Page 1 of 1

GTMR

Posted: Fri Jun 13, 2003 11:08 pm
by Francois Daniel
Many inps have problems on this game.
http://marp.retrogames.com/index.cgi?mo ... 00&tourn=0

This one desynch on stage 2 with or without Sound / nvram

http://marp.retrogames.com/index.cgi?mo ... 00&tourn=0

This one desynch on stage 4 with or without Sound / nvram
http://marp.retrogames.com/inp/2/e/d/tl ... _win56.zip

Francois

Re: GTMR

Posted: Fri Jun 13, 2003 11:26 pm
by Francois Daniel
Francois Daniel wrote:Many inps have problems on this game.
Some others :
This one playback until stage 2 with or without sound/nvram :
http://marp.retrogames.com/inp/9/d/0/kr ... _win60.zip

And this one don't run at all :
http://marp.retrogames.com/inp/a/4/e/ad ... _win56.zip

Francois

Re: GTMR

Posted: Fri Jun 13, 2003 11:33 pm
by Francois Daniel
Francois Daniel wrote:Many inps have problems on this game.
And the last don't reach the stage 2 :

http://marp.retrogames.com/inp/d/b/b/ju ... mame55.zip

Francois


[advertised 11 playsback with default nvram only 47.32 55.18 57.25 56.09 56.92 59.02 57.53 56.82 58.62 58.94 49.05 60.65 (must delete nvram) viewtopic.php?p=19245#19245 ]

somehow this record got deleted when i only wanted to zero it, it uses default nvram after 9-15-2001 which means it's dqued.

Re: GTMR

Posted: Sat Jun 14, 2003 12:33 am
by Chad
Francois Daniel wrote:Many inps have problems on this game.

Some others :
This one playback until stage 2 with or without sound/nvram :
http://marp.retrogames.com/inp/9/d/0/kr ... _win60.zip
I get stage 2 here too this looks like non defautl nvram (will bzeroed when 3rd person gets same.
Francois Daniel wrote: And this one don't run at all :
http://marp.retrogames.com/inp/a/4/e/ad ... _win56.zip

Francois
this one is ok with out nvram and frameskip 0

54.54 55.80 55.71 53.55 57.06 55.12 57.57 57.82 57.22 58.62 55.95 58.15

Re: GTMR

Posted: Sat Jun 14, 2003 12:36 am
by Chad
Francois Daniel wrote:This one desynch on stage 4 with or without Sound / nvram
http://marp.retrogames.com/inp/2/e/d/tl ... _win56.zip

Francois
same here.

Posted: Sat Jun 14, 2003 2:22 am
by LN2
Francois, we had a thread on this game...and clones of it here recently.

viewtopic.php?t=10258

I had posted about it cuz in playing the game myself I can't get my own inps to correctly playback in sync on my own machine.

I figured out the problem is where on playback the type of cars used in each race is some pseudo-random thing that isn't the same on playback as when you played it.

All stays in sync if in your racing you stayed far enough away from any cars to not have contact with them no matter which type of car it is...since some cars are larger than others.

The problem with playback is if you had a close-call with a car in playing...on the inp playback instead of a small car it might be one of those big ones so the result is contact with that car you didn't have with the other type of car when you played....thus throwing it all out of sync.

Someone else had posted this game does in fact use some random element to it to decide what types of cars are racing with you.

I had asked if the game and it's clones should be archived because of this until that random thing in the code for these games can be corrected. I never really got any discussion going with it. A couple somehow were able to replay back their inps for this game but couldn't provide info why it worked for them.

I had set high scores for a couple of them before testing playing back my own inps. Since I couldn't successfully play them back I didn't submit them.

I could get a couple all the way to stage 7 or 8 before sync would be lost where normally by then you have encountered a car. My guess is playback would be successful if you never were even close to having contact with other cars for all stages.

It's a shame cuz it's a cool racing game. it's "luck" if you end up with an inp that plays back with different models of cars used. I guess if I tried playing my inps back enough times it eventually would choose the same type for all stages and playback correctly. I had tried them 5-10 times each with it playing back differently each time.

Re: GTMR

Posted: Sat Jun 14, 2003 6:39 am
by Francois Daniel
Chad wrote: this one is ok with out nvram and frameskip 0

54.54 55.80 55.71 53.55 57.06 55.12 57.57 57.82 57.22 58.62 55.95 58.15
Yes I read it but I find 58.02 not 58.62 in the 10th stage so the score is 124349 not 124303

Francois

Posted: Sat Jun 14, 2003 6:44 am
by Francois Daniel
LN2 wrote:I figured out the problem is where on playback the type of cars used in each race is some pseudo-random thing that isn't the same on playback as when you played it.
You're right, I'd think sometimes car aren't in the right places but car changing is a better explanation.

Thanks Rick :)

Francois

Posted: Sat Jun 14, 2003 1:11 pm
by LN2
The problem though is that results in an inp that for most won't playback the same.

Even in your comment above that plays back you see you got slightly different times than Chad found for it... That's likely cuz a slight contact difference from a different model of car being used...that slightly affected the time but didn't affect the direction or didn't change it enough to still allow that stage to be completed.

It's luck IMHO when you have a race where you avoid all contact enough or have specific contact that doesn't depend on car type for the inp ot playback ok. The game and it's clones should be archived IMHO.

Try playing it yourself then playing back your own inp. Jot down the times for each race when you actually were playing then note them on playing back the inp...so even if it successfully gets you through the stages you can see slight time differences if you had any contacts with cars at all.

I wasted my time getting very skilled at the game where I would have had top score for 1 of the variants but the inp plays back differently each time no matter what I try.