xxOToTOxx Posté(e) le 16 octobre 2021 Auteur Posté(e) le 16 octobre 2021 @Tremolux Also try this new .exe across all the resolution with -sinden https://mega.nz/file/gwdFGSpK#Uw5CYmVAh1F0JoruCri1DNwStvDG9j7Mh9AroMLEMFs
Tremolux Posté(e) le 16 octobre 2021 Posté(e) le 16 octobre 2021 il y a 50 minutes, xxOToTOxx a dit : @Tremolux Just out of interest, can you try using '-x 1280 -y 1080' on your 4k video ? Does that make any difference ? Just to be clear, it's not a 4k vid but 1440x1080 So tried -x 1280 -y 1080 but did not solve the offset issue
Tremolux Posté(e) le 16 octobre 2021 Posté(e) le 16 octobre 2021 il y a 4 minutes, xxOToTOxx a dit : @Tremolux Also try this new .exe across all the resolution with -sinden https://mega.nz/file/gwdFGSpK#Uw5CYmVAh1F0JoruCri1DNwStvDG9j7Mh9AroMLEMFs What can I say ? You're a master, period ! Crosshair offset issue solved with new exe on 1440x1080 and still working on 720x480 -x 1920 -y 1080 works too with both res, simply amazing
Tremolux Posté(e) le 16 octobre 2021 Posté(e) le 16 octobre 2021 (modifié) Il y a 2 heures, xxOToTOxx a dit : So, just so I am clear: You are using the original Singe 1 LUA code and graphics for johnyrock, but with a converted Singe 2 MP4 via Topaz and ffmpeg ? The converted MP4 is 1440x1080 (4:3)? No other LUA changes, so as https://github.com/DirtBagXon/hypseus_singe_data/tree/master/00-singe1/johnnyrock ? Just noticed that when using original Singe 1 code with Singe 2 vid converted, you can see the blond girl very quickly just before the town's map appears, wich is not normal obviously... Using SInge 2 files (code and graphics) solve the issue (game acts as it should) but now the overlay is messed up... Modifié le 16 octobre 2021 par Tremolux
xxOToTOxx Posté(e) le 16 octobre 2021 Auteur Posté(e) le 16 octobre 2021 (modifié) 19 minutes ago, Tremolux said: When using original Singe 1 code with Singe 2 vid converted, you can see the blond girl very quickly just before the town's map appears, wich is not normal obviously... Using SInge 2 files (code and graphics) solve the issue (game acts as it should) but now the overlay is messed up... Two separate things here: As we have found in the Daphne video conversions recently, Topaz is pretty bad at keeping framerate and frame count accurate (it isn't tunable enough - in fact it has very little config options), so when you do an upscale conversion, frames get dropped and timings messed around. What you are seeing is a bad conversion with frame mismatching. DarkVoid666 and I worked out a process for limiting this, but it is not always 100%. ffmpeg is pretty (to very) accurate at the conversions, but obviously doesn't have the 'enhancement' filters of Topaz. We used ffmpeg to 'clean' the original m2v before passing it through Topaz to match FPS with expectations, but some video is just problematic. Using the Singe 2 code and graphics and the messed up overlay, means you need to look more into the LUA sprite positioning. Some of the games have hardcoded x and y co-ordinates that will need work in Hypseus. You will be able to fix it, but it will take some tuning and learning. I performed this on all the Singe 2 games that are converted/ported over. I didn't tackle the 'gun' games as we have them already working from Singe 1. Modifié le 16 octobre 2021 par xxOToTOxx
Tremolux Posté(e) le 17 octobre 2021 Posté(e) le 17 octobre 2021 Il y a 8 heures, xxOToTOxx a dit : Two separate things here: As we have found in the Daphne video conversions recently, Topaz is pretty bad at keeping framerate and frame count accurate (it isn't tunable enough - in fact it has very little config options), so when you do an upscale conversion, frames get dropped and timings messed around. What you are seeing is a bad conversion with frame mismatching. DarkVoid666 and I worked out a process for limiting this, but it is not always 100%. ffmpeg is pretty (to very) accurate at the conversions, but obviously doesn't have the 'enhancement' filters of Topaz. We used ffmpeg to 'clean' the original m2v before passing it through Topaz to match FPS with expectations, but some video is just problematic. I'm aware of this frame drop issue when using Topaz thanks to DarkVoid who is a friend and told me about Hypseus