Im not sure if its a bug but when I record a psx jp movie it use the usa bios, is it a problem to make a movie with the wrong bios region and in that case how do I force him into jp?
To be more specific; it still show the jp splash but the header say Firmware_U and the hash is indeed the usa bios, im not actually sure what it really use; like if the bug is just what he write in the header.
The rom is unknow so it show up as "?"
Also, in this version of castlevania SotN im tasing, the ending fmv is stuck for a few hundreds frames then resume so that must be an emulation bug there.
Using bizhawk 2.10
Joined: 8/30/2020
Posts: 149
Location: Sydney, Australia
You can override the region in PSX > Settings > Sync Settings > "Default region to use."
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.
You can override the region in PSX > Settings > Sync Settings > "Default region to use."
This was already set on japan (I did not change that) and the movie header (after making a new movie) still say "PSX_Firmware_U 0555C6FAE8906F3F09BAF5988F00E55F88E9F30B"
Am I suppose to write PSX_Firmware_J B05DEF971D8EC59F346F2D9AC21FB742E3EB6917 in the header ?
The psx bios splash is pretty different from usa to jp, so I can tell it is actually loading the jp one, despite the movie header is set on usa (so it seems to at least detect and run the correct one)
I'm assuming you're using Castlevania - Symphony of the Night (Asia)? I cannot reproduce whatever issue you're reporting, it uses the Japanese BIOS just fine, and that is reported in the movie header.
The psx bios splash is pretty different from usa to jp
It's not, it's nearly identical. The only true difference comes at the end with the PlayStation word, as it uses a slightly different text and uses ® in Japan while USA has ™. (The more apparent SCEI/Sony Computer Entertainment Inc. vs SCEA/Sony Computer Entertainment America text isn't a difference in the BIOS, the BIOS reads out that text from the game itself). Are you actually sure the JPN BIOS is being used?
YoshiRulz wrote:
You can override the region in PSX > Settings > Sync Settings > "Default region to use."
This only applies if you also disable region autodetection.
I am using JP10, it is not on redump (there is only 3 versions on redump but 7 versions exist), and bizhawk say "unknow rom", it is not easly found on the internet.
https://github.com/Xeeynamo/sotn-decomp/wiki/Game-versions
note: you can use SLPM_860.23 timestamp to figure what rom you have
This is the bios splash screen, or at least the normal one
Link to video
When I run my rom, there is no red/green/yellow central logo, its just the text.
Link to video
At this point I dont know what is what anymore and I have no way to figure what to do.
If I have to trash my verif movie User movie #638725815786349130 just for this might has well give up, im not really whilling to remake a new one and toss my run just because the emulator force usa on its own.
Bad dump is the same thing; theres no way to recover from that, and its obviously not a bad dump, just a rare one.
That been sayd I would imagine the timing is still correct regardless what is happening here, so theres probably a bigger chance this is salvageable than not.
I did test all other 6 versions and the bios splash is "normal" only jp10 does this, and all 7 are "unknow rom" according to bizhawk.
Edit: I have another movie for rtype delta jp, in the movie header it does show up as PSX_Firmware_J
so this behavior only happens with this specific rom (my luck!)
1. Looks like Castlevania - Symphony of the Night (Asia) is actually just some English release within Asian regions (complete ??? but w/e), the actual Japanese game is Akumajou Dracula X - Gekka no Yasoukyoku (Japan) (which is also this JP10 and is on redump).
2. Based on your verification movie you do appear to have a good BIOS. However, I assume the normal logo at the end is sourced from the game, and whatever dump of the game you have has this weird Sony logo instead. The text also has SCEA, which should be one of the strings reads out from the game itself, thus your game copy is indicating it is from the USA and thus is being autodetected as a USA game. (The text is also missing Sony Computer Entertainment America indicating some bad dump there too).
3. The game also appears to be a bad dump just from this string, the actual Redump verified Akumajou Dracula X - Gekka no Yasoukyoku (Japan) has SCEI/Sony Computer Entertainment Inc. as expected and is thus properly detected as a Japanese game.
4. The expected quick hash in BizHawk should be 5C762405 (which won't be in BizHawk's gamedb since it's outdated) and the expected full hash (found in Hash Discs menu) is 4DF62E31. The quick hash in your verification movie is DEB9A92F, thus indicating you just have a bad dump.
