Joined: 7/17/2012
Posts: 543
Location: Switzerland
So I hope you are motivated 😁 Thank you for the quick reply!
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
Joined: 7/17/2012
Posts: 543
Location: Switzerland
CasualPokePlayer wrote:
Able to TAS GC in most cases, Wii is incomplete (no motion plus controls nor nunchuk controls, these will eventually be supported
How for the Wii? The only settings for the Wii are the same as for a GameCube controller. It is neither possible to choose the type of joystick, nor the extension. Are currently only Wii games with the ability to use a GameCube controller "TASable"?
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 (728)
Joined: 2/26/2020
Posts: 773
Location: California
phoenix1291 wrote:
The only settings for the Wii are the same as for a GameCube controller. It is neither possible to choose the type of joystick, nor the extension. Are currently only Wii games with the ability to use a GameCube controller "TASable"?
I'm not sure what you mean by "type of joystick," and extensions haven't be implemented at all (the settings don't really do much besides say that they are "active"). Note too that Player 5-8 are the Wiimotes, while Player 1-4 are GameCube controllers. Any Wii game that doesn't rely on Motion Plus nor Extensions should "work" anyways (motion controls and IR input are wonky and probably broken tho?)
Joined: 7/17/2012
Posts: 543
Location: Switzerland
CasualPokePlayer wrote:
I'm not sure what you mean by "type of joystick," and extensions haven't be implemented at all (the settings don't really do much besides say that they are "active").
The possibility of choosing, for the Wii for example, between the GameCube controller, the Classic Controller or the Wiimote. But that doesn't seem to be the case.
CasualPokePlayer wrote:
Note too that Player 5-8 are the Wiimotes, while Player 1-4 are GameCube controllers.
Oh, ok, that works, thanks! Is it necessary, for the Wii, for example, to "disconnect" the GameCube controller? Is it possible, for example for the GameCube, to boot on the bios?
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 (728)
Joined: 2/26/2020
Posts: 773
Location: California
phoenix1291 wrote:
CasualPokePlayer wrote:
I'm not sure what you mean by "type of joystick," and extensions haven't be implemented at all (the settings don't really do much besides say that they are "active").
The possibility of choosing, for the Wii for example, between the GameCube controller, the Classic Controller or the Wiimote. But that doesn't seem to be the case.
CasualPokePlayer wrote:
Note too that Player 5-8 are the Wiimotes, while Player 1-4 are GameCube controllers.
Oh, ok, that works, thanks! Is it necessary, for the Wii, for example, to "disconnect" the GameCube controller?
On an actual console, it is perfectly possible to have 4 GC controllers and 4 Wiimotes connected. Also, the Classic Controller is a Wiimote extension, you implicitly still have a Wiimote with it. If a game doesn't use Gamecube controls, the GC controller is more deadweight if anything, but wouldn't prevent the game from functioning (probably).
Joined: 7/17/2012
Posts: 543
Location: Switzerland
Don Bluth Presents Dragon's Lair Trilogy (USA) (Wbsf, Wii) constantly crash.
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 (728)
Joined: 2/26/2020
Posts: 773
Location: California
phoenix1291 wrote:
Taxi 3 crashes continuously.
Seems like this is a case of the game having a "too big" resolution. Should be as simple as doubling the amount of space I'm giving for the core to dump video data into.
phoenix1291 wrote:
Don Bluth Presents Dragon's Lair Trilogy (USA) (Wbsf, Wii) constantly crash.
Probably same issue, probably fixed in latest build?
Joined: 9/12/2014
Posts: 540
Location: Waterford, MI
I tested sonic adventure on latest build and now that works. Need for speed carbon still has a black screen for some reason. I haven't experienced crashes on the linux side.
Emulator Coder, Judge, Experienced player (728)
Joined: 2/26/2020
Posts: 773
Location: California
InfamousKnight wrote:
Need for speed carbon still has a black screen for some reason.
Can you try enabling Panic Handlers and seeing what gets outputted in the laststderr file?
Joined: 9/12/2014
Posts: 540
Location: Waterford, MI
CasualPokePlayer wrote:
InfamousKnight wrote:
Need for speed carbon still has a black screen for some reason.
Can you try enabling Panic Handlers and seeing what gets outputted in the laststderr file?
How do I do that?
Emulator Coder, Judge, Experienced player (728)
Joined: 2/26/2020
Posts: 773
Location: California
InfamousKnight wrote:
CasualPokePlayer wrote:
InfamousKnight wrote:
Need for speed carbon still has a black screen for some reason.
Can you try enabling Panic Handlers and seeing what gets outputted in the laststderr file?
How do I do that?
Scroll down in the Main Settings
Joined: 9/12/2014
Posts: 540
Location: Waterford, MI
Gtk-Message: 15:12:35.192: Failed to load module "canberra-gtk-module" Error: Trying to access Windows-1252 fonts but they are not loaded. Games may not show fonts correctly, or crash. Killed
Emulator Coder, Judge, Experienced player (728)
Joined: 2/26/2020
Posts: 773
Location: California
InfamousKnight wrote:
Gtk-Message: 15:12:35.192: Failed to load module "canberra-gtk-module" Error: Trying to access Windows-1252 fonts but they are not loaded. Games may not show fonts correctly, or crash. Killed
Ok sounds like there's some weird issue here, I did fix the font issue a while ago. You are using the latest build right? Is there a Sys directory next to the BizHawk.exe?
