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Alyosha
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Yeah all i can suggest now is to ask on IRC. Maybe people actually familiar with windows development can help you.
Alyosha
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ThunderAxe31 wrote:
Looks like the site parser identifies GBCHawk movies as GB platform, probably because the header doesn't include the IsCGBMode flag that Gambatte movies have. So we either need to implement this flag for GBCHawk or add more logic into the site code.
Fixed in master. But might still be wrong for linked versions since mixing GB and GBC is allowed.
Alyosha
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Try moving the dll outside of the dll folder (so that it's just in the bizhawk folder.) Maybe your system isn't looking for it in the folder for some reason.
Alyosha
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Al82 wrote:
Removed the other bioses and just have bios_test_ext: can confirm it works! The audio seems to be very quiet and only plays out of the left channel - not really familiar with the system, so not sure if this is by design or not.
Great that's a start. At least things are starting to make sense. I can fix minor bugs later. Now I just need to figure out why it's not working for Sonia.
Alyosha
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Asnivor wrote:
I have everything except bios_test and see no dll error (although I do see black screen on whatever rom i open)
Can you remove the jp bios from your folder and try with just bios_test_ext?
Alyosha
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In the current dev build that file is not even used. Only bios_test_ext is used, which you have. Can anyone else confirm a missing dll error? I can't reproduce this error without deleting the dll from the dll folder so I don't know how to go about tracking down this error.
Alyosha
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Did you hit ok on that screen? What happened then? It should start with the test hios. Everything works fine for me right out of the box so I'm not sure what's wrong. The dll is compiled for 64 bit , could that be effecting you? EDIT: oh, wait I messed up, I committed a fix, now try the latest dev build with the test bios.
Alyosha
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Nice Bowser fight, yes vote.
Alyosha
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gambatte only reports cycles in 32 bit unsigned format, so anything longer then about 4 billion cycles will roll over.
Alyosha
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Al82 wrote:
Not having much luck with the MSX core - I just get a black screen when trying to load a cartridge. Bios files are present in firmware and no error message (only thing mising is bios_test).
Try with only the bios file I linked above in your firmware folder. (remove the MSXJ one so it won't load it.)
Alyosha
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https://sourceforge.net/projects/cbios/files/cbios/0.29/cbios-0.29a.zip/download here it is, but the MSXJ should still load by default, and this shouldn't be causing the missing DLL error.
Alyosha
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Did you download the most recent dev build? Do you have MSXHawk.dll in your dll folder? Those are the freeware BIos files from C bios 0.29a that I use for testing. (The most recent dev build works fine for me.)
Alyosha
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I have added MSXHawk to the dev build. Currently it will load with Jp bios to NTSC mode. It also uses the JP keyboard layout. It doesn't support basic yet, only loading cartridge ROMs. Please test and let me know of any deficiencies. NOTE: most games don't require the keyboard, so I have default controller settings to joysticks only, change it in sync settings if you want / need to use the keyboard.
Alyosha
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It looks like you only exported one player into the fm2. Also i forgot I even had a WIP of this. I hope you are motivated enough to continue, it would be nice to see this done, even if it is in FCEUX.
Alyosha
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^I'll leave A5200 for any potential future devs to work on as an easy case. MSX (and O2) will be the last two 8 bit systems I work on personally. There's a lot of low hanging fruit right now, I hope it peaks someone's interest. I've added keyboard support to MSX and made some optimizations that give about a 10% performance boost. I'd say it's almost ready for general testing. I probably won't be adding floppy disc support at this time, so I'm starting to think about MSX 2.
Alyosha
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^ fixed in master. @SchlAuChi: I have a line glow algorithm built in, but it's hard to tell since it's currently so pixelated it just looks blurry instead. I'm not interested in overlays since that's basically postprocessing, but maybe I can look into higher resolution.
Post subject: Re: #6607: Aglar's NES Battle Kid 2: Mountain of Torment "100%" in 45:58.69
Alyosha
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TASVideoAgent wrote:
I chosed the Bizhawk emulator over FCEUX, contrary to the previous run, as it can play the rom unmodified (and its movie file suffix is short for this very game :D).
:O, somehow this is something I would have never thought to put together myself, it's always funny to me how people perceive different things. Anyway yes vote, nice improvement.
Alyosha
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Alright thanks for the help, I'll go with that then. I'm leaving some notes here as I try to make performance improvements. One of the most important things I realized is that performance is directly related to video buffer size. This was unexpected. At first I was trying to compare to gambatte which was getting 800 fps. But then I removed all calls to MSXhawk and just ran the core doing nothing and it only got 700 fps. I struggled to figure out what was going on until I decided to change the screen size as a last resort. I changed it to only be 100 x 100 and got over 1100 fps. This also means I was wrong with my previous guess that the ppu was slowing things down. I'm not sure what to make of this. I seem to recall this not being the case before. I ran up QuickNES to double check, and sure enough it only goes at ~600 fps, where as in my memory I'm pretty sure it used to go double that. But anyway, using 700 fps as a starting point, adding in fetching the video buffer and sound buffer from the core and processing controller input and other once per frame tasks like that costs negligible performance as expected. Processing video is actually quite fast, costing only about 25 fps. Processing audio costs 50fps. So roughly speaking with the cpu turned off the core does 625 fps. Not too great considering this is roughly equal to quicknes running correctly. With the CPU running in it's current state I'm at 450. Knowing this gives me at least a more realistic target. I can't get to gambatte speeds but if I can get to around 600 fps I'll be in good shape.
Alyosha
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^thanks, that saves e a bit of time. Is there a standard one for PAL, or is it the same? I'm making decent progress overall. Savestates seem to be working and I can load basic games. Still have to do keyboard and a few other details. This one seems to be going at about 450 fps compared to the 550 I had with GG. The cpu is the same at same speed, and the sound isn't much different, so the ppu must be much slower here. This will be a good chance to see what kind of things work on the ppu side to speed things up. With some effort I'm pretty sure I can end up around 600 fps through obvious optimizations. I still want / need to be around 800 though, so I've got a very long way to go.
Alyosha
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I'm able to get in game now on MSX1 with joystick control. There are some audio bugs left to work out and I haven't thoroughly tested savestates yet, but at least for MSX1 this is almost in a TASable state. I could use some help getting a list together of good hashes (SHA1) for BIOS files though, if anyone more familiar with the system knows what the standards are.
Alyosha
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If I remember right the enemy that comes out of the crystal on the screen before the boss is on a very long global timer, nothing you can do about it. Other then that there are a lot of little tricks to battletoads movements, feos is the expert.
Alyosha
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Nice work once again, you sure are improving rapidly at this hash attack exploit stuff, I hope to see even crazier stuff in the future. Yes Vote.
Alyosha
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I've converted over to an actual MSX machine now and am getting the bugs worked out. It shouldn't take too much longer to have a reasonably complete MSX1 machine ready for use. I'm not sure how far I'll go into the MSX line up, maybe just the 2.
Alyosha
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Fortranm wrote:
Do you plan to turn this into new cores for SMS and GG as well?
Nope, I don't really see that as being of high utility. After the first big round of optimization in the CPU I'm at about 550 fps. Started from about 495 so not bad, but a long way to go. This came at a fairly substantial cost of clarity in being able to follow the code step by step, as I basically pre-compiled the instruction vectors at the start. This cleans up the execution loop but also adds some complications in some execution paths. Regardless though this is necessary for any more modern core so it was good practice.
Alyosha
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That's pretty cool, is this still using the VM?