Does it mean if I write PSX_Firmware_J in the hearder its enough to avoid problems (with the submission)?
If the verif movie is syncing with redump I suppose it doesnt really matters what dump I use?
Edit : the "asia" is likely HK (honk kong) version referenced on the decomp git
Edit2: well nvm that, I guess ill just rather copy the input.log and resync whats broken
also the intro fmv playing after the end fmv didnt happen with the "good" dump
how can I verify the others 6 are "good" dump?
thx for the help
i update my bizhawk and now trying to play a movie it says "unable to convert from decimal without loss of precision" and doesn't let me select
I want all good TAS inside TASvideos, it's my motto.
TAS i'm interested:
Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS?
i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Joined: 10/18/2017
Posts: 173
Location: San Francisco
I tried using BizHawk 2.10 on my desktop computer with a 4K monitor. However, the application never showed up, and when I tried to minimize it for this version, it remained at the very top of the screen, making it impossible to drag it to the screen. I did not have an issue with BizHawk 2.9.1.
WIP runs:
SOS (SNES game; best ending)
Kirby Mass Attack (any% and 100%)
Grand Poo World 3 (all exits hard mode)
Proposed:
Ecco the Dolphin (Genesis, GG/SMS, CD: regular, camera freeze)
Mario Kart DS (all cups, all missions)
Social media (Instagram, X, Twitch, and YouTube): EvanLei1
Joined: 10/18/2017
Posts: 173
Location: San Francisco
CasualPokePlayer wrote:
Evan0512 wrote:
However, the application never showed up, and when I tried to minimize it for this version, it remained at the very top of the screen
What exactly do you mean by this?
I copied and pasted the BizHawk 2.10 folder from one computer to another. When I tried to open the app on another computer, the BizHawk icon appeared on the start taskbar with a working preview of the window, but I sneak-peeked at the window only to find out that it was missing. I minimized and maximized the window, but the animation of the BizHawk window went from the taskbar to the top of the computer and I can't bring the window to the correct display. The arrow keys doesn't work combined with the Windows key to adjust the program window's size.
The monitor was a 4K Samsung display, while the PC that I was running was an AMD Ryzen 8700G. I opened BizHawk 2.9.1 on this computer with no issues and the computer that originated also had no issues opening BizHawk 2.10.
Update: it was fixed by hiding the desktop by clicking on the bottom right of the screen in Windows.
WIP runs:
SOS (SNES game; best ending)
Kirby Mass Attack (any% and 100%)
Grand Poo World 3 (all exits hard mode)
Proposed:
Ecco the Dolphin (Genesis, GG/SMS, CD: regular, camera freeze)
Mario Kart DS (all cups, all missions)
Social media (Instagram, X, Twitch, and YouTube): EvanLei1
Joined: 2/12/2015
Posts: 156
Location: Everett, WA
I decided to emulate some of TT Fusion's 3DS LEGO games, and I've noticed these issues:
In all of them, FMVs have audio that's always about three seconds behind. They also start with harsh, loud noises before trying to cut back to the intended audio. In fact, if you listen closely and pay attention to the FMVs, small snippets of the intended audio will play every now and then.
Large FPS drops when doing some things in the games in question. I've documented what causes them and in which games below.
LEGO City Undercover: The Chase Begins softlocks on a white screen when you use the scanner, and all you can do is press B. Because of that, you can't finish the Detective Mode tutorial early in the game.
And from what I've witnessed, the FPS briefly drops to near single digits whenever I do these things in these games:
LEGO City Undercover: The Chase Begins: The first time you break an object since it spawns debris, studs and little bricks, the last of which you need to use to make Super Builds later on
LEGO Marvel's Avengers: Whenever someone uses a beam attack and when someone with a heat beam draws a line in a gold LEGO object
LEGO Star Wars: The Force Awakens: Whenever you break an object that lets you make a multi Build-It. Or whatever term's accurate.
LEGO The Hobbit: Upon rendering the next part of a level you're in, as well as whenever you interact with certain objects
Edit: To clarify, I played the USA versions of these games, but I'm pretty sure these also apply to non-USA versions.
:shrug:
I'm more active on Twitter nowadays: @HunterCoates5
Just report some little issues about MAMEhawk:
Tekken Tag Tournament (i use tektagt.zip): NO ram watch/write
Tekken 2 (i use tekken2a.zip): NO ram watch/write, and you cant leave the Service Mode.
