BigBoct
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Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Was actually just doing it after your response to mklip2001 in the Flintstones submission thread. It worked.
Previous Name: boct1584
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Would this be a good place to report a game that BizHawk refuses to open? In this case, the game is Kirby Tilt 'n' Tumble for GBC and an "Exception during loadgame" error appears after the ROM is selected. After clearing the error dialog, the game does not open. Also, is there a way to change the palette of a GBC game? The colors of GBC games in BizHawk aren't as bright as they are on the original console, and it would be nice to use a palette that fixes them.
Former player
Joined: 7/22/2010
Posts: 14
@CoolKirby: Hm, Kirby Tilt 'n' Tumble fails for me too. Hopefully natt can check it out. As far as the palette goes, once a GB ROM is loaded, open the GB menu -> "Change DMG Palettes..." -> Load... I use "BGB (lcd green).pal" but I lost the vote for the default. :)
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vecna wrote:
As far as the palette goes, once a GB ROM is loaded, open the GB menu -> "Change DMG Palettes..." -> Load... I use "BGB (lcd green).pal" but I lost the vote for the default. :)
I figured out how to change the palettes for GB roms, but that button is greyed out when a GB Color game is loaded. It would be nice to have the color fixed or at least be able to change the palette to normal GBC colors.
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Joined: 5/11/2011
Posts: 1108
Location: Murka
kirby tilt and tumble is mapper 0x22 (MBC7+tilt???) Gambatte does not support it. Edit: made a little list http://tasvideos.org/Bizhawk/GBMapperList.html As far as GBC color correction goes, do you have any links that give more explicit data on how a GBC differs from standard sRGB in color production? It'd be nice to know what sort of correction is needed..
Editor, Experienced player (570)
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Posts: 4036
natt wrote:
kirby tilt and tumble is mapper 0x22 (MBC7+tilt???) Gambatte does not support it. Edit: made a little list http://tasvideos.org/Bizhawk/GBMapperList.html
Oh, well thank you for doing that research. Interesting table, too; I wasn't aware there was another game that used that mapper. Do you think the mapper 0x22 will be supported sometime in the future?
natt wrote:
As far as GBC color correction goes, do you have any links that give more explicit data on how a GBC differs from standard sRGB in color production? It'd be nice to know what sort of correction is needed..
I couldn't find anything on it either. Sorry about that. VBA has an option of Real Colors and Gameboy Colors though; would the latter setting be a custom palette?
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Joined: 5/11/2011
Posts: 1108
Location: Murka
CoolKirby wrote:
natt wrote:
kirby tilt and tumble is mapper 0x22 (MBC7+tilt???) Gambatte does not support it. Edit: made a little list http://tasvideos.org/Bizhawk/GBMapperList.html
Oh, well thank you for doing that research. Interesting table, too; I wasn't aware there was another game that used that mapper. Do you think the mapper 0x22 will be supported sometime in the future?
natt wrote:
As far as GBC color correction goes, do you have any links that give more explicit data on how a GBC differs from standard sRGB in color production? It'd be nice to know what sort of correction is needed..
I couldn't find anything on it either. Sorry about that. VBA has an option of Real Colors and Gameboy Colors though; would the latter setting be a custom palette?
I could certainly rip out the gameboy colors option from VBA and use it. My only problem is that I'm a bit worried that everyone will have their own idea what the right GBC colors are, and then I might as well add customizable transfer functions and whatnot... As far as Kirby Tilt and Tumble goes, analog support in bizwhack is a bit far away at this point. And then this particular mapper needs to be supported too... I wouldn't hold my breath, sorry =/ There are a few thousand other GB games that do work, though!
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Joined: 9/17/2009
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natt wrote:
I could certainly rip out the gameboy colors option from VBA and use it. My only problem is that I'm a bit worried that everyone will have their own idea what the right GBC colors are, and then I might as well add customizable transfer functions and whatnot... As far as Kirby Tilt and Tumble goes, analog support in bizwhack is a bit far away at this point. And then this particular mapper needs to be supported too... I wouldn't hold my breath, sorry =/ There are a few thousand other GB games that do work, though!
Uh..."Keitai Denjuu Telefang - Speed Version" has a mapper of 10, which according to the chart, is supported. But while the game works, there's no graphics.
