Re: USF 4 help and general mainstream gaming advice

2020-06-26 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: USF 4 help and general mainstream gaming advice

Maybe this text listing of SF4 moves will help: https://gamefaqs.gamespot.com/ps3/94371 … faqs/55801Ryu's super moves are just the standard move but you press two buttons, for example:Super fireball is a single quarter-circle-forward (e.g. towards opponent) and then you press at least two punch buttons rather than just one.Super tatsu is just a single quarter-circle-away and then you press at least two kick buttons rather than just one.Ryu's ultra 1 (Hadoken / Fireball) is TWO quarter-circles towards (so Down / Down-Towards / Towards / Down / Down / Down-Towards-Towards) and then ALL THREE PUNCHES. Whether you choose to actually hit all three buttons (soft + medium + hard punch) or use a button assigned to be all three punches is entirely up to you. Ryu's ultra 2 (Uppercut thing) is TWO quarter-circles towards and then ALL THREE KICKS. The link to the text document I gave you has incorrect details for that, unfortunately.When it comes to hitting 3 buttons, if you've got a fight-stick then it's typically got 2 rows of 4 buttons, so it's soft/medium/hard/3x for each row - so you can make life easier by hitting the 3x button rather than actually hitting Soft/Medium/Hard at the same time - but both work (and arcade machines only have 3 buttons so if you play in the arcade you'll have to adjust!).Anyway, hope this helps. I'll be doing more work on SoniFight over the next month or so since I've now submitted by PhD work.

URL: https://forum.audiogames.net/post/545725/#p545725




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Re: mortal kombat x, help and advice

2020-04-07 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: mortal kombat x, help and advice

Hi,Sonifight doesn't currently have a config for MK X, only MK 9 at present.The launchers for sonifight are the batch files in the top level directory, although it's possible you downloaded the source code rather than a pre-compiled release. After community feedback, the README.md was recently updated with a "Super Quick Start" section mentioning this. To save you looking it up it says:SUPER QUICK START: To use SoniFight, please download a pre-compiled release from: https://github.com/FedUni/SoniFight/releases then run either the SoniFight_x86.bat file for 32-bit games (it's likely this is the one you want) or SoniFight_x64.bat for 64-bit games (currrently proof of concept only).Sorry for any confusion.I'm currently working on a new release that fixes / improves things, and I'll be announcing a paid user study in a few days. That is, I'll be offering to pay people for a brief Skype chat / catch-up where you try out the software and then we have a chat about it - just what works, what doesn't, and what could be improved in the future type things.Cheers,Al

URL: https://forum.audiogames.net/post/516847/#p516847




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Re: sonifight, again

2020-03-17 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: sonifight, again

With regard to MK9 - the menus work with two "watches" - that is, two memory addresses.The first watch is what menu you're on, whether that's 1 player, 2 players, 3 or 4 - and the second is what option is currently highlighted within that menu. The available options change based on if you're on 1/2/3 or 4 player mode.They vary considerably - and for each option they need a seperate trigger. So menu 0 option 0 might be "Single Player Game", while menu 1 (two player) option 3 might be "Two Player Tower of Torment".These aren't the precise options, but I'm sure you get when I mean.You can look at everything related to a SoniFight config from the Edit tab, or if you'd prefer it as text then from the config.xml for whatever game. Sequence is: Info / Watches / Triggers

URL: https://forum.audiogames.net/post/509503/#p509503




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Re: sonifight, again

2020-03-17 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: sonifight, again

Well that wasn't good enough, so the top of the GitHub README.MD now reads:SUPER QUICK START: To use SoniFight, please download a pre-compiled release from: https://github.com/FedUni/SoniFight/releases then run either the SoniFight_x86.bat file for 32-bit games (it's likely this is the one you want) or SoniFight_x64.bat for 64-bit games (currrently proof of concept only).

URL: https://forum.audiogames.net/post/509492/#p509492




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Re: sonifight, again

2020-03-17 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: sonifight, again

Github readme now reads:SUPER QUICK START: To use SoniFight, please download a pre-compiled release from: https://github.com/FedUni/SoniFight/releases

URL: https://forum.audiogames.net/post/509491/#p509491




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Re: sonifight, again

2020-03-17 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: sonifight, again

Hi all,While it may be possible to anounce menus for MK10 or MK11 - I don't own them for the PC, so I can't even look into it. In an attempt I just looked at Xbox Game Pass for PC but there's no MK available.I didn't mean to sarcastic Arkandias, I think you'd got to GitHub and downloaded the SoniFight source rather than the pre-compiled release. I'll change the readme on that make it more prominent that people should download a release.I did write a config for MK9 though, and that certainly worked - I'd have to go back and ensure it's still playing ball though.If you're willing to help me help you then feel to drop me a line either here or at aclans...@hotmail.comCheers,Al

URL: https://forum.audiogames.net/post/509489/#p509489




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Re: sonifight, again

2020-03-14 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: sonifight, again

Just had a thought - I could put short readme.txt file in the top level of the archive that said :"Run the SoniFight_x86.bat file for 32-bit process (i.e. most of them), or the SoniFight_x64.bat file for 64-bit processes (currently just proof of concept), or read the documentation in the cunninngly-named Documentation folder for more details."Then that may help avoid confusion.It's not your fault, Arkandias - it's my fault. I'm trying my best, but sometimes my best doesn't seem to be as good as I'd like.

URL: https://forum.audiogames.net/post/508776/#p508776




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Re: sonifight, again

2020-03-14 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: sonifight, again

Agh! Okay, just ran SF4 - the menus have stopped working (but will likely be only a few bytes away in memory - easy fix), however the character selection works (but sounds doubled up for some reason).In-game seems to work APART from the choice to make a "wind blowing" noise get louder as characters get closer together. The plan was to indicate proximity with increased volume - as you're closer together the sound gets louder. But it makes sense to me now that it should be the opposite! When players are far apart it's fine to have indicative sound effects such as wind blowing, but when close it's more important to listen to the other player! So loud when apart and zero when close gives a useful range of _expression_. Another easy fix.There'll be a post about SoniFight in the near future - testing and some questionnaire feedback wanted, $20AUD thanks given (PayPal only). You can't buy a rocket launcher with 20 dollars, but it'll get you a damn fine sandwich. Or a copy of Iggy Pop's "The Passenger" on CD or Vinyl. So whyever not? https://www.youtube.com/watch?v=hLhN__oEHaw-Al

URL: https://forum.audiogames.net/post/508751/#p508751




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Re: sonifight, again

2020-03-14 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: sonifight, again

As far as I know, a small number of the pointer chains identified and used in configs have stopped working following recent Windows updates - which confuses me as the game executables themselves haven't changed, but there we are.I did try hard to get some feedback on Sonifight previously, but unfortunately only a small number of people engaged and gave any feedback, so my qualitative survey was smashed by angry old men who claim to be the gateway to all knowledge. No PhD for you. Sad face.As such, I'll be running another qualitative survey, which means I'll be updating anything that isn't playing ball so that it does play ball over the next week, and there'll be an updated SoniFight with a few tweaked chains (i.e. sonification of things that worked and then stopped working will now work again), and then talking with visually impaired users who live locally.Once you have SoniFight working, consider giving feedback - even if you say it sucks! Tell me WHY it sucks!So much fun, so many games.

URL: https://forum.audiogames.net/post/508737/#p508737




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Re: sonifight, again

2020-03-14 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: sonifight, again

Did I  mention that there was a 30 page user-guide that comes with it in the "Documentation" folder?Just checking.

URL: https://forum.audiogames.net/post/508727/#p508727




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Re: sonifight, again

2020-03-14 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: sonifight, again

Woah now - you don't need visual studio unless you plan on modifying the source code.There's a 30 page user document expaining how everthing works - but why read even the first page?  LolThis is how it works.1 - You download a release of sonifight (from the releases page) such as the lastest one which is at:https://github.com/FedUni/SoniFight/rel … v1.1.4.zip2 - You extract that zip file3 - Within the folder it extracted to you'll want to run SoniFight_x86.bat (which is for 32-bit processes - it just points at the 32-bit version). There is a 64-bit version, but it's just proof-of-concept at the moment.4a - With SoniFight open, pick a game config from the drop-down menu (please pick SF4, MK9  or Day of the Tentacle - other configs are minimal at best).5 - Let's say you pick the SoniFight Street Fighter 4 config, great - click play. 6 - Launch Street Fighter 4 via steam (I didn't know that was a nuisance for visually impaired users, and I'm genuinely sorry - I thought that it would just keep the versions of executables in sync)7 - Additional sonification!Woo!

URL: https://forum.audiogames.net/post/508725/#p508725




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Re: Instructions for Cheat Engine.

2019-06-15 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Instructions for Cheat Engine.

What have you tried, with Cheat Engine?If you can find the health value in memory, then you can double click on it to add it to the lower pane of Cheat Engine and then check the box on the far left to 'lock' it. Infiniite health is yours.Relatedly: https://cheatengine.org/help/index.html

URL: https://forum.audiogames.net/post/441896/#p441896




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Re: Instructions for Cheat Engine.

2019-06-15 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Instructions for Cheat Engine.

What have you tried, with Cheat Engine?If you can find the health value in memory, then you can double click on it to add it to the lower pane of Cheat Engine and then check the box on the far left to 'lock' it. Infiniite health is yours.

URL: https://forum.audiogames.net/post/441896/#p441896




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Re: Instructions for Cheat Engine.

2019-06-15 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Instructions for Cheat Engine.

What have you tried, with Cheat Engine?