recently I understand that converting multiple .m2v files from the original Daphne Singe games can result in such frame loss that it could be problematic and broke the game eventually. But in my case only one file is converted and I know sometimes one frame is mising but not much. My 1440x7080 .mp4 has the exact same frame count as the original Singe 2 .mp4 (60080) and so has the .m2v converted with FFmepg. So to me it's not a bad conversion with frame mismatching. I assume that if it was the case, the problem would not be solved using Singe 2 code with Hypseus. Maybe it means that when you want to use converted .mp4 from Singe 2 with Hypseus you also need to use Singe 2 code. Il y a 9 heures, xxOToTOxx a dit : Using the Singe 2 code and graphics and the messed up overlay, means you need to look more into the LUA sprite positioning. Some of the games have hardcoded x and y co-ordinates that will need work in Hypseus. You will be able to fix it, but it will take some tuning and learning. I performed this on all the Singe 2 games that are converted/ported over. I didn't tackle the 'gun' games as we have them already working from Singe 1. Yep, Karis told me about that because at first I wanted to use my upscaled .mp4 with Singe 2 obvioulsy...but overlay was all messed up. So I was very happy when I discovered that it wasn't the case with Hypseus (Karis found it astonishing btw). But since you visibly need to use Singe 2 code in conjunction with the converted Singe 2 .mp4 in order to have the game working perfectly in Hypseus, I guess I have no other solution than learning and trying to figure out how all that crap works Thanks for your help !
xxOToTOxx Posté(e) le 17 octobre 2021 Auteur Posté(e) le 17 octobre 2021 (modifié) 25 minutes ago, Tremolux said: I'm aware of this frame drop issue when using Topaz thanks to DarkVoid who is a friend and told me about Hypseus recently I understand that converting multiple .m2v files from the original Daphne Singe games can result in such frame loss that it could be problematic and broke the game eventually. But in my case only one file is converted and I know sometimes one frame is mising but not much. My 1440x7080 .mp4 has the exact same frame count as the original Singe 2 .mp4 (60080) and so has the .m2v converted with FFmepg. So to me it's not a bad conversion with frame mismatching. I assume that if it was the case, the problem would not be solved using Singe 2 code with Hypseus. Maybe it means that when you want to use converted .mp4 from Singe 2 with Hypseus you also need to use Singe 2 code. Yep, Karis told me about that because at first I wanted to use my upscaled .mp4 with Singe 2 obvioulsy...but overlay was all messed up. So I was very happy when I discovered that it wasn't the case with Hypseus (Karis found it astonishing btw). But since you visibly need to use Singe 2 code in conjunction with the converted Singe 2 .mp4 in order to have the game working perfectly in Hypseus, I guess I have no other solution than learning and trying to figure out how all that crap works Thanks for your help ! It sounds to me as though the MP4 video in Singe 2 isn't exactly the same as the original. Which bearing in mind what we have just discussed above, isn't surprising. If you have managed to convert it without dropping frames etc - again great news - DarkVoid watch out But I think your options now may be limited to converting/porting the Singe 2 LUA to use the converted video. i.e. become Karis#2 - If you have any coding experience it will become fairly self explanatory after a little while. And is pretty much the same for each game once you have done one. Be aware that you can swap, or recreate sprite graphics (.png), around to get the original look and feel of the Singe 1 game. Pretty much make your own game or at least customise the game. If you get it going PLEASE share it so we can all enjoy. Also, thanks for discovering the issue with larger resolutions on the gun games, we hadn't got there yet. But a sane fix applied to the codebase for next release. It's fantastic to see all this interest. Modifié le 17 octobre 2021 par xxOToTOxx 1
