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argonlefou

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Tout ce qui a été posté par argonlefou

  1. Patcher updated to correct the Coin issue (Credits not decreasing when used). Please re-patch clean original exe with the tool before using the mouse_input tool. EA_Invasion_MouseTool_v2.0.zip
  2. If you're using DemulShooter you can try playing with a option, you can add -ForceScalingX=9/16 into the command line and play with the ratio. 9/16 should be good in theory but some people needed to put 32/9.....play with the numbers and you'll see how the crosshair will be more accurate or not Only working with the latest release, option was not in DemulShooterX64 before The only information I got on the internet about that "Gore" mode seem to allow the engine to dismember characters. Blood color looks like a splatter/effect/shadder created by the engine, where the parameters (shape, color, strenght, etc..) lies somewhere in the resource file (I guess). But as it's not a drawing or a color image....it's not that easy to find (especially when you have no knowledge at all in Unreal Engine modding or programming)
  3. This has nothing to do with the analog gun and RAWINPUT. The error comes from the OS : Windows does not allow DemulShooter to access the game process. This is usually caused by privilege issue with the exe/demulshooter.....unfortunatelly I don't have any other solution than really checking that Demulshooter is run as an administrator. The rest is up to your OS and your settings
  4. exe should not be modified, that's what can cause the issue sometimes. That's why I asked. Make sure you run DemulShooterX64 as an Admin, and please try to get a debug file (https://github.com/argonlefou/DemulShooter/wiki/Debugging#step-3)
  5. Did you rename the .exe file ? What is the exe file name ?
  6. Malheureusement comme je l'ai dit sur d'autres jeux, le rendu graphique c'est pas mon domaine du tout...je ne pourrais pas t'aider sur ce point, je ne fais que recopier ce que les autres ont trouvés et en appliquant les tutoriels au dessus, ça fonctionne avec ArcCabView en plein ecran sans soucis
  7. If you hook the game with demulshooter you'll get both door commands sent by the game as output through MameHooker I can also add a button to simulate doors switch detection....but what more would you want to have emulated ? (Real question, never used the first game with TP)
  8. That can be caused by the fullscreen mode and the black bars If you feell like the edge of the playable area is corresponding to the edge of the screen (to point with a lightgun), you have a setting in gun4ir to change the screen ratio. I don't know the name as I usually use a command in DemulShooter for that, but I just realized I didn't put it in the X64 version 😓 Anyway, gun4ir users can try 9/16 ratio, should make thinks better. I'll add the missing command in x64 asap
  9. As long as there is no patch to run the game with both player side by side ( like gundam ) : there is no way to have 2 players on 1 screen
  10. You should find all usefull details here : https://github.com/argonlefou/DemulShooter/wiki/UNIS-Technology#elevator-action-invasion
  11. DemulShooter has been updated for those who want to use ligthguns/multiplayer/outputs And here's a no-crosshair patch, just unzip the file next to the original .pak file in the \ESGame\Content\Paks\ subdirectory ElevatorActionInvasion_NoCrosshair.zip
  12. There is some kind of green texture in the .pak resource file of the game. I'm no Unreal Modder, but from what I undertood : modding the texture is possible, but this would need to share the full 1.5GB modded pak file, as they just made one and only one resource with all content inside
  13. Never saw anything like this, so that's not a "known" thing
  14. You may need to run the tool again, but a bit after the game has loaded
  15. Elevator Action Invasion : Patcher + Inputs Tool EA_Invasion_MouseTool_v2.0.zip Just follow the readme inside. Works best on: - fullscreen with a vertical monitor - windowed mode with horizontal monitor. Change values in "AppData\Local\ESGame\Saved\Config\WindowsNoEditor\GameUserSetting.ini" for example : ResolutionSizeX=607 ResolutionSizeY=1080 FullscreenMode=2 At least on my computer.....no idea how each GPU/display settings will react. Just use a 9/16 ratio window without any black bar or aim will be off As usual, multiplayer + outputs support will come later in DemulShooter
  16. Yes, 2 player is working but not with the mouse input tool. You need lightguns or gamepad and use DemulShooter
  17. I can't say how Antimicro will behave, and how your Xbox pad will appear for me with it But if you have an Xbox pad, you can use it with DemulShooter directly (without antimicro) Just select the good device in DemulShooter_GUI and set the needed buttons / axis. And read the Wiki to learn how to use Demulshooter
  18. Edit setting.csv : Set emulateIO to TRUE Set emulateSensor to TRUE
  19. Here's the updated Mouse Input Tool, with genuine credits handling (sound and Bookkeeping saving) : Castlevania_Inputs_v2.0.zip Also the Patcher to solve black screen on loading, and change Bookkeeping save location : CastlevaniaArcade_Patcher_v2.0.zip
  20. I have not updated the mouse input tool but with DemulShooter v10.12 update, castlevania credits key should properly add a credit counting in bookkeeping and play according credit sound 😉
  21. Inputs do work, nothing to be sorry of. You just need to know how to make it right. Maybe running the tool as admin would help
  22. Hello and thanks for pointing out these "details" from the original arcade game. Unfortunately, those interresting "details" are way too difficult to change without having the exact source code of the game. First and main obstacle here: I've stopped working on that mod a long time ago and I'm not able to go back into that matrix of 0 and 1 in memory without starting from scratch. Then from what I remembered, the PC port had a lot of textures and sound removed. Whereas I found a way to inject some custom textures, I kind of remember beeing blocked from adding new sounds. Again, I may remember that in the wrong way since it has been a long time. As for changing the rewards algorithm....same thing : you can't except if you have full source code or get (extremely) lucky by lurking into the game's memory I would have checked a couple of things a few months ago, while I was head first into the mod It's a bit too late for me, now
  23. Thanks for the script 🤙 Here's an updated version of the Input program, I added COIN button, and few other (see readme) There is still some aiming offset if the game is displayed 4/3 on a 16/9 screen. Behavior changes according to the computers I tested it on...sometimes I was able to upscale graphics with 4/3, sometimes it stays in fullscreen 16/9 I'll add the game to demulshooter with input/outputs in the upcomming days LethalEnforcer_Inputs_v2.0.zip There is the same thing for Gundam SoZ on TTX, one exe has dual screen side by side on the same window. But hell....how can people be so impatient to know how to be able to play side-by-side cooperative mode when the game does barely start on it's own....
  24. Il est dans ZIP que j'ai posté plus tot dans la conversation https://www.emuline.org/topic/3453-arcade-pc-lethal-enforcers-3-konami/?do=findComment&comment=146696
  25. Alright so I managed to get the game in a playable state like this (using the already available patched binary) : 1) Create the virtual screen with usbmmidd 2) Using DgVoodoo (I copied both D3D8.dll and D3D9.dll from x86 folder) with this settings : "Disable Alt-Enter" check box must be checked on my computer, else I got a flickering P1+P2 display on the window 3) Run the input tool and the game_patched.exe 4) Alt-tab or Window key to loose game focus, than put it back on screen : I got a full screen 4/3 display with tha ability to shoot everywhere on screen. Reload is when mouse get to the right side of the screen Not good enough to be easily set as "Finished and working" lol, but enough for people to work on a solution, and for me to work on inputs
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