Posts for RGL

RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
while true do
	local buttons_down = input.get();
	local to_set = {};
	local to_set_axes = {};
	if buttons_down["X1 RightShoulder"] then
		to_set["Touch"] = true;
		to_set_axes["Touch X"] = 213;
		to_set_axes["Touch Y"] = 47;
	else
		client.clearautohold();
	end
	if buttons_down["X1 LeftShoulder"] then
		to_set["Touch"] = true;
		to_set_axes["Touch X"] = 48;
		to_set_axes["Touch Y"] = 48;
	else
		client.clearautohold();
	end
	if buttons_down["X1 LeftTrigger"] then
		to_set["Touch"] = true;
		to_set_axes["Touch X"] = 42;
		to_set_axes["Touch Y"] = 152;
	else
		client.clearautohold();
	end
	if buttons_down["X1 RightTrigger"] then
		to_set["Touch"] = true;
		to_set_axes["Touch X"] = 217;
		to_set_axes["Touch Y"] = 142;
	else
		client.clearautohold();
	end
	joypad.set(to_set);
	joypad.setanalog(to_set_axes);
	emu.frameadvance();
end
For Super Princess Peach with all 4 emotions mapped to the 4 shoulderbuttons :) Thanks again
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
YoshiRulz wrote:
Download peachy.lua
Language: lua

while true do local buttons_down = input.get(); local to_set = {}; local to_set_axes = {}; if buttons_down["X1 RightShoulder"] then to_set["Touch"] = true; to_set_axes["Touch X"] = 176; to_set_axes["Touch Y"] = 98; else client.clearautohold(); end joypad.set(to_set); joypad.setanalog(to_set_axes); emu.frameadvance(); end
Absolute MVP. Thanks bro.
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
I am currently playing Super Princess Peach and wondered if it would be possible to make a LUA script that will press on a specific touch screen position when you press a button on your controller. This would make games easier to play where the touchscreen is mostly just used for extra buttons. Something like if RB is pressed on controller, touch screen at 176 / 108
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
Cant he just edit the GameDB Textfiles then? Edit : Yeah, that works
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
CasualPokePlayer wrote:
Does the same issue occur with the Ares64 core?
Yes, I finished a race went back to the menu and in the challenge menu inputs are ignored. Althought with Ares you can actually see that the core doesn't get anymore inputs at this point. With Mupenplus and Angrylion all Frames were green.
Post subject: Wipeout 64 on DevBuild 107c7b7034 with AngryLionn Problem
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
There seems to be a menu bug. You get stuck in the Menu for challenges and the game wont react anymore. This thread on the MupenPlus Git exactly describes that problem: https://github.com/mupen64plus/mupen64plus-user-issues/issues/586 Something about a Counter Problem? Hope that helps. Here is a TASproj to recreate that problem. Just load the save Data and go into the Challange / Race menu. https://drive.google.com/file/d/1luGFeoLQhWt56EN7AEtHMDLxSf_N4NQq/view?usp=sharing
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
YoshiRulz wrote:
RGL wrote:
https://drive.google.com/file/d/1sDiVYkWTUiQypiMdcldFpfHLfrYVRNW_/view?usp=sharing Bizhawk 2.8 suddenly crashes on me without any message when I try to load this TASProj. (BSNES 1.15 core with the game Combatribes (USA)) No version switching or anything. I guess I cant do anything about it? :/
I was able to load the project by extracting it (they are .zip archives so use, for example, 7Zip), removing the file GreenZone, and recompressing it.
Thank you big time, bro!! :)
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
https://drive.google.com/file/d/1sDiVYkWTUiQypiMdcldFpfHLfrYVRNW_/view?usp=sharing Bizhawk 2.8 suddenly crashes on me without any message when I try to load this TASProj. (BSNES 1.15 core with the game Combatribes (USA)) No version switching or anything. I guess I cant do anything about it? :/
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
Well, I must be doing something wrong then. I tested several games and simply get no input at all. Open a game - open Lua Console - load mouse2move script ...anything else I need to do? I can see on the Debugscreen that it produces inputs but no game receieves any. "Display Input" doesnt show anything. TAStudio doesnt record any inputs either.
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
sorry if I am just too stupid. I can see how it works in the Debug mode and also think I get how all values work.. but, the game doesnt get any inputs. Do I have to check something first so that a Lua script is allowed to make inputs or something like that? Ive never used any script before :-/
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
Damn... forgot to check this thread. Thank you dude. Ill try it out :)
Post subject: Wild Idea : Mouse movement translated to D-Pad Impulses
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
I had this idea for while and tried to give it a test: Basically a tool that gets an average of the current mouse movements and translates it to keypress impulses send to Bizhawk to use with games that have cursors but only support dpads. (Like Revolution X for example) Lets say you define a maximum of 200 pixels of movement to be the limit. So a movement of 200 will result in a sequence of (1,1,1,1,1,1) while 100 would be (1,0,1,0,1,0) and also slower and faster sequences inbetween. With the goal to make the Dpad cursor move smoother. Of course that would highly depend on the game and how fast it lets you move the cursor and how much acceleration there is. Unfortunatly I am a bloody amateur using Delphi. I tried sending keypresses to the Bizhawk window via Postmessage or Keybd_event but couldn't get Bizhawk to recognize the keys send to it. I am not familiar with lua. Could a lua script achive this somehow?
