Post subject: Need help with Hotkeys on Snes9x improvement7
Player (206)
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Since nitsuja added more hotkeys in this version of Snes9x I have lost function of some other hotkeys I used on improvement6 all the way for TAS'ing. I always use the "toggle auto-fire buttons" which I switch by pressing shift and one of the 6 keys right above the arrow keys (left right up down) on the keyboard. However this keys don't work on improvement7 and I haven't found a way to set them in "customize hotkeys" option. Because of this I am forced to use improvement6 for my Super Metroid TAS currently but I really want to record it on the newest version to prevent desyncs on it. So I want to ask, is there a way to get this keys (activating/deactivating auto-fire) on improvement7 to work? I would very appreciate any help.
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Post subject: Re: Need help with Hotkeys on Snes9x improvement7
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Saturn wrote:
So I want to ask, is there a way to get this keys (activating/deactivating auto-fire) on improvement7 to work? I would very appreciate any help.
Yes. There are at least 2 different ways to do it in improvement7. For all of them, go to "Input->Joypad Configuration..." and choose "Joypad #1 Turbo" from the Controller dropdown box (I'm guessing that's the part you didn't notice). You can assign turbo hotkeys to the individual keys to make it like it was before (making Delete the turbo A key, etc., or pick something else for them), but I think is the easier and better way is to assign a "Turbo Toggle" key, so you just have to hold that key while pressing any regular button to put that button on autofire. There is also a "Toggle" key you can assign which will hold the button for you (for instance you can make it hold the run button for you so you don't have to hold it all the time). And it's a good idea to set a "Clear All" key so when you want to turn off all the turbo or held keys you can just press that key to clear them all instead of having to remember which keys you put on Turbo to turn them off. Also, for 2-player games you can assign keys to give player 2 autofire or auto-hold, which I think was impossible before.
Player (206)
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Thanks for the help nitsuja.
nitsuja wrote:
You can assign turbo hotkeys to the individual keys to make it like it was before (making Delete the turbo A key, etc., or pick something else for them), but I think is the easier and better way is to assign a "Turbo Toggle" key, so you just have to hold that key while pressing any regular button to put that button on autofire.
This is exactly what I want, not to set a turbo-hotkey on the keyboard but use a key to activate/deactivate a regular button I normaly use without turbo (on my Pad) but the problem of your suggestion is that when I hold the toggle-button it activates 'all' buttons at once. For example in Metroid I need the L button (aiming for faster running speed) all the time as a Turbo but not the other keys, but sometimes I have to deactivate the turbo even for the L button. Improvement6 was very handy here as I could toggle every individual button separately directly on my SNES-Pad and I wonder why this shift + one of the 6 buttons between the regular pause-key and the arrow keys doesn't work on improvement7 anymore. Also for some reason the other hotkeys for "Togglify" or "TurboTog" don't even seem to work for me in the "Joypad #1 Turbo" option. I guess I just have to use improvement6 to be able to use this features which I'm used to as long as there is no other solution. At least the Metroid-movie still stays in sync on improvement7 and hopefully it will till the end.
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Saturn wrote:
This is exactly what I want, not to set a turbo-hotkey on the keyboard but use a key to activate/deactivate a regular button I normaly use without turbo (on my Pad) but the problem of your suggestion is that when I hold the toggle-button it activates 'all' buttons at once.
It can definitely work the way you want it to in improvement7. I think you were using the wrong toggle button. Use the one called "TurboTog". For instance, to put just the L button on turbo, hold the Turbo-Toggle key and press the L button. And you do the same thing again to turn it back off.
Saturn wrote:
as I could toggle every individual button separately directly on my SNES-Pad
Shift-Delete is on your SNES-Pad? Or do you mean with using another program to convert the input to shift + one of the 6 buttons?
Saturn wrote:
I wonder why this shift + one of the 6 buttons between the regular pause-key and the arrow keys doesn't work on improvement7 anymore.
Because it was replaced with a system that doesn't have those 6 buttons hardcoded.
Saturn wrote:
Also for some reason the other hotkeys for "Togglify" or "TurboTog" don't even seem to work for me in the "Joypad #1 Turbo" option.
Oh, this might be the real problem, since those are the buttons you want to use. How are you trying to use them? In my case I have turbo-toggle set to the W key, and the L button is the A key (that's the key I press normally for L without autofire), so to put L on autofire I hold W and press A. I use this a lot (in v7) to put individual keys on autofire, so I'm pretty sure it works... EDIT: About desyncs, there was a desync-causing mistake in v6 that's not in v7, but it only affected certain games and this isn't one of them, so if you don't care about any features new to v7 then it's fine to keep using v6. I would think you want to make use of the auto-hold feature, though - is there ever a reason to let go of the Run button in Super Metroid?
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nitsuja wrote:
Shift-Delete is on your SNES-Pad? Or do you mean with using another program to convert the input to shift + one of the 6 buttons?
No, Shift+Delete or whatever is on my keyboard, but this command affects my button presses on my SNES-Pad. In simple words I use my Pad for any kind of input I do in the game and the keyboard for any kind of setting (like frame-advance, state-loading/saving, or the auto-fire feature I'm missing in v7). It's just much easier this way and avoids confusion for me.
nitsuja wrote:
Oh, this might be the real problem, since those are the buttons you want to use. How are you trying to use them? In my case I have turbo-toggle set to the W key, and the L button is the A key (that's the key I press normally for L without autofire), so to put L on autofire I hold W and press A. I use this a lot (in v7) to put individual keys on autofire, so I'm pretty sure it works...
