![]() For example, if the seed I'm going for is on C7D with a held button, the frame I land on - and the subsequent nature, ability and IVs - is from C7C. Whenever I do either of those things, it seems like the Timer0 value switches to its counterpart, up or down. I'm consistently able to hit a seed on either of the above values, but only if there are no held buttons involved, and only if I don't have to advance the PIDRNG at all. After a lot of checking and double-checking my calibration, I've found that my Timer0 value sits pretty evenly between C7C and C7D - one is always emphasized over the other, depending on the seed. Now then, I've been having an impossible time trying to RNG non-C-Gear style. Hey guys, just figured I should chime in with my issues and observations.įirstly, I'm using a DS Lite with v5 firmware, and an English copy of Black. ![]() I did it again a few times using that baby (since it had better IVs than the father I was using before), and am consistently hitting the predicted nature/gender/(DW) ability, but even ignoring the IV spread, the inheritance spreads are turning up different from what it predicts. I got 2-16/31/31/14-15/31/31, which is obviously the wrong IV spread, but the right nature/gender/ability. I aimed for a target frame (using Breeding (BW)) of 364, which should yield a Calm DW M with the spread M/F/x/F/x/x. I found a non-cgear frame 8 gift, seed 669D2040B64A13D2 US Black on a DS lite, MAC 001DBCE1AB40, timer0 C7C So I saved and calibrated my initial frame to (probably) 50, which was the only reasonable frame with a naive F with the DW ability, followed by a sassy DW male. Put in a male and female tropius with no items whatsoever to calibrate it, and try to understand the breeding RNG. It does well in obscure games, (which is more important imo).Trying to RNG breed now. PJ64 2.x's FAT doesn't do well for your average game. I reckon there's no way to fix Mario Party's audio with PJ64 2.x's FAT, because it's one of those typical games. The one I was talking about that I usually disable is "Sync using audio". In other games, the fps will dip if you have any sort of audio sync. "Sync game to Audio" had no effect, "Sync using audio" fixed the speed but it sounded worse than dubstep.Ah sorry, just remembered that Audio sync is only good for some games. Well if audio is important to you, I would not recommend PJ64 2.x for most games for netplay.ĭepends on if you mean the "Sync using audio" option or the Jabo's "Sync game to Audio" option. In fact, you couldn't use AQZ netplay on M64p anyway, unless you're using an old and buggy version. Mupen64 0.5 has a nice windows GUI and is zilmar spec, unlike M64p. Imo, I wouldn't even use M64p on Windows OS. I do kind of insist on using it, since the person I'm trying to play it with is far less of an expert at this sort of thing, and I'm pretty sure a command-line is beyond him.Lol when I said Mupen64, I did not mean Mupen64Plus :D. I think I'd rather use Mupen64 than Pj64 1.7 though. Tbh, I always disable sync audio, unless I'm curious how it effects a game. I forgot that having sync audio + FAT can make the framerate too fast if the AI count per byte is too high. While typing this, I just realized what you mean now. People rag on 2.x's FAT, but it actually does the job in some games, where even the others fail at (like RE2). Long story short, it just depends on what game you're playing, as to which emulator has the best Fixed Audio Timing. ![]() Even I used to think Mupen64's audio was amazing, until I dug deeper /. Some people will say Mupen64 or PJ64 1.7 has "perfect audio", but that's actually not true. Otherwise I'd just use Mupen64 or Project 64 1.7. Any suggestions?Only thing you can do is tweak AI counts per byte, if you insist on using PJ64 2.x. Looks like it'll fix one issue and bring up another. Unfortunately the Fixed Audio Timing option makes Mario Party 3 run ridiculously fast. Yes, I am trying on PJ2.2, which is working pretty fantastically otherwise.
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