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
Here is some info on the whole PAL VS NTSC thing on the C64 http://unusedino.de/ec64/technical/misc/vic656x/pal-ntsc.html "Two other differences account for most of the problems related to the PAL/NTSC division. PAL systems have 312 raster lines and 63 processor cycles on each raster line. The most common NTSC systems have 263 raster lines and 65 cycles on each line. This means that PAL systems have 19,656 cycles per frame, while NTSC systems have only 17,095. PAL systems thus have about 15% more processing time for each video frame. Any PAL routine which uses up most of the available processing time will not complete in a single frame on an NTSC machine and will probably have a distorted display."
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
Is that gamepad wired or not? With Xbox360 or Xboxone compatible controller you can prevent the controller from autodisconneting by simply using it with a cable connection.
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
Guernsey wrote:
Can Bizhawk run 32X games accurately and easily? I heard that the other emulators such as Gens and Fusion while they are good may not be up to snuff.
Some games still have issues, on all available emulation cores. BC Racers for example is not able to play certain sound effects produced by the 32X sound output. Tested it on Picodrive in Bizhawk and Retroarch and also on KegaFusion
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
lets go for LLE N64 plugins first ;)
Post subject: Re: BizHawk 2.6.2 released!
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
Samsara wrote:
and an experimental core for the latest BSNES, which needs to be tested thoroughly.
Just curious, whats different in that version?
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
May I suggest a warning message on the download page that says that Version 2.5.2 needs to be used for TASProjects as long as this bug isnt fixed?
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
Critical Bug : All branches are gone when I load any TASproj with 2.6.1 now. (not only old ones, those I created with this version too)
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
Mupen Plus Next with the paraLLEl plugins would be a dream
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
Falls du wie ich gerade ein laufendes Projekt hast und der Developer Build aber dein bisheriges TASproj nicht mehr öffnet ohne Fehler (ist oft so bei neuen Versionen) kannst du einfach den Teil mit dem erstellen der BK2 Datei in der alten Version machen und diese dann mit der aktuellen Dev Bizhawk Version importieren. Hat bei mir so funktioniert.
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
Hi. Ich hatte das selbe Problem mit RPGs auf dem SNES. Beim start war meine maximale FPS ca. 220. Aber nach 8h ist bei mir die Grenze erreicht wo ich nicht mehr mit 60fps TASen kann. Man kann eine zweite TASproj Datei anlegen und vom alten Speicherpunkt weiterspielen. Wichtig : Dazu musst du dir den aktuellen Developer Build runterladen weil in 2.5.2 ein Bug dazu drin ist wie ich gestern erfahren habe. Du gehst wie folgt vor: - Du speicherst im Spiel frisch den Spielstand. - Du schließt nun das TAStudio aber nicht Bizhawk. Das Spiel sollte einfach weiterlaufen. - Jetzt gehst du auf Datei / Record Movie - Dort wählst du aus das du mit dem SaveRam aufnehmen willst (Record From) - Das Spiel resettet und du solltest deinen Speicherstand immer noch haben. - Stoppe die Movie Aufnahme. Du hast jetzt eine BK2 Datei erstellt. Das ist das TAS Vorgängerformat - Nun öffnest du das TAStudio wieder und lädst nun die BK2 Datei. Dadurch wird diese in ein TASproj umgewandelt. Nun hast du ein neues TASproj das mit dem Saveram deines letzten TASproj startet und kannst frisch weiterspielen.
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
Ah great.. thanks.. ill try the current build. Works splendid thanks again.
Post subject: TAStudio not recognizing movieSaveRam file in Tasproj
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
Hi again. I am currently using TASstudio (2.5.2) to record a longer SNES RPG. In order to prevent Bizhawk from starting to lag after 6-7h worth of TAS recording, I started a new TAS file with a saveram from the last one. - Close TAStudio - Record Movie (from SaveRam) - Save Movie - Import Movie bk2 file into TAStudio - continue recording a new tas file with the old saveram. I have now recorded another 4h in the second TAS file without a problem.. but : When I want to playback this TASproj from the beginning, the Saveram is empty. Ive done this before and it worked back then (older Bizhawk version not sure which). I checked the TASproj file. The correct moviesaveram.bin is in there. I was able to do a workaround by exporting the saveram via Hex editor from the end of TAS file 1 and import it again in TAS file 2 before playback so I dont have lost the last 4h. Might I done something wrong? I mean the whole point of the moviesaveram.bin file in the TASproj file is that the recording has to load that saveram when you reset the playback to the beginning , right?
RGL
Experienced Forum User
Joined: 7/13/2017
Posts: 57
I wasnt referring to the screenshots. Recording was on when I switched between these 2 branches, the emulation was going along normaly and I could continue to play. Yet the crosshair color stayed on the value that was saved in that branch savestate i loaded last. The non-sync values are definitly overwritten when you load a savestate even though they appear to be unchanged in the setting window.