Author Topic: Wabbitemu Tool-Assisted Speedrun support test  (Read 19621 times)

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Offline thepenguin77

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Re: Wabbitemu Tool-Assisted Speedrun support test
« Reply #45 on: June 08, 2010, 11:27:17 pm »
Ya, use this chart. If the game handles multiply key presses, which of course Geometry Wars has to, just make a square on the chart.

A fun example is when you press 1, 4, and right. Left is also pressed and you fly into that enemy who was chasing you. My original control scheme thankfully did not line up or else there wouldn't be much of a game. I really noticed this though because 4, XTON, and DEL, while rarely pressed at the same time, also press Zoom, which quits. So I just made Zoom a single key press only.

But for a while, this, with all the other problems I had with Mirage, made this game very confusingly unstable.
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Offline DJ Omnimaga

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Re: Wabbitemu Tool-Assisted Speedrun support test
« Reply #46 on: June 08, 2010, 11:32:56 pm »
Weird x.x

Sadly I don't know ASM though so I don't understand that guide much :(

Offline thepenguin77

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Re: Wabbitemu Tool-Assisted Speedrun support test
« Reply #47 on: June 09, 2010, 12:13:30 am »
I was just talking about the little chart with all the buttons on it. If you make a box of buttons, it presses the fourth. The numbers don't even mean anything. Using that method, I have played mario without touching the arrow pad.
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You can build a statue out of either 1'x1' blocks or 12'x12' blocks. The 1'x1' blocks will take a lot longer, but the final product is worth it.
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Offline DJ Omnimaga

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Re: Wabbitemu Tool-Assisted Speedrun support test
« Reply #48 on: June 09, 2010, 12:35:04 am »
oh wow I see what you mean now, weird x.x

EDIT: On a side note I am somewhat happy Eeems decided to host Asm28d again. It  sucked when the other online guide shutted down x.x
« Last Edit: June 09, 2010, 12:37:11 am by DJ Omnimaga »

Offline calcdude84se

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Re: Wabbitemu Tool-Assisted Speedrun support test
« Reply #49 on: June 09, 2010, 02:53:01 pm »
I was just talking about the little chart with all the buttons on it. If you make a box of buttons, it presses the fourth. The numbers don't even mean anything. Using that method, I have played mario without touching the arrow pad.
That's strange... But wait, how can you convince the hardware that you pressed, say, right, without touching any of up, left, down, or right? Wouldn't you be required to press at least one of those? I'm just curious.
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Offline ztrumpet

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Re: Wabbitemu Tool-Assisted Speedrun support test
« Reply #50 on: June 09, 2010, 03:37:08 pm »
Wow, ThePenguin, your games are awesome!  I just found Geometry Wars and Bubble.  Great job on these! 
*ZTrumpet puts on calc. ;D

Offline DJ Omnimaga

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Re: Wabbitemu Tool-Assisted Speedrun support test
« Reply #51 on: June 24, 2010, 05:25:06 pm »
Someone excited at BuckeyeDude's Pokémon port while on caffeine
« Last Edit: June 24, 2010, 05:26:05 pm by DJ Omnimaga »

Offline ztrumpet

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Re: Wabbitemu Tool-Assisted Speedrun support test
« Reply #52 on: June 25, 2010, 05:19:09 pm »
lol (?)

Offline DJ Omnimaga

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Re: Wabbitemu Tool-Assisted Speedrun support test
« Reply #53 on: June 25, 2010, 07:11:41 pm »
I was bored as you can see ;D

Offline Builderboy

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Re: Wabbitemu Tool-Assisted Speedrun support test
« Reply #54 on: July 02, 2010, 04:37:51 pm »
Here is a TAS of the Portal demo, complete in 8 seconds ^-^

Offline DJ Omnimaga

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Re: Wabbitemu Tool-Assisted Speedrun support test
« Reply #55 on: July 02, 2010, 04:47:47 pm »
Haha awesome! Especially shortly after picking the box XD

And looks nice as always :)

Offline Builderboy

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Re: Wabbitemu Tool-Assisted Speedrun support test
« Reply #56 on: July 02, 2010, 04:57:33 pm »
Thanks :) I had to run it at 5% speed and even then it was really tricky to get working.  I really like the end result though :D

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Re: Wabbitemu Tool-Assisted Speedrun support test
« Reply #57 on: July 02, 2010, 05:48:46 pm »
Yeah even at slow speed it can still be hard, especially with complex physics. It's hard to calculate exactly where the character will land/jump. If Wabbitemu had quick save/load and advance frame by frame like most console emus with TAS support, it would be even easier :P

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Re: Wabbitemu Tool-Assisted Speedrun support test
« Reply #58 on: July 02, 2010, 08:59:51 pm »
I wonder how wabbit would handle frames though? O.o maybe buffer updates?  Either way I wonder why you arnt able to go lower than 5?

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Re: Wabbitemu Tool-Assisted Speedrun support test
« Reply #59 on: July 02, 2010, 09:10:16 pm »
what I thought about is that as soon as Wabbit reaches a direct input or getkey type command, you could set it to stop completly until a key is pressed. Screenshooting would be temporarly halted, as well, and in sync with the speed at which emulation goes at.

As for 5, it was set this way since this is what I suggested before (it was 25% but I wanted slower mode). I guess you could maybe ask Buckeye to implement some other options like this.