A couple questions

greenspun.com : LUSENET : MARP Editors : One Thread

1. What's the rule with using the same key? That's a DQ with us nowadays isn't it?

2. Would you define this as autofire? (does anyone average just under 3 I'm wondering...)


nemesuk.inp inside jsw_nemesuk_266100_mame34.zip -Clean ---Output from Tool Chad's Analyse Inp(-l)--- Analinp Version 2n

File : "C:\ARCADE\INP\Tmp\nemesuk.inp" File size : 924272 Name of ROM set : *** UNKNOWN *** Base framesize : 16 len: 16; fnum: 0: 00 00 00 07 ff 7a 00 00 00 00 00 00 00 00 00 00 Frame length 16 : 57767 times Number of frames: 57767 -------- analinp Report -------- p = 3 f = 4 Bit# frames:on/off Presses BPresses Bursts highVar LowVar Speed% p = 10 f = 9 Bit# frames:on/off Presses BPresses Bursts highVar LowVar Speed% 9 14125/43642 5543 3626 150 0.40 0.431 45.2%

C:\ARCADE\INP\Tmp\nemesuk.inp -------- End Of analinp Report --------

-------- InpHisto Report -------- Bit 4, length 6: 1 (100.00%) Bit 4, length >10: 1 Bit 7, length 5: 1 (100.00%) Bit 7, length >10: 1 Bit 9, length 1: 253 ( 2.38%) Bit 9, length 2: 2808 ( 26.37%) Bit 9, length 3: 5341 ( 50.15%) Bit 9, length 4: 1875 ( 17.61%) Bit 9, length 5: 163 ( 1.53%) Bit 9, length 6: 41 ( 0.39%) Bit 9, length 7: 42 ( 0.39%) Bit 9, length 8: 61 ( 0.57%) Bit 9, length 9: 37 ( 0.35%) Bit 9, length 10: 28 ( 0.26%) Bit 9, length >10: 437 Bit 10, length 1: 4 ( 2.30%) Bit 10, length 2: 20 ( 11.49%) Bit 10, length 3: 46 ( 26.44%) Bit 10, length 4: 59 ( 33.91%) Bit 10, length 5: 31 ( 17.82%) Bit 10, length 6: 10 ( 5.75%) Bit 10, length 7: 2 ( 1.15%) Bit 10, length 8: 1 ( 0.57%) Bit 10, length 9: 1 ( 0.57%) Bit 10, length >10: 106 Bit 11, length 1: 1 ( 2.22%) Bit 11, length 2: 5 ( 11.11%) Bit 11, length 3: 18 ( 40.00%) Bit 11, length 4: 16 ( 35.56%) Bit 11, length 5: 5 ( 11.11%) Bit 11, length >10: 45 Bit 12, length 1: 75 ( 7.32%) Bit 12, length 2: 103 ( 10.05%) Bit 12, length 3: 120 ( 11.71%) Bit 12, length 4: 187 ( 18.24%) Bit 12, length 5: 134 ( 13.07%) Bit 12, length 6: 87 ( 8.49%) Bit 12, length 7: 81 ( 7.90%) Bit 12, length 8: 83 ( 8.10%) Bit 12, length 9: 78 ( 7.61%) Bit 12, length 10: 77 ( 7.51%) Bit 12, length >10: 1349 Bit 13, length 1: 87 ( 9.32%) Bit 13, length 2: 109 ( 11.68%) Bit 13, length 3: 117 ( 12.54%) Bit 13, length 4: 143 ( 15.33%) Bit 13, length 5: 120 ( 12.86%) Bit 13, length 6: 96 ( 10.29%) Bit 13, length 7: 61 ( 6.54%) Bit 13, length 8: 59 ( 6.32%) Bit 13, length 9: 69 ( 7.40%) Bit 13, length 10: 72 ( 7.72%) Bit 13, length >10: 1313 Bit 14, length 1: 87 ( 11.92%) Bit 14, length 2: 100 ( 13.70%) Bit 14, length 3: 102 ( 13.97%) Bit 14, length 4: 81 ( 11.10%) Bit 14, length 5: 71 ( 9.73%) Bit 14, length 6: 62 ( 8.49%) Bit 14, length 7: 62 ( 8.49%) Bit 14, length 8: 61 ( 8.36%) Bit 14, length 9: 53 ( 7.26%) Bit 14, length 10: 51 ( 6.99%) Bit 14, length >10: 1040 Bit 15, length 1: 103 ( 8.39%) Bit 15, length 2: 155 ( 12.63%) Bit 15, length 3: 182 ( 14.83%) Bit 15, length 4: 204 ( 16.63%) Bit 15, length 5: 167 ( 13.61%) Bit 15, length 6: 97 ( 7.91%) Bit 15, length 7: 94 ( 7.66%) Bit 15, length 8: 70 ( 5.70%) Bit 15, length 9: 73 ( 5.95%) Bit 15, length 10: 82 ( 6.68%) Bit 15, length >10: 1227 -------- End Of InpHisto Report --------



-- Anonymous, September 03, 2000

Answers

THe bursts aren't very chronic, so that's a vote for no autofire, but the speed is pretty high. THis might be the same problem qt is having in that mame34 didn't put the gamename in the inp when nemesuck is a game that plays below 60fps.... try analinp on any recording that is later than mame35 of nemesuk and see if it gives that fps too low warning.

-- Anonymous, September 03, 2000

One key mapped to multiple functions or multiple keys mapped to one function? I haven't tried recently, but, as recently as T4, Analinp complained about the former. And it shouldn't. Whenever I play with keyboard, I remap some of the keys. I usually use W,A,D,X for the directional keys, and some of those happen to coincide with the default controls for player 2. So when I press "A" for instance, this not only puts a "player 1, left" in the input, but also a "player 2, button 1". No harm in that. I usually remap the player 2 controls all the same, just to avoid it, but there is no way to gain an advantage in this case. So I think Analinp shouldn't even mention this, except, MAYBE, if both controls are player 1 controls. For instance, someone could assign one key to control both button 1 and button 2. Even so, in most games, although it means you only have to control one button instead of two, this is not an advantage. In a lot of shooters, button one is regular fire, and button two drops bombs. But bombs are limited. You can't drop another bomb until the previous one has landed (or, as is the case in Scramble, you can't drop more than two at a time). But this clearly isn't an advantage, because when you're firing like crazy, you probably cannot drop a bomb when you want to, because the previous one (which got dropped automatically and unintentionally when you were firing) hasn't landed yet.

Since the newer versions of MAME allow you to assign several keys to one button/direction, but since, no matter how many keys you assign to one button, it only affects one single bit in the input, there is no way of telling someone did this. Analinp (or anything else, for that matter) can NOT detect it when someone maps 4 keyboard keys all to the fire button (unless, maybe, some of those keys coincide with player 2 controls or other controls). And even if it could... there is not to much difference between using a 2, 3, 4 finger method on one (large) button and using 2, 3, 4 fingers for the same function on equally many (small) keys. Surely you won't disallow people using 6 or 8 finger techniques on the two buttons in T&F? Alternating two fingers on the same large joystick button is very similar to alternating two fingers on two different keys that are mapped to one button. There is no way to tell from an .inp which of the two (one large button, or several small keys) is the case.

Cheers, Ben Jos.

-- Anonymous, September 03, 2000


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