Post subject: Dual Run: Double Dragon or Double Dragon 2/River City Ransom
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Joined: 3/22/2006
Posts: 708
I've been thinking about doing a River City Ransom dual run with one of the Double Dragon games, but have a little bit of trouble deciding which one. Double Dragon Pros: The controls are virtually identical to River City Ransom. To really be effective in DD2, I need to make a lot of use of jump attacks, which would slow down the River City Ransom half, which would rely on running. Double Dragon isn't nearly so reliant on jump attacks, especially early on. Double Dragon II Pros: I'm more familiar with Double Dragon II and it would be easier for me to complete. Because B and A can be used interchangably for reverse kicks, I can attack either direction without changing direction, meaning I can attack simultaneous opponents in both games, even if they're facing in different directions. Which would make for a better run, do you think? Note: If I went with DD2/RCR it would be possible to do a dual two-player simultaneous run, but this would prove insanely difficult. Among other problems, my keyboard often can't read the sort of input that would be required for two players to simultaneously hold right, B and A. I have a gamepad that might make it easier, but the Fceu version that can use background input doesn't detect gamepad presses unless I'm using it as the current window. >:/ Suffice to say, it's probably not going to happen, and it's probably not going to be any more cool than a normal dual-run anyway.
Post subject: Re: Dual Run: Double Dragon or Double Dragon 2/River City Ra
LSK
Joined: 4/17/2006
Posts: 159
Try to figure out which games are closer in length. If Double Dragon 2 is longer than RCR, you can take advantage of the fact that jump attacks slow down RCR.
Hyena wrote:
Note: If I went with DD2/RCR it would be possible to do a dual two-player simultaneous run, but this would prove insanely difficult. Among other problems, my keyboard often can't read the sort of input that would be required for two players to simultaneously hold right, B and A. I have a gamepad that might make it easier, but the Fceu version that can use background input doesn't detect gamepad presses unless I'm using it as the current window. >:/ Suffice to say, it's probably not going to happen, and it's probably not going to be any more cool than a normal dual-run anyway.
If you do a 2-player run, you can probably use auto-hold.
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
A 2 player double run would maybe be cooler then the megaman double... Not something to take lightly (of course, neither is making such a run :) There should be an option or feature or something in FCEU that allows you to set the buttons "to be pressed in the next frame advance", rather then the one pressed when advancing. This could possibly remove a lot of these "eek too many buttons are pressed i'm just a puny keyboard and can't handle this" problem. The project was revived very recently, maybe they'll listen to feature requests? There are a few on my list as well. Didn't Ninjitsu used to work on it as well?
qfox.nl
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qFox wrote:
"eek too many buttons are pressed i'm just a puny keyboard and can't handle this"
Which is why I used a gamepad to work around that little annoyance. Not sure if it will work with FCEU though, but good luck.
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DeHackEd wrote:
qFox wrote:
"eek too many buttons are pressed i'm just a puny keyboard and can't handle this"
Which is why I used a gamepad to work around that little annoyance. Not sure if it will work with FCEU though, but good luck.
Like I already said, I have a gamepad and it works well, but to do a dual-run I need both emulator windows to accept background input and for some reason Fceu only accepts background input from keyboards. If Fceu could be configured to accept background input from gamepads, that would make this much more possible.
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Joined: 12/21/2004
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qFox wrote:
There should be an option or feature or something in FCEU that allows you to set the buttons "to be pressed in the next frame advance", rather then the one pressed when advancing.
There is that feature already. It's called "auto-hold" in the input settings dialog of 0.98.15 or 0.98.16. I wouldn't consider doing any 2-player run, much less a 2-controllers-for-4-players run, without using that extensively.
Joined: 3/16/2006
Posts: 289
Do any of the other emulators have that?....FinalBurn for example...?
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Joined: 12/21/2004
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Of the emulators supported at this site, for the Windows versions: FCEU, Snes9x, Gens, VBA, and (through plugin) Mupen64 all have auto-hold support. Not nearly as many support dual-TASing yet, at least not reliably. I don't know anything about FinalBurn.
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Ah I was still using .13 And I'm very sorry for spelling your name wrong nitsuja :( But are you still on this project? It says on fc that the project was taken over and all that. Anyways, the feature is there. Even though another option to just hold the button for one frame and auto-clear it when you advance a frame would perhaps be nicer (and also, when I press A or something while in this HOLD mode, it will turn on/off fast, as if it's a turbo button). That said, if the movie is possible for you, go for it :)
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