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Posted: Fri Mar 07, 2003 12:46 pm
by Novice
LN2 wrote:
Novice wrote:do you know the fact?
Score of this game never resets even if you do continue.
so? I didn't continue in this. It was a 1 credit game you see there.
If you had a mac I would offer you the inp to watch.
Then prove it by your replay. :lol:

:lol: :lol: and where is great 6 million? :lol: :lol:

Posted: Fri Mar 07, 2003 1:16 pm
by LN2
Novice, the reference to the "inp file" is the replay. Geesh. Will you ever stop causing trouble here?

I am asking you nicely to leave me the hell alone about Cameltry now. The poll is being done. All that has been discussed has been. You doubting my gaming skills and thinking I would fake that 1.6 million screenshot shows no respect toward me. I clearly also stated whyI'm not going to waste my time cheating at some game just to satisfy you. I took 15 minutes to do a 1.6 million game. I'm not going to do what you did and waste entire 2-3 days playing the game cheating over and over and over again to try and get something like 6 million. I could do it if I really wanted to...but there is no point to doing it. This warping technique will most likely not be allowed...so not going to waste anymore time cheating at the game to have an inp and score that means absolutely nothing to me. The 1.6 million example after only 5 tries is good enough example.

I play using macmame. That's mame on a Macintosh computer.

Even if I give you the "replay" you won't be able to watch it on your PC correctly cuz the inp file format for this game isn't compatible between macmame and pc-mames.

That's why I said if you have a mac then you could watch that inp(replay).

Understand now?

I do have many macmame inps here at MARP that are compatible with pc versions of the same mame version so feel free to watch some of those that are confirmed and list "mame60" as the version used to see some examples of my gameplay for other games. It's not possible for you in Cameltry though without having a mac.

That is out of my control.

Posted: Fri Mar 07, 2003 10:16 pm
by Novice
DAY=2. (defcon is always 7)
LN2 wrote:I'm not going to do what you did and waste entire 2-3 days playing the game cheating over and over and over again to try and get something like 6 million.
Then your words prove nothing.
Show me your FACT.(not immitation of screenshot) :lol:

I also want to change very stupid comment which stay with my play.
:lol: :lol:

Posted: Sat Mar 08, 2003 1:58 am
by LN2
Novice wrote:I also want to change very stupid comment which stay with my play.
:lol: :lol:
Then change it already. I just checked and see you haven't removed your asinine comment in the description for your score.

It looks like you and your JP friends are enough votes to allow even this obvious cheat at a game anyway. If this is the end result I'll be deleting my Cameltry score(s) cuz it's obvious people don't want to see an inp of someone playing it with skill...but see how good they are at cheating instead.

Thanks again for destroying the fun and great competition we had playing the game Cameltry. I always thought that was what MARP was really about. I guess I was wrong. It's just turning into another Gamest.

It's odd how you have been submitted scores for tons of other games in the past without resorting to tricks yet suddenly decide to do this.

I am stunned your 2.2 million score hasn't been zeroed out though cuz you admitted you changed the sensitivity during the gameplay seems to be a violation of the rules. You likely will be able to match your 2.2 million and more without changing the sensitivity. I figure it will make you waste another couple days to accomplish that though. I was close in only 15 minutes...took you 2 days...so perhaps skill is still a part of it to a degree.

Posted: Sat Mar 08, 2003 5:40 am
by piot
Novice wrote:Then your words prove nothing.
Show me your FACT.(not immitation of screenshot)
Hisa, as he plays on MAC his inp is not compatible with a PC inp. SO how can he prove his fact ? He says this several times but you go on asking for fact/replay.

It could be nice to stop this no-ending
"prove it !
I can't with MAC inp.
prove it ..."

