Joined: 2/24/2022
Posts: 14
Location: Rio de janeiro
marcelo wrote:
YoshiRulz wrote:
marcelo wrote:
Is there any possibility that BizHawk runs Super Nintendo games (MSU-1)?
From 2.9, yes. Grab RC3 and let us know if anything's not working properly.
So, I did a test, the game even runs but the background music doesn't work. The game is muted.
Correction, now it works perfectly. In the tab, go to Config - Snes and then just change (Snes9x to SubBSNESv115+) https://photos.app.goo.gl/4RifvuVndTJbnnbx8
Banned User
Joined: 1/6/2023
Posts: 263
Any idea when Ares64 will be usable? Tested it on 2.8 and it lagged like a mofo on either core (obviously I'd need to use Accuracy). Got like 20 fps on an amazing PC. Mario Golf only works on it though. The Mupen core is a clusterfuck, game is so broken! Really nice to see Ares handle it
Published TASes: #1, #2, #3, #4, #5, #6, #7, #8, #9, #10, #11, #12 Please consider voting for me as Rookie TASer Of 2023 - Voting is in December 2023 My rule is quality TASes over quantity TASes... unless I'm bored.
Emulator Coder, Judge, Experienced player (694)
Joined: 2/26/2020
Posts: 772
Location: California
2.9 may see some performance improvements, but even then you will need a beefy PC to have a chance at running at full speed maybe. The core is very intensive, and even more so with angrylion placed in.
Banned User
Joined: 1/6/2023
Posts: 263
CasualPokePlayer wrote:
2.9 may see some performance improvements, but even then you will need a beefy PC to have a chance at running at full speed maybe. The core is very intensive, and even more so with angrylion placed in.
Should I expect that TASing on it would be suitable for an encoder to run it? I guess that's the golden question. I don't mind not running it at full speed but obviously it would need to on somebody's PC (Pokemon pun not intended) to be encoded. Not sure if encoders like despoa or EZGames69 have had any luck with it. Definitely interested in using it.
Published TASes: #1, #2, #3, #4, #5, #6, #7, #8, #9, #10, #11, #12 Please consider voting for me as Rookie TASer Of 2023 - Voting is in December 2023 My rule is quality TASes over quantity TASes... unless I'm bored.
YoshiRulz
Any
Editor, Emulator Coder
Joined: 8/30/2020
Posts: 105
Location: Sydney, Australia
OtakuTAS wrote:
I guess that's the golden question. I don't mind not running it at full speed but obviously it would need to on somebody's PC (Pokemon pun not intended) to be encoded.
I don't know where you got this idea from. Encoding isn't just pointing OBS at the main window and hitting play. You can do it slower than real-time.
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.
Banned User
Joined: 1/6/2023
Posts: 263
YoshiRulz wrote:
OtakuTAS wrote:
I guess that's the golden question. I don't mind not running it at full speed but obviously it would need to on somebody's PC (Pokemon pun not intended) to be encoded.
I don't know where you got this idea from. Encoding isn't just pointing OBS at the main window and hitting play. You can do it slower than real-time.
I guess that's true. But you know what I mean. If it passes through something like FFMpeg unscathed, that's great.
Published TASes: #1, #2, #3, #4, #5, #6, #7, #8, #9, #10, #11, #12 Please consider voting for me as Rookie TASer Of 2023 - Voting is in December 2023 My rule is quality TASes over quantity TASes... unless I'm bored.
Banned User
Joined: 1/6/2023
Posts: 263
I was going to recommending adding speeds above 400% but I guess unchecking the throttle creates the same result.
Published TASes: #1, #2, #3, #4, #5, #6, #7, #8, #9, #10, #11, #12 Please consider voting for me as Rookie TASer Of 2023 - Voting is in December 2023 My rule is quality TASes over quantity TASes... unless I'm bored.
Site Admin, Skilled player (1250)
Joined: 4/17/2010
Posts: 11468
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
BizHawk 2.9 has been released! New cores
  • MAME (Arcade only)
  • Ares64
  • VirtualJaguar
  • TIC-80
  • SubBSNESv115+
Lots of updates and fixes to existing cores and to EmuHawk. See the full release notes here: http://tasvideos.org/BizHawk/ReleaseHistory.html#Bizhawk29 Binaries: https://github.com/TASEmulators/BizHawk/releases/tag/2.9
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.
