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cor094

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  1. Another year I couldn't find a real flyer for, so made one similar to my previous. Hopefully no typos, just let me know.
  2. Update: Teknoparrot just updated to implement this way of drift, so the post below is no longer necessary. They also fixed the checkbox labeling. Thanks Pocky! TP enabled a way to force drift in this game a while back. Although, I typically played without drift, as it seemed to turn too sharp and was more of a disadvantage. That being said, I accidentally stumbled on a way to enable the real drift mechanism of this game, which works a bit better (although, I don't know that you can drift quite as good as the CPU players, but looks consistent with YouTube footage of real cabinet). It's worth mentioning the checkbox name when teknoparrot added drift always seemed like it worked opposite as you would expect, so "auto-drift" checked means no drift hack and "auto-drift" unchecked means drift hack is in effect. So, if you disable the hack (check the box) you normally can't get drift to work. But, if you press "jump" button at car select screen, you should have drift now. It works similar to the drift hack, so enabled just by turning sharply. With TP hack method, the car doesn't slide much, so always turns too sharp and then you go off track or loose drift because you have to counter steer so quickly. Here's a video comparison. First half of video is TP method with auto-drift box unchecked. Second half of video is auto-drift box checked and jump button was pressed at car select screen. Pressing jump at car select even works on really old TP builds from prior to them adding drift. I don't believe the real arcade cabinet needed you to do this, since theres no indication of that. Also, if you do it once, let the game to attract and play again, it will still be in effect. Maybe teknoparrot or someone using cheat engine can figure out what changes when jump button is pressed at car select so it could be forced instead of prior method, but above my abilities. So I don't forget, I added a text overlay via reshade that displays only at car select screen (it knows you are at car select screen by monitoring pixels, so my specific files would only work if playing at 1920x1080 in TP game settings). Here is an example of what this looks like. Here are the reshade files if anyone is looking to do something similar.
  3. That version says it has "the add-ons". For teknoparrot, you don't want the add-ons. Download clean dump or delete the following Bepinex folder .doorstep_version doorstop_config.ini winhttp.dll
  4. Thanks for incorporating into DemulShooter! Player 1 "start" button will start Player 1 only, however, I noticed Player 2 start button will "start" both p1 and p2. In the RetroFan plugin you built yours upon, you are able to start p2 independently. Thanks!
  5. Thanks! Any reference to play-for-fun mode in the csharp? Wasn't introduced until 2023, so would need to be the 2024 dump to have any chance.. Standalone should read gamesettings.ini and shelldata.ini from mib\shelldata, so should be able to set those things there without changing csharp, I didn't test everything though, only changed language to make sure was reading it
  6. Nice. I thought about making an ahk script (v1) to automate. The IniWrite command works well since the VER.206 file follows the standard ini formula of [Section] Key=Value Can create a GameMode.ahk with: IniWrite, GAME_208.SELF, VER.206, Station_1, game Then a TestMode.ahk with: IniWrite, TEST_204.SELF bver=202 gver=208 tver=204 vver=200, VER.206, Station_1, game Should work fine to toggle quickly as an ahk in the same folder as VER.206, but didn't get around to compiling as .exe or anything.