URL: https://forum.audiogames.net/post/441896/#p441896




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Re: Some statistics about accessibility and visual impairment

2019-06-12 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Some statistics about accessibility and visual impairment

@Dark - that is such a good point - that 90% of people who are blind are over the age of 65.That would stretch back to 1954 or there-abouts, when there weren't even home video game consoles.So does that mean I should take only 10% of the World Health Organisation numbers?Would it / does it apply linearly? So 480 becomes 48 (blind), 2950 becomes (295) medium, and 2570 becomes 257 with mild visual impairment per one hundred thousand people?And as you mention, as the Atari generation ages, how do the figures change?Definitely food for thought.Update: Not much use for percentages of Americans with disabilities as this is global.

URL: https://forum.audiogames.net/post/440824/#p440824




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Re: Some statistics about accessibility and visual impairment

2019-06-12 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Some statistics about accessibility and visual impairment

@Dark - that is such a good point - that 90% of people who are blind are over the age of 65.That would stretch back to 1954 or there-abouts, when there weren't even home video game consoles.So does that mean I should take only 10% of the World Health Organisation numbers?Would it / does it apply linearly? So 480 becomes 48 (blind), 2950 becomes (295) medium, and 2570 becomes 257 with mild visual impairment per one hundred thousand people?And as you mention, as the Atari generation ages, how do the figures change?Definitely food for thought.

URL: https://forum.audiogames.net/post/440824/#p440824




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Re: Some statistics about accessibility and visual impairment

2019-06-12 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Some statistics about accessibility and visual impairment

As the exegesis isn't published yet, I've just contacted my supervisors and pointed them here to make a call on whether to include the 90% > 65 ref and cut the numbers by 90%.Since 1954 is a non-home-console era, I think it's probably the right thing to do.Thanks so much, Dark.

URL: https://forum.audiogames.net/post/440826/#p440826




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Re: Some statistics about accessibility and visual impairment

2019-06-12 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Some statistics about accessibility and visual impairment

As the exegesis isn't published yet, I've just contacted my supervisors and pointed them here to make a call on whether to include the 90% > 65 ref and cut the numbers by 90%.I think it's probably the right thing to do.Thanks so much, Dark.

URL: https://forum.audiogames.net/post/440826/#p440826




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Re: Some statistics about accessibility and visual impairment

2019-06-12 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Some statistics about accessibility and visual impairment

@Dark - that is such a good point - that 90% of people who are blind are over the age of 65.That would stretch back to 1954 or there-abouts, when there weren't even home video game consoles.So does that mean I should take only 10% of the World Health Organisation numbers?Would it / does it apply linearly? So 480 becomes 48 (blind), 2950 becomes (295) medium, and 2570 becomes 257 with mild visual impairment per one hundred thousand people?And as you mention, as the Atari generation ages, how does the figure the change?Definitely food for thought.

URL: https://forum.audiogames.net/post/440824/#p440824




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Re: Some statistics about accessibility and visual impairment

2019-06-12 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Some statistics about accessibility and visual impairment

@Dark - that is such a good point - that 90% of people who are blind are over the age of 65.That would stretch back to 1954 or there-abouts, when there weren't even home video game consoles.So does that mean I should take only 10% of the World Health Organisation numbers?Would it / does it apply linearly? So 480 becomes 48 (blind), 2950 becomes (295) medium, and 2570 becomes 257 with mild visual impairment per one hundred thousand people?And as you mention, as the Atari generation ages, how do the figure the change in demographics?Definitely food for thought.

URL: https://forum.audiogames.net/post/440824/#p440824




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Re: Some statistics about accessibility and visual impairment

2019-06-12 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Some statistics about accessibility and visual impairment

@AlirezaNosrati - Absolutely, I fully agree with that statement ("Correct doesn't mean true").

URL: https://forum.audiogames.net/post/440818/#p440818




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Re: Some statistics about accessibility and visual impairment

2019-06-12 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Some statistics about accessibility and visual impairment

@AlirezaNosrati - Absolutely, I fully agree with that statement.

URL: https://forum.audiogames.net/post/440818/#p440818




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Re: Some statistics about accessibility and visual impairment

2019-06-12 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Some statistics about accessibility and visual impairment

Globally, if we accept that 0.48% (0.0048) of the populace are legally blind, 2.95% (0.0295) have moderate to severe visual impairment, and 2.57% (0.0257) have mild visual impairment, then scaling it up to 'whole people' by multiplying by 100,000 gives us:Four hundred and eighty people out of every hundred thousand people are blind (480 / 100,000),Two thousand nine hundred and fifty people out of every hundred thousand people have medium visual impairment. (2950 / 100,000), andTwo thousand five hundred and seventy people out of every hundred thousand people have mild visual impairment (2570 / 100,000).Does that still seem too high?Mild visual impairment can mean things like needing to wear glasses to drive a car (such as the case with me - otherwise I can't read the signs until I'm too close to change lanes!).It still feels a touch high, but I can only work from the numbers I have, so I think it's as close as I can get.

URL: https://forum.audiogames.net/post/440817/#p440817




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Re: Some statistics about accessibility and visual impairment

2019-06-12 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Some statistics about accessibility and visual impairment

Siria, I believe the World Health Organisation's figures 'even things out' as much as possible. There is no way to get specific numbers, we can only estimate, and these are the best estimates that I am aware of.

URL: https://forum.audiogames.net/post/440812/#p440812




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Re: Some statistics about accessibility and visual impairment

2019-06-12 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Some statistics about accessibility and visual impairment

It does seem high. I'm concerned about whether I've taken the percentages from the game-playing-users-with-disability or just the users-with-disability now.Let's run the numbers - because because if I'm wrong I need to fix it quick.2.6 billion people play video games: 2,600,000,000.I accept the above number of people who play video games.World population with disabilities is 15%, as a percentage of that 2.6 billion it's: 390 million (390,000,000).I accept the above percentage and 390 million number of people who are in some way impaired but that also play video games.Looking at this quote:More specifically, estimates for the prevalence of visual impairment in the global populace suggest that approximately 0.48% of the populace are legally blind, 2.95% have moderate to severe visual impairment, and 2.57% have mild visual impairmentThis is not about the gaming populace - it's about the general populace, so this can be applied to the everyone or our gaming subset the same.Total people who play games: 2.6 billion2 point 6 billion multiplied by blind ratio of 0.48% aka 0.0048 is: 12,480,000 (12 point 4 8 million)2 point 6 billion multiplied by medium impairment ratio of 2.95% aka 0.0295 is: 76,700,000 (76 point 7 million)2 point 6 billion multiplied by mild impairment ratio of 2.57% aka 0.0295 is: 66,820,000 (66 point 8 2 million)The numbers look high, but they look correct to me.Thoughts welcome!

URL: https://forum.audiogames.net/post/440811/#p440811




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Some statistics about accessibility and visual impairment

2019-06-12 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Some statistics about accessibility and visual impairment

Hi all,As part of some academic gymnastics I've recently been required to perform, I have some estimated numbers about how many people play video games, how many of them have some form of disability, and specifically how many of them have visual impairment.I thought this might be of interest, so here are the details I found when researching the topic:The number of people who play video games globally has been rising steadily since their inception and availability to home consumers via early microcomputers in the 1970s, and as of 2018 there are an estimated 2.6 billion people in the world who play video games (Entertainment Software Association, 2018).Of this vast number of people, it can be expected that roughly the same proportion of users will have some form of disability as in the general populace, which stands at approximately 15% of the world's population (World Health Organization, 2011). More specifically, estimates for the prevalence of visual impairment in the global populace suggest that approximately 0.48% of the populace are legally blind, 2.95% have moderate to severe visual impairment, and 2.57% have mild visual impairment (Bourne, 2017).Applying these rates of visual disability to our game-playing user base of 2.6 billion people would then suggest that that there are presently in the region of 156 million gamers with visual disability, comprised of 12.48 million gamers who are legally blind, 76.7 million with moderate to severe visual impairment, and 66.82 million who have mild visual impairment."The above is a quote from my (yet to be published) PhD exegesis: "Adventures in Software Engineering: Plugging HCI Gaps with Open Source Solutions".References from the above are:Entertainment Software Association. (2018).Retrieved from http://www.theesa.com/wp-content/upload … _FINAL.pdfWorld Health Organization. (2011). World Report on Disability 2011.Bourne, R. R. (2017). Magnitude, temporal trends, and projections of the global prevalence of blindness and distance and near vision impairment: a systematic review and meta-analysis. The Lancet Global Health, 5(9), e888-e897.

URL: https://forum.audiogames.net/post/440785/#p440785




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Re: My Adventures with Steam, resolving problems

2019-06-07 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: My Adventures with Steam, resolving problems

nida07, you're both right and wrong - you can modify the target to add arguments, but I don't believe you can "call" the shortcut with the arguments and expect them to be passed to the exe.According to the internet, you should set up the target like this:"c:\path\to\exe\program.exe" -option1 -option2Source: https://superuser.com/questions/29569/h … o-shortcut

URL: https://forum.audiogames.net/post/439293/#p439293




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Re: My Adventures with Steam, resolving problems

2019-06-07 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: My Adventures with Steam, resolving problems

To the best of my knowledge, you can't send arguments to a shortcut, the shortcut is just a link - you need to provide those arguments (login etc) to the executable that the shortcut points to.To put this another way, you can modify the shortcut to PROVIDE the executable with arguments to use when it calls it, but you can't throw the arguments AT the shortcut, because the shortcut doesn't know what to do with those arguments.I hope this makes sense to you.