xRavenXP
He/Him
Joined: 4/15/2012
Posts: 116
Location: Brazil
feos wrote:
BizHawk 2.9 has been released! New cores
  • MAME (Arcade only)
  • Ares64
  • VirtualJaguar
  • TIC-80
  • SubBSNESv115+
Lots of updates and fixes to existing cores and to EmuHawk. See the full release notes here: http://tasvideos.org/BizHawk/ReleaseHistory.html#Bizhawk29 Binaries: https://github.com/TASEmulators/BizHawk/releases/tag/2.9
Finally after a long time, Bizhawk now runs Arcade games. I was already enjoying the builds a lot and recording with them without any problems (even when the core was still experimental, it was excellent), but I'm very happy to see the definitive version 2.9 being released to us. I was already expecting the deprecation of FBA-RR and MAME-RR (emulators which I've always had serious problems with bugs and desyncs), but I believe that time itself has taken care of that. Many thanks to the Bizhawk programmers for making this great emulator. Even when a new version comes out, I'm always looking forward to another, and another version.
I love games and love to record videos (longplays). Visit my Youtube channel https://www.youtube.com/user/xRavenXP
Banned User
Joined: 1/6/2023
Posts: 263
Was just thinking today, man it'd be great do to some arcade TASes on BizHawk 2.9 but it's not released yet. I own roughly 130 arcade games so it's my forte. Glad to see it released.
Published TASes: #1, #2, #3, #4, #5, #6, #7, #8, #9, #10, #11, #12 Please consider voting for me as Rookie TASer Of 2023 - Voting is in December 2023 My rule is quality TASes over quantity TASes... unless I'm bored.
Site Admin, Skilled player (1250)
Joined: 4/17/2010
Posts: 11468
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
BizHawk 2.9.1 has been released! Fixed crashes and other problems with MAME and other cores, and with EmuHawk. See the full release notes here: http://tasvideos.org/BizHawk/ReleaseHistory.html#Bizhawk291 Binaries: https://github.com/TASEmulators/BizHawk/releases/tag/2.9.1
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.
Banned User
Joined: 1/6/2023
Posts: 263
Would love if we could get a stopwatch-style timer (counts up) toggleable under the "View" tab, that would display in the GUI alongside of the frame counter, lag counter, and re-record counter. Probably easy enough to add in from pressing play, but I suppose with the tracking back and forth it would need to calculate the frames alongside of the frames per second for that specific console for jumping around in TAStudio. Sometimes after hours of work I'd like to see how far in the game I actually am in "real-time". I guess it some ways it would also make comparing branches a tad easier, although the frame counter serves that purpose better, so I'm mostly just interested in it for the comparison to RTA. Thanks for all you do BizHawk team.
Published TASes: #1, #2, #3, #4, #5, #6, #7, #8, #9, #10, #11, #12 Please consider voting for me as Rookie TASer Of 2023 - Voting is in December 2023 My rule is quality TASes over quantity TASes... unless I'm bored.
EZGames69
He/They
Publisher, Reviewer, Expert player (4293)
Joined: 5/29/2017
Posts: 2760
That already exists as a lua, under movieclock.lua or something along those lines. Although no “stopwatch” feature exists for it where you can make it split or stop.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Banned User
Joined: 1/6/2023
Posts: 263
EZGames69 wrote:
That already exists as a lua, under movieclock.lua or something along those lines. Although no “stopwatch” feature exists for it where you can make it split or stop.
Oh cool. Thanks. I'll have to try it out. Would still be cool to see it hardcoded in, but just a suggestion. I mostly just meant the stopwatch thing for counting up, as long as it follows the frame counter no matter what (jumping around in TAStudio) that's great.
Published TASes: #1, #2, #3, #4, #5, #6, #7, #8, #9, #10, #11, #12 Please consider voting for me as Rookie TASer Of 2023 - Voting is in December 2023 My rule is quality TASes over quantity TASes... unless I'm bored.
Joined: 2/24/2022
Posts: 14
Location: Rio de janeiro
feos wrote:
BizHawk 2.9.1 has been released! Fixed crashes and other problems with MAME and other cores, and with EmuHawk. See the full release notes here: http://tasvideos.org/BizHawk/ReleaseHistory.html#Bizhawk291 Binaries: https://github.com/TASEmulators/BizHawk/releases/tag/2.9.1
I would like to know why the NDS game audio in BizHawk-2.9.1 keeps stuttering? Is there a way to fix this in the settings?
YoshiRulz
Any
Editor, Emulator Coder
Joined: 8/30/2020
Posts: 105
Location: Sydney, Australia
marcelo wrote:
I would like to know why the NDS game audio in BizHawk-2.9.1 keeps stuttering? Is there a way to fix this in the settings?
