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Joined: 4/17/2010
Posts: 11251
Location: RU
I described what happens there in Russian here: https://sourceforge.net/p/feos-tas/wiki/GameEnd/ If google translate doesn't work well for you, I'll translate it and put on the Battletoads resource page. We have this game disassembled to atoms, so it should be very doable. We could move to another thread with this if you want. Console verifiable Battletoads is what we couldn't afford for all these years, and we mostly know exactly why! It rolls rng subroutine all the free time cpu has, and that varies from emu to emu and from emu to console.
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.
Alyosha
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Posts: 2713
Location: US
google translate was almost readable, but not enough for me to grasp it. Yeah feel free to move this to the battletoads game thread or the NESHawk tests thread, I would also like to see this console verified. I feel like it should be doable.
Joined: 3/3/2010
Posts: 87
For some reason Windows Defender is throwing a fit with the ffmpeg binary included with 1.11.7. I'm sure it's probably a false positive, but just to be sure, which build is it supposed to be?
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Joined: 3/31/2010
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evknucklehead wrote:
For some reason Windows Defender is throwing a fit with the ffmpeg binary included with 1.11.7. I'm sure it's probably a false positive, but just to be sure, which build is it supposed to be?
Can you post what Windows Defender is saying?
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Joined: 3/3/2010
Posts: 87
Here's the "More Info" link from Windows Defender: https://www.microsoft.com/security/portal/threat/encyclopedia/entry.aspx?name=Trojan%3aWin32%2fVarpes.M!cl&threatid=2147708972&enterprise=0 Here's the SHA256 hash for the file that was in the archive and is triggering the detection in Windows Defender: A07911CF74F03989DC428C610AB723D282EF25ECB997D15E181059D579C8DC04 I'd give the MD5 hash, but I don't have a tool for that on hand. I've had something similar happen a while ago with a build of SNES9x. In that case the AV I had at the time triggered on the LUA dll that was in that particular build. Edit: Apparently phpBB doesn't like to parse links with exclamation points in them, so you may need to copy and paste the link instead of clicking it.
Pokota
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Joined: 2/5/2014
Posts: 778
For those who don't have a microsoft account with which to see the full link's contents:
Adventures in Lua When did I get a vest?
Site Admin, Skilled player (1234)
Joined: 4/17/2010
Posts: 11251
Location: RU
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.
Joined: 8/3/2009
Posts: 158
I'm trying to load some .brm/.crm Sega CD saves from Fusion to Bizhawk, but I don't see a way to load them? I tried just renaming the saves to .SaveRAM, but that didn't work. I noticed Bizhawk creates them as 24KB, but using fusion to create a RAM cart it only allows 8, 16, 32, 64, 128KB backup sizes. So, is there any way to make bizhawk recognize those brm/crm files?
Joined: 3/3/2010
Posts: 87
feos wrote:
evknucklehead: it doesn't happen with this build? https://ci.appveyor.com/api/buildjobs/816gnrg7ealkgco1/artifacts/Dist%2FBizHawk-Developer.zip
I just got around to trying it, and it does trigger for me with that build as well. Also, for some reason Firefox is not liking appveyor. Had to copy the link into Edge to get the file.
Site Admin, Skilled player (1234)
Joined: 4/17/2010
Posts: 11251
Location: RU
Then it's clearly a false positive: the release build I had to pack by hand, while the appveyor one was made by the tool that only uses the source files.
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.
Joined: 8/3/2009
Posts: 158
ReyVGM wrote:
I'm trying to load some .brm/.crm Sega CD saves from Fusion to Bizhawk, but I don't see a way to load them? I tried just renaming the saves to .SaveRAM, but that didn't work. I noticed Bizhawk creates them as 24KB, but using fusion to create a RAM cart it only allows 8, 16, 32, 64, 128KB backup sizes. So, is there any way to make bizhawk recognize those brm/crm files?
Anyone? Bueller?
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Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Would it help to open the save files in a hexeditor, then copy paste select parts of the data from the ones made from Fusion, then paste said parts on the ones made on BizHawk?
Joined: 8/3/2009
Posts: 158
jlun2 wrote:
Would it help to open the save files in a hexeditor, then copy paste select parts of the data from the ones made from Fusion, then paste said parts on the ones made on BizHawk?
