Ha, that's amazing it got resurrected. Thanks dude.
I might do more TASing in the future but I do not like tasvideos.
Search found 203 matches
- Wed Jul 10, 2013 11:20 pm
- Forum: News and Community Events
- Topic: Random Cool Stuff 2012-2013
- Replies: 49
- Views: 15140
- Wed Jul 10, 2013 9:52 pm
- Forum: Resources and Guides
- Topic: Background Music Muting Procedures
- Replies: 70
- Views: 35241
Re: Background Music Muting Procedures
FBA-rr: insert this into support/cheats/lastbld2.ini cheat "background music" 0 "default" 1 "kill", 1, 0xFD89, 0x00 MAME-rr: cheat/lastbld2.xml <cheat desc="No Background Music"> <script state="run"> <action>audiocpu.pb@FD89=00</action> </script> </c...
- Sat Oct 29, 2011 10:10 pm
- Forum: Resources and Guides
- Topic: Background Music Muting Procedures
- Replies: 70
- Views: 35241
Re: Background Music Muting Procedures
Put this in .supportcheatssfiii3.ini:
Then you can get it from Misc > Enable cheats.
Code: Select all
cheat "Background music"
0 "default"
1 "mute", 0, 0x2078D06, 0x00
- Thu Oct 20, 2011 8:09 am
- Forum: Multimedia Projects
- Topic: Crazy Inspirational Match Videos
- Replies: 130
- Views: 27985
- Sat Oct 08, 2011 5:09 am
- Forum: Resources and Guides
- Topic: FBA bug reports
- Replies: 45
- Views: 22233
Re: FBA bug reports
You can disable misc > options > Always process keyboard input so it won't catch keystrokes from other apps. But then you have to click on the menubar to send keys to FBA again, and that's even more annoying that pausing every time. I'd try that administrator trick first. It's kind of strange how no...
- Fri Sep 02, 2011 9:02 am
- Forum: News and Community Events
- Topic: Fighting Game News and Speculation 2011
- Replies: 177
- Views: 33180
Re: Fighting Game News and Speculation 2011
If anyone's looking for BGM ideas for a SFxT combovid, some of the original tracks in the Namco X Capcom soundtrack are pretty good:
http://vgmdb.net/album/2438
http://vgmdb.net/album/2438
- Wed Jul 06, 2011 3:27 am
- Forum: Multimedia Projects
- Topic: How Much Tool-Assistance Was Used in this Video?
- Replies: 33
- Views: 9232
Re: How Much Tool-Assistance Was Used in this Video?
Yeah but the term is thrown around casually considering what a pain it is to actually do. I wondered if "hex" is considered an alt way to say "rerecording" or "TA" even though it isn't.
- Wed Jul 06, 2011 3:03 am
- Forum: Multimedia Projects
- Topic: How Much Tool-Assistance Was Used in this Video?
- Replies: 33
- Views: 9232
Re: How Much Tool-Assistance Was Used in this Video?
Is "hex" now catchall for emu work or do people still do it the hard way?
- Tue Jun 28, 2011 5:08 am
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 43947
Re: Random Obscure Findings
DS1 sol smasher is so broken as it is. I wonder if that one worked the same but with no arcing or flame column.
You should put this on tcrf. (Looks like someone there has been following your other stuff.)
You should put this on tcrf. (Looks like someone there has been following your other stuff.)
- Tue Jun 21, 2011 7:04 am
- Forum: Combo Challenges
- Topic: Challenge 09: Ballin' Like Kobe
- Replies: 14
- Views: 8418
Re: Challenge 09: Ballin' Like Kobe
Thanks. Actually I kinda wish I found out about the ball rebound earlier, which is closer to desk's WW trick. It would have made for an easier solution and can be done on the car stage.
- Mon Jun 20, 2011 6:13 am
- Forum: Combo Challenges
- Topic: Challenge 09: Ballin' Like Kobe
- Replies: 14
- Views: 8418
Re: Challenge 09: Ballin' Like Kobe
I guess it goes without saying dizzy doesn't count. And I have no idea what happened with the flame dizzy. It might work on anyone.
