- Group:
- Tech Member: Tech Members
- Active Posts:
- 549 (0.22 per day)
- Most Active In:
- Engineering & Reverse Engineering (180 posts)
- Joined:
- 01-August 08
- Profile Views:
- 11755
- Last Active:
Today, 01:17 AM- Currently:
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My Information
- Member Title:
- AKA SonicFreak94.
- Age:
- 20 years old
- Birthday:
- July 29, 1994
- Gender:
-
Male
- Location:
- Utah
Contact Information
- E-mail:
- Private
- MSN:
-
[email protected]
- Website:
-
http://sf94.reimuhakurei.net/
- Skype:
-
sonicfreak94
Previous Fields
- Project:
- SA2 netplay & hax, SADX:FE
- National Flag:
- us
- Wiki edits:
- 11
- SA2 Emblems:
- 2
Latest Visitors
-
Kirbeh 
22 Jun 2015 - 10:23 -
Telespentry 
05 May 2015 - 15:48 -
Glisp 
05 May 2015 - 01:17 -
Ghaleonh41 
30 Apr 2015 - 08:58 -
FroggestSpirit 
27 Apr 2015 - 10:11
Posts I've Made
-
In Topic: SADX/SA1 Hacking/Modding
23 July 2015 - 09:58 PM
Fixed FOV in widescreen! -
In Topic: SADX PC '04 XInput
22 July 2015 - 02:52 PM
Been sitting on this update for a while now!
Version 1.5 now uses a scaled optionally-radial deadzone. This means that when an axis exceeds a deadzone, the value of the axis is a scaled value of 1 to axis max instead of deadzone + 1 to axis max (which is just a hard cutoff). That also means if you have normalization enabled (making it radial, I think? Unless I've got my terminology wrong, which I wouldn't doubt), by exceeding the deadzone on one axis, you inherently exceed it on the other; e.g pressing forward to exceed the vertical deadzone also "exceeds" the horizontal deadzone. It gives you a more Dreamcast-esque full range of motion, is enabled on the left stick by default, and disabled for the right stick since camera movement is so sensitive. If you're a sonic-the-car-driving wussdon't like the full range of motion, you can disable it in your xinput ini using the following parameters:
NormalizeL = (0/1, 1 by default) NormalizeR = (0/1, 0 by default)
To clarify, disabling it gives you a more Gamecube-esque range of motion, and enabling it gives you the full Dreamcast range of motion.
Download on the first page or github blah blah blah.
Edit: Oh, and configurable controls might be coming next update. -
In Topic: PSO2 Discussion
20 July 2015 - 12:31 PM
Not to mention at least a year or two out of date. I wouldn't bother; just play the Japanese version with English patches. You can just use CyberKitsune's proxy injector if you can't connect normally, which is much easier and safer than using a VPN in either case. -
In Topic: Creating a 60fps patch for Jet Set Radio (PC)
03 July 2015 - 06:15 PM
evilhamwizard, on 03 July 2015 - 02:21 PM, said:Hm, njRendererSetFpsLock doesn't appear to be it. It unlocks the framerate so it runs at 60, but it causes the game to run at double the framerate (so everything is running too fast). You can tell that this isn't the way it's supposed to run because the in game timer runs at twice the speed. 0 disables the lock, 1 enables it. The game will disable the lock at the initial loading screen, the Heritage logo, and the loading screen in game.
I sort of expected that to happen. Most games weren't designed with variable framerate in mind on the Dreamcast--it was either 30 or 60 with slow-mo lag (and conversely, too fast above the desired value). That being said, Sonic Adventure, for example, has a speed modifier somewhere deep inside since it runs at 60FPS on menus much like Jet Set Radio, and that translates to the ingame speed somewhere down the line as well. The PC version of 'DX took advantage of this to add framerate presets for 30FPS, Dreamcast style 60/30FPS, and full 60FPS.
So I think njRendererSetFpsLock is going to be a requirement, and that we just have to hope there is actually a speed modifier to change. -
In Topic: Creating a 60fps patch for Jet Set Radio (PC)
02 July 2015 - 02:57 PM
I'm interested in helping out, and I've got the game on Steam. Not sure how useful I'll actually be though. Looks like it might require figuring out that class, and I have basically no experience with that (since SADX and SA2 PC are pretty much entirely C), but I guess I have an excuse to learn now =P
Either way, those .so/IDBs could be pretty useful for other Dreamcast ports, so thanks for sharing.

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