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endrift
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Joined: 12/14/2014
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So the other day I actually tested every region of that game (and II) in the nightly and they all seemed to work. So let me know if I missed something.
Fortranm
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I remember a while ago, endrift said there would be a major change in the timing of mGBA. Has this happened?
endrift
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Joined: 12/14/2014
Posts: 161
Yes, it happened a while ago, but after the BizHawk branch.
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There seems to be a glitch in Lady Sia. Can't confirm if it is a glitch in the game or in the emulation. Bizhawk 1.11.6 State and SRAM: http://www.file-upload.net/download-11394209/ladysiasave.zip.html
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in bizhawk, when doing action command glitch in mario & luigi (when the screen flickers), the audio pitch turns down a lot. That doesn't happen on console. Idk if it happens in the standalone mgba.
endrift
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Joined: 12/14/2014
Posts: 161
The Lady Sia glitch happens in VBA-M, too. Haven't confirmed on hardware yet. E] Glitch does not occur on hardware. Will investigate further.
Joined: 2/10/2014
Posts: 12
Location: Germany
There is a game that does not work at all in mGBA. It is called Big Mutha Truckers. The game simply freezes as soon as you press start on the title screen.
endrift
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Posts: 161
SuperFlomm wrote:
There is a game that does not work at all in mGBA. It is called Big Mutha Truckers. The game simply freezes as soon as you press start on the title screen.
Fixed this just now. Don't know when BizHawk will pick up the fix, though.
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Sorry. I'm not sure if this is related to soley BizHawk, or one of the cores, but since I never gotten this to appear before on other consoles: I found a case where savestates seems bugged. https://youtu.be/mgr-nN9mTKs Using BizHawk 1.11.6 1. Open 1153 - Scooby-Doo - Mystery Mayhem (U)(Hyperion).gba 2. Play back this movie up to frame 24503 and pause 3. Make a savestate 4. Unpause, the audio continues 5. Load the save state; the audio suddenly mutes. Saving a state at other points don't seem to have this bug. I can check if this happens as well on vba-next. Edit: Does not seem to appear on vba-next core. I could be wrong though.
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jlun2 wrote:
the audio suddenly mutes.
I might have encountered this but I'm not sure which game
endrift
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Joined: 12/14/2014
Posts: 161
That's very likely an mGBA audio state bug. I did find one at some point, but it won't be fixed in 0.4.1, since audio is being rewritten in 0.5 (which hopefully won't have that issue).
tom_mai78101
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Is Visual Studio 2015 now supported as of today? Or it is still not ready? I have returned from a full 9 month break and was wondering about the current status so far. Thanks, everyone.
endrift
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You should be able to compile with MSVC out-of-the-box now, but it doesn't rope in the dependencies so you wind up with a very...stripped down version. You'll need to install Qt 5 first, and won't controller support, for example. I'm still looking into a good way to solve this.
tom_mai78101
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endrift wrote:
You should be able to compile with MSVC out-of-the-box now, but it doesn't rope in the dependencies so you wind up with a very...stripped down version. You'll need to install Qt 5 first, and won't controller support, for example. I'm still looking into a good way to solve this.
Alright, many thanks. EDIT: Checking Qt 5.6...
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I checked out the 2016-08-06 Windows nightly for fun today. The recent ROMs list is still there maybe because something still existed in appdata directory. Some entries caused nothing whereas other entries caused the emu to crash. Then I tried drag-dropping a ROM on the emulator but nothing happened. Then I tried to load a different ROM via "load ROM..." in the menu and the emu crashed again.
endrift
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Joined: 12/14/2014
Posts: 161
So I finally looked into the Lady Sia issue. It's...not going to be easy to fix. What's going on is that it basically asks the PPU to enable the water background three scanlines too high. (More specifically: it sets an IRQ to be triggered on scanline 118, which it then uses to enable the background. However, it's supposed to start at scanline 121.) However, sometimes this happens a few scanlines late, notably when it's trying to work on the audio queue and doesn't finish until after scanline 118 is done. It seems to me that this is just really poorly programmed and depends on very precise timing for the audio queuing to ensure that the background layer isn't enabled when they say to enable it. But this is super unpredictable, so I honestly have no idea why this bug doesn't reproduce on hardware.
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Joined: 11/23/2013
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Maybe this isn't related to a bug but rather a stupid question, but... I've been wondering, does the Wii version of mGBA have a TV filter? You know, just like the NES/SNES emulators out there.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
endrift
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Uh, no. You run it on a TV, there's your filter.
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http://forums.sonicretro.org/?showtopic=29892 Would be insane if this thing became a part of an emu. Feels very close to antialiasing, resolution increasing and anisotropic filtering, but towards audio! I don't expect that to ever happen though, so just leaving it here for people to enjoy, if someone hasn't seen it yet.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
endrift
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Joined: 12/14/2014
Posts: 161
Good news, it's been a goal to put something like this into mGBA at some point in the future for several months now. Unfortunately it's kind of a far flung future goal, although now that it's getting more attention I might push it up into 0.6 territory, although 0.6 is already really quite packed with features to add.
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On BizHawk 1.11.7, every now and then transitioning to a different background music for "Keitai Denjuu Telefang 2 - Speed (Japan).gba" causes the audio to glitch up and some of the instruments to not play. I'm not sure if it's part of the game or not, but a search gave me this: http://s15.zetaboards.com/Tulunk_Village/topic/515554/1
Telefang 2 sounds different in every emulator... ...that I use. It's rather annoying, without having the game, it's hard to tell which emulator is most accurate, and I'm picky about that type of thing. I tried VisualBoyAdvance, plus a version with different sound (this one is really meant for GB/GBC), as well as VisualBoyAdvance-M, a beta version with some bug fixes but also has some new bugs, NO$GBA, and Boycott Advance. With the exception of the first two emulators, Telefang 2's music sounded completely glitched, and sounded different on each one as well. But even if you compare the former two, they sound different. So which one is most accurate? I'm guessing it's the very first one, since it's the best sounding. The second one sounds too much like a Game Boy Color. Can anybody who has a copy of Telefang 2 tell which emulator is the most accurate? It would help me a lot and I would really appreciate it. Thanks.
Which seems to imply it's likely an emulation error.
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Joined: 11/23/2013
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I have some bugs to post here, umm... On Sonic the Hedgehog Genesis, the Zone titles don't show up until I can see the level, it just shows a black screen and not the zone title. Also, The Fairly OddParents: Breakin' Da Rules is broken and it crashes then I go to the first level. These bugs all happen in 0.4.1.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
endrift
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Joined: 12/14/2014
Posts: 161
Please try reproducing all of these in the latest standalone nightly. 0.5 is coming out soon and as much testing with a nightly as possible is great.
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endrift wrote:
Please try reproducing all of these in the latest standalone nightly. 0.5 is coming out soon and as much testing with a nightly as possible is great.
Just tested on the latest nightly build and both bugs still happen. This also happened on the Wii port.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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endrift wrote:
Please try reproducing all of these in the latest standalone nightly. 0.5 is coming out soon and as much testing with a nightly as possible is great.
I can't easily reproduce it, but it appears on this movie file: http://tasvideos.org/userfiles/info/33467226742199528 It happened during the battle. Here's a savestate for BizHawk 1.11.7 before the battle https://drive.google.com/open?id=0B-2O13fpsnI4UVNkZURlenlrazQ Youtube: Link to video The bug is at 13 seconds in; The audio is supposed to sound like this. Sorry about that. It also appears every now and then, but often went I'm not recording a movie.
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