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You don't need the symbols for that, lol. Path Shagged is an AI trigger that shows up in AFSM files.
eh, those count, they directly reference CAi functions for the most part.
Edit history:
Aruki: 2015-08-24 12:43:20 am
Aruki: 2015-08-24 12:40:42 am
Here's a silly little cut feature - I've known about this one for a while but only just now bothered to look at it and actually figure out how it works. In Prime 1, doors are made up of several different objects stacked on top of each other - aside from the door itself, there's also a Dock object that manages transitions between rooms, a door shield actor which is the glow around the door that indicates which weapon you use to open it, and a DamageableTrigger object that detects when you shoot the door and then activates it. There's some interesting extras on beam doors. In addition to those objects, they also have a second door shield, for a regular blue door, and a second DamageableTrigger with the vulnerabilities of a blue door instead of the colored ones. These are hooked up to a MemoryRelay which is scripted to deactivate the objects for the colored door and activate the objects for the blue door. The DamageableTrigger for the colored version of the door is set up to send a message to the MemoryRelay when you "kill" it. MemoryRelays are able to permanently remember their state, so once it's activated, it stays activated for the rest of the game. Basically what that means is that Retro originally intended for beam doors to permanently turn blue after the first time you open them.

Now as for how they removed it: Retro evidently had some sort of prefab system set up, similar to what you'd get working in an engine like Unreal or Unity, where you can set up preset object configurations and spawn/modify them as a single entity. It seems like what they did was they edited their prefabs for the colored doors to remove the "permanently turn blue" functionality. There's an intermediate relay called "Swap Door", which activates the MemoryRelay and switches the door colors over - they just disabled the relay so that it never fires during normal gameplay, rather than actually removing the objects they aren't using anymore (maybe so they could easily turn it back on later if they wanted to? who knows). If anyone wanted to go over every MREA file and activate that relay, the feature could definitely be readded to the game.

I've sorta known about this for a while, since it's pretty obvious in the editor that the colored door shields don't look right, plus I've had some colored doors randomly turn blue while messing with the files (especially when messing with SAVW or when mixing Randomizer save files)... but I never bothered looking into why it does all that until now.

[edit: correction]
Yeah, loading a randomiser save on a stock game will change all sorts of doors, like FCS and HOTE for example just off the top of my head
Yeah, that's because the randomizer adds a new scan for the Phazon Suit pickup, so it has to modify the SAVW files so the save file can track whether you've scanned it or not. If you load a save file with a different set of SAVW files than the ones the save file was created with, the game won't be able to read the save file properly. It's possible for any beam door in the game to turn blue if you're doing that.
I figured as such! Pretty neat weird little thing :)
I run this here hotel of an evening
Would it be possible to add springball functionality to the GC versions of Prime? Like pressing a button (I would choose Z because it normally only gets used once) and having it mimic a single bomb jump or something similar? There would have to be some sort of restriction to avoid unlimited spring jumps, but still. It'd be really cool
Hey guys, I have an intriguing question, do any of you have a PSO keyboard for the GC? If so, see if it works with MP.
Jack and I found a CFinalInput constructor for a keyboard today, and it's actually used! No idea if it actually does anything though.
Would be really interesting if it was.
How exactly would you do that
I know someone in the community that did. I could ask them if you want me to.
I'm not really clear on the details, which was why I was asking if someone could test it out. We haven't done much research, just that it's there, and constructed every frame.
So it's definitely valid input.
Please do MG2
What type of input is it looking for? I don't understand to be honest, how does it work without getting mapped?
It's mapped, it's all hard coded.
What are the controls mapped as? Very interested now
That's the problem: I don't know XD
How do we know it's mapped then? o.o
The values are being set, I just don't know what those values actually mean.
I know two people did a 2 person 1 controller run of prime with that controller, but I don't know if they messed with any of the keys at all.
Edit history:
Antidote: 2015-08-28 10:54:38 pm
yeah, I dunno, dolphin's keyboard emulation doesn't seem to work for it.
I only knew how to contact one of those people and it sounds like the other was the one that owned the PSO controller and they deleted their twitter. :/
Dang, oh well.
I run this here hotel of an evening
Quote from Odylg:
Would it be possible to add springball functionality to the GC versions of Prime? Like pressing a button (I would choose Z because it normally only gets used once) and having it mimic a single bomb jump or something similar? There would have to be some sort of restriction to avoid unlimited spring jumps, but still. It'd be really cool

Soooooo... No? Yes? Maybe?
Edit history:
Aruki: 2015-08-29 10:27:37 am
I don't think there's a controls command for spring ball, so not without ASM hacking.
Edit history:
SkippyJr: 2015-08-29 05:32:25 pm
SkippyJr: 2015-08-29 04:24:01 pm
Dophin has supported keyboards since January of this year.  (Which you mention, but hopefully it improves as more games are looked at.)

Also, "dolphin.exe -debug" has a full blown debugger with breakpoints, memory watchers, stepping, etc.

BTW, where in memory is the RNG for Prime?  There are Cheat Engine configs which locate it within running Dolpin, but what is the actual address as seen by the PPC?