Emulator Coder, Experienced player, Judge (593)
Joined: 2/26/2020
Posts: 691
Location: California
Able to TAS GC in most cases, Wii is incomplete (no motion plus controls nor nunchuk controls, these will eventually be supported) No SaveRAM support, save data created by dolphin is wiped on core boot (if you really want to preserve save data, use savestates) Most file formats are supported. NKits are not supported and will be rejected. Dtm dumping is available, enable "Dump DTM" in dolphin settings, load movie, and when movie ends, untick "Dump DTM" in dolphin settings for the file to be written (or close rom if you're sloppy I guess). It wont save some things (like re-records) but most things in header should be saved. This fork was originally based off of 5.0-16426. For each new Dolphin beta release, the core will be updated to that version. Once this occurs, the older version will be archived as a GitHub release. 5.0-16426 final release: https://github.com/CasualPokePlayer/BizHawk/releases/tag/5.0-16426 5.0-16426 upstream: https://dolphin-emu.org/download/dev/c41467a8eb076045e2a14c7c0a15d50f74d26ec2 5.0-16793 final release: https://github.com/CasualPokePlayer/BizHawk/releases/tag/5.0-16793 5.0-16793 upstream: https://dolphin-emu.org/download/dev/3cd82b619388d0877436390093a6edc2319a6904/ Latest build: (see 5.0-16793 final release) Upstream: (see 5.0-16793 upstream) Repo: https://github.com/CasualPokePlayer/BizHawk/tree/dolphinbz June 7, 2022 - Fixed audio channels getting swapped - Fixed volume registers not being used for audio output - Prevent NKit ISOs from being loaded - Maybe fixed Linux build crashing? June 7, 2022 (Again) - Fixed callback issues on Linux - Optimized savestates - Better thread safety - Misc optimizations June 8, 2022 - Fixed font files not being loaded - Added support for IPL ROM - Added support for user-provided DSP ROMs June 8, 2022 (Again) - Fixed deadlocking issues (on Windows, Linux still seems to have deadlock issues?) - Better thread safety - Change "Crop" default to false, matching upstream. June 10, 2022 - Have the core directly write to the framebuffer without calling back to C# (minor performance boost on Windows, likely decent one on Linux) - Be a bit cleaner with Disposing the core - Have controller callbacks set before starting the core up, fixes a potential race condition if the core polls inputs before the first frame advance (only affects dtm dumps) June 10, 2022 (Again) - Misc cleanup - Fix deadlocking issues on Linux on bootup (other deadlocking issues seem to be fixed too?) July 3, 2022 - Double the space given to the framebuffer, fixes some crashes due to the buffer being too small for some games. July 23, 2022 - Support for gcm, tgc, ciso, gcz, wia, rvz, wad, dol, and elf formats. - Support multi-disc games - Support soft resets - Fix current visual frame being 1 visual frame behind - New "GPU Lag Frames" setting, this will mark a frame as a lag frame is no new frame was presented. - Support dumping Wii DTMs - Fix SYSCONF settings not getting applied correctly - Double the space given to the framebuffer (again), hopefully fixes any remaining crashes due to the framebuffer being too small. - Various internal cleanup July 24, 2022 - Fix wad not being autodetected as Wii - Add Wii option for the Choose Platform screen (needed for dol/elf, as autodetection isn't implemented here) - Fix potential crash if you load a wad/dol/elf using an XML July 25, 2022 - Don't actually blit frame when render = false (ie client.invisibleemulation(true)), gives nice 50% speed boost - "Sticky logic" for disc swapping, so holding the swap disc button won't spam disc swaps - Properly hash discs (using Dolphin's code), CRC32 for quick hashing and MD5 for DTM dumps - Fix dumping DTM throwing exceptions when using headered disc formats (e.g. rvz, wbfs, etc) July 25, 2022 (Again) - GC/Wii options in multidisk bundler July 25, 2022 (Again) - Merge Dolphin 5.0-16793 July 26, 2022 - Fix disc hashing for Wii games - Fix crash when core was shutdown with a Wii game - Merge BizHawk upstream (fixes exception when opening movie menu) March 1, 2023 - Switch state compression to zstd - Internal fixes
Skilled player (1703)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Thanks so much for this! I hope I can finally make a Kirby Air Ride run after all these years.
