Silmerion Posted November 26, 2012 Posted November 26, 2012 Something I'm noticing here is that Sol's standing hitbox gets slightly smaller when he breathes out. Crazy stuff.
Pasky Posted November 26, 2012 Posted November 26, 2012 (edited) And the fruits of my labor have blossomed. Haha, Justice's 2H is a projectile during the later frames. Keep in mind, due to how the emulator renders frames (it renders the previous frame, but keeps memory ahead) all the boxes are actually 1 frame ahead of the frame data. Nothing I can do about that, it's just the way PCSX2-rr works. Maybe I can come up with a work around (maybe a buffer? but i'd need some way to keep track of frames, no idea). REMINDER: All boxes are 1 frame ahead of their sprites in pcsx2-rr (not the PC reload though). Edited November 26, 2012 by Pasky
Destin Posted November 26, 2012 Posted November 26, 2012 Can you make this playable somehow? I want to play with crazy hit boxes on to perfect my spacing.
Pasky Posted November 26, 2012 Posted November 26, 2012 Yes of course, I intend to release this publicly when I feel it's ready, which shouldn't be long, I have no intentions of keeping this to myself. Right now it's not user friendly and can crash because I don't have any checks in place to only draw when there is a match or when the window is in focus, it's just always drawing while its open, regardless if the data exists or not. However....The viewer for #reload only works on the good old games version of #Reload. It may or may not work on the Netplay patch or Japanese #reload, that's not to say I can't change that, but as it is right now, that's the way it is. The PCSX2-rr ver works fine using the latest release build (its no longer under development, but it has frame advance). You need to add a Skip MPEG patch in order to play AC+ in this old version of pcsx2 which is easy to add. The window size must also be 800x600 until I add my own scaling logic. Most importantly...it requires windows 7 with Windows Aero turned on. I didn't write a DirectX hook, this is actually a transparent window overlaying the emulator and PC version of the game (Which means they need to be in windowed mode). I plan to some to at some point make a version of my overlays with a directx hook, the problem with that though is it isn't universal anymore and every game/emulator has to hacked in a unique fashion. Using an overlay all I need to do is find the window and make my own scaling logic. Anyways, expect a release soon, I got a lot of school work this week, but I wanted to really finish out the meat of this on the weekend and considering I got both #reload and AC+ done in the same day, I'd say mission accomplished! XD
Pasky Posted November 26, 2012 Posted November 26, 2012 (edited) This is the power of frame advance. Also, it shows pcsx2-rr's render logic and how the hitboxes are 1 frame ahead. I will attempt to fix this (I can actually use the frame counter pcsx2-rr has and just draw 1 frame late, hopefully anyways). Apparently I'm missing a projectile type, some of justice's beam attacks are not showing. Edited November 26, 2012 by Pasky
Pasky Posted November 27, 2012 Posted November 27, 2012 I attempted to fix the delay on the box in pcsx2-rr but failed. I can't seem to sync with the frame counter. I'll try to get a hold of the author or someone else who could possibly modify pcsx2-rr to register after instead of before. Worst case scenario, I'll port this to the Naomi emulator, but won't have frame advance =/. I'm going to see if I can get #reload with netplay working and just release as is for now.
Circuitous Posted November 28, 2012 Posted November 28, 2012 Lack of frame advance can be solved with a 60fps recording. 'Course you'd need a screencap program that could manage that. Ooh, lock the framerate in nullDC to something the recorder can handle. That'd probably work.
Pasky Posted November 28, 2012 Posted November 28, 2012 Ok well a bit of bad news. I tried to port this to NULLDC, but null dc uses so many pointers within pointers I can't keep track of where the memory is and would crash the emu when I tried to read memory from it. So instead, I ported to Demul...however I get the same result. Boxes are 1 frame ahead of the sprites. Which leads me to believe this is an emulation issue and not much I can do about it. However, this is just an annoyance for making the hitboxes overlapping the sprites because the box viewer and the game are 2 separate windows so you just need to capture both and just line them up later, I don't expect anyone to do this I'll probably get around to doing it myself unless I can some how solve the overlap. Anyways, Demul was added:
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