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Exactly why I haven't gotten further than I was before, because those new techniques mean I have to start over again...
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.
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.
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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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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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.
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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My question was, how far before? The last frame? Note that immediately after loading a savestate, the "last frame" can be in the future.
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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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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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.
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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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.
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.
Yes, it opens one of those windows for each active controller.
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.
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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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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?
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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What is autostick spin?
These had nothing to do with the input plugin, but I'll answer them anyway:
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.
Can already do this by choosing Pause at Frame, turning the speed up, and waiting. Goto Frame wouldn't be any faster.
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?)