URL: https://forum.audiogames.net/post/439284/#p439284




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Re: My Adventures with Steam, resolving problems

2019-06-07 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: My Adventures with Steam, resolving problems

You can't send arguments to a shortcut, the shortcut is just a link - you need to provide those arguments (login etc) to the executable that the shortcut points to.

URL: https://forum.audiogames.net/post/439284/#p439284




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Re: Guitar hero type games - a potential mechanism

2019-06-04 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Guitar hero type games - a potential mechanism

With a 'pre-bar' (i.e. 4 notes previously) output of the correct numbers that specify what notes or chords to play, I'm sure it can be done.Easily? No! The point of the game is to challenge you!So the next question is, would it be fun to hear a number 1-bar / 4 beats before it needs to be pressed? If it doesn't override the audio, then perhaps?I don't know. I haven't written software to perform this function.I think it would work, given practice. Would it be fun? I think so, but you tell me.

URL: https://forum.audiogames.net/post/438634/#p438634




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Re: Guitar hero type games - a potential mechanism

2019-06-04 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Guitar hero type games - a potential mechanism

With a 'pre-bar' (i.e. 4 notes previously) output of the correct numbers that specify what notes or chords to play, I'm sure it can be done.Easily? No! The point of the game is to challenge you!So the next question is, would it be fun to hear a number 1-bar / 4 beats before it needs to be pressed? If it doesn't override the audio, then perhaps?I don't know. I haven't written software to perform this function.I think it would work, given practice. Would it be fun, too? You tell me.

URL: https://forum.audiogames.net/post/438634/#p438634




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Grand Theft Auto radio stations

2019-06-04 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Grand Theft Auto radio stations

Since this is audio related, I felt the need to get the audio for all Grand Theft Auto radio stations the other day - and I do not regret that decision Grab what you want from here: http://two66.com/mirrors/?dir=GTA-Radio-Stations.The audio comes in 320kbps mp3 format, and lossless flac formats (much larger file size) for each file.My choice was to download the mp3 versions, but go with whatever makes you happy.Note: If you grab the lot as mp3 then it's 12.1GB, it'll be like 25GB as flac, easy.Cheers!

URL: https://forum.audiogames.net/post/438578/#p438578




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Re: Any Soul Calibour II players out there?

2019-06-04 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Any Soul Calibour II players out there?

Tikki, this is something SoniFight could help with. The selected character could likely be identified by their numerical value just like in Street Fighter 4. Like maybe Kilik would be 0, Taki would be 1, Raphael would be 2 etc.I don't know the character indices, but it's do-able.The problem, however, is with a constantly changing emulator version where memory offsets may change - which is why I haven't written configs for emulators yet. I really want to find a solid mechanism to identify the start of the emulated system memory so I can offset from that, rather than the emulator base address from which the system memory address will vary (if that makes sense).

URL: https://forum.audiogames.net/post/438575/#p438575




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Re: Any Soul Calibour II players out there?

2019-06-04 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Any Soul Calibour II players out there?

Tikki, this is something SoniFight could help with. The selected character could likely be identified by their numerical value just like in Street Fighter 4. Like maybe Kilik would be 0, Taki would be 1, Raphael would be 2 etc.I don't know the character indices, but it's do-able.The problem, however, is with a constantly changing emulator versions where memory offsets may change - which is why I haven't written configs for emulators yet. I really want to find a solid mechanism to identify the start of the emulated system memory so I can offset from that, rather than the emulator base address from which the system memory address will vary (if that makes sense).

URL: https://forum.audiogames.net/post/438575/#p438575




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Re: Guitar hero type games - a potential mechanism

2019-06-04 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Guitar hero type games - a potential mechanism

You're not wrong.However, Guitar Hero played visually requires a significant learning curve also.When I started playing GH I sucked, and it was only through deliberately playing on harder difficulty levels where I failed over and over again that I was able to improve my skills to the point where I can now play through the harder difficulties successfully, or 100% the medium or easy difficulties with ease.

URL: https://forum.audiogames.net/post/438572/#p438572




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Re: Guitar hero type games - a potential mechanism

2019-06-04 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Guitar hero type games - a potential mechanism

You're not wrong.However, Guitar Hero played visually requires a significant learning curve also.When I started playing GH I sucked, and it was only through deliberately playing on harder difficulty levels where I failed over and over again that I was able to improve my skills to the point where I can now play the harder difficulties cleanly, or 100% the medium or easy difficulties with ease.

URL: https://forum.audiogames.net/post/438572/#p438572




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Guitar hero type games - a potential mechanism

2019-06-04 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Guitar hero type games - a potential mechanism

Hi all,I like guitar hero type games, and the standard interface to these games with the notes coming down the screen works fine for me as I have full sight. I was just reading a paper on "Blind Hero" - a modification to the "Frets on Fire" guitar hero-esque game engine that uses a haptic glove to provide information about the game state by vibrating each finger before the note is required. However this fails the "come as you are" test. You need to use a peripheral, and are these haptic gloves even available? (I don't think they are).So, I have an idea - but before I get into it we need to discuss octals.In the Linux operating system, permissions are defined in terms of User, Group and Other. A user owns the file, the group is a group of users that the user may be a member of, and 'other' is everyone else.Each of these three groups may have different permissions, and the seperate permissions of Read, Write and Execute are assigned the octal values 1, 2 and 4. So read is 1, write is 2, and execute is 4. However, we can combine these read/write/execute values by adding them up. Here's some examples just for a single user (no groups or other mentioned).1 - User can read the file, but they cannot write to the file or execute it.3 - User can read and write to the file but they cannot execute it (i.e. 1 + 2)5 - User can read and execute the file, but they cannot write to it (i.e. 1 + 4)7 - User can read, write and execute the file (i.e. 1 + 2+ 4)When you apply these octal values to the user/group/other settings then you get things like this:7 5 5 - user has read/write/execute but other and group may only read and execute (not write)5 0 0 - user has read/write access but not execute, and the group and other users cannot access the file at all4 1 0 - user may read/write the file, group may read file only, no access to other usersOkay, back to Guitar Hero... Let's pretend there are only 3 possible notes (left/middle/right) for the sake of clarity.If there were notes coming down the screen then a fully sighted player has to see the notes and respond to them, for example, a sighted player may have to respond to:LeftLeft+MiddleLeftRightLeft+RightOkay, so good so far, now how about we transcode these inputs into octal? We get:1 = Left3 = Left+Middle1 = Left4 = Right5 = Left+RightIf this information was provided, say precisely one bar before it was needed, then a non-sighted user would be able to play a guitar hero-type song without needing a glove. This would take a little bit of time to get the hang of the numbers in combination (what's 3? what's 5? what's 7) - but I think this would work, and once the values are 'locked in' it could be made seamless.We've made the deliberate simplification to 3 channels of 'notes' we can play at the moment, so how can we expand this to four or five tracks? Easily! We just go 1/2/4 (which we already know) and add 8 and 16.Let's redifne our inputs as "far left", "left", "middle", "right", "far right" - and we'll assign them values 1, 2, 4, 8 and 16 accordingly.17 would be "far left [1] + far right [16]"11 would be "far left [1] + left [2] + right [8]"10 would be "left [2] + right [8]"etc.So a chord sequence might go:11,1,11,1,4.i.e.:far-left + far-right, far-left,far-left + far-right,far-left,middle.Anyway, that's what I was thinking about this evening. So is the idea / concept any good? Is it worth a shot?Thoughts welcome.

URL: https://forum.audiogames.net/post/438564/#p438564




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Re: Golf games that blind people can play.

2019-05-09 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Golf games that blind people can play.

Why not get a little practice on a driving range with a helper, and then go about a 9-hole golf course? You don't have to be able to drive 200 yards, how about hitting it straight 100m? That is, don't try to CRUSH IT - just swing gently in a reproducible manner.If you can hit the ball mostly forward then it's going to stay on the fairway (not in the bushes) and that's a great start. After the drive you just need an iron or two to push it forward to the green (i.e. hit it straight in a given direction), then once it's on the green you can have the 'lay-of-the-land' explained as to how the ball might move and how far away the hole is - and you just tap 'putt' it. If, with guidance, you could get a hole in maybe 15 shots - then that would be awesome!Learning how to hit the ball straight is the hardest thing in golf for both sighted and VI players. But I genuinely believe that golf with-assistance is accessible for VI players. You don't have to play by the precise rules - punt it into the trees or water? LoL! New ball, try again - ignore previous (called a Mulligan). If you lose it three times in a row then call the round a 12 and walk to the end of the hole with a sighted player and set up for the next drive.What do you reckon?

URL: https://forum.audiogames.net/post/432451/#p432451




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Re: Golf games that blind people can play.

2019-05-09 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Golf games that blind people can play.

Further driving range details.Sorry, it didn't occur to me to explain more comprehensively how a driving range (golf practice) works - here we go:1.) Go to a driving range.2.) If you have clubs, take a few. If you don't have clubs then you can hire a few from the venue very cheaply. Ask for a 3 wood, a 4 iron and a 9 iron. You've got to have a mix.The 3 wood has a low angled (flat) face and high mass, so it's heavy and it hits things far. You'd use this for long shots.The 4 iron has a higher angled face so it's going to hit things higher than a driver, but with less distance. It's still one of the flatter irons though, so it packs some clout. You'd use this for flat shots from grass (or the 3 iron if you were feeling feisty).The 9 iron is for short shots, a clean hit will take the ball up very high and then straight down. Bomp! You could go further and get a pitch-wedge, which is like a 9 iron++ - it's just the angle of the face of the club.3.) Get a 'Bucket of balls' - usually this is like 30 golf balls from a golf ball vending machine for 3 quid / 5 Australian dollars / 237 shckelz / whatever. They get dispensed into a wire bucket.4.) Take the bucket of balls to a open spot (each spot is just some 3 meter square space with 1ft of astroturf in the middle and some wooden barriers each side so you don't slice/hook the ball into your neighbor's face). 5.) Place ball on spot (either on the rubber 'tee' to prop it up if you're using a driver, or on the fake grass if you're using an iron - or whatever makes you happy).6.) Have at it.If you're a bit pent up then swing at that mother-lover like there's no tomorrow and who cares where it goes. But once you're over that, just try easing back on the power and hitting it straight. Hitting the ball in a straight line is actually a lot more difficult that hitting the ball a long way. If you can do both then yay, but believe me, it's tricksy.