I just tested it and it indeed works but only for a input-button that is set on the keyboard. If I try to use a button on my Pad (hold it and press "TurboTog") then there is absolutely no effect. Just for your information the button "L" is displayed as "(J0)Button6" when I set it through my Pad in Joypad configuration mode. Maybe the emulator can't recognize such kind of input... However it works on a button that is set on a keyboard but again not the way I would like: When I activate a button with "TurboTog" it 'stays' on auto-fire as long as I deactivate it again. I would like to only switch it to a potential auto-fire button next time when I press and hold it, I hope you understand what I mean (in v6 there was always a message appearing right above the frame counter like "Turbo L Activated" when I press shift+insert = the combo for toggling "L" on my keyboard).
nitsuja wrote:
About desyncs, there was a desync-causing mistake in v6 that's not in v7, but it only affected certain games and this isn't one of them, so if you don't care about any features new to v7 then it's fine to keep using v6.
Well I fear it is. As I did a skill-based 100% run of Super Metroid, the 1st version desynced on Kraid while playbacking it on v7. After you make him get up to the 2nd part of the room he opens his mouth at a random time you can't affect and in v7 it was a different time causing the movie to screwing up on this version. Graveworm and hero of the day told this to me and I could confirm that. Anyway if the TAS-movie will desync I will just add a link to v6 for download in the comments.
nitsuja wrote:
I would think you want to make use of the auto-hold feature, though - is there ever a reason to let go of the Run button in Super Metroid?
Yes, for example sometimes you have to release it to not hit a door when it opens. There are surely other situations like this. I would anyway prefer to do everything myself because it's clearer than using tons of different features where I get easily confused.
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OK, so it is something wrong with joypad support of turbo keys. I can try fixing it and adding the old 6 buttons to the list of hotkeys.
Saturn wrote:
After you make him get up to the 2nd part of the room he opens his mouth at a random time you can't affect and in v7 it was a different time causing the movie to screwing up on this version. Graveworm and hero of the day told this to me and I could confirm that. Anyway if the TAS-movie will desync I will just add a link to v6 for download in the comments.
Well, I think you should make sure it plays back without desync in the official Snes9x 1.43 WIP. (Unless you need Left+Right support, in which case test on v7.) It will cause a lot of trouble with publishing the movie if it only plays correctly in v6, no matter if you provide a link to it.
JXQ
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I'm following this topic with interest as well, for similar reasons (Super Metroid). Until then, I can't find a place to download SNES9x-v6, just so I can mess around and try to learn Metroid better. Could someone point me to v6?
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You don't need v6 for turbo, you know. Only for getting turbo on a joypad with that particular control scheme Saturn mentioned. And you can use Snes9x 1.43 Final or WIP to do that, especially if you're just messing around.
JXQ
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Saturn, I read that you use an SNES controller for TASing in the forum discussing it. I would suggest using a Playstation controller instead. I found that you can permanently assign turbo L & turbo R to joypad buttons - I mapped turbo L to L2 and turbo R to R2 (and still have regular L and R assigned to L1 and R1). Just go to Input -> Joypad Configuration, then click on "Joypad #1" and select "Joypad #1 Turbo" to assign those two buttons. This way you won't have to turn the turbo functions on and off. Hopefully you would be able to find a PS <-> USB adapter relatively easy; in the US they are available at most electronic stores for around $10.
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You're right, that's even easier with a PSX controller. However I'm too used to a SNES controller and its more comfortable for me to use it. Activating/deactivating the Turbo on a button is a single click on the keyboard which doesn't really cost any additional time or effort. I could also upload v6 again if you really need it but I guess you solved this prolem yourself with the PSX controller. And nitsuja, if it doesn't take too much effort or loss of any other feature I would gladly appreciate if you could add this 6 buttons (which as you said are not hardcoded anymore) to the hotkeys in the next version.
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Saturn wrote:
And nitsuja, if it doesn't take too much effort or loss of any other feature I would gladly appreciate if you could add this 6 buttons (which as you said are not hardcoded anymore) to the hotkeys in the next version.
OK... Here is what I have of v8. It's mostly the same as v7 (no emulation or format changes), but: - those 6 turbo-enabling keys are back as hotkeys. You can configure them in hokey config->page 3, as well as 6 new turbo enablers for Start, Select, Left, Right, Up, and Down - the Read-Only toggle no longer "lies" to you if you started the movie in read-only mode - Record AVI doesn't suddenly stop working when a battle starts in Chrono Trigger (was fixed earlier but after v7) - the movie play dialog gives more of a warning about bad ROMs than before - when playing a movie that doesn't have extra sync/ROM info in it, the movie play dialog enables the default settings (to reduce desyncs from leaving left+right enabled on old movies, for example) (I'll replace v7 with it if there aren't any (new) problems reported with this.)
Player (206)
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Wow, thank you nitsuja, you are really helpful! I will take a look at it.
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I noticed that the file-size of "snes9x-v8.exe" you linked to is only 382 KB big. When I compare it to v7 or any other previous version they have a file-size of more than 1 MB. I just wonder why is v8 3x smaller althought it has more features? Other than that it works fine, and I haven't noticed any errors so far.
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Saturn wrote:
I noticed that the file-size of "snes9x-v8.exe" you linked to is only 382 KB big. When I compare it to v7 or any other previous version they have a file-size of more than 1 MB. I just wonder why is v8 3x smaller althought it has more features?
Packed with UPX or something. Try it yourself: 1.42 (1792 KB) -> RAR -> 365 KB. 1.43-improvement7 (1140 KB) -> RAR -> 346 KB.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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The file isn't packed at all. I unpacked it from the zip and it still has 382 KB.
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It is packed with UPX as moozooh guessed. The .exe is compressed, and unpacks itself before running the actual program when you open it.
Player (206)
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Sorry, I didn't knew anything about UPX before. Thanks for the explanation.
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