You should see how many you can get in SF4 just to spite this hard ass challenge.
You should see how many you can get in SF4 just to spite this hard ass challenge.
- Mon Jun 20, 2011 6:01 am
- Forum: News and Community Events
- Topic: Tournies and what not
- Replies: 32
- Views: 10149
Re: Tournies and what not
Damn, MightyMar is a beast. I didn't realize he mained Anakaris.
- Mon Jun 20, 2011 4:04 am
- Forum: Combo Challenges
- Topic: Challenge 09: Ballin' Like Kobe
- Replies: 14
- Views: 8418
- Wed Jun 15, 2011 7:56 am
- Forum: Resources and Guides
- Topic: How I made my programmable sticks
- Replies: 59
- Views: 30666
Re: How I made my programmable sticks
Rufus, if you are interested in putting code and binaries on the macrolua page, I can give you access.
- Tue Jun 14, 2011 8:16 am
- Forum: Game Engine Analysis
- Topic: Got any Questions about WW, CE, HF, SSF2, ST, HSF2, or HDR?
- Replies: 72
- Views: 32638
Re: Got any Questions about WW, CE, HF, SSF2, ST, HSF2, or H
There was a problem with some charge moves not coming out consistently. Maybe it was a console-only issue though. I don't remember the details, but luckily i found an old SRK discussion where Graham and i went over it - although i don't remember having that conversation either. Man, there were some...
- Fri Jun 10, 2011 9:52 am
- Forum: Game Engine Analysis
- Topic: Got any Questions about WW, CE, HF, SSF2, ST, HSF2, or HDR?
- Replies: 72
- Views: 32638
Re: Got any Questions about WW, CE, HF, SSF2, ST, HSF2, or H
btw I saw that page the other day Dammit, and was wondering if you were going to post it on combovid or SRK or anything? I kinda just stumbled across it, but I'm sure a lot of people would find it interesting, outside of those who already know about macrolua. I need to add some links to other frame...
- Thu Jun 09, 2011 8:59 am
- Forum: Game Engine Analysis
- Topic: Got any Questions about WW, CE, HF, SSF2, ST, HSF2, or HDR?
- Replies: 72
- Views: 32638
Re: Got any Questions about WW, CE, HF, SSF2, ST, HSF2, or H
OK, then I'll definitely go with the startup = preactive convention. Actually I picked up on the other way from shu, who gives "発生" (preactive+1) in addition to preactive alone in the time charts. ( example ) It's kind of like the dustup over how to count juggle hits/JP, inclusively or exc...
- Wed Jun 08, 2011 9:05 am
- Forum: Game Engine Analysis
- Topic: Got any Questions about WW, CE, HF, SSF2, ST, HSF2, or HDR?
- Replies: 72
- Views: 32638
Re: Got any Questions about WW, CE, HF, SSF2, ST, HSF2, or H
Can you give a setup that combos without but not with? On a different note, am I off base with how "startup" includes the 1st active frame? http://code.google.com/p/macrolua/wiki/FrameDataExamples Also, the business with the SFA2 super startup is not telling the whole story and needs more ...
- Fri Jun 03, 2011 7:30 am
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 43947
Re: Random Obscure Findings
Probably would have been his super (if the DS1 bosses had supers) since ES moves don't have unique animations. Are you going to dig out that weird Pyron move too?
- Fri Jun 03, 2011 7:24 am
- Forum: Resources and Guides
- Topic: Background Music Muting Procedures
- Replies: 70
- Views: 35241
Re: Background Music Muting Procedures
Yeah, the cheatpath near the top of the ini determines what mame expects the zip/folder name to be. XMLs in the folder override XMLs in the zip if they are both there. Also, the Toggle cheat key doesn't affect whether the item shows up on the menu. It's just a convenient way to disable whatever is a...
- Sat May 21, 2011 3:32 am
- Forum: Game Engine Analysis
- Topic: Got any Questions about WW, CE, HF, SSF2, ST, HSF2, or HDR?