xxOToTOxx Posté(e) le 17 octobre 2021 Auteur Posté(e) le 17 octobre 2021 (modifié) Posting this here as a reminder to myself, if we get higher resolution video for Hypseus gun games. With any lightgun (DolphinBar, WiiMote etc) the following -sinden argument (as a minimum) is probably going to be needed for sprite alignment: -sinden 1 x But only in Windows with the higher resolution video. Modifié le 17 octobre 2021 par xxOToTOxx
Tremolux Posté(e) le 17 octobre 2021 Posté(e) le 17 octobre 2021 il y a 35 minutes, xxOToTOxx a dit : If you have managed to convert it without dropping frames etc - again great news - DarkVoid watch out Ah Ah !!! I can't get any credit for it, as you said before there aren't many options in Topaz to tune these things so I guess it was pure luck il y a 38 minutes, xxOToTOxx a dit : But I think your options now may be limited to converting/porting the Singe 2 LUA to use the converted video. i.e. become Karis#2 - If you have any coding experience it will become fairly self explanatory after a little while. Will not happen anytime soon, I'm affraid ! I an absolute noob But I will try something, will let you know if that works ! il y a 41 minutes, xxOToTOxx a dit : Also, thanks for discovering the issue with larger resolutions on the gun games, we hadn't got there yet. But a sane fix applied to the codebase for next release. Thank you for making this possible, this is amazing !
xxOToTOxx Posté(e) le 17 octobre 2021 Auteur Posté(e) le 17 octobre 2021 30 minutes ago, Tremolux said: Will not happen anytime soon, I'm affraid ! I an absolute noob You managed to follow my sparse instructions thus far on GitHub, I don't think you give yourself enough credit. 1
Tremolux Posté(e) le 17 octobre 2021 Posté(e) le 17 octobre 2021 (modifié) il y a 48 minutes, xxOToTOxx a dit : You managed to follow my sparse instructions thus far on GitHub, I don't think you give yourself enough credit. That's kind from you, thx ! I think I managed to fix the overlay issue First I've deleted all .png files from Who_shot_johnny_rock_Singe_2\Overlay folder then copied/pasted the Daphne Singe .png in there. Then I've deleted these lines from Who_shot_johnny_rock_Singe_2\Script\globals : sprNUM = nil; sprNUM = {} sprNUM[0] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num0.png") sprNUM[1] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num1.png") sprNUM[2] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num2.png") sprNUM[3] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num3.png") sprNUM[4] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num4.png") sprNUM[5] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num5.png") sprNUM[6] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num6.png") sprNUM[7] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num7.png") sprNUM[8] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num8.png") sprNUM[9] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num9.png") Finally, I replaced function drawScore() code in Who_shot_johnny_rock_Singe_2\Script\manage with the Daphne Singe code (I'm pretty sure copying entire manage folder from Daphne Singe and paste it in Who_shot_johnny_rock_Singe_2\Scrip would work too and is a faster method) Now I can play with my 1440x1080 vid with original Daphne Singe overlays with no issues and no frame mismatching ! Edit : since you solved the crosshair offset issue, do you still need my 1440x1080 .m2v file ? Modifié le 17 octobre 2021 par Tremolux
xxOToTOxx Posté(e) le 17 octobre 2021 Auteur Posté(e) le 17 octobre 2021 (modifié) Quote Edit : since you solved the crosshair offset issue, do you still need my 1440x1080 .m2v file ? I think you have tackled this is a completely different way to me. And that is no bad thing - Mine was never perfect and this is true open source gaming I am curious on how you have this all setup now, and you appear to have maintained the Singe 2 folder structure - I never did that. Hypseus needs the .m2v - it cannot use the MP4 - so yes you need to keep that, but don't need the MP4 in the singe folder. You really need to share this now, PM me if you like - I am so curious on how you got this up and working..... 