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xxOToTOxx

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Tout ce qui a été posté par xxOToTOxx

  1. OK, then that seems to be pretty much pointing the finger to the CRT display rendering speed. They were never really designed to be pushed a 4k signal, so I guess it's no surprise. I assume if you swap the esh.m2v out with the standard Daphne m2v it works full speed ? I have no experience with running SDL2 renderers on CRT displays, there appears to be little documentation in Google except on 'emulating' CRT display artefacts on LCD (i.e. the reverse). So I guess you may have answered your own question from a little while ago, when I said you were the first......
  2. My guess would be you don't have enough CPU grunt to decode these high bitrate 4K MPEG-2's What is your CPU percentage doing when the game is running ?
  3. They are different applications, using different game data formats. I see no reason to have them in the same folder(s).
  4. WOW - I can't believe how well `cobra` has cleaned up - Masterful. Thank you so much for sharing
  5. Cool thank for the feedback.
  6. Chantze's/Triad Stone for Singe 2 is already here ?
  7. @Rex2573 Ignoring my really bad shots at the beginning, look at the second scene more. This is running Hypseus with the new forced overlay argument in 16:9, which will stretch to whatever the underlying video is, therefore keeping the hitbox locations correct: This was run with the following arguments to hypseus: hypseus.exe singe vldp -framefile Maddog2_HD\Video\maddog2.txt -script Maddog2_HD\Script\maddog2.singe -oversize_overlay -blank_searches -blank_skips -min_seek_delay 200 -x 1920 -y 1080 -fullscreen -oversize_overlay being the important one - Video is stretched of course, but at least that way you will see all the targets at the top and bottom of the screen... Or is the stretched (and therefore distorted) screen just a no go..... ?
  8. Request for feedback: Ninja Hayate I had a request from a forum user to look at the Original Singe 1 Ninja Hayate game bytecode to fix the looping death scenes which you could only fix by quitting the game and starting again. New version of 'hayate': v1.15.... https://mega.nz/file/x4MWiJgS#8N9PEJVQJZaNzW-lABIcrRZJ13KvThJyWSCdroU0UxE This will allow you to continue when the bug is triggered, lives will decrease as per normal and a generic death/respawn scene will be used after the work-a-round is applied. The game is now completable. If the bug work-a-round is triggered it will log: "Death loop bug triggered - death scenes will be disabled" If you don't die, you will not hit the bug. If you die (and hit the bug in specific scenes), then the fixed version will allow you to continue (without death scenes). If the bug is not triggered, the game will play as per original v1.1
  9. Updated MEGA link for Space Pirates Directory/Folder style profile: https://mega.nz/file/o8NzyQzJ#L7LNnYpDL1jEpLIy4A66-9NMtI1QtJs-_6yUKAZkv2k This first one had a couple of bad Overlay paths for Directory style format. The perils of developing on a duel system.
  10. "Lots of Bugs" - is a huge under statement - I don't believe this game has ever worked this well in Singe - massive thanks to @Karis for his patience and knowledge in this update and enhancement This release also includes the z_levelselect scene selection level that has been missing from every previous version I am aware of. Hypseus version will be along soon....
  11. Space Pirates HD..... Comes with a couple of "zombies" especially for @DarkVoid666 https://mega.nz/file/o8NzyQzJ#L7LNnYpDL1jEpLIy4A66-9NMtI1QtJs-_6yUKAZkv2k <- Note: updated link For those users with FFMPEG and want the Directory style files, standard singe format in the usual places.
  12. hypseus-singe v2.6.18 - This release enables: ActionMax game hardware acceleration with Windows SDL 2.0.16 library: -nohwaccel is no longer required. -blank_searches and -blank_skips laserdisc skip delay simulation added to Singe: Triggered against LUA events: discSearch() discSkipBackward() discSkipForward() discSkipToFrame() https://github.com/DirtBagXon/hypseus-singe/releases/tag/v2.6.18
  13. Of course! Makes perfect sense now. Once again I bow to your knowledge sir.....
  14. I have pushed v2.6.18 out with these changes, plus a couple of fixes over the version I was testing last night: https://github.com/DirtBagXon/hypseus-singe/releases/tag/v2.6.18 @Karis - If these options are enabled in `maddog` there are three or four skips/searches when you enter the saloon, but nothing is happening - do you have any idea why these occur ? Recorded a video for easy viewing:
  15. "should i notice a big difference on a crt" I think you will be the first, and only you can answer that at this point, by giving it a try....
  16. @poiu Version 2 based off LUA events: "discSearch" "discSkipBackward" "discSkipForward" "discSkipToFrame" -blank_searches -blank_skips -min_seek_delay 200
  17. Cool, that was a version 1 - I'm working on version 2 - will keep you updated......
  18. 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:
  19. So 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. Version 2 in 2.6.18 video now shown below: Version 2 based off LUA events: "discSearch" "discSkipBackward" "discSkipForward" "discSkipToFrame" -blank_searches -blank_skips -min_seek_delay 200
  20. It does exist in Hypseus, it works fine on Daphne games, but I disabled in the Singe side of things due to some bug I couldn't figure some time ago. I am fairly certain I tested this in the original Singe source code, (which no longer runs on a modern Linux desktop), and it was buggy even on that. I will have a look at it again as it has come up. Would use options like: -blank_searches -blank_skips -min_seek_delay 1000 Fingers crossed it's an easier fix now, will let you know if I figure it....
  21. I greatly appreciate the offer Karis, but with the SD and 3x HD versions - I think I have enough - even I am now getting confused with all the versions...... Thank you.
  22. Aha, your secret is revealed - This is why I always saw a difference in these games when performing the Hypseus port. This now all makes sense. After porting WSJR last evening, I think the overlay system I recently put in Hypseus (different to the Singe 2 system now) seems to cope with this change seamlessly. It would be nice to know the opinion of others, reports thus far indicate the Sinden is spot on. As ever Karis, thanks for all you hard work here, I see the changes/fixes do improve gameplay - I love the B&W version and am sharing it far and wide
  23. It's crazy what software can do with these images now, but you can't beat the charm of the originals. Thanks @poiu I bow to both of you guys in what you do.
  24. More WSJR versions than you can shake a stick at:
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