URL: https://forum.audiogames.net/post/432480/#p432480




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Re: Mortal Kombat 11

2019-05-09 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Mortal Kombat 11

Gilly B - you are great. Microsoft are making significant efforts with regard to accessibility, perhaps you should contact Jenny Lay-Flurrie (chief accessibility officer at Microsoft) and ask if there is any way you can be involved or partake in accessibility related work.Or if she blanks you, just go straight into careers.microsoft.com and enquire about software quality assurance roles for the visually impaired.I'm not joking. Accessibility is serious business - and they need people.

URL: https://forum.audiogames.net/post/432460/#p432460




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Re: Golf games that blind people can play.

2019-05-09 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Golf games that blind people can play.

The above hook/slice details assume you're right-handed. Left-handed blind golfers beware.

URL: https://forum.audiogames.net/post/432457/#p432457




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Re: Golf games that blind people can play.

2019-05-09 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Golf games that blind people can play.

What I should have made a little more important in the above is the required practice on a driving range part.Playing golf is simple, but you have to practice the basics  - you have to learn how to swing a golf club. Which is great - because a golf club is a physical thing. It's a lump of metal on a stick with a comfy handle. You can feel it in your hands and feel the heft as you swing it around. You know that when you swing it the head of the club is going fast. It makes that "Vooof!" sound. And when you cleanly hit a golf ball it makes a very specific "Ping!" sound. You know when you've hit something spot on. The closest sound I can think of would be flicking a wine glass that you're holding tightly with a knife,So all you have to do is line yourself up with the Voof/Ping - and the ball will be hit parrallel, and you win a million dollars as the best golfer ever. Why didn't you think of this before?What actually happens is that the golf ball ALWAYS gets some form of spin on it, depending on where it was hit (which is NEVER dead-center)- If you hit the ball so the clubhead is going right-to-left then you slice the ball and it travels to the right,- If you hit the ball so the clubhead is going left-to-right then you hook the ball and it travels to the left.There's also topspin and backspin, but they're for pro's so let's not.So, yeah. Golf.

URL: https://forum.audiogames.net/post/432455/#p432455




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Re: Golf games that blind people can play.

2019-05-09 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Golf games that blind people can play.

Why not get a little practice on a driving range with a helper, and then go about a 9-hole golf course? You don't have to be able to drive 200 yards, how about hitting it straight 100m? That is, don't try to CRUSH IT - just swing gently in a reproducible manner.If you can hit the ball mostly forward then it's going to stay on the fairway (not in the bushes) and that's a great start. After the drive you just need an iron or two to push it forward to the green (i.e. hit it straight in a given direction), then once it's on the green you can have the 'lay-of-the-land' explained as to how the ball might move and how far away the hole is - and you just tap 'putt' it. If, with guidance, you could get a hole in maybe 15 shots - then that would be awesome!Learning how to hit the ball straight is the hardest thing in golf for both sighted and VI players. But I genuinely believe that golf with-assistance is accessible for VI players. You don't have to play by the precise rules - punt it into the trees or water? LoL! New ball, try again - ignore previous. If you lose it three times in a row then call the round a 12 and walk to the end of the hole with a sighted player and set up for the next drive.What do you reckon?

URL: https://forum.audiogames.net/post/432451/#p432451




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Re: a Streets of Rage 2 assistive program

2019-05-02 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: a Streets of Rage 2 assistive program

Hi CAE_Jones,Unfortunately none of the above links to your sor2access.zip file work any more. Would it be possible to get a copy off you somehow so I can reference your work as 'prior art' / a precursor to SoniFight?Also, does the zip file come with a specific emulator or is it something I should be able to dig around online and find? Would love to give it a go so I can discuss it in my thesis.Thanks so much!-Al

URL: https://forum.audiogames.net/post/430728/#p430728




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Re: Sonifight and its failure

2018-04-07 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Sonifight and its failure

AlirezaNosrati - The MK9 menu options are stored as ints - take a look at the config for it - for example:      Normal      InMenu      EqualTo      18      Single Player Main Menu - Challenge Tower      Says menu option using tolk      2              6                    24            Challenge Tower      1      1      true      falseTo find the video options you'd need to track down the video options - obvious, right?If it's going through a set of options like 640x480, 800x600, 1024x768 etc I'd look for a value that increases by 1 each time you increase, and decreases by 1 each time you lower the resolution setting. So internally the resolution setting is just an int. Probably.

URL: http://forum.audiogames.net/viewtopic.php?pid=358668#p358668




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Re: Sonifight and its failure

2018-04-07 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Sonifight and its failure

AlirezaNosrati - The MK9 menu options are stored as ints - take a look at the config for it - for example:      Normal      InMenu      EqualTo      18      Single Player Main Menu - Challenge Tower      Says menu option using tolk      2              6                    24            Challenge Tower      1      1      true      falseTo find the video options you'd need to track down the video options - obvious, right?If you're looking at set of options like 640x480, 800x600, 1024x768 etc I'd look for a value that increases by 1 each time you change the resolution.

URL: http://forum.audiogames.net/viewtopic.php?pid=358668#p358668




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Re: Sonifight and its failure

2018-04-07 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Sonifight and its failure

AlirezaNosrati - The MK9 menu options are stored as ints - take a look at the config for it:https://github.com/FedUni/SoniFight/blo … config.xml

URL: http://forum.audiogames.net/viewtopic.php?pid=358668#p358668




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Re: Street fighter screenreader addon

2018-03-05 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Street fighter screenreader addon

@monkey999 - Hit boxes and hurt boxes are rectangular regions which overlap a player's character in a fighting game. For example, if your character throws a punch, then when the punch is active (i.e. briefly) then there will be a hit box. If this hit box intersects with a hurt box of the opponent, then the attack is judged to have hit the opponent and will cause them damage.If you're standing too far away from the opponent and do an attack, although the hit box for the move will exist, it will not intersect with the opponent's hurt box so it won't count as a successful attack and won't do any damage to them.Further reading if you're interested: Understanding the mechanic of frames, hitboxes and hurtboxes

URL: http://forum.audiogames.net/viewtopic.php?pid=354647#p354647





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Re: Street fighter screenreader addon

2018-03-02 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Street fighter screenreader addon

If you're looking for hitbox data then you're probably looking for FrameTrapped If you want to work with pointer-chains to values so they can be sonified then that would be SoniFightI wrote SoniFight - happy to discuss.Cheers.

URL: http://forum.audiogames.net/viewtopic.php?pid=354318#p354318





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Re: Street fighter screenreader addon

2018-03-02 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Street fighter screenreader addon

If you're looking for hitbox data then you're probably looking for FrameTrapped If you want to work with pointer-chains to values so they can be sonified then that would be SoniFight.I wrote SoniFight - happy to discuss.Cheers.

URL: http://forum.audiogames.net/viewtopic.php?pid=354318#p354318





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Re: Street fighter screenreader addon

2018-03-02 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Street fighter screenreader addon

You're not looking for SoniFight, you're looking for FrameTrapped Source: I wrote SoniFight.

URL: http://forum.audiogames.net/viewtopic.php?pid=354318#p354318





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Re: Sonifight and its failure

2018-03-02 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Sonifight and its failure

I was talking to a colleague about why SoniFight isn't what it should be (the pointer-finding tools respond poorly to screen readers) - and he came up with a fantastic idea.In their final year of a bachelors degree, university students have to undertake some kind of collaborative project to help them understand what teamwork is and how to actually work together as a team. Coming up with useful projects can be difficult - so we often reach out to local companies and ask 'Is there some kind of software project you'd like done? If you don't mind our students working on it then you can have it for free!'And my colleague suggested making Cheat Engine more screen-reader friendly as a possible project.I think that has potential.Unfortunately because we didn't think of it before the current semester's projects were finalised it would have to be pushed to next semester and hence wouldn't be finished before around November 2018. But if we could take a team of students and say - your goal is to make Cheat Engine accessible to blind/vi users - I think that's something a team of 4 students could make serious headway on in 3 to 4 months of work.It's not a completely defined solution, it's not even a fast solution - but it's a forward-looking plan that can help.If B/VI users can find their own pointer chains and share them, then you can make a lot of things work that never used to. My feeling is that the the stumbling point was the tools, and that it's something that can be attacked and made headway on.Thoughts welcome.P.S. If you run or work at a company that needs some somewhat straight-forward projects done, then contact your local university - uni's are always looking for 'real world' projects for students. Just don't expect triple A outcomes - they're students not professional software engineers so they can only do their best, or some approximation there-of - which you could always then just take and modify ;-)

URL: http://forum.audiogames.net/viewtopic.php?pid=354316#p354316





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Re: Sonifight and its failure

2018-02-21 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Sonifight and its failure

Slightly, partially relatedly - the only mainstream song I've ever heard that uses Head Related Transfer Functions (HRTF) to express 3D position is:Caribou - Can't Do without YouIt works okay if you HQ YouTube it with decent headphones, but works a lot better with the actual CD playing.If any of you know any other good tracks that move things around I'd be happy to hear 'em! Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=353223#p353223