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jlun2 wrote:
Uh..."Keitai Denjuu Telefang - Speed Version" has a mapper of 10, which according to the chart, is supported. But while the game works, there's no graphics.
Appears to be working here. Checksums please.
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natt wrote:
Appears to be working here. Checksums please.
17a0
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
natt wrote:
I could certainly rip out the gameboy colors option from VBA and use it. My only problem is that I'm a bit worried that everyone will have their own idea what the right GBC colors are, and then I might as well add customizable transfer functions and whatnot...
I didn't see any complaints in the VBA Emulator Development thread about the colors, so I don't think implementing just that palette will cause a problem.
natt wrote:
As far as Kirby Tilt and Tumble goes, analog support in bizwhack is a bit far away at this point. And then this particular mapper needs to be supported too... I wouldn't hold my breath, sorry =/ There are a few thousand other GB games that do work, though!
Thank you for your honesty and encouragement. I will look for another game to run.
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Posts: 1108
Location: Murka
jlun2 wrote:
natt wrote:
Appears to be working here. Checksums please.
17a0
Something a little more helpful perhaps? Keitai Denjuu Telefang - Speed Version (J) [C][!] SHA1:1C273F9078C580E85E5C49E7114058F3E0FE5CCA MD5:EBFE05828463CC004898E6A95EE57FEA Edit: The next release of Bizwhack will have a full GB game database and checksum reporting, to help out with this sort of thing.
Post subject: Lag Counter broken for Yoshi's Island.
Former player
Joined: 12/17/2005
Posts: 77
Location: Bjurholm, Sweden
Hello. Just wanted to report that the lag counter seems broken when playing Super Mario World 2: Yoshi's Island. It counts lag frames where there are clearly no lag frames. It is apparent if you play the beginning of 1-2 (as well as many other stages). I tried the Interrim build but it had the same problem.
Player (137)
Joined: 9/18/2007
Posts: 389
I can't start Bizhawk at all. I can see the menus for a moment, but before I can do anything, it gives me a Direct3D error D3DERR_INVALIDCALL -2005530516. Windows XP SP3. Edit r3527 fixes this problem, at least for me.
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Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
partyboy1a wrote:
I can't start Bizhawk at all. I can see the menus for a moment, but before I can do anything, it gives me a Direct3D error: D3DERR_INVALIDCALL -2005530516. Windows XP SP3.
This sounds like the problem I had, and the solution was to install the BizHawk prereqs: http://bizhawk.googlecode.com/files/bizhawk_prereqs.zip Oh, and while I'm here, I have played around and tried some TASing with BizHawk. Overall I'm very happy with and like all the features and the design. So thanks for all the work you guys have put into this. I do however have some minor bugs I think I've found and would like to mention them. These all happened when TASing a GB game: Hex editor: 1. "Options -> Memory Domains -> Cart RAM" gives an error message and may crash the emulator. RAM watch: 2. Trying to add an out of bounds address gives you an error message and can sometimes crash the emulator. For example, when I tried to add RAM address CAC4 from the WRAM domain the emulator crashed. This was an honest mistake because this was how VBA had stored this address in the RAM watcher. I later realized that this translated to address 0AC4 in Bixhawk. I'm thinking maybe Bizhawk can have a built in error message warning you that the address is out of bounds, and maybe even include the accepted domain in the error message? 3. RAM watch values don't update immediately after loading a state but rather after you've advanced a frame. Is this intentional? I'm used to them updating immediately after loading a state. EDIT: Also, what is the status of the joypad.set lua function? I use this quite a lot when TASing and would like to see it work the same way in BizHawk as it does in FCEUX (I can't seem to get it to work at all with GB games right now, maybe I'm doing something wrong). I noticed that adelikat wrote on the LuaFunctions page that this is on the TODO-list, has any progress been made?
Player (137)
Joined: 9/18/2007
Posts: 389
Randil wrote:
partyboy1a wrote:
I can't start Bizhawk at all. I can see the menus for a moment, but before I can do anything, it gives me a Direct3D error: D3DERR_INVALIDCALL -2005530516. Windows XP SP3.