Posted: Sat Mar 08, 2003 9:59 am
by Francois Daniel
LN2 wrote:It looks like you and your JP friends are enough votes to allow even this obvious cheat at a game anyway. If this is the end result I'll be deleting my Cameltry score(s) cuz it's obvious people don't want to see an inp of someone playing it with skill...but see how good they are at cheating instead..
I'll make the same, and I hope we'll not the only ones.
LN2 wrote:It's odd how you have been submitted scores for tons of other games in the past without resorting to tricks yet suddenly decide to do this..
It seems you are not aware for the hot discuss betwin some very good shooting players here at marp and this guy. He had the benefice of the
doubt of these games because no one had can proof he'd use autofire. His fire rate is so incredible. And he admit himself in Japan game centers have many shooting games who had buttons with special autofire. Furthermore, he'd never would like use 35TG3 because he can't play with his controllers with it (I've the same problem) but, in this case, why he don't use Alphamame on shooting games ?

Francois

Posted: Sat Mar 08, 2003 11:55 pm
by Novice
Day=3
LN2 wrote:Thanks again for destroying the fun and great competition we had playing the game Cameltry. I always thought that was what MARP was really about. I guess I was wrong. It's just turning into another Gamest.
No one want to hear your opinion any more.
WHERE IS YOUR 6 MILLION??

A sorry. It was a lie. I can not make it by my skill.
B Here is!!

no other answers are worthless at here.

Posted: Sun Mar 09, 2003 3:17 am
by LN2
Novice wrote:No one want to hear your opinion any more.
WHERE IS YOUR 6 MILLION??

A sorry. It was a lie. I can not make it by my skill.
B Here is!!

no other answers are worthless at here.
Man, you really are a moron aren't you?

I answered this 3 times already.

I could make a 6 million run but the replay file(inp file) would not be viewable by you...unless you happen to also have a Macintosh computer.

Do you have a Macintosh computer?

If you don't then it is impossible for me to prove it to you except for a screenshot...which you already have made clear you don't believeeven my 1.6 million run.

I am not going to take the time to get something like a 6 million run only for you to say my screenshot is fake and my inp file doesn't reaply back for you. Both things I know you clearly would do.

I have asked you a few times now to stop HARASSING me. You better look that word up so you clearly understand what it means.

Posted: Sun Mar 09, 2003 4:25 am
by mahlemiut
You know, it might work if I compiled up a MAME version that uses the C 68k core. Guess there's no harm in trying that.

And also, Hisa might stop harassing you if you ignored him. Just a thought.

Posted: Sun Mar 09, 2003 4:53 am
by mahlemiut
Ok, I tried, but it only goes a little way into the first stage (I tried your cameltry-beg inp), then tilts. I can only compile 0.63 or up under Win32 though, so I could try an 0.60 compile I have under Linux. Either that, or light a fire under MacMAMEDev and get them to hurry up with MacMAME 0.65. :)

Posted: Sun Mar 09, 2003 5:41 am
by LN2
mahlemiut wrote:Ok, I tried, but it only goes a little way into the first stage (I tried your cameltry-beg inp), then tilts.
Yes, that is what happens on playback in pc-mames. When it happens can vary though so I'm not sure what triggers it...might be something I could even control like not holding the speedup button for the game when the new world first loads. I normally am holding that button down at the start of a world.

I have had a couple runs...think one of my current training course runs does this...that actually playback in pc-mames all the way until the final stage, then tilts.
Either that, or light a fire under MacMAMEDev and get them to hurry up with MacMAME 0.65. :)
Well, even then I don't think the inps would be compatible. I'm guessing(although would need to someone play the game exactly the same way to really tell(impossible) it's a byte order write to the file issue.

For a couple other games, like Marble Madness, just trying to play a PC-mame inp file in macmame results in the game going into service mode at the start. Playing a macmame inp for this game in a pc-mame results in same thing.

I then looked at the difference in the first part of the inp files from both pc-mame and macmame and changed the first part of the macmame inp so it looks like pc-mame...

The macmame inp then was working in pc-mame...but only to a point in the 2nd maze where my ball hits that enemy ball and falls off the maze...losing sync..cuz in my real play I just barely miss that ball...so perhaps the changes I did at the beginning screwed up the sync timing a little bit.

...but it definitely sheds some light that the inp issue for at least some games is specific to the inp format used by that game CPU.

Maybe if the inp changes in 0.65 are significant that will allow updating of those and have some inps be cross-platform compatible that previously weren't. I hope so. I'm guessing some will still have some byte order issues though that could be fixed if time to check and investigate each game CPU emulation..so for specific emulated cpus there is a line of code added to swap the order of the bytes before written to the inp file.

