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When's Melty on Steam?
ahaha that's no--wait, what?

Messages - Meseki

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Ciel's Tech Support / Re: Slow Frames in mbaacc
« on: April 17, 2012, 05:26:15 AM »
Yeah, according to the official site, you'll need an Intel(R) Celeron(R) 440 2.0GHz processor or better, and at least a NVIDIA(R) GeForce(R) 7900 series or AMD Radeon(TM) X1600 series graphics card.

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Kohaku's Magical Garage / Re: Damage Modifiers
« on: March 21, 2012, 09:47:33 AM »
The problem with the crouching V-Akiha damage modifier on the chart is the lack of a decimal point for the last 25% of her HP (I certainly hope she doesn't take 978 times the damage in the last 25%).

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Melty Blood Auditorium / Re: The MB:AA:CC:PC thread: v.1.2 out!
« on: March 10, 2012, 12:04:25 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.

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Melty Blood Auditorium / Re: The MB:AA:CC:PC thread: v.1.2 out!
« on: March 01, 2012, 12:24:57 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.

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Melty Blood Auditorium / Re: The MB:AA:CC:PC thread: v.1.2 out!
« on: March 01, 2012, 04:21:41 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.

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Melty Blood Auditorium / Re: The MB:AA:CC:PC thread: v.1.2 out!
« on: February 28, 2012, 08:04:05 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.

7
Did anyone realize that the timer is faster than real-time?  It takes about 75-76 seconds for the 99.99 'second' timer to run out from what I've seen, so that's about 33% faster than real-time.

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Kohaku's Magical Garage / Re: Current Code Bugs
« on: February 07, 2012, 07:03:10 PM »
The thing is, under normal circumstances where Shiki is AD-ing and you stand behind him, if you extend your hitbox (greenbox) to touch him, you will get CH'd and the move works like normal, ie damage and launching. The cactus somehow changed that.
The cactus isn't necessary for that to happen, though it may have had an effect in that video, since they seem a little closer than I remember it working (though Kohaku was in an earlier frame of the attack).
From my testing (with both using Crescent, if it makes a difference), if Kohaku dodges through Shiki's Arc Drive on startup at close (but not point-blank) range and immediately uses 2C, then it can cause the glitch if Kohaku isn't too close to Shiki.  It isn't too strict either, since I've done it multiple times controlling Kohaku and I've done it controlling Shiki.

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Kohaku's Magical Garage / Re: Current Code Bugs
« on: February 07, 2012, 01:12:57 PM »
I don't think you noticed my arc drive DIDNT DO ANY DAMAGE and she got stuck in a frozen sprite for like 5 seconds...
It seems that Shiki's Arc Drive doesn't deal damage with the stun if you're far enough away behind him when you make contact with him, and Kohaku's 2C is able to hit at that range if you hit with the tip of the hitbox (it may have to be the character's hitbox, as opposed to the attack's hitbox).

Shiki gets like three seconds of advantage when this happens, so even though it seems to force him to the edge of the field, surprise and/or maybe good traps are probably the only things that will save you when this happens.
Also, I'm not sure this happens on his Another Arc Drive, as it's ridiculously difficult to test due to having to trigger Blood Heat.

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Kohaku's Video Room / Re: MBAACC Analysis Live Streaming Sessions Redux!
« on: February 07, 2012, 04:30:52 AM »
I didn't notice how laughably bad the echo was, so totally doing this over again
That means I'll actually be able to watch it live this time, unless it happens at a similar time.
That '1-2 PM' was the Super Bowl's fault, wasn't it?

11
Melty Blood Auditorium / Re: Missing Stages
« on: January 29, 2012, 02:28:10 PM »
The real annoying thing about the Shikis' stages being missing from versus is that at least Tohno's (Classic) is playable in training (I don't know Nanaya's, is it the night time version that's not available in versus?).

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Kohaku's Video Room / Re: MBAACC Analysis Live Streaming Sessions Redux!
« on: January 27, 2012, 11:54:46 AM »
This stream has been very helpful to me, as before I started watching it (which happened to be the week of the first Beginner's Corner episodes) I was only maybe slightly above casual players.  Now, I actually know the basics of what's necessary to play above the casual level, and the meaning and significance of terms like okizeme, overhead, blockstring, and meaty.

Now that I'm motivated to play the game more seriously, I just need to get a new video card so I can play against others and figure out how I compare against those around my skill and what I can work on (other than completing combos).

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Well they don't work for me. Saving them results in them not appearing in the replay menu.
Did you change the replay name format?  I know when I changed it to something like "<1PSTYLE>-<1PNAME>x<2PSTYLE>-<2PNAME>_20<Y>-<M>-<D>_<H>:<m>:<S>" the replays didn't show up, but switching it to "<1PNAME>x<2PNAME>_20<Y>-<M>-<D>_<H>-<m>-<S>" fixed the problem.
Other than that, I've had no problems with local replays.  I haven't done any netplay (partly because my computer has trouble with the Max/[Blood] Heat and some of the stages, especially the ones right beside random), but I've heard the problem is only with netplay replays.

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