Joined: 9/12/2014
Posts: 535
Location: Waterford, MI
Exception on start up: System.NullReferenceException: Object reference not set to an instance of an object at BizHawk.Client.EmuHawk.MainForm.get_AvailableAccelerators () [0x0005f] in <13de15dd742f4e6f8bacf7ff05853947>:0 at BizHawk.Client.EmuHawk.MainForm.HandlePlatformMenus () [0x00024] in <13de15dd742f4e6f8bacf7ff05853947>:0 at BizHawk.Client.EmuHawk.MainForm.MainForm_Shown (System.Object sender, System.EventArgs e) [0x0005f] in <13de15dd742f4e6f8bacf7ff05853947>:0 at System.Windows.Forms.Form.OnShown (System.EventArgs e) [0x0001c] in <a3daa9b84fd241a497578a25f68bc3c7>:0 at System.Windows.Forms.Form.SetVisibleCore (System.Boolean value) [0x00183] in <a3daa9b84fd241a497578a25f68bc3c7>:0 at System.Windows.Forms.Control.set_Visible (System.Boolean value) [0x0000c] in <a3daa9b84fd241a497578a25f68bc3c7>:0 at System.Windows.Forms.Control.Show () [0x00000] in <a3daa9b84fd241a497578a25f68bc3c7>:0 at (wrapper remoting-invoke-with-check) System.Windows.Forms.Control.Show() at BizHawk.Client.EmuHawk.Program.SubMain (System.String[] args) [0x002c4] in <13de15dd742f4e6f8bacf7ff05853947>:0 after I close the window, it crashes. Using ubuntu 22.04. Does not occur on earlier builds of bizhawk. Latest build known working was BizHawk_devbuild_253f1397. I didn't think dolphin would ever be ported to bizhawk
Joined: 9/12/2014
Posts: 535
Location: Waterford, MI
*bump* the crash the beginning when opening bizhawk has been fixed. Opening up any gamecube isos lead to crash that just says segmentation fault(core dump) and thats it.
Emulator Coder, Experienced player, Judge (593)
Joined: 2/26/2020
Posts: 691
Location: California
InfamousKnight wrote:
*bump* the crash the beginning when opening bizhawk has been fixed. Opening up any gamecube isos lead to crash that just says segmentation fault(core dump) and thats it.
Can you please post the resulting last_stdout and last_stderr files?
Joined: 9/12/2014
Posts: 535
Location: Waterford, MI
Gtk-Message: 19:29:44.957: Failed to load module "canberra-gtk-module" Aborted (core dumped) Using OpenTK 3 for host input (keyboard + gamepads) Connected new gamepad J1: 03000000-c624-0000-3a54-000001010000 Unmapped Controller DB: hash D41D8CD98F00B204E9800998ECF8427E not in game database. * Assertion at mono-threads.c:1576, condition `(current > *staddr) && (current < *staddr + *stsize)' not met ================================================================= Native Crash Reporting ================================================================= Got a SIGABRT while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. ================================================================= ================================================================= Native stacktrace: ================================================================= 0x561b3a2f248e - mono : (null) 0x561b39fe3c0e - mono : (null) 0x561b3a017b1e - mono : (null) 0x7f387f1f6520 - /usr/lib/x86_64-linux-gnu/libc.so.6 : (null) 0x7f387f24aa7c - /usr/lib/x86_64-linux-gnu/libc.so.6 : pthread_kill 0x7f387f1f6476 - /usr/lib/x86_64-linux-gnu/libc.so.6 : raise 0x7f387f1dc7f3 - /usr/lib/x86_64-linux-gnu/libc.so.6 : abort 0x561b39f9b591 - mono : (null) 0x561b3a2d50f7 - mono : monoeg_assertion_message 0x561b3a2ce601 - mono : (null) 0x561b3a2c9d98 - mono : mono_thread_info_attach 0x561b3a1f977d - mono : mono_thread_attach 0x561b3a2eab7b - mono : (null) 0x561b3a1fb08e - mono : mono_threads_attach_coop 0x7f38640038db - Unknown ================================================================= Telemetry Dumper: ================================================================= Pkilling 0x7f385453e640 from 0x7f373ddff640 Pkilling 0x7f38447f8640 from 0x7f373ddff640 Pkilling 0x7f37935fd640 from 0x7f373ddff640 Pkilling 0x7f37932f7640 from 0x7f373ddff640 Pkilling 0x7f385473f640 from 0x7f373ddff640 Pkilling 0x7f385433d640 from 0x7f373ddff640 Pkilling 0x7f387eb13640 from 0x7f373ddff640 Pkilling 0x7f387f1b1780 from 0x7f373ddff640 Pkilling 0x7f38445f7640 from 0x7f373ddff640 Pkilling 0x7f37937fe640 from 0x7f373ddff640 Pkilling 0x7f375b1ff640 from 0x7f373ddff640 To get around the crash I turn off fastmem
