What do I need to do if I think auto-fire has been used in a recording?
As Alpha made a recording of SFEXP scoring 1,960,100 a very impressive score but when I watched it using the input viewer in wolfmame 0.109 it looks like auto-fire is being used as every time a button is pressed it keeps flashing.
Is there a way to see if auto-fire is being used or to see how the buttons have been mapped as auto-fire gives a big advantage on this game as there is no need to time your combos.
Auto-fire what do I do if I think its been used
Moderator: BBH
Right way is to post here. So Alpha can defend his position too. Then again we're still waiting someone to actually admit their cheating with autofire...
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Analinp40 sfexp.inp -a -i -v -h -S
1.
"there are -956 magic seconds between the recorded frames and stamps"
Does this mean hes recording was written to his hard-drive 16 minutes before it ended? What are those "magic seconds"?
2.
Also looking at the InpHisto report, I do find some bits showing clear signs of autofire. Then again I don't know what buttons those bits are and what should their pushing patterns be in the game. +I didn't look at the playback itself.
Bit25, bit154, bit155 show moderate speed of pushing buttons, however the buttons are at "off" position long times...like those buttons were not pushed same way when "firing", or because somekind of autofire was used.
("off"-position is the rightmost column in InpHisto Report. "On" is the middle)
Any comments Barry, Chad.
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Analinp40 sfexp.inp -a -i -v -h -S
1.
"there are -956 magic seconds between the recorded frames and stamps"
Does this mean hes recording was written to his hard-drive 16 minutes before it ended? What are those "magic seconds"?
2.
Also looking at the InpHisto report, I do find some bits showing clear signs of autofire. Then again I don't know what buttons those bits are and what should their pushing patterns be in the game. +I didn't look at the playback itself.
Bit25, bit154, bit155 show moderate speed of pushing buttons, however the buttons are at "off" position long times...like those buttons were not pushed same way when "firing", or because somekind of autofire was used.
("off"-position is the rightmost column in InpHisto Report. "On" is the middle)
Any comments Barry, Chad.
It's something I've been meaning to talk to Alpha about, but keeping putting it off for one reason or another. It would appear to be some extreme timing problem. Some INPs show a time frame that is way too short, some show a time frame that is way too long. His 0.103 inps seem to be fine, however.
Seems to me like there is something playing havoc with his system's clock, but I can't think what. Possibly related to the new MAME UI core, but that seems unlikely, and other 0.107+ INPs I've checked don't exhibit this problem.
Seems to me like there is something playing havoc with his system's clock, but I can't think what. Possibly related to the new MAME UI core, but that seems unlikely, and other 0.107+ INPs I've checked don't exhibit this problem.
- Barry Rodewald
MARP Assistant Web Maintainer

MARP Assistant Web Maintainer

Re: Auto-fire what do I do if I think its been used
No auto-fire is used, but I used a program to remap buttons. I'm using an azerty keyboard and remapped the following:madmalk wrote:What do I need to do if I think auto-fire has been used in a recording?
As Alpha made a recording of SFEXP scoring 1,960,100 a very impressive score but when I watched it using the input viewer in wolfmame 0.109 it looks like auto-fire is being used as every time a button is pressed it keeps flashing.
Is there a way to see if auto-fire is being used or to see how the buttons have been mapped as auto-fire gives a big advantage on this game as there is no need to time your combos.
a --> ctrl
z --> alt
e --> space
q --> Shift
s --> w
d --> x
Why?! So I do not have to configure the buttons for every street fighter like game (ease of use + cfg is not used). Do you want me to re-record without re-mapping?
Frederik aka Alpha
- destructor
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You know there really oughta be a feature to remap buttons for an entire game class, like there is for neo geo.
I'd liek to be able to set button layotus not by driver class (like neo geo) but by cabinet button layout.
Say all games that use buttons mapped in an arc of 4 (liek neo geo) will get the mapping used for neo geo. Whle arcades that map butons in an arc of 3 (like virtualfighter) would get a different ini for them specifically.
all games that use the button layout of street fighter 2 will get the "sf2 button mapping"
And soem our button games use a "tekken diamond" as their layout and should get mapped to a different class for that reason. (the x-arcade can support that diamond layout perfectly)
I'd liek to be able to set button layotus not by driver class (like neo geo) but by cabinet button layout.
Say all games that use buttons mapped in an arc of 4 (liek neo geo) will get the mapping used for neo geo. Whle arcades that map butons in an arc of 3 (like virtualfighter) would get a different ini for them specifically.
all games that use the button layout of street fighter 2 will get the "sf2 button mapping"
And soem our button games use a "tekken diamond" as their layout and should get mapped to a different class for that reason. (the x-arcade can support that diamond layout perfectly)