This sounds like the problem I had, and the solution was to install the BizHawk prereqs: http://bizhawk.googlecode.com/files/bizhawk_prereqs.zip
still the same error. Just if it matters: DirectX 9.0c 4.09.0000.0904 Edit: dxdiag.txt has been sent to natt.
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Joined: 5/11/2011
Posts: 1108
Location: Murka
Randil wrote:
Hex editor: 1. "Options -> Memory Domains -> Cart RAM" gives an error message and may crash the emulator. RAM watch: 2. Trying to add an out of bounds address gives you an error message and can sometimes crash the emulator. For example, when I tried to add RAM address CAC4 from the WRAM domain the emulator crashed. This was an honest mistake because this was how VBA had stored this address in the RAM watcher. I later realized that this translated to address 0AC4 in Bixhawk. I'm thinking maybe Bizhawk can have a built in error message warning you that the address is out of bounds, and maybe even include the accepted domain in the error message? 3. RAM watch values don't update immediately after loading a state but rather after you've advanced a frame. Is this intentional? I'm used to them updating immediately after loading a state. EDIT: Also, what is the status of the joypad.set lua function? I use this quite a lot when TASing and would like to see it work the same way in BizHawk as it does in FCEUX (I can't seem to get it to work at all with GB games right now, maybe I'm doing something wrong). I noticed that adelikat wrote on the LuaFunctions page that this is on the TODO-list, has any progress been made?
1. Should be fixed on SVN 3. I just put a fix on SVN 2. The point of the separate memory domains is so you can access stuff bypassing the mappings. For instance, in CGB mode, D000:DFFF is internal WRAM that can be bankswapped. If you want to get what's at an actual memory location (and not what's swapped in right now, you can use the internal WRAM memory domain to access it. Similarly for things like cart ROM. If you want to view addresses exactly as they are viewed by the CPU though, you can get that with the system bus (although it can be somewhat slower in some cases).
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Joined: 5/11/2011
Posts: 1108
Location: Murka
partyboy1a wrote:
Randil wrote:
partyboy1a wrote:
I can't start Bizhawk at all. I can see the menus for a moment, but before I can do anything, it gives me a Direct3D error: D3DERR_INVALIDCALL -2005530516. Windows XP SP3.
This sounds like the problem I had, and the solution was to install the BizHawk prereqs: http://bizhawk.googlecode.com/files/bizhawk_prereqs.zip
still the same error. Just if it matters: DirectX 9.0c 4.09.0000.0904
Start->Run->DxDiag Save All Information... Give that text file, please.
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
partyboy1a wrote:
Randil wrote:
partyboy1a wrote:
I can't start Bizhawk at all. I can see the menus for a moment, but before I can do anything, it gives me a Direct3D error: D3DERR_INVALIDCALL -2005530516. Windows XP SP3.
This sounds like the problem I had, and the solution was to install the BizHawk prereqs: http://bizhawk.googlecode.com/files/bizhawk_prereqs.zip
still the same error. Just if it matters: DirectX 9.0c 4.09.0000.0904 Edit: dxdiag.txt has been sent to natt.
It seems that you are running a multi-monitor setup? If so, does the problem go away when in single monitor mode?
Joined: 1/23/2012
Posts: 82
*removed* yeah, I'm gonna get my liver removed for being a douchebag
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
SNES resizes fine for me using x2, x3, x4. If your screen resolution ends up being smaller than what the magnification level is, it'll stay at one magnification level less.
I think.....therefore I am not Barry Burton
Joined: 1/23/2012
Posts: 82
*removed*
Former player
Joined: 7/22/2010
Posts: 14
Please post your screen resolution and what ROM you are loading. Every time the emulator core resizes the framebuffer, the client re-evaluates the maximum zoom size that will fit on the screen. Many cores initialize the framebuffer to an expected size before any frames have been executed. The game may then change the framebuffer size during it's bootup sequence, so the window will have to be resized.
Joined: 1/23/2012
Posts: 82
*removed*
creaothceann
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Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
Is using LShift and RShift not possible? In SNES9x I'm using W/S/A/D for directions, End/Del/Home/Ins for A/B/X/Y, and LShift/PgDown for L/R. RShift would be ideal for Select.