Search found 203 matches

by Dammit
Wed Jul 10, 2013 11:20 pm
Forum: News and Community Events
Topic: Random Cool Stuff 2012-2013
Replies: 49
Views: 15140

Re: Random Cool Stuff 2012-2013

Ha, that's amazing it got resurrected. Thanks dude.

I might do more TASing in the future but I do not like tasvideos.
by Dammit
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...
by Dammit
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:

Code: Select all

cheat "Background music"
0 "default"
1 "mute", 0, 0x2078D06, 0x00
Then you can get it from Misc > Enable cheats.
by Dammit
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...
by Dammit
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
by Dammit
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.
by Dammit
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?
by Dammit
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.)
by Dammit
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.
by Dammit
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.
by Dammit
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.
by Dammit
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.
by Dammit
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...
by Dammit
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...
by Dammit
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...
by Dammit
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 ...
by Dammit
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?
by Dammit
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...
by Dammit
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
by Dammit
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 &...
by Dammit
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?
by Dammit
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
by Dammit
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 ...
by Dammit
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...
by Dammit
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 ...
by Dammit
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.
by Dammit
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?
by Dammit
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.)