  7. Is it an ini write ahk script or other automation of my post above? Or a different method to unlock test?
  8. Re-uploaded to fix typo in the word "Fifty"
  9. Couldn't find a real flyer for 2016, so made one. The bullet point text was what was mentioned from the YouTube trailer for this game
  10. I was able to get into Tekken 6: Bloodline Rebellion test menu to make changes. There was a previously mentioned workaround to boot test_200.self with RPCS3, but this method didn't have any game-specific settings, difficulty, freeplay, etc. It seems RPCS3 crashes when trying to switch from game to test mode, but you can get it to boot straight into test mode by tricking it to think the test mode is the game. Open SCEEXE000\USRDIR\VER.206 with notepad and find the following [Station_1] section: [Station_1] ;;romver=A?? boot=BOOT_202.SELF game=GAME_208.SELF test=TEST_204.SELF bver=202 gver=208 tver=204 vver=200 verud=VERUD_200.SELF bver=202 gver=208 tver=204 vver=200 Then, all you'll do is copy everything after "test=" and put it after "game=", replacing what was there previously. It should then look like this: [Station_1] ;;romver=A?? boot=BOOT_202.SELF game=TEST_204.SELF bver=202 gver=208 tver=204 vver=200 test=TEST_204.SELF bver=202 gver=208 tver=204 vver=200 verud=VERUD_200.SELF bver=202 gver=208 tver=204 vver=200 You can then launch game as usual and it will load into test menu. Make all your desired changes, save and exit. Then put "game=" section back to how it was before, and you'll boot into game with your changes. Also, you can add "offline" to the end of your "game= " section, and it will make the subtitles in English and hide the network icon at bottom left of screen. Would look like this: [Station_1] ;;romver=A?? boot=BOOT_202.SELF game=GAME_208.SELF offline test=TEST_204.SELF bver=202 gver=208 tver=204 vver=200 verud=VERUD_200.SELF bver=202 gver=208 tver=204 vver=200 Although likely unnecessary, if planning to play in offline mode, may be best to load test menu in offline mode to make your changes (it hides some of the network settings). That would look like this: [Station_1] ;;romver=A?? boot=BOOT_202.SELF game=TEST_204.SELF bver=202 gver=208 tver=204 vver=200 offline test=TEST_204.SELF bver=202 gver=208 tver=204 vver=200 verud=VERUD_200.SELF bver=202 gver=208 tver=204 vver=200 *If using the dump labeled CHN, the steps are the same, but you'll make the changes to [Station_4]. It already has the "offline' flag. If formatting or details above hard to follow, here's an infographic with screenshots that may be easier to follow https://pixeldrain.com/u/YqeA7Tuu
  11. The face buttons rely on wheel2xinput, you have it downloaded and installed its required VigEm Driver? Also, that script is set up for 2 player, so I would plug in both adapters and rods first. Or, I can send you the single player script also. It's been a while since I played , but I usually use Freeplay, so I probably don't have a button assigned to "coin". If still doesn't work, you can check to make sure your adapters GUIDs match the ones I used in wheel2xinput .JSON files by running trace.bat in wheel2xinput files and pressing buttons
  12. Nice. Yeah, it was a bit temperamental at first. I had a script for just 1 player, and for some reason, running the 1 player script caused the 2 player script to not work unless I rebooted (even though i had closed the 1p script). Don't really understand why. So if it doesn't work, maybe try to reboot. Basically, I use wheel2xinput to make the two reel controllers simulate two xbox controllers (for analog sticks and buttons and shake to cast, etc). Then the ahk loads these two profiles and assigns the reeling/cranking movement to the appropriate keyboard keys, the faster you reel, the faster it repeats the key. If for some reason, the reel motion is working for opposite controller/player, try to swap the loading order of the wheel2xinput profiles in the ahk file. You could probably make less complicated by converting all reel buttons and axis to keyboard controls entirely with ahk and not using wheel2xinput, but would lose analog function of joystick, would be all or nothing, which probably wouldn't be a big deal since you don't exactly need analog precision. Make sure you plug in both adapters/reels prior to running script. I attached my ahk and by wheel2xinput .json files. I definitely recommend putting the game to 2p mode if never planning to have 4p. Also, script is for ahk v1.x, not v2. And, since the ahk is picking up axis for joystick 1 and 2, would need to make sure you don't have another joystick plugged in or change the joystick number in ahk to match windows order. tuna.ahk tuna.json tuna2.json
  13. Using standalone with my two 4th gen Intel PCs. Very impressed it works with LAN and with my c270 webcams. Great work. Adjusted cam rotation and zoomed out a bit in test menu to get how I wanted. Using wheel2xinput to get wheel inputs, add center spring, and convert rumble to sine force feedback.
  14. the simulated dot matrix display at the top of the of GT2015 attract mode really annoyed me. Especially since it's blank in free-play and makes everything squashed. Maybe there's a more obvious way, but seems like you can remove it by deleting this highlighted line in golf\configuration\modetree\modetree.txt before after
  15. Couple clear logos for 2015 if anyone needs one https://pixeldrain.com/l/3eU7rzpd updated the link above (for full size) to add some flyers I made. the background images are AI generated. the text and course screenshots were extracted from the youtube trailer for the game. the character/cabinet is from the manual cover
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