Site Admin, Skilled player (1234)
Joined: 4/17/2010
Posts: 11251
Location: RU
Have you read the description in debughlp?
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.
mz
Player (79)
Joined: 10/26/2007
Posts: 693
Oh, I see! I've been starting MAME with mame64 gbcolor -cart "something.gbc" -debug all these years, I didn't even know there was a proper GUI now. :D I've read your commit, but that text doesn't seem to show up in the build I got. I'll just keep waiting! Thanks for the help.
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Skilled player (1648)
Joined: 7/1/2013
Posts: 433
feos wrote:
There are clearly more such bugs, since no one depended on absolute determinism among their normal users. Hopefully rewind will uncover more. Or at least help to understand what we need to save that we don't.
Games whose Save State status is "Unsupported" might be a good place to look. The PUNCHOUT.CPP driver fails to include the state of certain timers and counters when creating a save state. Super Punch-Out!! was particularly challenging for maintaining sync when loading from a save state.
mz wrote:
I do a ton of debugging on the ex-MESS part of MAME
Thank you for helping with this, mz. The ex-MESS part of MAME has seen some of the most exciting developments of late!
Site Admin, Skilled player (1234)
Joined: 4/17/2010
Posts: 11251
Location: RU
Supporting the "unsupported" games means I will invest all my time into adding savestates to 36530569834950945760948569209350858674987809503948604598763945392486093 cores instead of fixing the ones that call themnselves supported. And don't confuse current and 7yo status. I'm not planning to improve the current version of mame-rr. I'm trying to make upstream mame useful for sticking it into bizhawk in one form or another.
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: 7/17/2012
Posts: 528
Location: Switzerland
I have a problem, after the death of one of my hard disks I had to "reinstall" mame-rr-0.139-v0.1-beta. My roms and bios are in the roms folder of mame-rr, but it is impossible to launch a game from mame-rr while it works with mameui64... I don't know where the mistake is, it seems to me to have done the same thing as when I used mame-rr before and it worked.
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
Site Admin, Skilled player (1234)
Joined: 4/17/2010
Posts: 11251
Location: RU
Maybe you have base ROM elsewhere and mameui knows the path? You can't launch "clones" without their base ROM.
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: 7/17/2012
Posts: 528
Location: Switzerland
No, everything is in the same roms folder and Mameui points well to the roms folder in mame-rr. I tried it with another set of roms and it seems to work. Apparently it doesn't work with a set of roms above version 0.139. So the problem seems to have been solved. Sorry for the inconvenience.
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
Cyorter
He/Him
Editor, Player (236)
Joined: 2/8/2017
Posts: 138
Location: Venezuela
I have a problem, in the mame-rr 0.139-v0.1beta I try to playback a movie but after unpausing it instantly stop playback due to "out of sync" and I don't know what's wrong :/ Command-Line utilized: mame-rr splatterj -playback movie.mar
Site Admin, Skilled player (1234)
Joined: 4/17/2010
Posts: 11251
Location: RU
Cyorter wrote:
I have a problem, in the mame-rr 0.139-v0.1beta I try to playback a movie but after unpausing it instantly stop playback due to "out of sync" and I don't know what's wrong :/ Command-Line utilized: mame-rr splatterj -playback movie.mar
It means the movie was started while unpaused. Remove the playback parameter, unpause the emulator, and load the movie using Ctrl+R.
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.
Pepper-Color
They/Them
Player (80)
Joined: 1/12/2019
Posts: 57
Location: Thailand, Bangkok, Vibhavadi rangsit 64 Alley
Neo geo Bios Missing...
Joined: 5/12/2009
Posts: 748
Location: Brazil
Hey, guys! I've been trying to reproduce the 3 heads fatality glitch for Johnny Cage in MK1. In order for that to work there's a very specific event that needs to happen which is a "Johnny Cage Wins" message delay. This delay gives you extra time for a 3rd fatality instead of just the regular 2. Thing is nobody knows what causes this behavior and there's only one video in youtube with it. If I somehow record this event with mame-rr would it be possible to study the game's memory to understand what triggers the glitch or this version of the emulator lacks the needed tools for such research? Does anybody has any idea, by experience with other kinds of glitches, of what could be causing this?
Site Admin, Skilled player (1234)
Joined: 4/17/2010
Posts: 11251
Location: RU
If you record a movie, it should be theoretically possible to examine. MAME-RR must have trace logger functionality and memory viewer, for basic investigation, but also debugger with breakpoints for full analysis. Dunno who'd be able to participate in reverse-engineering your trick though.
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.
Site Admin, Skilled player (1234)
Joined: 4/17/2010
Posts: 11251
Location: RU
Latest interim that I may not work on anymore. https://yadi.sk/d/wYOCp2OueNWveA
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.