That would be a big task though.

Posted: Sun Mar 09, 2003 6:11 am
by mahlemiut
Yes, MacMAME inps have no header, but I'm pretty sure MAME will just ignore that anyway. Otherwise, it would tilt immediately, as frames are 40 bytes long (the header is 32 bytes). Analogue ports are obviously the issue, and they are handled seperately, and are only there when the game requests them (ie: not in every single frame).

Posted: Sun Mar 09, 2003 8:21 am
by LN2
mahlemiut wrote:Yes, MacMAME inps have no header, but I'm pretty sure MAME will just ignore that anyway. Otherwise, it would tilt immediately, as frames are 40 bytes long (the header is 32 bytes). Analogue ports are obviously the issue, and they are handled seperately, and are only there when the game requests them (ie: not in every single frame).
Well, I just know the differences go far beyond the header and aren't consistent from 1 game CPU to the next.

Even for patterned games like regular pacman, the macmame inp won't playback correctly in pc-mame. It does the right pacman controller moves but not in sync which leads to the monsters moving differently where the out of sync quickly leads to death.

...yet for other games like Super Pacman, the inp is cross-platform compatible.

I know the emulation of pacman isn't an issue cuz when I visited a friend with a PC I ran my macmame 9th key pattern on his mame32 in WinXP and it worked perfectly fine. It works on an arcade game also....so the emulation is fine...just something in the inp is different.

I am guessing it's the assembly code optimizations to many of the CPUs that results in these types of inp issues....where for some emulated game CPUs it's fine...yet for others it isn't.

Without getting really familiar with the pc-mame code and macmame code would be hard to see. There are a couple now that are sort of looking at making a separate macmame build. A couple have a 0.62 core running by taking the MacMESS code for OS X and using the mame code with it instead. It seems to properly build 0.62...but can't build 0.63.

This separate code is for Project Builder in OS X...free development tools that use gcc for compiling. The main release of macmame has tons of PPC assembly added and built as a Codewarrior Project...not able to be built in Project Builder easily....would require porting all that assembly cuz Codewarrior Pro's syntax and some assembly functions are different than what gcc compiler wants.

I'm not very familiar with assembly.

Given some have gotten that combo of macmess with mame 0.62 core to build though I might try that myself...then could at least dive into and see what is going on with the inp saved files. It could turn out to be some very small changes to the code would fix the inp platform issue for many games. Adding the proper header would be very easy.

Posted: Sun Mar 09, 2003 8:31 pm
by mahlemiut
Since v0.63, MAME (both DOS and Win32 ports) has required GCC 3.2 to compile. I can't get earlier version to compile with this. Although this doesn't affect XMAME. Do note that the format of INPs, with the exception of the headers, should be identical across all ports. Certainly if the CPU cores are different from those used in MAME, that will cause problems. I know for a fact that both the ASM and C 68000 cores in MAME produce incompatible inps.

I still think XMAME would be the way to go to produce compatible inps. At least then, Windows or DOS versions can be built with that C 68000 core.

Posted: Sun Mar 09, 2003 8:48 pm
by LN2
mahlemiut wrote:I still think XMAME would be the way to go to produce compatible inps. At least then, Windows or DOS versions can be built with that C 68000 core.
There is already a port of xmame to mac for OS X.

However, it's just a direct port that runs within X-windows in OS X.

I might try that sometime for inp compatiblity but really would need a couple sample inps from here for that version(not sure which was even ported...will have to look) for games that are known not to be compatible with macmame inp playback and see if they do in fact playback ok with that xmame.

Even if they do, according to some posts at the macmame forums, the port of xmame to mac runs about 5-10 times slower than macmame does. The optimizations for macmame are substantial as previously mentioned.

This means on my mac even to get a simple game like pacman to run at full speed I likely would have to use frameskip.

No thx...I'm not going to play with that kind of handicap.
Now perhaps rebuilding that in Project Builder so it runs within the aqua environment of OS X instead of needing x-windows would help...cuz I hear x-windows for mac doesn't have the video acceleration stuff in it yet which might be why xmame is so much slower.