This is probably just due to not running at full speed—enable View > Display FPS and see if the stuttering coincides with the framerate falling below 60 for a moment.
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.
Joined: 2/24/2022
Posts: 14
Location: Rio de janeiro
YoshiRulz wrote:
marcelo wrote:
I would like to know why the NDS game audio in BizHawk-2.9.1 keeps stuttering? Is there a way to fix this in the settings?
This is probably just due to not running at full speed—enable View > Display FPS and see if the stuttering coincides with the framerate falling below 60 for a moment.
Indeed, at some stages the fps drops, yes. Is there any way I can reverse this in the BizHawk-2.9.1 settings?
Emulator Coder, Judge, Experienced player (694)
Joined: 2/26/2020
Posts: 772
Location: California
Typically this isn't something you can just change some setting to fix, your PC is just not powerful enough to run the game at full speed under BizHawk. Changing the display size to 1x could potentially help, also changing the "Display Method" (Config -> Display -> Display Method) from Direct3D9 to OpenGL might help (it might not).
Joined: 2/24/2022
Posts: 14
Location: Rio de janeiro
CasualPokePlayer wrote:
Typically this isn't something you can just change some setting to fix, your PC is just not powerful enough to run the game at full speed under BizHawk. Changing the display size to 1x could potentially help, also changing the "Display Method" (Config -> Display -> Display Method) from Direct3D9 to OpenGL might help (it might not).
I don't think the problem is my computer, I did a test with the desmume-0.9.13 emulator and all the phases ran perfectly. But I'm going to do what you told me, I'm going to change the Display Method!
Darth_Marios
He/Him
Joined: 5/11/2015
Posts: 108
Somebody can share a link of dev build with Nintendo 3DS core? I'd like to try it out.
YoshiRulz
Any
Editor, Emulator Coder
Joined: 8/30/2020
Posts: 105
Location: Sydney, Australia
Darth_Marios wrote:
Somebody can share a link of dev build with Nintendo 3DS core? I'd like to try it out.
https://gitlab.com/TASVideos/BizHawk/-/jobs/7261530121/artifacts/download https://github.com/TASEmulators/BizHawk#development-builds
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.
Darth_Marios
He/Him
Joined: 5/11/2015
Posts: 108
YoshiRulz wrote:
Darth_Marios wrote:
Somebody can share a link of dev build with Nintendo 3DS core? I'd like to try it out.
https://gitlab.com/TASVideos/BizHawk/-/jobs/7261530121/artifacts/download https://github.com/TASEmulators/BizHawk#development-builds
Great... i'm really blind lol. Thank you btw!
Post subject: Release candidate for 2.10 is out!
Site Admin, Skilled player (1250)
Joined: 4/17/2010
Posts: 11468
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Release candidate for 2.10 is out! https://github.com/TASEmulators/BizHawk/releases/tag/2.10-rc1 First candidate build for the upcoming 2.10 release. Sorry for the wait. Please help us check for regressions, especially in TAStudio and the rest of the TASing workflow, and in Lua. Remember: if it's not reported then it won't be fixed! Report bugs here or on Discord, TASVideos, or Reddit. 2.10 includes a fully-functional Encore (Citra) and ChannelFHawk. We also have 2 new WIP cores, PUAE and Stella, as well as updated Genplus-gx and QuickNES, and regular updates for several other cores. A changelog listing all the bugfixes and improvements will come later, but for now you can check the resolved issues and commit history.
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.
Editor, Expert player (2327)
Joined: 5/15/2007
Posts: 3927
Location: Germany
I saw a behavior of the input display that I find a little odd, while I was playing back a bk2 on Bizhawk 2.9.1 (NES game). Assume the movie file says 255: ^ 256: ^ 257: ^> 258: ^> When advancing to 256, the input display says ^ but when advancing to 256, saving a state and loading the state, the input display will say ^>
YoshiRulz
Any
Editor, Emulator Coder
Joined: 8/30/2020
Posts: 105
Location: Sydney, Australia
MUGG wrote:
I saw a behavior of the input display that I find a little odd, while I was playing back a bk2 on Bizhawk 2.9.1 (NES game). Assume the movie file says 255: ^ 256: ^ 257: ^> 258: ^> When advancing to 256, the input display says ^ but when advancing to 256, saving a state and loading the state, the input display will say ^>
I think we fixed something like this. Please try 2.10 RC1.
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.

1730636017