creaothceann
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Joined: 4/7/2005
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Location: Germany
zeromus wrote:
some video cards are SO BROKEN that they crash anyway. We can't display a message. The process crashes IN THE VIDEO DRIVER.
So? No problem at all. ;) Then I'd just let the program call itself again (with a special secret command-line option) which does nothing but check for OpenGL support. The return value would be the message, but a crash is a return value too :)
Post subject: 1.9.4 released
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Joined: 3/31/2010
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Alright everyone, it's time again to release a new version. This is 1.9.4 What's fixed/new? LUA not working right sometimes. Fixed FDS saying "All ROMs are good" Fixed TAStudio for N64 and Excitebike 64 (Rev A) TAStudio is also improved There's also some other little things that snuck in.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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TAG
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any easter eggs ;)
I’m sorry. Really I am... I am so sorry for what I did. Forgive me.
Joined: 10/14/2013
Posts: 335
Location: Australia
With the new glide plugin coming out in exactly two weeks, are there any plans to include it in the next version of Bizhawk (or is this something I should have asked in two weeks time)?
I'm not as active as I once was, but I can be reached here if I should be needed.
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Joined: 10/23/2004
Posts: 706
cue micro500 (he backed the project, as did I). Since he managed to get Jabo (closed source) integrated in BizHawk, I think he should have no problem getting this working.
Current Project: - Mario Kart 64
Player (54)
Joined: 11/20/2013
Posts: 103
Can I ask if there are any plans regarding MSU1 support for SNES in Bizhawk? I've been doing some work with it lately and it's a fascinating expansion to the SNES's capabilities. It's not going to be easy to pursue though because I can't seem to make it work in Bizhawk despite Bizhawk using bsnes v87 which is supposed to have support for MSU1. That basically leaves me with running higan directly as my only option, and it doesn't come with nearly the set of tools Bizhawk offers that I can tell. Just wanted to raise the question since a search for "MSU1" on this forum turned up basically nothing.
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bizhawk's bsnes supports msu-1. bsnes may not be detecting the cartridge youre using as using msu-1. i think we dont have a way to load higan-style xml roms right now.
creaothceann
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Here are some recent test ROMs if you need them: http://board.byuu.org/phpbb3/viewtopic.php?f=16&t=389
Player (54)
Joined: 11/20/2013
Posts: 103
creaothceann wrote:
Here are some recent test ROMs if you need them: http://board.byuu.org/phpbb3/viewtopic.php?f=16&t=389
I don't know if you were meaning to imply those might work in Bizhawk but I can't get them to. Bad Apple plays just fine in Higan. I can still test things using MSU1 without Bizhawk, it's just a lot less convenient so I thought I'd ask.
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test that msu-1 racing game, Super Road Blaster. it worked at one point in bizhawk. then youll know if youre doing something wrong or if bizhawk has got broken.
creaothceann
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Can't seem to get Super Road Blaster to work in either Bizhawk OR higan. Works on SD2SNES though. I think the problem may be that the MSU1 specification has changed a bit since this version of Road Blaster was made, specifically what kind of .xml or .bml files are required... I think the latest higan requires a manifest.bml file and SRB comes with a manifest.xml.
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bsnes xml support was bit-rotted after years of disuse and sloppy engineering. fixes kludged into r9314. If you're going to make a "cd-quality audio" romhack for some game that doesnt need it, please do me the courtesy of not writing about it here.
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Khaz wrote:
Can't seem to get Super Road Blaster to work in either Bizhawk OR higan. Works on SD2SNES though. I think the problem may be that the MSU1 specification has changed a bit since this version of Road Blaster was made, specifically what kind of .xml or .bml files are required... I think the latest higan requires a manifest.bml file and SRB comes with a manifest.xml.
This may have been corrected with r9314
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Player (54)
Joined: 11/20/2013
Posts: 103
zeromus wrote:
If you're going to make a "cd-quality audio" romhack for some game that doesnt need it, please do me the courtesy of not writing about it here.
That is not what I'm doing, at all. Even if it were MSU1 support seems like a groundbreaking and long overdue development for SNES, and it'd be a shame to see it go unused...
hegyak wrote:
This may have been corrected with r9314
It doesn't look like that SVN is available publically yet, that I can see. I'll try it when it's out.
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Wake me up when someone can ship a homebrew game that uses it for $50 or so that it acts like an actual part of the snes history. Until then it's a bastardized mutant flash card hack.
Player (54)
Joined: 11/20/2013
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zeromus wrote:
Wake me up when someone can ship a homebrew game that uses it for $50 or so that it acts like an actual part of the snes history. Until then it's a bastardized mutant flash card hack.
I'm working on it. I'll wake you when it's done. I'm serious. EDIT: Latest SVN is working, thank you for the fix
Player (37)
Joined: 2/16/2012
Posts: 282
Are there any available references or documentation for the current .bk2 file format? Just trying to determine if there's anything more straightforward than trying to piece it together from the source code. Edit: v Much appreciated.
adelikat
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Alyosha
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Joined: 11/30/2014
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I am trying to use bizhawk 1.9.4 TASstudio and am noticing some significant slowdowns (to 4 fps) after getting a few minutes into the run. The game is Flashback for sega genesis. Is there a way to limit green frames? I can't seem to find the setting. Also what does clock throttle setting do? Any other tips to speed up TASstudio appreciated.
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Joined: 4/30/2009
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[20:41:04] <scrimpy> games with save games are the worst [20:41:12] <scrimpy> >start a new game [20:41:17] <scrimpy> >tas the first level [20:41:19] <scrimpy> >try to replay [20:41:27] <scrimpy> WHOOPS IT NOW DESYNCS BECAUSE THERE'S A SAVEGAME [20:41:31] <scrimpy> like what the shit, why does this happen [20:42:00] <scrimpy> and what can I do to get rid of it [20:42:51] <Toothache> I wonder if you could make an emulator option for the game to auto-delete the save file every time you load a save state [20:44:47] <Toothache> or rather than delete the save file, quarantine it from any playbacks Since games where having a save file can cause desyncs is a thing, is there any way to detach the save file from the playback, either by deletion or by quarantining the save file in some way from the playback? Would be a lot less messing around than having to remember to delete your save file every time you want to do something.
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If an emulator does not correctly automatically and forcibly purge the save file before beginning a replay, then it is a bug. Most emulators do not have that problem. Games where having a save file can cause desyncs is not a thing, it is a bug.
Joined: 12/6/2008
Posts: 1193
Just a quick question: Fox's current MM TAS syncs in every version from 1.8.0 (first with Jabo, which he is using) up to 1.9.3, but it immediately desyncs at the start in 1.9.4. Is that to be expected or is it a bug? Ofcourse I know there is no guarantee that a TAS will sync on a later version of an emulator, but since very little was changed between the versions it seems a little odd.
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He should delete the first 2 frames of his movie file, then it should sync again: Fix immediate desync if using a savestate made on frame 0
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