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juef wrote:
Not sure if I'm doing something wrong here so I won't post in the Github issues for now. I am using the latest BizHawk release for Linux. Using a fresh config file, I can load and play a GBC game (such as ucity). But if I import a GBC BIOS which is verified as correct by BizHawk and enable it, it crashes right after loading the ROM. Simply changing true to false in the following part of config.ini makes everything work as expected:
  "CoreSyncSettings": {
    "BizHawk.Emulation.Cores.Nintendo.Gameboy.Gameboy": {
      "$type": "BizHawk.Emulation.Cores.Nintendo.Gameboy.Gameboy+GambatteSyncSettings, BizHawk.Emulation.Cores",
      "EnableBIOS": true,
I can provide more details if necessary. Notably, I see a "mono_crash" JSON file created each time this happens. [EDIT] Switching from the Gambatte core to the GBHawk or SubGBHawk cores also make it work fine.
Can you post your "EmuHawkMono_laststdout.txt" file?
juef
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Emulator Coder, Judge, Experienced player (694)
Joined: 2/26/2020
Posts: 772
Location: California
juef wrote:
Of course! Here are the relevant pastebins: EmuHawkMono_laststdout.txt mono_crash.17fbd4c00.0.json mono_crash.mem.268429.1.blob
The laststdout shows GBHawk, could you run Gambatte again and post the laststdout for that?
juef
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My bad, I forgot the changes to the config only get written when the program ends gracefully. Here it is. [Edit] I'm on the TASVideos Discord in case you'd like to chat more directly.
Post subject: MUsic on BizHawn PS1
Joined: 1/22/2008
Posts: 319
Location: Brasil
I have been away for so long so i am using this bizhawk multi platform i started with the game revolution x for ps1 the game plays flawless but i didn't figure out how to config the music to play since this cd game has the music not on digital files but on the cd media itself i don't now if its a error or just me
Run..Run...Run.....
Fortranm
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I used to be able to run a VS. Castlevania rom with SHA1:16348D4AD47E4DF366FB88A88AE8CDE927947D5E on NESHawk in 2020 and earlier, but now it gets stuck at a green screen and the actual game never starts. I see that this rom isn't in the gamedb, and the "best" version in gamedb seems to be: sha1:9EB3B75E7B45DF51B8BCD29DF84689A7E8557F4F U VS. Castlevania (VS) NES board=NES-UNROM_VS;system=VS;palette=2C04-2; I found a rom with this sha1 value named mds-cv.u7 from within a MAME set, but Bizhawk shows "Multiple cores fail to load the rom" when it's opened. This was on Bizhawk 2.7. The rom not included in gamedb can actually be run in the dev build, but the supposedly best dump included in gamedb still gives the same result for some reason. The .u7 file appears to be headerless, so inclusion, the file with header is not identified despite running while the headerless file with the sha1 value from gamedb can't be run.
Emulator Coder, Judge, Experienced player (694)
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Fortranm wrote:
I used to be able to run a VS. Castlevania rom with SHA1:16348D4AD47E4DF366FB88A88AE8CDE927947D5E on NESHawk in 2020 and earlier, but now it gets stuck at a green screen and the actual game never starts. I see that this rom isn't in the gamedb, and the "best" version in gamedb seems to be: sha1:9EB3B75E7B45DF51B8BCD29DF84689A7E8557F4F U VS. Castlevania (VS) NES board=NES-UNROM_VS;system=VS;palette=2C04-2; I found a rom with this sha1 value named mds-cv.u7 from within a MAME set, but Bizhawk shows "Multiple cores fail to load the rom" when it's opened. This was on Bizhawk 2.7. The rom not included in gamedb can actually be run in the dev build, but the supposedly best dump included in gamedb still gives the same result for some reason. The .u7 file appears to be headerless, so inclusion, the file with header is not identified despite running while the headerless file with the sha1 value from gamedb can't be run.
If a ROM is headerless, some info needs to be provided by the game DB in order to run the ROM. None of the VS entries on the game db provide this info, so the games do not run with headerless ROMs. Just use your headered ROM, it's probably the same as that headerless ROM anyways (you can see the headerless hash in the dump report status)
Post subject: There is some problem with the Cheats in BizHawk
MrTASer
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I was just playing with my preserved cheats of Super Mario Bros and then after I've entered my 14th cheat, the cheat box just replaces the last cheat with the new one and I cant load both at the time with the rest already loaded. Please tell me if I can correct this bug. If its an feature, then please tell me the correct settings to do so. The selected cheat is being replaced with the new cheat in the Code Converter.