23 minutes ago, Tremolux said: I think I managed to fix the overlay issue First I've deleted all .png files from Who_shot_johnny_rock_Singe_2\Overlay folder then copied/pasted the Daphne Singe .png in there. Then I've deleted these lines from Who_shot_johnny_rock_Singe_2\Script\globals : sprNUM = nil; sprNUM = {} sprNUM[0] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num0.png") sprNUM[1] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num1.png") sprNUM[2] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num2.png") sprNUM[3] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num3.png") sprNUM[4] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num4.png") sprNUM[5] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num5.png") sprNUM[6] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num6.png") sprNUM[7] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num7.png") sprNUM[8] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num8.png") sprNUM[9] = spriteLoad("Who_shot_johnny_rock_Singe_2/Overlay/num9.png") Finally, I replaced function drawScore() code in Who_shot_johnny_rock_Singe_2\Script\manage with the Daphne Singe code (I'm pretty sure copying entire manage folder from Daphne Singe in Who_shot_johnny_rock_Singe_2\Scrip would work too and is a faster method) Now I can play with my 1440x1080 vid with original Daphne Singe overlays with no issues and no frame mismatching ! Makes sense, but true Wild West stuff Or did I get all excited for nothing, as this is running in Singe 2 engine ? Modifié le 17 octobre 2021 par xxOToTOxx
Tremolux Posté(e) le 17 octobre 2021 Posté(e) le 17 octobre 2021 (modifié) il y a 9 minutes, xxOToTOxx a dit : I think you have tackled this is a completely different way to me. And that is no bad thing - Mine was never perfect and this is true open source gaming I am curious on how you have this all setup now, and you appear to have maintained the Singe 2 folder structure - I never did that. Hypseus needs the .m2v - it cannot use the MP4 - so yes you need to keep that, but don't need the MP4 in the singe folder. You really need to share this now, PM me if you like - I am so curious on how you got this up and working..... Makes sense, but true Wild West stuff Yeah lol Next step would be learning how to display correctly the Singe 2 overlays I guess...but I'm affraid it's beyond my capacities for now ! Modifié le 17 octobre 2021 par Tremolux
xxOToTOxx Posté(e) le 17 octobre 2021 Auteur Posté(e) le 17 octobre 2021 2 minutes ago, Tremolux said: Yeah lol Next step would be learning how to display correctly the Singe 2 overlays I guess...but I'm affraid it's beyond my capacities for now ! Still not clear though, is it running in Hypseus or Singe 2 ? Sorry you maybe missed my edit above....
Tremolux Posté(e) le 17 octobre 2021 Posté(e) le 17 octobre 2021 il y a 4 minutes, xxOToTOxx a dit : Still not clear though, is it running in Hypseus or Singe 2 ? Sorry you maybe missed my edit above.... Oh yes, sorry ! Will PM you 1
xxOToTOxx Posté(e) le 17 octobre 2021 Auteur Posté(e) le 17 octobre 2021 (modifié) Just to confirm to anyone reading the thread, this seems to be the start of a new method of Singe 2 game porting for Hypseus..... Also seems to be a little more Windows friendly than my original method... Modifié le 17 octobre 2021 par xxOToTOxx 1
xxOToTOxx Posté(e) le 24 octobre 2021 Auteur Posté(e) le 24 octobre 2021 (modifié) Without further ado, we have a 2k enhanced Singe 2 port release of 'Who Shot Johnny Rock?' for Hypseus Singe. Massive thanks to @Tremolux for all the work here, I apparently also have to say I was involved This release has also adopted the Absolute Mouse Input (ABS) framework correctly to the Windows Port, so should be spot on with Mouse and any lightguns including Sinden. Tremolux has included Sinden and non-Sinden batch files - for any of those lucky enough to have the Sinden already. This is a slightly different format to previous releases as it maintains the Singe 2 sub-folder format, and isn't reliant on a 'singe' sub-folder as in tradition Singe 1 games. The release works fine in Linux, but only needs the internal sub-folder, hence we are also releasing in (Karis style) shared folder format via MEGA, to allow updates and downloading of individual files/folders as needed. Windows users will want to download the whole structure as a zip, and run the .bat files from within the unzip location. https://mega.nz/folder/mh1Q1LzQ#-YGMbAjNs5-zhBZ6afLIOA Enjoy: Second Enhanced Karis version (separate download): Modifié le 6 novembre 2021 par xxOToTOxx 4