Emulator Coder, Experienced player, Judge (593)
Joined: 2/26/2020
Posts: 691
Location: California
I guess "fix" here is just disable fastmem in the settings. I guess mono doesn't like fastmem and crashes :/
Joined: 9/12/2014
Posts: 535
Location: Waterford, MI
And the other issue I'm having is random freezes.. It will just play and freeze at inconsistent times. Meaning it freezes at a different frame each time. Game I'm testing is lego star wars the video game
Emulator Coder, Experienced player, Judge (593)
Joined: 2/26/2020
Posts: 691
Location: California
InfamousKnight wrote:
And the other issue I'm having is random freezes.. It will just play and freeze at inconsistent times. Meaning it freezes at a different frame each time. Game I'm testing is lego star wars the video game
I believe this (along with the fastmem issue, you can re-enable it now) is fixed with the newest build.
Joined: 9/12/2014
Posts: 535
Location: Waterford, MI
It is fixed. Now I'm having trouble recording a movie file. It will just not close the record movie dialog after i press enter or attempt to click the record button. I can't close out of it either.
Emulator Coder, Experienced player, Judge (593)
Joined: 2/26/2020
Posts: 691
Location: California
InfamousKnight wrote:
It is fixed. Now I'm having trouble recording a movie file. It will just not close the record movie dialog after i press enter or attempt to click the record button. I can't close out of it either.
Seems that the buttons are cut off for some reason, although the top of the butttons should still be visible (the left one is the start recording button) Alternatively, you can just start up TAStudio
Joined: 9/12/2014
Posts: 535
Location: Waterford, MI
I tried clicking the record button and it still just hangs. I also tried opening tasstudio and it never shows up. And rewind freezes bizhawk now. That didn't happen before.
Emulator Coder, Experienced player, Judge (593)
Joined: 2/26/2020
Posts: 691
Location: California
I assume then it's just locking up on booting the core for some reason. Unsure why.
Joined: 9/12/2014
Posts: 535
Location: Waterford, MI
Other strange things I found: some games don't render anything on screen like need for speed carbon. In those games, the rewind feature works just fine. So its something to do with the renderer I guess. Games that I found to "render" anything was lego star wars the video game and games like star wars bounty hunter. So that's cool I guess. I'll look for more and see if I can come up with a "new" capability list. Games that don't work and games that do. I'm happy to see that you even attempted this. i just use bizhawk for its rewind feature and gamepad mapping.
Joined: 9/12/2014
Posts: 535
Location: Waterford, MI
Downloaded latest build and still the same deadlocks on linux :( Really no difference..
GMP
He/Him
Active player, Editor, Reviewer (358)
Joined: 5/22/2020
Posts: 197
Location: Chennai, India
First of all, this is fantastic! I tested briefly with Prince of Persia: Sands of Time on Windows, it seems to be completely fine for the most part. The only thing I noticed is that during some loads, there are some violet/green artifacts like this: I hoped they would not be in the dump, but they are. But yeah otherwise everything seems to work just as expected. I guess a feature request would be to add the TASInput box from dolphin.