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Sonifight and its failure

2018-02-21 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Sonifight and its failure

Hi all,You might be aware of the SoniFight software I wrote, which aimed to assist blind or visually impaired players to play video games.As I'm an 'okay' software engineer and not a 'frickin amazing' software engineer, writing SoniFight took me the best part of two years of part-time work to put together. The goal was to make it so you could find parts of games that changed, look for those changes, and then 'sonify' them - i.e. say something useful. Whether that was just announcing the menu options, or telling you when your health was low in a fighting game or such.Once the tool was written and it worked, the goal was for blind/vi players to be able to sonify the games they wanted. And this is where it all fell to pieces. The tool works perfectly well. Unfortunately, the methods and means of finding pointer chains are complicated - and when accompanied by visual impairment these problems explode.I'm still working on software to assist the community on my research days, but I work full-time so unfortunately progress is slow.I just wanted to say to you all that I'm sorry that SoniFight didn't reach the point of usefullness that I'd hoped for and intended. It genuinely does work, and it's free and open-source so anyone can pick it up and run with it. It's just that finding the pointer-chains turned out to be more of a  difficult / complicated process than I imagined, and that took the legs out from the entire project.Best wishes,AlP.S. Because it was asked for, I'll release a 1.3.4 soon with hotkey triggers (i.e. push a hot-key to sonify some watch rather than needing a criteria-change to trigger a sonification event). I'll try to get it done by the end of the month.

URL: http://forum.audiogames.net/viewtopic.php?pid=353222#p353222





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Re: Invitation to participate in SoniFight user trial

2017-12-22 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Invitation to participate in SoniFight user trial

Well, deadlines come and go - and unfortunately I only received two responses to the SoniFight survey, which isn't enough to use for a paper, so there's no way to write anything up by December 31st and I'll have to go back to the drawing board.Current thinking is to try to find different sources of users, and maybe even have them come on-campus and test some games without and then with the software. Will also incentivise it with a draw for some kind of prize or prizes, as I'm sure I could find some money in my research budget for a fightstick or headset or an iPad or something.In more positive news, the feedback I did receive was really encouraging, so that's great. Thanks to those who took the time - I'll add you to the prize draw when I've re-submitted the ethics stuff in January.As that Dec 31st deadline is now out the window, if you'd still like to submit some feedback then it would be gratefully accepted and of course you'll then be added to the prize draw (assuming I can get it through ethics approval, but that shouldn't be a problem at all - it just needs to be declared). Then, if I got maybe 15 responses, your chances of winning something neat would be 1 in 15, which are pretty good odds!Best wishes and hoping you have a fantastic Xmas & New Year!-Al

URL: http://forum.audiogames.net/viewtopic.php?pid=343229#p343229





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Re: Invitation to participate in SoniFight user trial

2017-12-12 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Invitation to participate in SoniFight user trial

@Atlan - I'd be happy to have a look via teamviewer, but I won't be able to do that until the new year unfortunately. Hopefully we can find a fix then. Will contact you when it's coming up to the time I can do so.

URL: http://forum.audiogames.net/viewtopic.php?pid=341876#p341876





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Re: Invitation to participate in SoniFight user trial

2017-12-07 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Invitation to participate in SoniFight user trial

Number of responses: 1Thank you so much, GameMan! 

URL: http://forum.audiogames.net/viewtopic.php?pid=341379#p341379





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Re: Invitation to participate in SoniFight user trial

2017-12-06 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Invitation to participate in SoniFight user trial

@AlirezaNosreti - Looking at the Steam Mortal Kombat Komplete Edition properties | local files tab shows that the current version (and hence the one the config was developed for) is Steam Build ID 344915. When in the properties window it's also worth going to the languages tab and setting the game language to English as it's unlikely that other language settings will work.Supported screen readers are: NVDA, JAWS, WindowEyes, SuperNova, System Access and ZoomText. Just make sure at least one of those is running before you select the Mortal Kombat config from SoniFight's dropdown menu and click the Run Selected Config button. When you click that, the title of the SoniFight window will change to say that's it's running.If it's still not working then you might want to launch a command prompt, navigate to the directory that the 32-bit version of SoniFight is installed in (which is in the bin/x86 folder inside the main SoniFight folder), then launch and run SoniFight like this:SoniFight_x86.exe > log.txtThen select and run the MK9 config, navigate the menus and/or play the game a little, then quit both the game and SoniFight. SoniFight might error on close - don't worry about it. If you then send me the log.txt file which will contain debug output about what the program's doing I may be able to figure out what's going on. You should be able to direct message it to me through this forum, if not just contact me via direct message and I'll give you an email address to send it to.@Deng - Not having a lot of luck with documents, am I? Sorry if formatting isn't ideal - I just saved the text version from the Word document, which is nicely formatted and has Accessible Name attributes added to all the response boxes (which are actually just single cell tables). Thanks again & looking forward to your feedback.

URL: http://forum.audiogames.net/viewtopic.php?pid=341216#p341216





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Re: Invitation to participate in SoniFight user trial

2017-12-03 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Invitation to participate in SoniFight user trial

@AlirezaNosrati - No worries about not being able to help. Also, it's fine to run 32-bit processes on a 64-bit OS, and MK9 is a 32-bit process so you'll want to run the 32-bit (i.e. x86) version of SoniFight. Take a look in the documentation folder for instructions on how to use software.@Atlan - Thanks!@Deng - Thank you! I assure you the questions exist in the document, but I've just uploaded a text file version of the questionnaire if that would be easier to work with. Just add your response after each question and that'll be fine. Cheers!Text version link: https://www.dropbox.com/s/jpfgv9hfk9orv … e.zip?dl=0.

URL: http://forum.audiogames.net/viewtopic.php?pid=340898#p340898





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Re: Invitation to participate in SoniFight user trial

2017-12-02 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Invitation to participate in SoniFight user trial

Everyone's busy, man.But if you can't find 30 mins in a fortnight then your work/life balance is likely skewed and you should do something about that.Current number of responses: Zero.

URL: http://forum.audiogames.net/viewtopic.php?pid=340780#p340780





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Re: Invitation to participate in SoniFight user trial

2017-11-28 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Invitation to participate in SoniFight user trial

Hi RTT,The reason for the 18 or over criteria is simply one of red tape. When performing human research with people who are 18 or over then they're considered adults and the ethics paperwork is relatively reasonable (if you consider filling out a 25 page document reasonable, and that's the 'quick' version for low risk-projects). But when your research involves people less than 18 it's considered working with minors and the amount of paperwork I have to do to get clearance to proceed goes absolutely nuts. That's the only reason for the 18 or over requirement.The reason for just using the games mentioned is because those are the configs that currently exist and work. I haven't created a Game of Thrones config for two reasons. Firstly, because I'm working on another project to aid visually impaired people to play different types of video games, and secondly because I don't own it on PC. When I built SoniFight the hope was that people would create their own configs for the games they wanted, but due to a combination of reasons (not least of which is the screen-reader unfriendlyness of Cheat Engine), that hasn't panned out just yet. As Cheat Engine's open source I'm planning on going in there and trying to add a bunch of accessibility cues and making it a friendlier process - but as mentioned, I have to smash out this other project first due to some really tight deadlines.I would have obviously appreciated your help with the trial - but it's okay, I don't need a huge number of people to get a relatively clear picture of what's working and what's not. Perhaps for the next one I'll grit my teeth and go for the full ethics-apocalype paperwork and then under 18's can provide feedback if they'd like to as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=340191#p340191





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Invitation to participate in SoniFight user trial

2017-11-27 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Invitation to participate in SoniFight user trial

Hi all,I'd like to invite you to participate in a user trial of my SoniFight software which aims to add additional sonification cues to video games to increase accessibility for players who may be blind or visually impaired. The idea of the study is to try to identify to what extent the software works to assist players.I'm looking for somewhere between 5 and 15 people who own at least one of the following three games on Steam on the Windows platform:1. Street Fighter 4,2. Mortal Kombat 9, and/or3. Day of the Tentacle Remastered.Participants must be aged 18 years old or above to be eligible to participate.The trial itself is quite straight forward and is broken down into three main stages as outlined below:1. You provide a little information about yourself and the games or genres of games that you enjoy playing,2. You play roughly 10 to 15 minutes of one or more of the games in the above list and provide some feedback on your ability to play the game(s) from an accessibility standpoint, and then3. You play another 10 to 15 minutes of the same game, but this time using SoniFight to provide additional sonification cues designed to improve your knowledge of the game state, and then provide some feedback on your ability to play the game(s) with these additional sonification cues provided.Completing the trial for each game will likely take between 30 to 50 minutes, and when the questionnaire is completed you just email it back to me (address is in the questionnaire) and that's it.The trial itself will be open for two weeks from 28/11/2017 to 12/12/2017, after which the results will be analysed and incorporated into a research paper titled "Playing by Ear: A qualitative study of game audio, accessibility and sonification".If you meet the participation criteria and are interested in taking part then you can find the latest version of SoniFight at https://github.com/FedUni/SoniFight/rel … v1.1.2.zip.While the plain language information statement and questionnaire (available in both Microsoft Word and Libre/Open Office formats) can be found here:https://www.dropbox.com/s/363r8uwphpyi0 … k.zip?dl=0Thanks so much,Al

URL: http://forum.audiogames.net/viewtopic.php?pid=340157#p340157





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Re: New sonification software for increased accessibility

2017-11-25 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

@sanslash332 - That's a nice way of going about it. I approve 

URL: http://forum.audiogames.net/viewtopic.php?pid=339797#p339797





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Re: New sonification software for increased accessibility

2017-11-07 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

@sanslash332 - Just out of curiosity I tried running the Pointer Chain Tester under Linux via Mono. While I can connect to a process to find its base address, as soon as you enter anything for a pointer chain it crashes because it can't find kernel32.dll to access the ReadProcessMemory function. It may be possible to link it properly in the future, but not at present.Also, Wine is no use here because it sandboxes the running process away from other processes on the system, so we can't see the game process to connect to.Finally, Cheat Engine doesn't ship with linux builds and might be a pain to make work with Linux. However, there's a program called scanmem (which can use a front-end GUI called Game Conqueror) which apparently does the same thing. Oh, and Linux pointer chains will likely be different to Windows chains, but at least the process to find them will be the same.So in summary, not yet, but perhaps in the future!

