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Posted (edited)

And the fruits of my labor have blossomed.

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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 by Pasky
Posted

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

Posted (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 by Pasky
Posted

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.

Posted

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.

Posted

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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