Emulator Coder, Experienced player, Judge (593)
Joined: 2/26/2020
Posts: 691
Location: California
GMP wrote:
First of all, this is fantastic! I tested briefly with Prince of Persia: Sands of Time on Windows, it seems to be completely fine for the most part. The only thing I noticed is that during some loads, there are some violet/green artifacts like this: <snip> I hoped they would not be in the dump, but they are.
https://wiki.dolphin-emu.org/index.php?title=Prince_of_Persia:_The_Sands_of_Time#Purple_Transitions The relevant setting is named "XFB To Texture Enable" in Hawk, in the GFX settings tab.
GMP wrote:
I guess a feature request would be to add the TASInput box from dolphin.
Tools -> Virtual Pad
GMP
He/Him
Active player, Editor, Reviewer (358)
Joined: 5/22/2020
Posts: 197
Location: Chennai, India
CasualPokePlayer wrote:
https://wiki.dolphin-emu.org/index.php?title=Prince_of_Persia:_The_Sands_of_Time#Purple_Transitions The relevant setting is named "XFB To Texture Enable" in Hawk, in the GFX settings tab.
Ah yeah I remember reading about XFB. Thanks! its fixed now.
CasualPokePlayer wrote:
Tools -> Virtual Pad
Oh cool! didn't see that.
Joined: 9/12/2014
Posts: 535
Location: Waterford, MI
Tested latest build on linux and now the rom doesn't even open. It just locks up. Can't interact with the frontend after opening a gamecube rom.
Emulator Coder, Experienced player, Judge (593)
Joined: 2/26/2020
Posts: 691
Location: California
InfamousKnight wrote:
Tested latest build on linux and now the rom doesn't even open. It just locks up. Can't interact with the frontend after opening a gamecube rom.
This might be due to my "fix" to that race condition. On Linux it cannot callback from the cpu thread (mono doesn't like that because fastmem), so I make the main thread callback instead. I guess Linux is polling input before fully booting up in the first place, causing a deadlock as the main thread spinloops waiting for the cpu to do bootup stuff. It should be an "easy fix" anyways, but that won't solve other issues here...
Joined: 9/12/2014
Posts: 535
Location: Waterford, MI
Alrighty. Everything is fixed on the linux side of things. Game loads, rewind works, record movie works and video dumping does too! Even with rewind enabled, it still runs pretty good. Rewinding is pretty slow but I guess that's expected with something like this. Thanks for putting this together!
Joined: 7/17/2012
Posts: 528
Location: Switzerland
I did some tests, for the GameCube it seems to work really well. On Gamecube the only desyncs I had were on Mary-Kate and Ashley: Sweet 16 - Licensed to Drive after ~1h20 of play (despite several tries, even when resuming an old save, it still desyncs). I tested the Wii very little, I only tested Resident Evil games for a few tens of minutes with the GameCube controls. No desync there either. Is support for Wiimote/Wii motion plus and in the Virtual Controller planned? Same for the Multi-disk bundler among others for Gamecube games? Is texture pack support planned? Will support for Gecko and IR codes be implemented (Among other things for 16/9 support)? Thank you already for all the work done!
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, Experienced player, Judge (593)
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Posts: 691
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phoenix1291 wrote:
Is support for Wiimote/Wii motion plus and in the Virtual Controller planned?
Yes
phoenix1291 wrote:
Same for the Multi-disk bundler among others for Gamecube games?
Yes
phoenix1291 wrote:
Is texture pack support planned?
No
phoenix1291 wrote:
Will support for Gecko and IR codes be implemented (Among other things for 16/9 support)?
Something like that would go under BizHawk's cheat converter. If you convert the codes yourself, you can already apply them. Probably not going to bother here considering that.
Joined: 7/17/2012
Posts: 528
Location: Switzerland
Taxi 3 crashes continuously. Any idea when multi-disk support, and wiimote/wii motion plus will arrive? Is support for elf, dol, gcr, tgc, ciso, gcz, wia, rvz, wad, dff, and m3u formats planned? Of course the question does not arise for the Nkit format.
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, Experienced player, Judge (593)
Joined: 2/26/2020
Posts: 691
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phoenix1291 wrote:
Any idea when multi-disk support, and wiimote/wii motion plus will arrive? Is support for elf, dol, gcr, tgc, ciso, gcz, wia, rvz, wad, dff, and m3u formats planned?
Eventually™ (whenever I feel like it)