URL: http://forum.audiogames.net/viewtopic.php?pid=337094#p337094





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Re: New sonification software for increased accessibility

2017-10-31 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

@sanslash332 - Lots of plans for the future! Although I'm a big fan of Linux and it's my OS of choice (Arch Linux in particular), I haven't tried SoniFight via Mono. It may be possible in the future, but it's not a massive priority right now because most people are using Windows so I have to put development effort into the platforms that will assist the greatest number of users.

URL: http://forum.audiogames.net/viewtopic.php?pid=336084#p336084





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Re: New sonification software for increased accessibility

2017-10-29 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

@sanslash332 - Yeah, C# actually turned out to be a decent language to work in. I initially started writing the software in Java with the hope it could run cross-platform (i.e. Linux/Mac also), but it turned out to be a bit of a headache to interrogate other processes, while in C# it wasn't so bad.I think there's just a single call to a native method via the kernel32.dll, which is the one to read process memory, but apart from that everything (including the the pointer arithmetic, which isn't that bad to be honest) is done in C#. What's also great about C# (for a strongly typed language) is that is has a dynamic data type which allows you to basically say: this is a value, I don't know what type it is until I read it, when I do read it use relection to go figure out what type it is so I can work with it.Cheers!

URL: http://forum.audiogames.net/viewtopic.php?pid=335822#p335822





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Re: New sonification software for increased accessibility

2017-10-29 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

Hi all,After a 20 hour dev-bender getting SoniFight in shape I couldn't think of much more I really wanted done to get the initial release out - so I've decided to release it early! Hurrah! AudioGames New Releases post: here.SoniFight GitHub Repository: https://github.com/feduni/sonifightBinary releases: https://github.com/feduni/sonifight/releasesJust keep in mind this is the absolute first release, so there are likely to be a few rough edges - but it'll improve with time. If you come up against something stupid and/or annoying you can let me know via the GitHub issues page (hopefully with some reproducable steps so I can see it fail too), and I'll address it.Alternatively, if you there was a problem and you fixed it, you could issue a pull request for me to incorporate your fix. That's the joy of open-source, many hands make light work.Cheers!

URL: http://forum.audiogames.net/viewtopic.php?pid=335685#p335685





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Re: Any playable games on the switch?

2017-10-29 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: Any playable games on the switch?

As someone who bought a switch on day 1, I can confidently say that it's kinda good, but it's simply not accessible. As the hardware is significantly underpowered compared to any xbox / ps4 hardware (like approx 1.5x Wii U) every scrap of computational power available will be thrown at native titles, so there probably isn't a lot of overhead for it to do speech synthesis.Even for third party titles or ports, making games accessible takes additional time and effort - hence cost, so the hard reality then becomes that they'll be looking at the bottom line to decide whether it's financially viable. It's the same when devs or publishers decide whether to port something to Linux or Mac, often that the time/work/effort involved in the port would cost more than they would recoup from the sales on that platform, so often they don't do it.I'm not saying that Nintendo in particular are being complacent in not providing accessibility, or that they should be chastised for it - just that there are other practicalities involved. Also, if you haven't played Street Fighter 2 on the Switch then you're really not missing out on that much.

URL: http://forum.audiogames.net/viewtopic.php?pid=335628#p335628





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Re: New sonification software for increased accessibility

2017-10-29 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

Hi Lirin,Thanks! I'm looking forward to releasing on Tuesday with equal amounts of excitement and terror!I think SoniFight could definitely be used to enhance the playability of 2D scrolling games, but to do it properly it would need proper 2D (if not 3D positional audio) - so what we're really talking about is that the "camera/ear" location moves with the player, and there are audio beacons attached to either pits/hazards or enemies (or both!) that provide audio feedback.Then as you approach a pit or an enemy, the distance could be calculated between the "camera/ear" and the beacon to provide relevent audio. If a 'flat' 2D brawler, think Rastan Saga or Robocop or something, then 2D is all you need. In an isometric brawler like streets of rage where you can move up and down on the playfield, 3D might be a better option where the vertical location (y-coordinate) of the audio beacon could be used to adjust the audio properties so that it sounds above or below you (at least to some extent) relative to your own vertical location.These are the kinds of things I believe the software will be able to do, but at present this is the very first 'just-get-it-out-the-door' release that's only really geared towards fighting games. The next project I'll be diving into immediately after SoniFight's release (well, I might take a couple of days off, haha) will involve beacons and positional audio in both 2D and 3D, as well as possible signal generation and dynamic audio effects (we'll see!). That'll probably take me up to the end of the year, and then I should be able to either release that separately, or incorporate the code I've developed for this upcoming project into SoniFight, or both.In theory finding QTE pop-ups is do-able, it would all depend on how the game allocates memory for them. I think with my current knowledge I'd struggle to find relevant pointer chains because they might only exist fleetingly while the QTE is active. What I'm hoping is that people with a better knowledge of memory / structure analysis come along and lend their expertise, but whether they do or not I guess we'll just have to wait and see!Cheers!

URL: http://forum.audiogames.net/viewtopic.php?pid=335613#p335613





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Re: New sonification software for increased accessibility

2017-10-25 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

@ke7zum - My software wouldn't work on the xbox because I can't run the code on the xbox. The xbox accessibility people could make their own version of SoniFight (as it's free open-source software), or they could write their own version from scratch, but I'd be very surprised if they were willing to accept and digitally sign my version.You never know if you don't ask though, so perhaps somewhere down the line something of this kind may be a possibility. If any console dev / accessibility types would like to chime in I'd be delighted to discuss further.

URL: http://forum.audiogames.net/viewtopic.php?pid=335202#p335202





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Re: New sonification software for increased accessibility

2017-10-23 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

magurp244 wrote:Hm, I'm kind of curious as to how this tool is going to interact with the various anti-cheat software companies deploy. There's Blizzards Warden which actively scans memory for anything resembling cheat software, EA's PunkBuster, Steams VAC system, and Microsoft just recently announced their TruePlay anti-cheat system for their Universal Windows Platform.On another note, I bet this could also work with other emulator platforms like DosBox or Amiga emulators, so there's that.That's such a good question, and it's one I've thought about.The only honest answer I can give you is that I don't know. There's a brief section on this in the user guide FAQ, and there's a clause in the SoniFight license that says basically "you use this software at your own risk without any guarantee of fitness for purpose and everything's on you if
  you decide to run it".Here are the two main issues involved:1 - SoniFight never attaches a debugger to the game process. All it does is ask the process where it begins, and then offset from the start location via a series of hops to a known value of interest and peek at it.2 - SoniFight never writes to a memory address, it merely reads from them. However, the SoniFight code could be modified to write to addresses, so let's assume that someone modifies the code to do that. That could mean that game developers decide that SoniFight is either malicious (which it isn't) or capable of being subverted to be maclicious (which it is, because the source code will be publically available). And that would be fully understandable.So it's either going to be considered malicious or it's not - that doesn't really help us much as those were the two options we started with.If the worst came to it, SoniFight would still be able to work
  with 95% of the modern games which will not be patched to look out for it, and it will also be able to provide sonification for older games, and hopefully emulated games in the future.So overall, I think it's still a good thing and should be able to serve you well.P.S. I've used SoniFight on Steam games during testing for the last two years (including when playing online), as well as with Killer Instinct (Windows Store version) recently with no issues whatsover. But - the simplest possible tamper-recognition approach would be to do something like store a bunch of versions of a value and update them separately per frame, and if there wasn't consensus amonst all values then the program could dump you back to the desktop.  That's the simplest possible scenario, there are no doubt countless others. The simple fact of the matter is that I don't know, and I cannot guarantee you won't be flagged for cheating if SoniFight itself gets flagged
  as cheat software.

URL: http://forum.audiogames.net/viewtopic.php?pid=334789#p334789





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Re: New sonification software for increased accessibility

2017-10-23 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

@mojsiot - There's a written description of the pointer chain finding process in the user documentation which you can find here, and I'll be providing a video-walkthrough-slash-discussion of the process within the next few days.