DarkVoid666 Posté(e) le 25 octobre 2021 Posté(e) le 25 octobre 2021 Nice, curious how it looks, now all i need is my Sinden. Thanx guys
xxOToTOxx Posté(e) le 29 octobre 2021 Auteur Posté(e) le 29 octobre 2021 (modifié) Adding this for any RetroPie users. These pull requests for Hypseus into RetroPie-Setup scriptmodules: RetroPie installation: https://retropie.org.uk/forum/post/265501 RetroPie documentation: https://github.com/DirtBagXon/RetroPie-Docs/blob/hypseus/docs/Daphne.md mkdir -p /home/pi/RetroPie-Setup/scriptmodules/emulators/hypseus wget https://raw.githubusercontent.com/DirtBagXon/RetroPie-Setup/hypseus/scriptmodules/emulators/hypseus/hypinput.ini -O /home/pi/RetroPie-Setup/scriptmodules/emulators/hypseus/hypinput.ini wget https://raw.githubusercontent.com/DirtBagXon/RetroPie-Setup/hypseus/scriptmodules/emulators/hypseus.sh -O /home/pi/RetroPie-Setup/scriptmodules/emulators/hypseus.sh Go to ES and select Configuration, select RetroPie Setup, or just type sudo ~/RetroPie-Setup/retropie_setup.sh Navigate to Manage packages Select exp experimental packages Run down the list, there select 'hypseus' Select Install from source Modifié le 29 octobre 2021 par xxOToTOxx
Karis Posté(e) le 30 octobre 2021 Posté(e) le 30 octobre 2021 Le 24/10/2021 à 15:57, xxOToTOxx a dit : This release has also adopted the Absolute Mouse Input (ABS) framework correctly to the Windows Port, so should be spot on with Mouse and any lightguns including Sinden. Hi, by sheer curiosity what is it ? I've got my own method to ensure the mouse is adapting to any resolution but it's always good to learn new tricks...
xxOToTOxx Posté(e) le 30 octobre 2021 Auteur Posté(e) le 30 octobre 2021 (modifié) 2 hours ago, Karis said: Hi, by sheer curiosity what is it ? I've got my own method to ensure the mouse is adapting to any resolution but it's always good to learn new tricks... Hi Karis, It's 'Absolute Mouse Input' which essentially operates like a touchpad mouse coordinates - this is in the executable not the LUA. It took a little bit of reading up, but the best explanation I found was here from the libretro guys: https://github.com/libretro/RetroArch/issues/5215 So essentially it takes the coordinates on screen resolution within a window and maps only x and y values based on its movement within that window resolution. Which may be a regular window or a fullscreen window. Whereas a standard mouse will give 'relative' x and y coordinates based on it's position within the whole desktop area that may or may not be actually visible (in the case of projecting a 1920x1080 video on a 4k screen for instance). So lightguns know that they cannot exceed the maximum/minimum values of the window resolution, or transgress out of it, they remain accurate on any screen size. Hope that makes sense... Modifié le 30 octobre 2021 par xxOToTOxx
Karis Posté(e) le 30 octobre 2021 Posté(e) le 30 octobre 2021 Il y a 4 heures, xxOToTOxx a dit : Hi Karis, It's 'Absolute Mouse Input' which essentially operates like a touchpad mouse coordinates - this is in the executable not the LUA. It took a little bit of reading up, but the best explanation I found was here from the libretro guys: https://github.com/libretro/RetroArch/issues/5215 So essentially it takes the coordinates on screen resolution within a window and maps only x and y values based on its movement within that window resolution. Which may be a regular window or a fullscreen window. Whereas a standard mouse will give 'relative' x and y coordinates based on it's position within the whole desktop area that may or may not be actually visible (in the case of projecting a 1920x1080 video on a 4k screen for instance). So lightguns know that they cannot exceed the maximum/minimum values of the window resolution, or transgress out of it, they remain accurate on any screen size. Hope that makes sense... Yeah thanks that's very clear, thanks! But then what's your solution to make games like WSJR works in 2K ? I mean the point is that those games work with a system of coordinates based on half the original screen resolution (360*240).
