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Author Topic: The MB:AA:CC:PC thread: v.1.4 out  (Read 176390 times)

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Offline Sashi

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #550 on: February 07, 2012, 11:22:41 PM »
I don't believe the tool even does anything if you aren't hosting.
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Offline TNB

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #551 on: February 08, 2012, 04:24:38 AM »
Trying to buy the game, can someone help me out with a link to that Blu ray it comes with?
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Offline pk

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #552 on: February 08, 2012, 07:06:39 AM »
eBay: http://www.ebay.com/sch/i.html?_nkw=carnival+phantasm+3rd

These prices are typical of what you'll pay elsewhere.

Offline ALNo23

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #553 on: February 08, 2012, 03:35:50 PM »
Well recently the tool has started lagging for me now as well.  I really have no idea what's causing it.

Vs my friend in Cali:
If we use the tool, we get delay 4 with ping at around 100 and then spikes of high 100s- high 200s.  If we don't use the tool, there are no spikes with delay 5; ping of ~80-90.  If my friend uses the tool and I don't, we get slight spikes up to low 100s with delay 5.  If I use it and he doesn't, we get the big spikes and high ping with delay 4.

EDIT: I was hosting all three times (direct host).  I just tried against someone else and there's no lag spikes at all.  This just seems really weird because when I played with my friend around a month ago, we had no problems with the tool and it ran fine.  It was only recently it started giving us lag spikes.

:(

That shouldn't happen, the tool does not touch ping calculation at all. It only resets the delay thresholds. If you get higher ping when using the tool, the only reason I could think of, is your PC being unable to run MBAACC at a decent speed when locked to a single core. Try setting the setAffinity option in mbaacctool.ini file to 0.

Anyhow, I have just made mbaacctool more configurable. You can now enable/disable each bit of functionality on its own in mbaacctool.ini, so you can e.g. have key rebinding without the delay tweak, if you want that for some reason: mbaacctool-generic-3
« Last Edit: February 08, 2012, 03:37:22 PM by ALNo23 »
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Offline Cristu

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #554 on: February 08, 2012, 04:25:30 PM »
I wonder when they'll fix the netplay.. Shouldnt this be the top priority?

Hoping for a patch soon..
« Last Edit: February 28, 2012, 07:33:44 AM by Cristu »
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Offline pk

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #555 on: February 08, 2012, 07:26:17 PM »
I wonder when they'll fix the netplay..

If by they you mean FB/Ecole, that's a good question. The netplay might not seem broken to them, considering Japan's infrastructure. If netplay from other non-GGPO/rollback based fighters is any indication, they can slide by with crappy netcode as long as their internet is fast enough.

Offline Roy-Kr

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #556 on: February 10, 2012, 09:40:19 AM »
Hoping for a patch soon..
Seconded.

Caster desync rate: not once over the course of thousands of matches.

Emulator desync rate: once or twice a day

MBAACC desync rate: every 20 seconds.

Offline Funky-kun

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #557 on: February 12, 2012, 11:29:33 AM »
I noticed that in the start utility you can map a stick button for A+B. Is it possible to map this on keyboard through mbaacctool?
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Offline ALNo23

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #558 on: February 12, 2012, 11:39:04 AM »
I noticed that in the start utility you can map a stick button for A+B. Is it possible to map this on keyboard through mbaacctool?
As far as I can see, an A+B button doesn't exist for keyboard control, so it would be non-trivial to add.
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Offline TNB

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #559 on: February 13, 2012, 02:14:00 PM »
jeeeeeeeeeeez that dvd set is expensive...
welp, I would rather just buy the game somehow... but where srk marketplace? special dealer?
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Offline KayJay

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Re: The MB:AA:CC:PC thread: Trial out! Get that key rebind tool!
« Reply #560 on: February 24, 2012, 11:09:36 AM »
well, one anon a guy called akihafag wrote a trainer that unlocks the 3 hidden stages, as well as adds g-akiha and dust of osiris to the select screen.

doesn't change ryogi's stage music back to what it should be though, maybe in some future version.

http://www.mediafire.com/?g3xwplyan19okku

edit: updated. new version fixes the g-akiha crashes for some people and restores ryogi's original theme music on her stage.

next one will supposedly unlock boss type characters as well (eclipse mode characters) if the guy can fix the problem with g-akiha crashes, probably related to the eclipse mode.

Awesome! It even works online when both people enable it.
Is there a new version that works with 1.2?

Offline yarrmateys

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #561 on: February 25, 2012, 05:06:15 PM »

Offline KayJay

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #562 on: February 26, 2012, 01:27:36 AM »

Offline Cristu

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #563 on: February 28, 2012, 08:18:16 AM »
http://www.mediafire.com/?fo5xou6b7d1owid
this should work.
Thank you VERY much =O!

Heys guys, is there any way to choose the delay so far? I can netplay with 3 out of 10 people. I'm pretty sure other 5 out of these 10 I can't play because ping is too low (?? yes...). I can play with most of people who lives far, but none who lives close... The game picks a too low delay because of the low ping, and gives only a small margin for variation and those little variations fuck things.. If the delay were a little higher, the variations wouldnt affect that much I think. When the guys lives far it seems the margin for variation is bigger: delay is usually higher, but no command-eater lags, and it's playable. A way to choose the delay would be godsent.
« Last Edit: February 28, 2012, 08:19:58 AM by Cristu »
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Offline Meseki

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #564 on: February 28, 2012, 09:04:05 AM »
Heys guys, is there any way to choose the delay so far? I can netplay with 3 out of 10 people. I'm pretty sure other 5 out of these 10 I can't play because ping is too low (?? yes...). I can play with most of people who lives far, but none who lives close... The game picks a too low delay because of the low ping, and gives only a small margin for variation and those little variations fuck things.. If the delay were a little higher, the variations wouldnt affect that much I think. When the guys lives far it seems the margin for variation is bigger: delay is usually higher, but no command-eater lags, and it's playable. A way to choose the delay would be godsent.

