Action replay ffs!

This forum is dedicated to the original version of Player Manager

Moderators: Moderators, Moderators

User avatar
durban
Site Admin
Site Admin
Posts: 19786
Joined: Wed Jun 13, 2001 12:00 am
Location: Cheshire, England.
Contact:

Action replay ffs!

Postby durban » Mon May 16, 2005 9:59 am

Is there anyway Camber can put the Action replay facility into PM ffs.

Its so annyoning that its not there, I mean I understand why as its ko1 not ko2 etc, but even so.....
No longer the only UK based Liverpool, Nottingham Forest and Crewe supporter in the whole of the KOA!!!
User avatar
Steve Camber
Mad! 7000+ poster!
Mad! 7000+ poster!
Posts: 7807
Joined: Sat Jun 16, 2001 12:00 am
Location: Sheffield, England
Contact:

Postby Steve Camber » Mon May 16, 2005 10:01 am

Action Replay ffs?!

ok, so what exactly is that?

and I'm guessing "no" is going to be the answer you get ;)
--
SteveC - Kick Off engineer
18 Dec 2003 - "One day I'm going to disassemble the 68000 code, and find out exactly what's going on in there!! "

Ask me about online KO2 :) https://kickoff2.net
User avatar
durban
Site Admin
Site Admin
Posts: 19786
Joined: Wed Jun 13, 2001 12:00 am
Location: Cheshire, England.
Contact:

Postby durban » Mon May 16, 2005 12:11 pm

Ok Steve you know what the Action Replay is surely?

You know when you score a nice goal......

Oh hold on perhaps you don't know :lol:

I just wondered whether the code for the replay facility can be ported into PM, I am guessing no as well but thought I would ask as you are a genius.

I was thinking tho if it was a module called by the main program to somehow go thru the memory or something, but I am guessing that in reality the replay is 'stored' real time and then just played back, so to add it INTO the code would be hard.

M
No longer the only UK based Liverpool, Nottingham Forest and Crewe supporter in the whole of the KOA!!!
User avatar
Steve Camber
Mad! 7000+ poster!
Mad! 7000+ poster!
Posts: 7807
Joined: Sat Jun 16, 2001 12:00 am
Location: Sheffield, England
Contact:

Postby Steve Camber » Mon May 16, 2005 12:35 pm

Ah, I get ya! Was thinking of an action reply cartridge, sorry.

In KO2, the replay buffer is just a record of the last 1000 sprites sent to the screen.

and the answer, as predicted, is no. :lol:
--
SteveC - Kick Off engineer
18 Dec 2003 - "One day I'm going to disassemble the 68000 code, and find out exactly what's going on in there!! "

Ask me about online KO2 :) https://kickoff2.net
User avatar
jesper
1000+ Poster!
1000+ Poster!
Posts: 1815
Joined: Tue Dec 16, 2003 12:19 pm
Location: Copenhagen, Denmark
Contact:

Postby jesper » Mon May 16, 2005 12:52 pm

Steve Camber wrote:Ah, I get ya! Was thinking of an action reply cartridge, sorry.

To much hacking eh Camber? :lol:

Btw I donwloaded the Action Replay cartridge roms some time ago. They are supposed
to work in uae but now luck for me. Ever tried that?

Steve Camber wrote:In KO2, the replay buffer is just a record of the last 1000 sprites sent to the screen.

and the answer, as predicted, is no. :lol:


Do you have any info on the way they are saved on disc? If I knew more about the format I could make a PC Action Replay application or applet. Just the coords of the players and the camera position on the pitch is needed.
You cannot avoid the Google [Bot]
User avatar
Steve Camber
Mad! 7000+ poster!
Mad! 7000+ poster!
Posts: 7807
Joined: Sat Jun 16, 2001 12:00 am
Location: Sheffield, England
Contact:

Postby Steve Camber » Mon May 16, 2005 1:08 pm

All I know at the moment about the replay system is it's 6000 bytes long, with room for the last 1000 sprites (which didn't get clipped from the screen, so players off the screen are not recorded.. damn).

Each sprite is saved as 2 bytes for X coordinate, 2 bytes for Y coordinate,
and two bytes for the sprite number.

The pitch dimensions are 0xc0 to 0x2d0 in X and 0xd8 to 0x498 in Y.

There's probably some special markers in there, could take a proper look if you really want!
--
SteveC - Kick Off engineer
18 Dec 2003 - "One day I'm going to disassemble the 68000 code, and find out exactly what's going on in there!! "

Ask me about online KO2 :) https://kickoff2.net
User avatar
jesper
1000+ Poster!
1000+ Poster!
Posts: 1815
Joined: Tue Dec 16, 2003 12:19 pm
Location: Copenhagen, Denmark
Contact:

Postby jesper » Mon May 16, 2005 2:03 pm

Finish the tournament version adf first, then take a look at it when you get the time.
Since I have already played a bit around with the pitches and sprites in C using SDL
it would be really easy for me to do the replay application given the information I mentioned.
Also, I don't know much about Amiga hardware sprites, but I guess I would "just" need
to map each one to the sprites in the sprite bitmaps.
You cannot avoid the Google [Bot]
User avatar
Steve Camber
Mad! 7000+ poster!
Mad! 7000+ poster!
Posts: 7807
Joined: Sat Jun 16, 2001 12:00 am
Location: Sheffield, England
Contact:

Postby Steve Camber » Mon May 16, 2005 2:15 pm

Yep, I wouldn't be surprised if the "sprite number" followed the pattern of the player bitmaps we have already extracted. So just take the X and Y as the screen coordinates (320x240ish) and display (hoepfully) the right bitmap :)
--
SteveC - Kick Off engineer
18 Dec 2003 - "One day I'm going to disassemble the 68000 code, and find out exactly what's going on in there!! "

Ask me about online KO2 :) https://kickoff2.net

Who is online

Users browsing this forum: No registered users and 3 guests