I wouldn't really know what to copy/paste or where to even start.
Post subject: Re: 1.11.7 Released
biwa7636
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Joined: 9/29/2016
Posts: 1
feos wrote:
Version 1.11.7 has been released! Changelog: http://tasvideos.org/Bizhawk/ReleaseHistory.html#Bizhawk1117 Downloads: https://github.com/TASVideos/BizHawk/releases/tag/1.11.7 Major Changes:
  • Significant accuracy improvement for NES and A2600 cores
  • Trace Logger support for PSX, N64, and Saturn cores
  • Stability fixes and improvements to TAStudio
Other Changes:
  • D3D display method improvements
  • VirtualPad fixes
  • Trace Logger tool improvements
  • Movie subtitles improvements
---- Hi there, I am really interested in getting the Marl-O project working, however, I am a Mac user and really did not find any clear instructions for Mac specifically. Is there a DMG file available, if not, should I follow the instruction there downloading VisualStudio suite and start from there?
Samsara
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Joined: 11/13/2006
Posts: 2792
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Mac builds are located in this thread: http://tasvideos.org/forum/viewtopic.php?t=12659 SNES is not supported in the Mac builds, however, so you can't run MarI/O on SMW.
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
adelikat
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Joined: 11/3/2004
Posts: 4736
Location: Tennessee
Version 1.11.8.2 has been released! [EDIT]: Updated link for 1.11.8.2 that fixes mGBA savestates Changelog: http://tasvideos.org/Bizhawk/ReleaseHistory.html#Bizhawk11182 Downloads: https://github.com/TASVideos/BizHawk/releases/tag/1.11.8.2 This is a major update for N64 because it now includes GLideN64 support! In addition there are some big accuracy improvements to NesHawk (specifically improvements to match real console behavior on console verifications). Also, we updated to mGBA 0.5, and as usual, numerous TAStudio fixes and improvements.
It's hard to look this good. My TAS projects
Post subject: Re: 1.11.8 Released
Skilled player (1703)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Using the mGBA core on 1.11.8 seems to give me "Loadstate error!" on any savestates, even if I just made new ones. Edit: The interim now gives:
System.NotSupportedException: Memory stream is not expandable. at System.IO.MemoryStream.set_Capacity(Int32 value) at System.IO.MemoryStream.EnsureCapacity(Int32 value) at System.IO.MemoryStream.Write(Byte[] buffer, Int32 offset, Int32 count) at System.IO.BinaryWriter.Write(Byte[] buffer, Int32 index, Int32 count) at BizHawk.Emulation.Cores.Nintendo.GBA.MGBAHawk.SaveStateBinary(BinaryWriter writer) at BizHawk.Emulation.Cores.Nintendo.GBA.MGBAHawk.SaveStateBinary() at BizHawk.Client.Common.Rewinder.DoRewindSettings() at BizHawk.Client.Common.Rewinder.CaptureRewindState() at BizHawk.Client.EmuHawk.MainForm.LoadRom(String path, LoadRomArgs args) at BizHawk.Client.EmuHawk.MainForm.RebootCore() at BizHawk.Client.EmuHawk.MainForm.CheckHotkey(String trigger) at BizHawk.Client.EmuHawk.MainForm.<ProcessInput>b__1e(Boolean current, String trigger) at System.Linq.Enumerable.Aggregate[TSource,TAccumulate](IEnumerable`1 source, TAccumulate seed, Func`3 func) at BizHawk.Client.EmuHawk.MainForm.ProcessInput() at BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop() at BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
Spikestuff
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Joined: 10/12/2011
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Actual question since I only just noticed this. Why does SNES default to Performance core now? It used to be Compatibility up until the release of 1.11.6. I mainly ask this as it was never mentioned in the Changelog.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. These colours are pretty neato, and also these.
Post subject: Re: 1.11.8 Released
adelikat
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Emulator Coder, Expert player, Site Developer, Site Owner (3581)
Joined: 11/3/2004
Posts: 4736
Location: Tennessee
jlun2 wrote:
Using the mGBA core on 1.11.8 seems to give me "Loadstate error!" on any savestates, even if I just made new ones.
The issue has been fixed, and 1.11.8.1 has been released. The post has been updated to reflect the new build.
