Patashu
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If bug reports in the thread aren't guaranteed to be read, why even have a thread? Shouldn't the thread be one post: "Please go to the issue tracker: <link>" and locked?
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Patashu wrote:
If bug reports in the thread aren't guaranteed to be read, why even have a thread? Shouldn't the thread be one post: "Please go to the issue tracker: <link>" and locked?
I agree. it seems some of the bugs posted here aren't even on bug tracker. :o
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The programmer whose job it was to refresh this thread every 15 seconds to guarantee that all posts are read and transfer the bugs posted here to the bug tracker actually gnawed through his chains and escaped. Please be patient while we lure another one to the basement.
Joined: 7/2/2007
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Assuming that BizHawk is like most open-source projects, the bug tracker is the best way to report bugs, since it's what the devs use to track progress on fixing things. But the devs will likely get irritated if they get lots of redundant bugs added to the tracker. It's a fair amount of work to compile a proper bug report and either add it to the tracker or update an existing item already in the tracker. Writing a forum post is very easy, but gets less attention from the devs. Not zero attention, but less. Bottom line is, these guys are donating their time and you're benefiting from it, so be careful about complaining. Not that you have to be obsequious, just polite.
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Joined: 12/20/2009
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Hello. I'm thinking TAS of multi-consoled quad run (NES SMB1,SNES SMW,SMBallstar's SMB3 ,GB SML) with Biz hawk. Also, I want to do multi-consoled with GENESIS, PSX (other games). However, I couldn't. Because when I push start button in NES, SNES games never start. Also, when I push A button in NES, Snes games moved as pushing Y. If you can re-built: When I push a button in NES, all of other games move(act) as pushing same button as NES.
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I just pushed the start button in a NES and SNES game simultaneously in bizhawk 1.6.1 the default keybindings in snes seem not to have been fixed along with NES (swapping Z and X), so A/B might be mixed up between them unless youve reconfigured it.
adelikat
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asutoro wrote:
Execution of client.setwindowsize will generate the following errors.
Fixed in r6344 (will be available in next release, and next interim build)
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adelikat
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asutoro wrote:
In Virtual Pads, the lower part of the N64 Analog window is cut off, and clicking cannot set it to -128 (only up to -108).
Are you sure that is still happening? Works fine for me.
As for USB Controller reaction, it is allowed to put input exceeding the range of the possibility of a normal N64 controller, but it serves as a obstacle to one part of gameplay. I would like some kind of option (like a checkbox) to prevent exceeding the range.
That's a nice idea. But what is the "normal" range that should not be exceeded?
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adelikat
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asutoro wrote:
BizHawk's N64 controller, Memory Pak is set to Auto ON. However, some games do not work with it. It is only a small fraction of games, but I would like an ON/OFF option.
What is an example of a game that does not work with the memory pak?
This is an individual matter, but is it possible to add the video plugin z64gl? When I try mupen+, there are a few games which work better with it than Rice or Glidemk2.
What is an example of a game where z64gl runs better than Rice or Glidemk2?
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I just know of at least one game that loses time in the TAS, if a memory pak is present (the one I'm currently TASing, Gex 64). I'ts not much of a difference, but it would still be nice to have the choice.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Fortranm
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There are glitched sprites in The Second Reality Project Reloaded(http://tasvideos.org/2074M.html). It works fine under lsnes rr2-β20:
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This could only be a bug in the bsnes profile used, although its really hard to believe how this game engine could be dependent on something so sneaky that it would glitch one of the profiles. Which profile have you selected, and have you tried the other, and which profile does lsnes use?
Fortranm
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zeromus wrote:
This could only be a bug in the bsnes profile used, although its really hard to believe how this game engine could be dependent on something so sneaky that it would glitch one of the profiles. Which profile have you selected, and have you tried the other, and which profile does lsnes use?
Compatibility, for both. However it seems to work fine under Performance mode of SNEShawk.
creaothceann
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Tried on hardware?
Jungon
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- When I press the frame advance button the first time, it doesn't work; - When I open the movies menu, an exception happens, and the message is brazilian (my windows is brazilian, so that explains it, sort of); - When I make a new WIP movie, it doesn't appear on the movies list, only 4 of my movies show up there, Alien 3 WIP, Aztec Adventure WIP, E-Swat WIP and Gain Ground WIP, all started in previous versions (and they sync) .. there should be 11 movies there, as there are 11 files on the paste..; - When I try to read some of the 11 files from the paste, that exception comes back; - SNES roms run with terrible music (only tested one, ... which was Ranma 1/2 Ougi Janken); - and finally, some weird objects fly around when I try to play Megamania on Atari 2600 =P EDIT: System.ArgumentException Something about an item with the same key, and happens when I try to load my Land of Illusion WIP, and when I bring up the movies list menu.
