Joined: 6/12/2006
Posts: 368
I must say this again, this is the greatest thing ever for precision. Without it, it would be painstakingly hard to do stuff like this.
Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
I haven't read all posts yet nor download the plugin but is it also possible to program a button to be pressed every second/third/... frame, an auto-fire option?
.:| www.superplayers.de |:.
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Awesome, thanks. *back to Super Smash Bros. Bonus stage* Edit: Report bugs here? For some reason when I press hard right on the analog stick it goes passed the normal range to actually pressing left. It doesn't do this for when I press Left on the stick. Any idea how to prevent this. I'm using a N64 controller.
Joined: 6/12/2006
Posts: 368
antd wrote:
Awesome, thanks. *back to Super Smash Bros. Bonus stage* Edit: Report bugs here? For some reason when I press hard right on the analog stick it goes passed the normal range to actually pressing left. It doesn't do this for when I press Left on the stick. Any idea how to prevent this. I'm using a N64 controller.
I get that too.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
antd wrote:
Any idea how to prevent this. I'm using a N64 controller.
Thanks for the bug report. To fix it for now, if not using the keyboard, go to the input settings and change the max range from 128 to 127.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Sorry to ask, but could someone post another mirror or email me the plugin at admiraljonb@aol.com? None of the sites appear to work for me. Thanks.
Joined: 6/12/2006
Posts: 368
http://savefile.info/download.php?id=B25A8F1E only the dll, couldnt find the zip file but i think it was just that.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Thanks
Joined: 6/12/2006
Posts: 368
For 0.7 and so on, could the window be made not to be always on top? (on top of mupen is okay)
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Can anyone tell me why this has happened.
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I can't get that screen with the analog stick circle to show up, I copy/pasted the .dll into the right directory but can't find that popup window
Homepage ☣ Retired
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
comicalflop wrote:
I can't get that screen with the analog stick circle to show up, I copy/pasted the .dll into the right directory but can't find that popup window
You have to also change the input plugin in the settings (like it says in the first post) or it won't use the DLL.
AKA wrote:
Can anyone tell me why this has happened.
No, because I don't know what this is.
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Aha got it. Edit: question self answered Last question: is making the red dot go beyond the circle going beyond the 63% range on N64 controllers?
Homepage ☣ Retired
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
nitsuja wrote:
AKA wrote:
Can anyone tell me why this has happened.
No, because I don't know what this is.
Sorry Nitsuja, I uploaded that several weeks ago, but I've re-uploaded this again (sorry couldn't resist that joke). It happens randomly and it causes me to close Mupen down and re-start.
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
L4yer wrote:
For 0.7 and so on, could the window be made not to be always on top? (on top of mupen is okay)
seconded, it needs maybe a minimize window, actually on top of Mupen not okay but maybe conencted to the minimalization of Mupe
Homepage ☣ Retired
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
AKA wrote:
It happens randomly and it causes me to close Mupen down and re-start.
It looks like it thinks you are holding down the left arrow in the angular display, so maybe it would stop if you clicked on that button. Also, you can close the input window by holding left-click on it and hitting alt-F4, and you can reopen it by bringing up the input plugin settings, so you could try using that to "reboot" the input plugin without restarting the whole emulator.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
nitsuja wrote:
AKA wrote:
It happens randomly and it causes me to close Mupen down and re-start.
It looks like it thinks you are holding down the left arrow in the angular display, so maybe it would stop if you clicked on that button. Also, you can close the input window by holding left-click on it and hitting alt-F4, and you can reopen it by bringing up the input plugin settings, so you could try using that to "reboot" the input plugin without restarting the whole emulator.
I tried when it happened again and it doesn't work, it doesn't seem to allow any inputs since its covering all the frames of input into my computer.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Does the emulator's menu still work, or is Mupen64 frozen too? If it works then you should be able to go to the input options and set controller 1 to not active. But, judging from your AVI, whatever is breaking is at a lower level (in Windows) than what the plugin has direct control over, so that might not work either. What kind of CPU do you have, by the way?
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
>> What kind of CPU do you have, by the way? Could you please explain that question? There are many different answers to that question.
Joined: 3/18/2006
Posts: 971
Location: Great Britain
I cannot wait for the combo feature to be implemented. This will save so much time on my SSB64 TAS. :)
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I wonder if a specific setting can be made for, when using rerecording emulators, to have the exact position of the stick be kept when a rerecord/savestate is made, I remember when trying a few things out with Rayman 2 I would test one direction/tilt, and continue and it would turn out bad, then revert to a savestate and not know what that tilt/direction was.
Homepage ☣ Retired
Joined: 6/12/2006
Posts: 368
Why not just leave it where it was when you load it again and adjust it accordingly?
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Because if I test a specific angle/tilt, and then continue from there and have to change the direction to keep going, and the first angle/tilt was perfect but the movements afterwards weren't, then it becomes easier if it can be saved. Also, I haven't tested out enough, but is there a setting that keeps the analog stick where it is, but to change the angle and direction by 1? whenever I move angle/direction by 1 unit to the left or right the dot just goes back to the center... I just realized I can write down the angle/direction numbers on paper, so nvm.
Homepage ☣ Retired
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
When hex editing is it the input frames that are shown or the actual framerate, becuase so far I understand that one line equals four frames, and if you press page down it'll go down 68 lines and therefore to 272, but my one slight problem is that I don't know how to recognise the button presses since I'd like to do a minor hex edit in SM64 for one of the stars which is very hard to replicate becuase its not easy to replicate angles in the input counter. BTW, I use Cygnus Hex editor, and as far as I aware there is no locate a certain frame feature.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
See the M64 format page. For a 1-player movie, bytes = ((Input_Frames * 4) + 1024).