It's hard to look this good. My TAS projects
Post subject: Re: 1.11.8 Released
Skilled player (1703)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
adelikat wrote:
jlun2 wrote:
Using the mGBA core on 1.11.8 seems to give me "Loadstate error!" on any savestates, even if I just made new ones.
The issue has been fixed, and 1.11.8.1 has been released. The post has been updated to reflect the new build.
Selecting mGBA then restarting core immediately crashes for me. The error is still
System.NotSupportedException: Memory stream is not expandable. at System.IO.MemoryStream.set_Capacity(Int32 value) at System.IO.MemoryStream.EnsureCapacity(Int32 value) at System.IO.MemoryStream.Write(Byte[] buffer, Int32 offset, Int32 count) at System.IO.BinaryWriter.Write(Byte[] buffer, Int32 index, Int32 count) at BizHawk.Emulation.Cores.Nintendo.GBA.MGBAHawk.SaveStateBinary(BinaryWriter writer) at BizHawk.Emulation.Cores.Nintendo.GBA.MGBAHawk.SaveStateBinary() at BizHawk.Client.Common.Rewinder.DoRewindSettings() at BizHawk.Client.Common.Rewinder.CaptureRewindState() at BizHawk.Client.EmuHawk.MainForm.LoadRom(String path, LoadRomArgs args) at BizHawk.Client.EmuHawk.MainForm.RebootCore() at BizHawk.Client.EmuHawk.MainForm.CheckHotkey(String trigger) at BizHawk.Client.EmuHawk.MainForm.<ProcessInput>b__1e(Boolean current, String trigger) at System.Linq.Enumerable.Aggregate[TSource,TAccumulate](IEnumerable`1 source, TAccumulate seed, Func`3 func) at BizHawk.Client.EmuHawk.MainForm.ProcessInput() at BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop() at BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
Post subject: Re: 1.11.8 Released
adelikat
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Emulator Coder, Expert player, Site Developer, Site Owner (3581)
Joined: 11/3/2004
Posts: 4736
Location: Tennessee
jlun2 wrote:
adelikat wrote:
jlun2 wrote:
Using the mGBA core on 1.11.8 seems to give me "Loadstate error!" on any savestates, even if I just made new ones.
The issue has been fixed, and 1.11.8.1 has been released. The post has been updated to reflect the new build.
Selecting mGBA then restarting core immediately crashes for me.
blehhh So that is fixed now, and I updated the link to point to 1.11.8.2. Hopefully we are done patching now :)
It's hard to look this good. My TAS projects
Post subject: Re: 1.11.8 Released
Skilled player (1703)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
adelikat wrote:
So that is fixed now, and I updated the link to point to 1.11.8.2. Hopefully we are done patching now :)
Seems to work now. Thanks! Sorry about that. Edit: My run desyncs, but fortunately adding 9 frames to the very beginning somehow made it work again. :)
Joined: 8/24/2012
Posts: 28
Location: Russia
I've just tested nestopia_libretro.dll with BizHawk. Core is working, thank you for good work. I have a question. Some libretro cores (including nestopia, gambatte, etc.) have individual config, called "core options". User can change NTSC/PAL region, startup RAM init values and other things, like palette. Set of options are individual on different cores. Have you plan to add "core options" support in the future? Libretro support looks unfinished without this. Thank you.
Fortranm
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Editor, Experienced player (773)
Joined: 10/19/2013
Posts: 1108
Sergunov wrote:
I've just tested nestopia_libretro.dll with BizHawk. Core is working, thank you for good work. I have a question. Some libretro cores (including nestopia, gambatte, etc.) have individual config, called "core options". User can change NTSC/PAL region, startup RAM init values and other things, like palette. Set of options are individual on different cores. Have you plan to add "core options" support in the future? Libretro support looks unfinished without this. Thank you.
How did you confiure Bizhawk? Every time I load a game with fbalpha_libretro.dll, there is a NullReferenceException, which makes it impossible to record a movie.
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Joined: 5/15/2007
Posts: 3854
Location: Germany
Looks like mGBA core in 1.11.8.2 is broken. Maybe as a result of migrating to mGBA 0.5.0? https://github.com/TASVideos/BizHawk/issues/725 Also, you can apparently overwrite lua-related variables and functions. https://github.com/TASVideos/BizHawk/issues/724