URL: http://forum.audiogames.net/viewtopic.php?pid=334791#p334791





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Re: New sonification software for increased accessibility

2017-10-23 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

magurp244 wrote:Hm, I'm kind of curious as to how this tool is going to interact with the various anti-cheat software companies deploy. There's Blizzards Warden which actively scans memory for anything resembling cheat software, EA's PunkBuster, Steams VAC system, and Microsoft just recently announced their TruePlay anti-cheat system for their Universal Windows Platform.On another note, I bet this could also work with other emulator platforms like DosBox or Amiga emulators, so there's that.That's such a good question, and it's one I've thought about.The only honest answer I can give you is that I don't know. There's a brief section on this in the user guide FAQ, and there's a clause in the SoniFight license that says basically "you use this software at your own risk without any guarantee of fitness for purpose and everything's on you if
  you decide to run it".Here are the two main issues involved:1 - SoniFight never attaches a debugger to the game process. All it does is ask the process where it begins, and then offset from the start location via a series of hops to a known value of interest and peek at it.2 - SoniFight never writes to a memory address, it merely reads from them. However, the SoniFight code could be modified to write to addresses, so let's assume that someone modifies the code to do that. That could mean that game developers decide that SoniFight is either malicious (which it isn't) or capable of being subverted to be maclicious (which it is, because the source code will be publically available). And that would be fully understandable.So it's either going to be considered malicious or it's not - that doesn't really help us much as those were the two options we started with.If the worst came to it, SoniFight would still be able to work
  with 95% of the modern games which will not be patched to look out for it, and it will also be able to provide sonification for older games, and hopefully emulated games in the future.So overall, I think it's still a good thing and should be able to serve you well.

URL: http://forum.audiogames.net/viewtopic.php?pid=334789#p334789





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Re: New sonification software for increased accessibility

2017-10-20 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

Thanks pitermach, I'm as excited as you are - perhaps more so considering I've been working on this software for the better part of two years!I don't know if patches will be an issue, but because we're typically looking at core data constructs I wouldn't imagine they change even if surrounding code does. The only way to find out will be to try.This is untrodden ground - so I think we just have to take it one step at a time 

URL: http://forum.audiogames.net/viewtopic.php?pid=334393#p334393





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Re: New sonification software for increased accessibility

2017-10-20 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

@flame_elchemist - No, it won't do that quite yet. I'd need a known array of byte sequence to find the gameboy starting RAM location, perhaps as an offset from the BIOS or system ROM to even start working on that.That's not to say that it can't be done, it can absolutely be done - it just can't be done yet.

URL: http://forum.audiogames.net/viewtopic.php?pid=334384#p334384





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Re: New sonification software for increased accessibility

2017-10-20 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

@devinprater - I currently have a pretty good config for Street Fighter 4, a reasonable config for Mortal Kombat 9 and a proof-of-concept config for Killer Instinct (Windows Store version - 64-bit). I'll be trying to round off some additional features in the configs in the lead up to release. @mojsior - I'm also interested in how it will work with card games. I'm confident it can, but as it hasn't been done yet so this is all new territory. My hope is that people create and/or work on game configs together and share them, so I'm excited to find out what the community does with this new tool.The software will be released on October the 31st and binary releases (i.e. a zip file you can extract and run) will be available from github. That link is not accessible at the moment because the github repository is private while I finish work on the software ready for initial rel
 ease, but it'll work on release day and thereafter.

URL: http://forum.audiogames.net/viewtopic.php?pid=334333#p334333





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Re: New sonification software for increased accessibility

2017-10-16 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

@Ethin - I can release the draft of the manual, sure - here's the link: SoniFight User Guide DRAFT in PDF format .Unfortunately I've decided that there's no way I'll get the beacons and vOICe integration for use in FPS games ready by the end of October, so that's going to have to be pushed to the next project. In better news, that means that I'm scrapping another project that I was going to do and will instead be focussing on updating SoniFight for another two to three months.@hadi.gsf and CAE_Jones - The currently selected menu item is typically stored as an integer (i.e. just a whole number), and the text itself for the option (if it actually is text rather than a picture with words on it) doesn't change when its highlighted, so it makes more sense to find the integer that's tracked when the currently selected menu item changes. Also, 
 just to make life interesting, different menus usually have different memory addresses for the highlighted option - and as menus can be quite involved this may mean needing a handful of different pointer chains to keep track of navigation of the game menus as a whole.

URL: http://forum.audiogames.net/viewtopic.php?pid=333764#p333764





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Re: New sonification software for increased accessibility

2017-10-13 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

@simba - I'm glad that you like it. You don't have to modify any of the games code at all - in fact, we don't really have any access to the games code, apart from the binary version of it that actually allows us to play the game of course (grin). So no, you don't have to do any coding. To use the software with a config someone else has made you just launch SoniFight, pick your config, click the run button then run your game - the software will do everything else to provide additional audio cues as specified in the config for that particular game. If you decide that you want to write a config for a particular game that you want additional audio cues for, then that's where it gets a little more complex as you have to find pointer chains to the values of interest (in the software this is called a 'watch'). And then you have to provide a criteria for the value to match and a sample to play (which in the software is called a 'trigger'
 ). There's an in-depth user manual that comes with it, so you'll be able to have a look through that to understand how it all fits together when the software's released.@CAE_Jones - Absolutely. My hope is that people will get together to 'crowd-source' the creation of configs for the games they feel would benefit from it. There could even be things like polls for which games or aspects to tackle next that you could vote on. I don't know what's going to happen when the software's released, but I'm excited to find out!@kool_turk - The audio samples in that demonstration are file based, and each trigger (i.e. each sample that plays) has its own volume control, so you can set the volume you'd like it to be played. The range is between 0.0 and 1.0. Also, you're free to change any sample from what's provided to any kind of tone or beep you'd like. In addition, each sample has a playback speed property so
  if you wanted a series of tones that descended in pitch, then you could just have a single 'beep' sample and adjust the playback speed to change the pitch. If I'd used a series of tones or chimes in the video, then I'd also have had to explain what each one means - so I just wanted it to be clear what condition is being reacted to in this instance.However, prior to this morning, if you wanted all the samples to play quieter or louder you'd have to go through each trigger and set the volume for each one individually. As this wasn't ideal I've just added master volume controls for normal and continuous triggers to the main game config so that all trigger volumes can be adjusted by changing just a single number. So thanks for your feedback, you've just helped improve the software @Sightless - Yuppers, exactly!@hadi.gsf -
  You're welcome! And I don't think you'll have any trouble using the software with existing configs, but as mentioned creating your own configs is where it gets a little bit trickier.

URL: http://forum.audiogames.net/viewtopic.php?pid=333254#p333254





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Re: New sonification software for increased accessibility

2017-10-11 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

If you're interested, I just uploaded a brief (30 second) example of using SoniFight with the game Street Fighter 4. You can find the video here: https://www.youtube.com/watch?v=q82vj1eGu90In the video, Ryu is on the left (played badly by me on the keyboard, female voice) and Guile is on the right (played by the CPU on easy, male voice).

URL: http://forum.audiogames.net/viewtopic.php?pid=332937#p332937





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Re: New sonification software for increased accessibility

2017-10-11 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

If you're interested, I just uploaded a brief (30 second) example of using SoniFight with the game Street Fighter 4. You can find the video here: https://www.youtube.com/watch?v=q82vj1eGu90In the video, Ryu is on the left (played badly by me, on the keyboard for testing purposes), and Guile is on the right (played by the CPU on easy).

URL: http://forum.audiogames.net/viewtopic.php?pid=332937#p332937





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Re: New sonification software for increased accessibility

2017-10-11 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

@hadi.gsf - I don't think developers can really help us out with pointer chains because they (or the companies they work for)  likely don't want to make life particularly easy for modders unless modding is built into the game. And even if they were allowed to tell us, they'd have to go and dig into the code to locate the pointer chains themselves because they likely have no idea what they are (so that's work for them).For the second one you could think of it this way - you likely have a phone with lots of contacts in it, but you probably don't know every single phone number off by heart. All you care about is that you have a contact for a person, and that the contact has a phone number through which you can reach them - but you aren't especially bothered about what that phone number actually is. It's a little similar with programming. You care that the value is stored, and you know that it's stored somewhere, but usually you don&
 #039;t really care where it's stored, just that it is stored and that you can access it on demand.@Tensoon - Yeah, absolutely. Game modders may be able to help because they've gone to the effort of finding chains to monitor or modify game aspects for their own reasons. And if something is made in RPG maker then it's possible this may make finding the chains a little easier.@CAE_Jones - Yup, some games deliberately obfuscate addresses of values of interest. A good example of this is that I was trying to find the health value in Doom (2016) the other day. I can find it, no problem - but then as soon as the value changes the health is stored in a different memory address! You can get around this by attaching a debugger to the process, identifying the code that actually modifies the value and using the register values that THAT code uses to locate the value's memory address, but I'm not certain abo
 ut how to get at that data in a consistently reproducable manner without attaching a debugger. I'm hoping that it's possible and will keep looking into it, but I just don't know for sure yet. An alternate explanation of why I'm having difficulty tracking down a pointer chain to Doom's health value is that I'm actually not as good as I'd like to be at doing it, and it could well be that people with greater skill in game hacking or memory forensics/analysis would be able to get it done with minimal hassle. I would actually prefer this explanation because it means that the ability exists, so then it's just a matter of knowing and applying a technique to get the job done 

URL: http://forum.audiogames.net/viewtopic.php?pid=332924#p332924





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Re: New sonification software for increased accessibility

2017-10-08 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

@CAE_Jones - Fantastic reply and lots of great ideas! I've got this gut feeling that while tracking game movement by tracking input might work at first, it would end up drifting out of sync in pretty short order due to changes in framerate. Also, there might be issues of feedback delay from mice/keyboards/joysticks and O/S versions that would make it a bit of a nightmare.I was thinking about how your save-monitoring sonification worked, because I don't know for sure. My best guess would be that the save-state only has the level, the players, current score, health and any enemies saved, and maybe some additional housekeeping -  so it's a relatively small amount of information to parse and the file format for saves has likely already been documented? Then you just trigger game saves maybe once a second in a background thread and parse the save data to provide sonification? if so then that's definitely thinking outside the box and I whole-heartedly app
 rove! That cane-like scanning idea is superb - as soon as I read it I was thinking about different ways it could be implemented. I may well follow up on this, but right now I have to get SoniFight ready to ship. I thought it was going to be ready two months ago, and then I completely re-worked the audio logic and added features. Definitely in feature freeze now and aiming for end of October!I still haven't looked at vOICe, but I assure you it's on my to-do list.@death - I've never played Yu Gi Oh Legacy of the Dualist, and you don't mention what aspects are and aren't a good 'read'. So, while I really don't want to over-promise and under-deliver, from looking at a quick skim of gameplay footage I'd say it's quite likely that SoniFight could help with sonification of this. But please do be aware that to provid
 e sonification for any given game a suitable config needs to be made.