Tremolux Posté(e) le 30 octobre 2021 Posté(e) le 30 octobre 2021 Le 25/10/2021 à 22:41, DarkVoid666 a dit : Nice, curious how it looks, now all i need is my Sinden. Thanx guys I'm affraid you won't like it because of the blong girl's weird eyes
DarkVoid666 Posté(e) le 30 octobre 2021 Posté(e) le 30 octobre 2021 vor einer Stunde schrieb Tremolux: I'm affraid you won't like it because of the blong girl's weird eyes Well, i pretend it is a Zombie game then
Tremolux Posté(e) le 30 octobre 2021 Posté(e) le 30 octobre 2021 Il y a 1 heure, DarkVoid666 a dit : Well, i pretend it is a Zombie game then Lol
xxOToTOxx Posté(e) le 31 octobre 2021 Auteur Posté(e) le 31 octobre 2021 18 hours ago, Karis said: Yeah thanks that's very clear, thanks! But then what's your solution to make games like WSJR works in 2K ? I mean the point is that those games work with a system of coordinates based on half the original screen resolution (360*240). Sorry @Karis I missed this earlier. Well the solution is that they are running at that overlay resolution
Karis Posté(e) le 31 octobre 2021 Posté(e) le 31 octobre 2021 Il y a 8 heures, xxOToTOxx a dit : Sorry @Karis I missed this earlier. Well the solution is that they are running at that overlay resolution Ah, i've got better. function ResHMx(thisMuch) thisMuch = math.floor((resX * thisMuch) / 360) return thisMuch end function ResHMy(thatMuch) thatMuch = math.floor((resY * thatMuch) / 240) return thatMuch end
xxOToTOxx Posté(e) le 31 octobre 2021 Auteur Posté(e) le 31 octobre 2021 2 hours ago, Karis said: Ah, i've got better. function ResHMx(thisMuch) thisMuch = math.floor((resX * thisMuch) / 360) return thisMuch end function ResHMy(thatMuch) thatMuch = math.floor((resY * thatMuch) / 240) return thatMuch end Yep, I spotted them and I will be also utilising these shortly
xxOToTOxx Posté(e) le 31 octobre 2021 Auteur Posté(e) le 31 octobre 2021 (modifié) On 31/10/2021 at 11:52 AM, xxOToTOxx said: Yep, I spotted them and I will be also utilising these shortly Hypseus version of LBH HD, with new overlay and Real Showdown. MadDog II: HD Thanks you Karis as always for these great games. Modifié le 2 novembre 2021 par xxOToTOxx
Karis Posté(e) le 1 novembre 2021 Posté(e) le 1 novembre 2021 Le 31/10/2021 à 17:04, xxOToTOxx a dit : Hypseus version of LBH HD, with new overlay and Real Showdown. MadDog II: HD Thanks you Karis as always for these great games. You're very welcome !