Joined: 9/12/2014
Posts: 540
Location: Waterford, MI
Yes
InputEvelution
She/Her
Editor, Reviewer, Player (36)
Joined: 3/27/2018
Posts: 194
Location: Australia
I finally got round to playing with the Dolphin Core build today. Unfortunately, there seem to be a number of issues regarding settings in the SYSCONF not working properly for Wii games. - Wii games will ignore language settings and instead only use the default for their respective region. (English for NTSC-U and PAL, Japanese for NTSC-J, etc.) - Wii games don't properly respond to the widescreen setting. Although the window will shift to 4:3 if widescreen is turned off, the video output is simply a squished widescreen rather than the proper non-widescreen behaviour. - (From what I can tell) Wii PAL games ignore the PAL60 setting and will only ever run with PAL60 turned on. For what it's worth, the second and third bugs are also present in regular Dolphin, but only when recording input (just running the game normally works as expected). The first bug is slightly different to regular Dolphin, in that modifying language settings will force the game to English regardless of the region if a localisation is available (again, only when recording input) - however, the base problem of not being able to change language options is the same.
Joined: 7/17/2012
Posts: 543
Location: Switzerland
CasualPokePlayer wrote:
Seems like this is a case of the game having a "too big" resolution. Should be as simple as doubling the amount of space I'm giving for the core to dump video data into. Probably same issue, probably fixed in latest build?
Unfortunately no, it doesn't seem that simple. For Taxi 3 the crashes seem to occur randomly For Dragon's Lair the crashes happen when loading savestate, but not always the same loading of savestaes, sometimes at 30 seconds, sometimes at 5 minutes. However increasing the video memory seems to help it crash less often. However, it is not possible to finish Dragon's Lair in ~17 minutes without crashing. What can be recorded is replayed without desync on the other hand. Anyway for the GameCube, I was able to record more than 2 hours of gameplay without desync on some games. PS: Which is rather encouraging, with Dolphin, even keeping the same settings, based on what is advised on Tasvideos in the Dolphin forum, depending on the versions it desyncs directly following the dev versions. I would have to try on the version of Dolphin on which this Bizhawk version is based by exporting a .dtm.
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 (728)
Joined: 2/26/2020
Posts: 773
Location: California
phoenix1291 wrote:
However increasing the video memory seems to help it crash less often.
What do you mean by this?
Joined: 7/17/2012
Posts: 543
Location: Switzerland
CasualPokePlayer wrote:
What do you mean by this?
With the update you made to double the video memory, I have the impression that these two games crash less frequently. I also have another question, is the fact that Dolphin in Bizhawk is much slower than with the "original" version comes from waterboxing (both in single core, of course)? Ingame I think I can get ~140fps with Bizhawk, which is 4 or 5 times less than on Dolphin. In video dump, ~20-30fps in 1080p with ffdshow. For reference, laptop, 32GB ram, 3080 graphics card, AMD Ryzen 9 5900HX processor. Which is fine, I don't want to complain, it's just a technical question.
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 (728)
Joined: 2/26/2020
Posts: 773
Location: California
The core is not waterboxed (if it were, you'd deal with far more slowdown by dealing with software renderer / Interpreter), also consider some people having desyncs in the first place meaning it's not waterboxed. The slowdown is mostly overhead BizHawk has, along with the design being antithetical to how Dolphin works.
Joined: 7/17/2012
Posts: 543
Location: Switzerland
Ok, thanks for the response 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
Joined: 7/17/2012
Posts: 543
Location: Switzerland
Maybe the problem also comes from having converted these two games from an RVZ file to ISO with Dolohin? (It doesn't seem to be a problem for other games anyway). And another "bug" with MediaInfo:
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 (728)
Joined: 2/26/2020
Posts: 773
Location: California
phoenix1291 wrote:
Maybe the problem also comes from having converted these two games from an RVZ file to ISO with Dolohin? (It doesn't seem to be a problem for other games anyway). And another "bug" with MediaInfo:
RVZ is a loseless compression format, that's not going to be an issue. The "bug" you see in MediaInfo is more due to the A/V stuff not splitting on framerate change (on the first few frames the VI is set to "120 FPS", and shortly it'll be set to its proper FPS). The framerate in the file is whatever the framerate was at the beginning of capture. In practice, this isn't so bad as video players seem to handle the videos OK anyways, and a framerate change from PAL will accompany a resolution change which will have the desired result of splitting the video.
Joined: 7/17/2012
Posts: 543
Location: Switzerland
CasualPokePlayer wrote:
RVZ is a loseless compression format, that's not going to be an issue.
My question was more regarding the RZV to ISO format.
CasualPokePlayer wrote:
The "bug" you see in MediaInfo is more due to the A/V stuff not splitting on framerate change (on the first few frames the VI is set to "120 FPS", and shortly it'll be set to its proper FPS). The framerate in the file is whatever the framerate was at the beginning of capture.
Ok, so that's also why even with a native 16/9 GameCube or Wii game the first frame is 4:3?
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 (728)
Joined: 2/26/2020
Posts: 773
Location: California
phoenix1291 wrote:
CasualPokePlayer wrote:
RVZ is a loseless compression format, that's not going to be an issue.
My question was more regarding the RZV to ISO format.
As the compression is loseless, converting to ISO will result in the original ISO that was used to convert to RZV.
phoenix1291 wrote:
CasualPokePlayer wrote:
The "bug" you see in MediaInfo is more due to the A/V stuff not splitting on framerate change (on the first few frames the VI is set to "120 FPS", and shortly it'll be set to its proper FPS). The framerate in the file is whatever the framerate was at the beginning of capture.
Ok, so that's also why even with a native 16/9 GameCube or Wii game the first frame is 4:3?
That is unrelated.
Joined: 7/17/2012
Posts: 543
Location: Switzerland
Has anyone tested the conversion to .dtm and so that sync?
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

1731478927