My TASing channel ; My MUSIC channel ; My SoundCloud ; My HomePage ; Music Composer ; Mr.TASer#5922 VCop 2 TAS completed, but in a completely different way ; And SMB - GAGOTO (WL) TAS COMPLETED TILL W-4 ; Some more...
Joined: 7/17/2012
Posts: 543
Location: Switzerland
It's not a bug concerning Bizhawk directly, but it's been impossible to download the dev versions on appveyor for several days, the download limit being always reached.
{"message":"Artifacts download limit (1024 MB/day) exceeded."}
Of course it's still possible to download the dev versions on gitlab, but there are a lot of builds missing and they have a lot of hours of delay on updates compared to appveyor. All the work of CasualPokePlayer on Nymashock is not there, for example.
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
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This is known, and is also why the appveyor links are removed on the readme. We'll be getting something up and running sometime eventually, but for now you'll have to live with gitlab/building yourself/asking devs for builds. Nymashock anyways I've been sharing builds on TASVideos Discord due to this problem, I'll send builds via private messages too in case you aren't in the discord and don't want to join the discord.
Joined: 7/17/2012
Posts: 543
Location: Switzerland
CasualPokePlayer wrote:
This is known, and is also why the appveyor links are removed on the readme. We'll be getting something up and running sometime eventually, but for now you'll have to live with gitlab/building yourself/asking devs for builds. Nymashock anyways I've been sharing builds on TASVideos Discord due to this problem, I'll send builds via private messages too in case you aren't in the discord and don't want to join the discord.
Thanks, I took the version you shared on Discord. That version is this buid, right? You can send me your buids too, if you don't mind, I'm almost never on Discord.
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
Emulator Coder, Judge, Experienced player (694)
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phoenix1291 wrote:
CasualPokePlayer wrote:
This is known, and is also why the appveyor links are removed on the readme. We'll be getting something up and running sometime eventually, but for now you'll have to live with gitlab/building yourself/asking devs for builds. Nymashock anyways I've been sharing builds on TASVideos Discord due to this problem, I'll send builds via private messages too in case you aren't in the discord and don't want to join the discord.
Thanks, I took the version you shared on Discord. That version is this buid, right? You can send me your buids too, if you don't mind, I'm almost never on Discord.
Yes that would be the build. I expect the PR to be merged soon-ish anyways so gitlab will be an option soon enough anyways.
Joined: 7/17/2012
Posts: 543
Location: Switzerland
Thanks CasualPokePlayer!
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
MrTASer
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I was looking for NSMB DS RAM addresses and found them in the game articles section but when I tried to type the address in the RAM watch, it didn't accepted the last 2 digits. Only 6 out of 8 digits were insertable. I used the same configuration as given (20.12 fixed point), 4Byte, unchecked 'Big Endian' and choosed Main RAM. How can I insert the remaining 2 values? These are the real values: Here is what I did:
My TASing channel ; My MUSIC channel ; My SoundCloud ; My HomePage ; Music Composer ; Mr.TASer#5922 VCop 2 TAS completed, but in a completely different way ; And SMB - GAGOTO (WL) TAS COMPLETED TILL W-4 ; Some more...
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Main RAM is only 0x1000000 bytes big, and thus would only allow a range of 0-0xFFFFFF. Those addresses you got look like System Bus addresses to Main RAM. You can either leave out the first 2 digits and just use Main RAM or put the full number in with the ARM9 System Bus
MrTASer
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CasualPokePlayer wrote:
Main RAM is only 0x1000000 bytes big, and thus would only allow a range of 0-0xFFFFFF. Those addresses you got look like System Bus addresses to Main RAM. You can either leave out the first 2 digits and just use Main RAM or put the full number in with the ARM9 System Bus
Thanks
My TASing channel ; My MUSIC channel ; My SoundCloud ; My HomePage ; Music Composer ; Mr.TASer#5922 VCop 2 TAS completed, but in a completely different way ; And SMB - GAGOTO (WL) TAS COMPLETED TILL W-4 ; Some more...