URL: http://forum.audiogames.net/viewtopic.php?pid=332512#p332512





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Re: New sonification software for increased accessibility

2017-10-06 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

@SLJ - you're welcome!1.) I hadn't thought of the compass way of doing things. If you think of a typical first person shooter, then it's quite possible that the player's location and their pitch (i.e. looking angle up or down) are stored as two 'vec3's - that is, x/y/z for the location and another three values stored as either degrees or radians indicating rotation (i.e. pitch and yaw).A trigger could be made that then says North, North-East, East or such as the player rotated into each 45 degree segment. This still might not be all that much use for navigating the game the world though as you still might not know about ledges, drops, lifts and the such - but it might a good start. It could also be that the yaw/pitch/roll values are stored as quaternions, which would may possibly make things a little trickier, but likely nothing that couldn't be resolves with a few cups of coffee and a maths text book.2.) The software's 
 not really geared towards visualising game worlds, but in later versions of the software it may be possible to place audio 'beacons' into the game world. The irrKlang audio library allows you to create a 3D sound beacon at a given location, and update your location relative to it, then the sound will play in a spatialised manner relative to your location, and you can specify the sound drop-off distance parameters and such. It may be possible to doppler shift the playback rate based on your speed in relation to the beacon if I'm understanding the irrKlang docs correctly.To do something like this you'd need a workflow such as:a.) Find a pointer chain to your players position,b.) Go to some in-game feature such as a lift or a button or pressure-pad or such,c.) Write down the coordinates of the feature and what it is.d.) Create a beacon trigger set at the feature coordinates and with the sound, which would have to be looping, you want p
 layed (note: beacon triggers don't exist yet, but if I was going to add this facility that's likely what I'd call 'em).e.) Play the game with the beacon active and it'll provide audio feedback based on the relative positions of the player and the beacon.As far as I'm aware nothing I've suggested sounds outside the realms of possibility of what could be achieved, and your ideas are really good ones, but that functionality isn't available at present and would definitely have to be a feature added in a later release. As the software will be open source it might not even be something I end up implementing - many hands make light work and all that - but if people do modify and improve the software they can always issue a pull request to merge their functionality back into my version, or they could keep it in their own fork of the software, it's entirely up to them.

URL: http://forum.audiogames.net/viewtopic.php?pid=33#p33





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Re: New sonification software for increased accessibility

2017-10-05 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

Ah, thanks for the heads up. I'll combine replies as you suggested in the future.

URL: http://forum.audiogames.net/viewtopic.php?pid=332190#p332190





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Re: New sonification software for increased accessibility

2017-10-05 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

Haramir wrote:[[wow]]! Just...[[wow]]. This sounds absolutely fantastic. Can the software be used to match games like Yu-gi-oh? It would be nice to add triggers, pointers or whatever to the cards, so you know what you're playing. This would make a lot of oldschool rpgs playable to say the least. A huge thanks for bringing the concept.Best regards, Haramir.Yeah, I think a config could be made for something like Yu-Gi-Oh. However, I've never played it myself and only just took a quick skim of gameplay footage on YouTube so there may be some other aspects of the game that might not lend themselves as easily to sonification. But yeah, I reckon that a config that announces the cards and/or their properties would be do-able.

URL: http://forum.audiogames.net/viewtopic.php?pid=332187#p332187





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Re: New sonification software for increased accessibility

2017-10-05 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

devinprater wrote:I hope we'll be able to play Chrono Cross with this.Hmm, maybe. There's need to be a way to indicate branches in the paths as you navigate. The combat system would probably be do-able as its basically a fancy menu where you choose options, and the text could likely be found and sent to a screen reader.It would probably take some work, but you could definitely sonify a fair swag of it. Whether the config could be made comprehensive enough to enable you to play the entire game without any sighted assistance I'm not sure, as I've personally never played it and just took a quick skim of footage videos to be able to reply.So the answer's a firm 'maybe' ;-)

URL: http://forum.audiogames.net/viewtopic.php?pid=332180#p332180





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Re: New sonification software for increased accessibility

2017-10-04 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

Another great question.At present, all output is in mono. Yes, I know, that sucks. But these are really early days, and the iirKlang audio library used by SoniFight is capable of both panning and 2D/3D positional audio, so this isn't a limitation of the audio library, just a limitation of my software (as it currently exists) to utilise the library. And honestly, I don't think it would take that much of an overhaul to introduce either panned or positional audio feedback.In terms of audio output at present, there are 3 different types of what I call triggers, where a trigger is a criteria which must be met in order for the software to play a sound.There are "normal" triggers which work as you expect - clock 50? Say "clock 50", value of super gauge more than or equal to 200? Say "Super One" (because you'd have one 'stick of butter').Then there are "continuous" triggers. These are audio sample
 s (not screen reader compatible) that constantly play in a loop. The playback speed and/or pitch of the playback of this continuous audio is modified based on the difference between two values. So for example, if you put the player 1 and player 2 horizontal location watches as the input, and specify a maximum range, then the continuous trigger's speed or volume can be set to change based on the distance between the players. So as a concrete example that I've experimented with, it  might mean that a blowing wind sound plays during the game, and when I'm far away from the opponent it's very quiet but when I'm right up in the opponents face it plays quite loud (and all variations in-between). Or you could invert that so that it's loud when far apart and quiet when close up. Or change the pitch on distance, both ascending and descending.I've also got thoughts about using continuous triggers in driving games as indications of left/right and 
 faster/slower - but I have lots of thoughts, most of which should be ignored, lol.The final trigger type is what I call a modifier, and this is used to significantly adjust the playback state of a continuous trigger. For example, if I had a continuous trigger that got louder as the players got closer together, but I wanted to know when the opponent was crouching so I could give them a delicious overhead attack, then I could set the modifier to do something like halve the continuous triggers playback speed or volume on opponent crouch (the state of the opponent would have to be known - for SF4 this is already done).Finally, thanks for those links CAE_Jones - I'll check them out tomorrow!Cheers!

URL: http://forum.audiogames.net/viewtopic.php?pid=332049#p332049





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Re: New sonification software for increased accessibility

2017-10-04 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

Another great question.At present, all output is in mono. Yes, I know, that sucks. But these are really early days, and the iirKlang audio library used by SoniFight is capable of both panning and 2D/3D positional audio, so this isn't a limitation of the audio library, just a limitation of my software (as it currently exists) to utilise the library. And honestly, I don't think it would take that much of an overhaul to introduce either panned or positional audio feedback.In terms of audio output at present, there are 3 different types of what I call triggers, where a trigger is a criteria which must be met in order for the software to play a sound.There are "normal" triggers which work as you expect - clock 50? Say "clock 50", value of super gauge more than or equal to 200? Say "Super One" (because you'd have one 'stick of butter').Then there are "continuous" triggers. These are audio sample
 s (not screen reader compatible) that constantly play in a loop. The playback speed and/or pitch of the playback of this continuous audio is modified based on the difference between two values. So for example, if you put the player 1 and player 2 horizontal location watches as the input, and specify a maximum range, then the continuous trigger's speed or volume can be set to change based on the distance between the players. So as a concrete example that I've experimented with, it  might mean that a blowing wind sound plays during the game, and when I'm far away from the opponent it's very quiet but when I'm right up in the opponents face it plays quite loud (and all variations in-between). Or you could invert that so that it's loud when far apart and quiet when close up. Or change the pitch on distance, both ascending and descending.I've also go thoughts about using continuous triggers in driving games as indications of left/right and f
 aster/slower - but I have lots of thoughts, most of which should be ignored, lol.The final trigger type is what I call a modifier, and this is used significantly adjust the playback state of a continuous trigger. For example, if I had a continuous trigger that got louder as the players got closer together, but I wanted to know when the opponent was crouching so I could give them a delicious overhead attack, then I could set the modifier to do something like halve the continuous triggers playback speed or volume on opponent crouch (the state of the opponent would have to be known - for SF4 this is already done).Finally, thanks for those links CAE_Jones - I'll check them out tomorrow!Cheers!

URL: http://forum.audiogames.net/viewtopic.php?pid=332049#p332049





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Re: New sonification software for increased accessibility

2017-10-04 Thread AudioGames . net ForumGeneral Game Discussion : r3dux via Audiogames-reflector


  


Re: New sonification software for increased accessibility

Interesting that you should ask that, because I think it will.Also, because older consoles (think SNES or Genesis) have such limited memory, and the fact that they won't randomise the value layout - it should be an absolute doddle to find values of interest for such games.That's just cheered me up massively - I'd forgotten that older systems were simpler, lol!Full disclosure: It won't work with emulated systems on initial release, it's not even released yet! But yes, it absolutely can.All that we need is the starting address, which can be found by scanning the emulator software's process memory with an array-of-byte search to locate the start of emulated system memory - and you basically find the start of the BIOS or system firmware and offset from that.

URL: http://forum.audiogames.net/viewtopic.php?pid=331941#p331941





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