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bug 1 sounds like the sticky hotkeys button that some people report. we dont know why that happens yet. bugs 2,3,4 all sound like the same bug due to a problem with some of your old movies. Maybe you should upload them somewhere for debugging I don't know what a "paste" is or how it contains files I dont think there are any notable bugs in the bsnes sound emulation, so if SNES "roms" (you used the plural despite only testing one rom) have terrible music, it's the game's fault, or your system has the speed of a turtle. weird objects bug sounds like a good bug report. the a2600 core is under active development. some games work fine, there are problems with others.
Jungon
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zeromus wrote:
I don't know what a "paste" is or how it contains files
I keep forgetting the word in english, it should be "folder", ... XD
zeromus wrote:
I dont think there are any notable bugs in the bsnes sound emulation, so if SNES "roms" (you used the plural despite only testing one rom) have terrible music, it's the game's fault, or your system has the speed of a turtle.
I'll be testing more, but... that sounds about right, turtle speed, this computer is 7 years old already x_x
zeromus wrote:
weird objects bug sounds like a good bug report. the a2600 core is under active development. some games work fine, there are problems with others.
Hm.... what else will BizHawk run in future? +D I'm looking forward to see this emulator playing Intellivision games, the config.ini had some joystick assignments for it,..
*Jungon*/*Johnnyz* smilie weirdo =P ^^ o.o @__@ +D
adelikat
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Jungon wrote:
- When I open the movies menu, an exception happens, and the message is brazilian (my windows is brazilian, so that explains it, sort of); - When I make a new WIP movie, it doesn't appear on the movies list, only 4 of my movies show up there, Alien 3 WIP, Aztec Adventure WIP, E-Swat WIP and Gain Ground WIP, all started in previous versions (and they sync) .. there should be 11 movies there, as there are 11 files on the paste..; - When I try to read some of the 11 files from the paste, that exception comes back;
This was because of a bug in 1.5.3 that added duplicate entries of a header line in your movie file. Open the file in a text editor and you will see redundant "BoardType" lines, remove the extras and the bug will go away. The bug that causes this has been fixed but older movies still have the problem. (In the next release the dialog won't throw exceptions and least when opening these movies)
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adelikat
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Hey guys, just wanted to say I've been really happy with the bug reporting situation lately. There's been a much nicer ratio of issues on the tracker vs post reports. The tracker items I am cleaning out nicely, and I haven't srtuggled to keep track of the reports in this thread. Thanks!
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Hi everyone, I just tested a few games (different systems) with BizHawk and I think it's really great! :-) I especially like the ability to assign several keys to the same button, every emulator should allow that, really. I just reported a bug with the --fullscreen commandline in the Google page (small game window being stuck top left with desktop still visible instead of going fullscreen), and here's another suggestion: there should be an option to hide the mouse cursor as soon as the emulation starts. What do you think? (I'm launching/playing games with an Xbox360 controller, and unless I grab the mouse to move the cursor out of the screen, it's always there...) Thanks for your hard work ;-) EDIT: I just tried the --fullscreen commandline again; this time the game window isn't located top left anymore, it's centered. But it's still in small size, and the desktop is still visible. I need to ALT+ENTER twice to make it look like "real" fullscreen.
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Marmotte wrote:
Hi everyone, I just tested a few games (different systems) with BizHawk and I think it's really great! :-) I especially like the ability to assign several keys to the same button, every emulator should allow that, really. I just reported a bug with the --fullscreen commandline in the Google page (small game window being stuck top left with desktop still visible instead of going fullscreen), and here's another suggestion: there should be an option to hide the mouse cursor as soon as the emulation starts. What do you think? (I'm launching/playing games with an Xbox360 controller, and unless I grab the mouse to move the cursor out of the screen, it's always there...) Thanks for your hard work ;-) EDIT: I just tried the --fullscreen commandline again; this time the game window isn't located top left anymore, it's centered. But it's still in small size, and the desktop is still visible. I need to ALT+ENTER twice to make it look like "real" fullscreen.
I couldn't get this bug to happen. I am using a shortcut for EmuHawk. I also tested Command Line (cmd.exe)
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hegyak wrote:
I couldn't get this bug to happen. I am using a shortcut for EmuHawk. I also tested Command Line (cmd.exe)
I tried again today (after a reboot), and it works. O_O Computers... Everything is great then! [EDIT] WAIT!! Actually I did a few more tests, and it seems that the issue is still there! It looks like it depends on the selected system? For instance the Fullscreen command line works great with NES games, but not with the N64 (issue described above).
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I checked the N64 auto load with full screen and no problems. Though, I am using an SVN build. Have you tried the OpenGL build?
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i would believe it if it's broken with n64 and nothing else. presently, some n64 plugins are setting the window size to weird values and could possibly be flaking stuff out
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zeromus wrote:
i would believe it if it's broken with n64 and nothing else. presently, some n64 plugins are setting the window size to weird values and could possibly be flaking stuff out
Good point, I just did a test and it seems you are right: the --Fullscreen command works well with the Rice plugin, but not with Glide64 (and its improved version)

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