RGL
Joined: 7/13/2017
Posts: 57
https://drive.google.com/file/d/1sDiVYkWTUiQypiMdcldFpfHLfrYVRNW_/view?usp=sharing Bizhawk 2.8 suddenly crashes on me without any message when I try to load this TASProj. (BSNES 1.15 core with the game Combatribes (USA)) No version switching or anything. I guess I cant do anything about it? :/
YoshiRulz
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RGL wrote:
https://drive.google.com/file/d/1sDiVYkWTUiQypiMdcldFpfHLfrYVRNW_/view?usp=sharing Bizhawk 2.8 suddenly crashes on me without any message when I try to load this TASProj. (BSNES 1.15 core with the game Combatribes (USA)) No version switching or anything. I guess I cant do anything about it? :/
I was able to load the project by extracting it (they are .zip archives so use, for example, 7Zip), removing the file GreenZone, and recompressing it.
I contribute to BizHawk as Linux/cross-platform lead, testing and automation lead, and UI designer. This year, I'm experimenting with streaming BizHawk development on Twitch. nope Links to find me elsewhere and to some of my side projects are on my personal site. I will respond on Discord faster than to PMs on this site.
Hey look buddy, I'm an engineer. That means I solve problems. Not problems like "What is software," because that would fall within the purview of your conundrums of philosophy. I solve practical problems. For instance, how am I gonna stop some high-wattage thread-ripping monster of a CPU dead in its tracks? The answer: use code. And if that don't work? Use more code.
RGL
Joined: 7/13/2017
Posts: 57
YoshiRulz wrote:
RGL wrote:
https://drive.google.com/file/d/1sDiVYkWTUiQypiMdcldFpfHLfrYVRNW_/view?usp=sharing Bizhawk 2.8 suddenly crashes on me without any message when I try to load this TASProj. (BSNES 1.15 core with the game Combatribes (USA)) No version switching or anything. I guess I cant do anything about it? :/
I was able to load the project by extracting it (they are .zip archives so use, for example, 7Zip), removing the file GreenZone, and recompressing it.
Thank you big time, bro!! :)
Post subject: NDS got crashed, but not the emulator, no error...
MrTASer
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I was TASing on MelonDS core and suddenly the game got freezed. This never happened in the Desmume and even in BizHawk while non TAS run. Is this the problem of TAS Studio? What to do??? https://drive.google.com/file/d/1V2DcWHlnNEvAz7fwNR5bpkaVOeFy24jO/view?usp=sharing
My TASing channel ; My MUSIC channel ; My SoundCloud ; My HomePage ; Music Composer ; Mr.TASer#5922 VCop 2 TAS completed, but in a completely different way ; And SMB - GAGOTO (WL) TAS COMPLETED TILL W-4 ; Some more...
YoshiRulz
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MrTASer wrote:
I was TASing on MelonDS core and suddenly the game got freezed. This never happened in the Desmume and even in BizHawk while non TAS run. Is this the problem of TAS Studio? What to do??? https://drive.google.com/file/d/1V2DcWHlnNEvAz7fwNR5bpkaVOeFy24jO/view?usp=sharing
Make a backup of the project file, then open it in TAStudio and play the whole thing from frame 0. If it still does... whatever that is, then the melonDS devs will need the project file. And if it goes away then we'd like to look at the project file.
I contribute to BizHawk as Linux/cross-platform lead, testing and automation lead, and UI designer. This year, I'm experimenting with streaming BizHawk development on Twitch. nope Links to find me elsewhere and to some of my side projects are on my personal site. I will respond on Discord faster than to PMs on this site.
Hey look buddy, I'm an engineer. That means I solve problems. Not problems like "What is software," because that would fall within the purview of your conundrums of philosophy. I solve practical problems. For instance, how am I gonna stop some high-wattage thread-ripping monster of a CPU dead in its tracks? The answer: use code. And if that don't work? Use more code.
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Just export it to bk2 and play that bk2 back. If it still does that, upload the bk2 and post it in this thread. If it doesn't occur, then savestates somehow got fucked, which doesn't seem likely anyways given waterboxing.
Post subject: BizHawk 2.8 - Regression in SMSHawk
ody
Joined: 11/12/2014
Posts: 14
In Phantasy Star (UE) (Rev 3).sms (verified good ROM, MD5:1110938DF80F4E44C8213D7F85CFB5E6), BizHawk 2.8 shows part of the sprite of Odin in front of the sprite of Alis, when it should be behind it. In BizHawk 2.7 it is OK.
Joined: 3/27/2022
Posts: 9
Location: Netherlands
I'm trying to play Punch-Out!!: Gold Edition, but the game won't start. I've tried all three NES cores (QuickNes, NesHawk and SubNESHawk), but to no avail. Is this a mistake on my part or is it something to do with BizHawk?
GJTASer2018
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@RadRedRooster, are you getting any error messages when you try to load the ROM?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...

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