3 if you already have a savestate where you want to resume from.
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Well, I hope there is an NTSC version done sometime. It's almost unbearable to watch it move so much slower than it should.
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Maybe sometime after I decide how combos should work for N64 emulators.
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AKA wrote:
As you an see in real time using a mouse I have very erratic almost uncontrolable movement.
For real-time if not using a joystick I'd recommend playing with the keyboard and setting either "Semi-Relative" or "Instant" for X and Y. Of course, real-time playing wasn't the main concern with the new additions, and the existing input plugin was already decent enough at that.
AKA wrote:
I understand that when Guano tried to sword spin the game desynced. Would this plugin prevent it.
It might in fact prevent that desync if the problem was caused by Guano using "Raw Input", because this plugin doesn't allow for that option.
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I've made a preliminary version available for download, see top. EDIT: since I can't edit the original post anymore I'll re-add this here: Try these links if you want the source code too: http://www.bluetoaster.net/emu/acc/TASInputPlugin0.6.zip http://code.google.com/p/mupen64-rr/source/browse/#svn/trunk/tasinput_plugin/src
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NrgSpoon wrote:
Maybe you could include an angle indicator as an alternate view, so instead of an x,y coordinate, you could have degrees and intensity.
It will be a little weird but I can fit that option in the "Y" box. Unless you think it should always be enabled along with the "radial" control scheme being selected? That makes the left/right keys change the angle and the up/down keys go forward/backward.
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So to set the desired rate and resolution, it's only necessary to change the pointed-to width/height/rate values passed into VCRComp_startFile? Is there anything known that VCRComp_notifyNewRes and VCRComp_notifyNewRate will be useful for, or are they only there in case some future use is found for them?
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I'll try to put something up soon. I just remembered I haven't implemented those sensitivity bars yet so that should happen first.
Rising Tempest wrote:
Holding down many buttons on keyboard isn't too tedious...
It's not only for holding keys, you can right-click on one of the button checkboxes to switch it into autofire, although the combo system should give more control over autofire and other things. Also, it's nice to see instant feedback of what buttons you're pressing. Or that panel can be hidden if it's being useless.
Rising Tempest wrote:
will this support multiple controllers simultaneously?
Yes, it opens one of those windows for each active controller.
AKA wrote:
and you'll still be able to view previous input from the movie as well as others
This is currently impossible since the emulator doesn't tell the input plugin what input it finds in the movie, but I can add a function for a future version of the emulator to call to support this feature.
Post subject: Re: Input Plugin for TAS
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Rising Tempest wrote:
That looks incredibly convenient- can the plugin be downloaded anywhere, or are you still working on it?
Still working on it, although everything in the above picture except for the combo system is done, so I could release an alpha version if there's interest in it.
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Rising Tempest: Take a look at this thread. If it's something you want to be changing a lot, I think it'd be easier to use the mouse to set the positions on that circle. Post there if you have any other suggestions for things that would make the control easier.
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Depends on the input plugin. Would it be good enough to assign a range for each axis (left/right and up/down) separately, or do you really need left and right, or up and down, to have different ranges from each other?
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I wish this hadn't been done on the PAL version. The whole game runs in slow-motion, including the music.
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You can find it here but the changes don't make much of a difference unless you are running Snes9x in Wine or Windows 98 (or was it 95?).
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It compiled with some minor changes, but nearly everything in vcr.o fails to link:
  [Linker error] undefined reference to `VCR_aiLenChanged' 
  [Linker error] undefined reference to `VCR_aiDacrateChanged' 
  [Linker error] undefined reference to `VCR_coreStopped' 
  [Linker error] undefined reference to `VCR_updateScreen' 
  etc...
It probably has to do with vcr.cpp being the first and only C++ file added to the (windows) project. I've already set IsCPP=1 in mupen64.dev so it's not a problem of linking with gcc instead of g++. Does an "extern "C" {...}" need to be added somewhere?
L4yer wrote:
Does this finally mean not having to record pcm audio? Can't seem to change it now :(
I've never seen any emulator do this. AVISaveOptions is the function that's supposed to bring up the video or audio codec dialog, and it works for video, but for audio any call to AVISaveOptions immediately fails, as far as I can tell.
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Still, I think they could be faster than Sonic+Tails in one or two of the later levels. Tricks aren't always crucial. (Maybe you're right, but I won't trust that sort of thing without trying it myself first.) EDIT: By the way, thanks for putting up all those videos, they should be extremely helpful... EDIT2: Tails+Sonic beats Sonic+Tails on Route 99 Act 2! Optimized Sonic+Tails was 0'40''72, whereas optimized Tails+Sonic was 0'39''47 despite seeming hopeless at first. That means it won't be necessary to switch characters at all anywhere in the first zone since Tails+Sonic is faster at all three zones and the boss fight.
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I'll have to check Hybrid Heaven, but maybe you're just confused about what the frame counts mean. What does "actual count is variable in real time" mean? There are 2 frame counters, one for input and one for graphics, and for most games they are supposed to be different. I know for some games, like OoT, it doesn't skip any input frames because the game does in fact check input every frame, more often than it draws frames. That was probably done to get more responsive controls, for instance you can press the "swing sword" button for any 1/60 of a second and it will register even if you don't hold it until the next drawn frame. There's currently no way to check if the game will actually use the input it requests.
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Sounds like something a good enough combo system should work for, and/or simply moving the mouse in a circle at slow enough speeds.
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AKA wrote:
Autostick spin
What is autostick spin? These had nothing to do with the input plugin, but I'll answer them anyway:
AKA wrote:
Resume recording function (like GENS) ,instead of converting to a write file since the currect re-recording system discourages using many re-records
A "resume recording" shortcut wouldn't change anything, except it would allow you to go choose a menu item that does something you can already do by hitting the save/load savestate hotkeys.
AKA wrote:
Goto Frame feature e.g ||Input Box|| since movies are often long
Can already do this by choosing Pause at Frame, turning the speed up, and waiting. Goto Frame wouldn't be any faster.
AKA wrote:
Frame Skip
It already skips drawing frames during fast-forward. And frame advance already skips non-input frames.
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Playing on hard mode is encouraged in the guidelines, and what it adds to the video is faster-moving enemies, which at least make the game look harder. If it forces you to do more difficult things to kill them or to survive, that's a good thing. This will be a lot an autoscroller in concept, so I agree that the aesthestics will need a lot of attention for the result to be interesting. (I wonder if there is anything cool that could be done in synchronization with the music?)