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phoenix1291 wrote:
1.13.0 (movie recorded and played in this version), Make movie, stop movie, load movie, record avi/wav, set video size to 800x720, mute sound, play movie,
Yeah, sorry about that. Workaround: Don't change size at all. Will be fixed.
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Ok, thanks, natt! Will this be fixed soon?
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
MarbleousDave
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4 Byte Binary RAM Watches are not being shown properly.
Fortranm
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In Bizhawk 2.0, the buttons to choose NES and GBA cores malfunction. Loading Saturn SotN crushes the emulator.
Memory
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Fortranm wrote:
In Bizhawk 2.0, the buttons to choose NES and GBA cores malfunction.
I just messed with it myself, it appears that they do that if you choose the cores prior to loading a rom.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
fsvgm777
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Fortranm wrote:
Loading Saturn SotN crushes the emulator.
Are you loading the CUE (or the CCD, whichever you have)? Saturn SotN loads just fine for me on BizHawk 2.0.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
Fortranm
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fsvgm777 wrote:
Fortranm wrote:
Loading Saturn SotN crushes the emulator.
Are you loading the CUE (or the CCD, whichever you have)? Saturn SotN loads just fine for me on BizHawk 2.0.
I'm loading the CUE, and other Saturn games load just fine for me.
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Fortranm wrote:
crushes
If I ran the world, every post claiming a crash but not posting a crash log, error message, or anything else like that would be shadow deleted
creaothceann
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Good thing you don't, then.
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creaothceann wrote:
Good thing you don't, then.
Yes, it's great that this crash won't get fixed.
Fortranm
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Sorry. The only thing I got is the standard Windows "not responding" window. However, I was using the image I found a few years ago. I found a different SotN disk image, and now it works. Problem solved.
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BizHawk 2.0 release version 1. Random ctrl+W bug (2/10 replication chance, have no idea what triggers) edited with higher replication chance, 5/10: - open a NES ROM, use NesHawk - open a NES movie (any format) - press ctrl+W If you had bad luck, the following message will come while crashing:
System.NullReferenceException: Object reference not set to an instance of an object.
   at BizHawk.Client.Common.TasMovie.GreenzoneCurrentFrame()
   at BizHawk.Client.Common.MovieSession.HandleMovieAfterFrameLoop()
   at BizHawk.Client.EmuHawk.MainForm.StepRunLoop_Core(Boolean force)
   at BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop()
   at BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
2. Movie checksum mismatch: probably old "bug", just took notice now. If a tasproj/bk2 file doesn't have the same type of checksum, it will says "movie hash doesn't match ROM". For example, FCEUX 2.2.3 uses base64, early BizHawk had no chekcsum, new BizHawk uses SHA1 if I'm correct. 3. Virtual Boyee 0th frame window size is always "anaglyph".
PhD in TASing 🎓 speedrun enthusiast ❤🚷🔥 white hat hacker ▓ black box tester ░ censorships and rules...
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MESHUGGAH wrote:
3. Virtual Boyee 0th frame window size is always "anaglyph".
This wouldn't be too hard to fix. Is it useful?
Post subject: Seems to be a BizHawk 2.0 issue
Spikestuff
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Users using 2.0 will have the pleasant surprise of crashing when loading up a SegaCD game. Users of BizHawk 1.13.1 and older won't be having these issues.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Sonia
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Spikestuff wrote:
Users using 2.0 will have the pleasant surprise of crashing when loading up a SegaCD game. Users of BizHawk 1.13.1 and older won't be having these issues.
Yeah, SegaCD doesn't work in 2.0 at all...
Crash Log wrote:
Problem signature: Problem Event Name: APPCRASH Application Name: EmuHawk.exe Application Version: 2.0.0.12452 Application Timestamp: 594fef52 Fault Module Name: StackHash_2264 Fault Module Version: 0.0.0.0 Fault Module Timestamp: 00000000 Exception Code: c0000005 Exception Offset: 0000036f01401bb0 OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 1033 Additional Information 1: 2264 Additional Information 2: 2264db07e74365624c50317d7b856ae9 Additional Information 3: 875f Additional Information 4: 875fa2ef9d2bdca96466e8af55d1ae6e
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In the RAM Watch window, if a signed byte value gets a different sign, then the Diff column will claim to have a difference of sign "--" or "+-", depending on the situation. I'm not sure if this is supposed to make sense; in that case please explain me. Screenshots made on 1.12.1.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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Sonia wrote:
Spikestuff wrote:
Users using 2.0 will have the pleasant surprise of crashing when loading up a SegaCD game. Users of BizHawk 1.13.1 and older won't be having these issues.
Yeah, SegaCD doesn't work in 2.0 at all...
Crash Log wrote:
Problem signature: Problem Event Name: APPCRASH Application Name: EmuHawk.exe Application Version: 2.0.0.12452 Application Timestamp: 594fef52 Fault Module Name: StackHash_2264 Fault Module Version: 0.0.0.0 Fault Module Timestamp: 00000000 Exception Code: c0000005 Exception Offset: 0000036f01401bb0 OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 1033 Additional Information 1: 2264 Additional Information 2: 2264db07e74365624c50317d7b856ae9 Additional Information 3: 875f Additional Information 4: 875fa2ef9d2bdca96466e8af55d1ae6e
Thanks for the report. The issue has been fixed. Sorry about that!
creaothceann
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https://board.byuu.org/viewtopic.php?f=8&t=1665&p=42735#p42735
byuu wrote:
There was a bug in bsnes-performance's SMP core, which was ported and merged into Snes9X v1.54, and is also used by several bsnes/higan forks. The bug causes severe audio issues in Dark Law, Haisei Mahjongg, and Super Pinball. I first found out about it two hours ago on /r/emulation. Officially, this core has been retired from higan and is no longer under active development. But because this code is used by other projects, I went ahead and fixed the bug. I will not be releasing an updated version of higan v098-performance, sorry. In core.cpp, you will find the following macros:
Language: cpp