This is applied to all emu versions since MAME core was added, and even in dev builds
There seems to be a problem with the calculation of the new Dosbox core movie length. I was trying to record a movie of a cd-rom game, and the movie length is said to be 1111:21:03:36.439 (which it isn't). I was using the latest dev build.
There seems to be a problem with the calculation of the new Dosbox core movie length. I was trying to record a movie of a cd-rom game, and the movie length is said to be 1111:21:03:36.439 (which it isn't). I was using the latest dev build.
Not sure if this has been reported, so I might as well mention this anyway.
For some reason, 2.9 and 2.10 recognizes the inputs in an OG Sega Saturn Model 2 controller differently when it comes to playing a Genesis/Mega Drive game. Core I'm using is Genplus-gx for both versions.
On 2.10, I can press the buttons, but I can't use the D-Pad. I thought my controller finally gave up the ghost, but when I played around in 2.9, the D-Pad worked perfectly fine.
For those curious, 2.9.1 recognizes it the same way as 2.9. I used Genplus-gx for that, as well.
Joined: 8/30/2020
Posts: 149
Location: Sydney, Australia
CNR on 2.10.1 dev. Does it work when you use the keyboard (or Virtual Pads)? You may need to rebind those buttons, or it may be that the game only works with the 3-button gamepad and you need to change the sync setting.
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.
CNR on 2.10.1 dev. Does it work when you use the keyboard (or Virtual Pads)? You may need to rebind those buttons, or it may be that the game only works with the 3-button gamepad and you need to change the sync setting.
If I bind the D-Pad to the arrow keys on my keyboard, it works. I don't use any Virtual Pads.
As for the sync setting, I actually tried this with the 3-button gamepad setting FIRST. Had the same results with the D-Pad and face buttons as I did with the 6-button setting; I just provided a screenshot of the 6-button config to provide more information.
Joined: 8/30/2020
Posts: 149
Location: Sydney, Australia
Then can you try binding the A button to your D-Pad? By the sounds of it, that's where the problem actually is.
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.
Then can you try binding the A button to your D-Pad? By the sounds of it, that's where the problem actually is.
Just tried this. I was able to bind the D-Pad directions to face buttons, especially the A button. I just can't bind the D-Pad to the D-Pad directions, that's all. *shrugs*
It looks like only the first instance of tastudio.submitinputchange() is handled and any more instances of it in the same frame are ignored. Playing on Bizhawk 2.9.1 Gambatte core.
This will keep pressing B. I expected that it would let go of B. I can easily work around it but I'm just saying.
Also this.
event.on_bus_read()seems broken in Bizhawk 2.8 and 2.9.1. I'm not sure about the exact version it started and I don't know if it is fixed in 2.10.
Joined: 8/30/2020
Posts: 149
Location: Sydney, Australia
MUGG wrote:
It looks like only the first instance of tastudio.submitinputchange() is handled and any more instances of it in the same frame are ignored. [...] This will keep pressing B. I expected that it would let go of B. I can easily work around it but I'm just saying.
Your script seems to work as you expect on a recent dev build.
MUGG wrote:
Also this.
event.on_bus_read()seems broken in Bizhawk 2.8 and 2.9.1. I'm not sure about the exact version it started and I don't know if it is fixed in 2.10.
It prints in GBHawk in the same dev build but not Gambatte; presumably it's just a difference in how the cores accept addresses, but ideally there would be no difference.
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: 11/15/2012
Posts: 72
Location: Upstate, NY
I am using BizHawk v2.10. With the SNES Core BSNESv115+. There is a cheat code that lets you walk through walls for the Game Genie for Breath of Fire II.
The code is:
Game Genie:
6D40-740E
CB40-746E
When I convert that to a Memory Address I get:
Memory Address:
C32C49: 80
C32C4A: A9
When I input the code I can't get it to work. When I use the separate BSNES v115 emulator and input the code it works fine. Is there something I am doing wrong in BizHawk, or is it a glitch?
When I pull up the memory watch in BizHawk, it does not show the values changing to what I input in the code.
Thanks for any help.
Joined: 8/30/2020
Posts: 149
Location: Sydney, Australia
It's for the ROM domain. You may need to reboot paused and enable the cheat on frame 0.
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.