The mbaacctool-generic-3 posted by ALNo23 higher up on this page allows you to set the ping threshold for each individual delay value, so you could increase those a little bit and see if that helps.

Offline Cristu

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #565 on: February 28, 2012, 10:16:30 AM »
I feel dumb for not seeing this before x.x. Thank you very much.

Damn, so happy. Now I'll be able to play a lot of people :toot:
A little bit of console ain't too bad.

Offline Axis

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #566 on: February 29, 2012, 11:04:57 PM »
I couldn't get the delay tool to work.
This is my first time using it.
I tried opening it but I just got a strange pop up.
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Offline Meseki

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #567 on: March 01, 2012, 05:21:41 AM »
I couldn't get the delay tool to work.
This is my first time using it.
I tried opening it but I just got a strange pop up.
Can you run the game normally?  Taking a picture of the pop-up may help us figure out the problem.
Also, check the tool's config and make sure it's using the .exe file you want it to use, if that applies to you.

Offline Axis

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #568 on: March 01, 2012, 11:41:47 AM »
The game runs normally, just the tool doesn't work.

Here's the image.

A life filled with unrequited love and tragedy.
A life with no happy ending.
A life that will not be recognized for how precious it truly is.
Isn't it sad...Sacchin.

Offline Meseki

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #569 on: March 01, 2012, 01:24:57 PM »
Yeah, you want to change the config file to specify the right .exe file to open.  I don't really want to say much more, as I don't wish to break any of the rules.

Offline Meseki

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #570 on: March 10, 2012, 01:04:25 PM »
Sorry for the double post, but since this is completely unrelated...
I just found out that the game does seem to keep track of character usage, even though it doesn't show usage percentages or anything in-game like MBAC PC and MBAA PS2 (and it does not seem to keep track of best combo/damage, but does have enough room for it). 

Since it's not viewable in-game, you have to use a hex editor on System\_AAPlayData.dat.  If I'm correct, the amount of times a specific character has been used by a player (rematches don't seem to count spearately) is at the address 0x18 + 0x10 * [hexadecimal character number].  I don't know all the character numbers (and don't want to try figuring out), but I think I have an idea of some (though they could be wrong):

0x00: Sion
0x01: Arcueid (possibly correct)
0x02: Ciel (possibly correct)
0x03: Akiha
0x04: Hisui and Kohaku
0x05: Hisui
0x06: Kohaku (likely correct)
0x07: Tohno Shiki (confirmed)
0x08: Miyako (confirmed)
0x0B: Sion Tatari (likely correct)
0x14: Aoko? (haven't used that many other characters too much, and 21st character does make sense)
0x1C: Ryougi Shiki (likely correct, but doesn't match up with how I figured out the first few)

There's probably an easier and/or more accurate way to figure out, but I mostly used the high score rankings, since they're in the same file (character used[?] is at 0x2B0 + 0x20 * [record number from 0]).  However, it said Ryougi Shiki was character 0x21 when there isn't even that many playable characters.

Also, it has the space to record 16 bytes of character uses, which would be (18,446,744,073,709,551,616 ^ 2) - 1 uses of a character, though I don't know if it's programmed to be able to actually record that many, considering that typical calculator programs can't even show that number without scientific notation.

Offline ALNo23

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #571 on: March 12, 2012, 09:45:05 AM »
Interesting. And that list looks quite familiar. Here's a thing from the mbcaster code (reformatted):
Code: [Select]
0x00: Sion
0x01: Arcueid
0x02: Ciel
0x03: Akiha
0x04: Hisui and Kohaku
0x05: Hisui
0x06: Kohaku
0x07: Shiki
0x08: Miyako
0x09: Warakia
0x0A: Nrvnqsr
0x0B: V.Sion
0x0C: Warcueid
0x0D: V.Akiha
0x0E: M.Hisui
0x0F: Nanaya
0x11: Satsuki
0x12: Len
0x14: Neco-Arc
0x16: Aoko
0x17: W.Len
0x18: Kouma
0x19: Neco-Arc Chaos
Of course, the new characters are missing.
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Offline zeech

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #572 on: May 17, 2012, 07:44:53 AM »
How sad, the 1.3 Update is out, but I hear about it first on SRK and noone here seems to have mentioned it.  I thought this was supposed to be the home of melty?!? :P

http://meltyblood.info/?p=735

Offline Sashi

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The MB:AA:CC:PC thread: v.1.2 out!
« Reply #573 on: May 17, 2012, 09:09:30 AM »
But, but, laziness~!
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Offline Cristu

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Re: The MB:AA:CC:PC thread: v.1.2 out!
« Reply #574 on: May 17, 2012, 09:10:59 AM »
How sad, the 1.3 Update is out, but I hear about it first on SRK and noone here seems to have mentioned it.  I thought this was supposed to be the home of melty?!? :P

http://meltyblood.info/?p=735

http://www.meltybread.com/forums/melty-blood-auditorium/the-mbaaft-thread-final-tuned/700/
ver 1.3 out

http://meltyblood.info/?p=735

Not intuitive though, because of thread titles...
« Last Edit: May 17, 2012, 09:21:22 AM by Cristu »
A little bit of console ain't too bad.