xxOToTOxx Posté(e) le 3 novembre 2021 Auteur Posté(e) le 3 novembre 2021 (modifié) 64bit Windows Port of Daphne/Hypseus The first 64bit version of Daphne for Windows (support for up to 16Tb M2V files) The version released yesterday had a one line bug. Ensure you grab the latest version again from: https://github.com/DirtBagXon/hypseus-singe/releases/download/v2.6.17/Hypseus.Singe-v2.6.17-win64.zip If you have the previous version, you only need to take 'hypseus.exe' from the zip file and overwrite. If you have the 32-bit version, and are upgrading, you will need 'hypseus.exe' and ALL the .dll files from the 64bit zip and overwrite the 32bit versions. The 64bit version, should work markedly better on all the upscaled Daphne M2V files in this thread,so replace the 64-bit version of files within any Windows Template packages that you have (as described above). I will attempt to update the Windows Template packages when I get time, but for the moment they contain the 32bit version. The Windows Templates have now all been updated to 64bit v2.6.17 https://mega.nz/folder/t082hTgT#J9NiuIB9bl2pYSbj-jrjnQ Daphne enters the Windows 64-bit world....... Modifié le 7 novembre 2021 par xxOToTOxx Windows Templates updated 2
xxOToTOxx Posté(e) le 6 novembre 2021 Auteur Posté(e) le 6 novembre 2021 (modifié) More WSJR versions than you can shake a stick at: Modifié le 29 décembre 2021 par xxOToTOxx
xxOToTOxx Posté(e) le 9 novembre 2021 Auteur Posté(e) le 9 novembre 2021 (modifié) So. I am looking for feedback on if this blanking works and is worth implementing ? As we are working from the LUA and not the original ROM images I have to trigger on events based on LUA events. So it's not 100% accurate and efficient but seems to work mostly. It gives some reasonable effect feedback based on timing. I didn't try to emulate the luminescence flashes as per @poiu video (and I'm not sure that would work in ALL games if I could) , but it's a step nearer.... The video is recorded on the original SD video for YouTube, but works on the HD versions too. Video updated to show current 2.6.18 functionality: Modifié le 11 novembre 2021 par xxOToTOxx 1
poiu Posté(e) le 9 novembre 2021 Posté(e) le 9 novembre 2021 the flash you see is for tracking the gun with the CRT pixel, you don't have to recreate that, those who use a crt gun will have it by default. the black hole is a simulation of the real laserdisc, you are not far in recreating it, and I like that. But every black hole shows up in every frame search, so before the opponent appears and after he dies, analyze a movie and note this sequence. frame search (black hole) the opponent appears, in the movie first he shoots you, so if you die the laserdisc will continue playing (no black hole) after that scene the opponent dies, so if you kill the opponent the laserdisc will do another frame search for death (black hole) Translated with www.DeepL.com/Translator (free version)
xxOToTOxx Posté(e) le 9 novembre 2021 Auteur Posté(e) le 9 novembre 2021 (modifié) On 09/11/2021 at 6:22 PM, poiu said: the flash you see is for tracking the gun with the CRT pixel, you don't have to recreate that, those who use a crt gun will have it by default. the black hole is a simulation of the real laserdisc, you are not far in recreating it, and I like that. But every black hole shows up in every frame search, so before the opponent appears and after he dies, analyze a movie and note this sequence. frame search (black hole) the opponent appears, in the movie first he shoots you, so if you die the laserdisc will continue playing (no black hole) after that scene the opponent dies, so if you kill the opponent the laserdisc will do another frame search for death (black hole) Translated with www.DeepL.com/Translator (free version) Cool, that was a version 1 - I'm working on version 2 - will keep you updated...... Modifié le 11 novembre 2021 par xxOToTOxx
xxOToTOxx Posté(e) le 9 novembre 2021 Auteur Posté(e) le 9 novembre 2021 (modifié) On 09/11/2021 at 6:22 PM, poiu said: the flash you see is for tracking the gun with the CRT pixel, you don't have to recreate that, those who use a crt gun will have it by default. the black hole is a simulation of the real laserdisc, you are not far in recreating it, and I like that. But every black hole shows up in every frame search, so before the opponent appears and after he dies, analyze a movie and note this sequence. frame search (black hole) the opponent appears, in the movie first he shoots you, so if you die the laserdisc will continue playing (no black hole) after that scene the opponent dies, so if you kill the opponent the laserdisc will do another frame search for death (black hole) Translated with www.DeepL.com/Translator (free version) @poiu Version 2 based off LUA events: "discSearch" "discSkipBackward" "discSkipForward" "discSkipToFrame" -blank_searches -blank_skips -min_seek_delay 200 Modifié le 11 novembre 2021 par xxOToTOxx
Moksi Posté(e) le 9 novembre 2021 Posté(e) le 9 novembre 2021 Hello guys i see the great improvements made with hypseus due to me switching things over to a crt , took some time into setting that up still not done But If i get these HD files should i notice a big difference on a crt with it in quality ? But will install Hypseus finally this week & setting it up
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