#define op_readdp(addr) op_read((regs.p.p << 8) + addr) #define op_writedp(addr, data) op_write((regs.p.p << 8) + addr, data)
These need to be changed to mask the address to an 8-bit range, like so:
Language: cpp

#define op_readdp(addr) op_read((regs.p.p << 8) + (addr & 0xff)) #define op_writedp(addr, data) op_write((regs.p.p << 8) + (addr & 0xff), data)
Essentially, direct-page accesses wrap around the active bank. The bug came about due to changing a function that took a uint8_t argument into a macro that no longer auto-masked the address parameter. I'm very sorry for anyone inconvenienced by this bug. [...]
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creaothceann wrote:
https://board.byuu.org/viewtopic.php?f=8&t=1665&p=42735#p42735
byuu wrote:
There was a bug in bsnes-performance's SMP core, which was ported and merged into Snes9X v1.54, and is also used by several bsnes/higan forks. The bug causes severe audio issues in Dark Law, Haisei Mahjongg, and Super Pinball. I first found out about it two hours ago on /r/emulation. Officially, this core has been retired from higan and is no longer under active development. But because this code is used by other projects, I went ahead and fixed the bug. I will not be releasing an updated version of higan v098-performance, sorry. In core.cpp, you will find the following macros:
Language: cpp

#define op_readdp(addr) op_read((regs.p.p << 8) + addr) #define op_writedp(addr, data) op_write((regs.p.p << 8) + addr, data)
These need to be changed to mask the address to an 8-bit range, like so:
Language: cpp

#define op_readdp(addr) op_read((regs.p.p << 8) + (addr & 0xff)) #define op_writedp(addr, data) op_write((regs.p.p << 8) + (addr & 0xff), data)
Essentially, direct-page accesses wrap around the active bank. The bug came about due to changing a function that took a uint8_t argument into a macro that no longer auto-masked the address parameter. I'm very sorry for anyone inconvenienced by this bug. [...]
Thanks for the heads up. We've dropped bsnes perf core, so the only place we need this change in should be the Snes9x core, which doesn't seem to have taken it upstream yet... I'll look into this
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Not sure if this counts as a bug, or just lack of clarity in the UI, but Game Genie codes don't work in the snes9x core, due to CARTROM not being accessible by the cheat system, but the option to convert Game Genie codes is still there.
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Nalonk wrote:
Not sure if this counts as a bug, or just lack of clarity in the UI, but Game Genie codes don't work in the snes9x core, due to CARTROM not being accessible by the cheat system, but the option to convert Game Genie codes is still there.
Turns out neither of our SNES cores, due to waterbox are going to be able to support Game Genie codes the way the tool currently does them. I "fixed" it to show a message instead, in the event that a user specifically types a Game Genie Code in the Code Converter. I also renamed the button/menu items in the Cheat tool since the Code Converter does more than just Game Genie codes.
It's hard to look this good. My TAS projects
MarbleousDave
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Game Genie codes can be converted to Pro Action Replay codes (or GameShark codes for Game Boy) should be easy. The Code conversions on FCEUX can't be more simpler.
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Edit Moved to encoder's corner If a mod will delete this post.
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
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What I'm reporting is likely this: https://github.com/TASVideos/BizHawk/issues/867 I suspect there's something very wrong happening during garbage collection and tables with BizHawk 2.0 I have run this line: local c= 0; while true do local k= {c}; c= c+1; emu.frameadvance() end After thousands of frames (inconsistent time), BizHawk either crashes, or throws a lua exception at curious lines claiming a curious reason. I did not crash for these lines: (might happen, I could be unlucky) while true do local t={}; emu.frameadvance() end while true do local t={true}; emu.frameadvance() end local t,c= {},0; while true do t[1]= c; c= c+1; emu.frameadvance() end I also did not crash when repeatedly toggling this script: local t={}; for i=1,1000 do t[i]= {i,i-1} end; while true do emu.frameadvance() end If it matters, the errors I had while refining my scripts: LuaInterface.LuaScriptException: [string "main"]:-1: 'for' initial value must be a number LuaInterface.LuaScriptException: [string "main"]:-1928045675: attempt to call a table value LuaInterface.LuaScriptException: [string "main"]:1: attempt to index a nil value Note it was either the random error or a BizHawk crash, seemingly at random, and after a random time. I have yet to find line negative 1.9 billion in my script. Every one of these tests were made starting BizHawk 2.0, opening a ROM, running a movie, then running a script. No other action on my part was done.