- Replies: 72
- Views: 32638
Re: Got any Questions about WW, CE, HF, SSF2, ST, HSF2, or H
I happened to look into this a little while ago: http://www.mamecheat.co.uk/forums/viewt ... f=4&t=4103
It won't work in the FBA engine. But it can still be done with a Lua script like this: http://lua.pastey.net/150118
It won't work in the FBA engine. But it can still be done with a Lua script like this: http://lua.pastey.net/150118
- Thu May 19, 2011 1:01 am
- Forum: Game Engine Analysis
- Topic: Got any Questions about WW, CE, HF, SSF2, ST, HSF2, or HDR?
- Replies: 72
- Views: 32638
Re: Got any Questions about WW, CE, HF, SSF2, ST, HSF2, or H
Thanks. I couldn't detect any difference experimentally: # claw walldive execution test # ssf2t, turbo 0, zangief stage, claw vs. dic &4 W10 _D,W70*,_U._4,W20*! works &4 W10 _D,W70*,_4._U,W20*! fails # hsf2, turbo 0, zangief stage, ST claw vs. ST dic &4 W10 _D,W70*,_U._4,W20*! works &...
- Sat May 14, 2011 12:52 am
- Forum: Game Engine Analysis
- Topic: Got any Questions about WW, CE, HF, SSF2, ST, HSF2, or HDR?
- Replies: 72
- Views: 32638
Re: Got any Questions about WW, CE, HF, SSF2, ST, HSF2, or H
What was the problem with HSF2 besides the balance chaos? Something about bad controls?
- Fri Apr 29, 2011 4:48 am
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 49406
Re: Animated Hitbox Data!
Cool.
Someone should let him know about the new BG removal techniques. Might piss him off after all that work though.
http://code.google.com/p/mame-rr/wiki/H ... nd_removal
Someone should let him know about the new BG removal techniques. Might piss him off after all that work though.
http://code.google.com/p/mame-rr/wiki/H ... nd_removal
- Thu Apr 21, 2011 9:43 pm
- Forum: Film Editing Room
- Topic: Hauppauge HD PVR -> Editable Format.
- Replies: 12
- Views: 7310
Re: Hauppauge HD PVR -> Editable Format.
Sounds like the root of the problem is the packin software is outputting malformed files. Can you use virtualdub to do the capturing instead? If you can't, try capturing in AVI, then send it through virtualdub with no changes, i.e., "direct stream copy" for both audio and video. This will ...
- Mon Apr 04, 2011 8:55 am
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 49406
Re: Animated Hitbox Data!
If you try that the next script overrides the register functions (emu.registerbefore, etc.) of the last one. (But some of the non-arcade emus do allow it.) I'd fix it if I knew how. Two workarounds: For a still shot, do the setup with macrolua and make it autopause at the end, then switch over to th...
- Wed Mar 30, 2011 8:59 am
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 49406
Re: Animated Hitbox Data!
Remxi: That's rad. Planning on a full video? I'll keep that meterless DM throw box thing in mind if I ever get access to breakpoints. Phoenix: The pics are looking really good with the proper transparency effects. I'm still surprised you were able to wand-out the NeoGeo bgs. I guess you set the box ...
- Sun Mar 27, 2011 4:58 am
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 49406
Re: Animated Hitbox Data!
Nice. It's necessary in MSF but you sure you need to hit six bytes in vsav? The last two bytes only seem to freeze the sprite palette.
Let me know if you do any more work on this.
Let me know if you do any more work on this.
- Sat Mar 26, 2011 6:44 pm
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 49406
Re: Animated Hitbox Data!
Cool. How'd you do it?
- Sat Mar 26, 2011 6:34 am
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 49406
Re: Animated Hitbox Data!
How are you planning on dealing with the background layer? Kawaks and FBA can remove most of it, for CPS2 at least.
(I'm thinking there might be a way to do it with the cheat engine. Don't know if it's been tried, probably would be hard.)
(I'm thinking there might be a way to do it with the cheat engine. Don't know if it's been tried, probably would be hard.)