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That would be the setting I'm referring to. You can probably just double all the buffer sizes and it'll be fine.
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I'm assuming you disabled state compression, which case you need to increase the state buffer sizes as the defaults are too small. They can be increased in Meta -> Savestate History Settings
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marcelo wrote:
Would like to know why the BizHawk 2.8 MSX emulator does not run metal gear and metal gear 2 ?
https://tasvideos.org/Forum/Topics/24132?CurrentPage=1&Highlight=520472#520472
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There is no way to change the "input plugin" in BizHawk, it's hardcoded with BizHawk's own custom input plugin which just calls back into BizHawk to retrieve inputs (with "extensions" to the plugin spec to allow for these callbacks to be set) You would need some way to have the controller be picked up by DInput or XInput (i.e. like a generic controller) which then would allow it to be used in BizHawk. Keep in mind analog inputs (i.e. analog stick in the middle of the N64 controller) go to the analog tab, not the button tab.
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gpgx is waterboxed (it was the first core to be waterboxed infact)
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Could you please give the MD5 of the .swf? This is required to be present on the submission or annotations.txt, and it's present on neither of them.
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I'm assuming then you're submitting a tasproj file. These have a limitation where they are not allowed to be submitted with a "greenzone" while (which can make them huge). It's easiest here to just open it in tastudio, go to File -> Export as bk2, then submit that bk2.
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That reported size is outdated actually (it's actually 2MB), it should just let you submit it anyways.
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As a note for the judgement: Gambatte's initial RAM is a direct copy from a dump of uninit RAM from a console at some point, which thereby gives it absolute "legitimacy" (as they did happen on a console at some point, ergo they can happen on a console). I can't say what other emus do, although even then they can be consider legitimate here too.
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The TI83+ is not actually supported. Only the original TI83 (and its firmware) is supported.
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No
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The core issue ended up being something found on the libTAS discord. It's simply this line of code being wrong: https://github.com/godotengine/godot/blob/3.2.1-stable/drivers/alsa/audio_driver_alsa.cpp#L190 as uint8_t* was the wrong type, uint16_t* was the correct one to use (that exact fix was later done in Godot anyways https://github.com/godotengine/godot/commit/4bf141a47e9d3ee2d38347d643aeca907e4e602b). The game runs on Godot 3.2.1, which predates this fix. I figured it should be possible to insert effectively a * 2 somewhere in the function's machine code to fix the issue. The way I found the function was probably more complicated than it needed to be. First, I compiled ALSA myself with -g (so debug symbols were available) and installed it on my system. Then I was able to simply run the game under gdb and put a breakpoint at snd_pcm_writei, and use the return address to figure out where the problematic function was located (this was the only callsite for this function, so this worked without much issue). With that, I had gdb spit out a disassembly the entire function, and with that I was able to deduce the assembly for calculating the second arg, and was able to figure out where I could place a * 2 for it. The patch specifically changes a movsxd rsi,esi (48 63 f6) to add rsi,rsi (48 01 f6). The original opcode is effectively a no-op in this context if esi is positive (if it is negative it would crash regardless), so this provided 3 free bytes to form a * 2 opcode. And it so happens changing it to add rsi,rsi (a+a is the same as a*2) is just a 1 byte change here, so I used that.
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You may want to instead screenshot the "client" image instead, using Ctrl + Shift + C. Do this while also having aspect ratio at "system recommendation"
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For ignoring the Site Admin's request to remain civil by creating personal attacks shortly after, HappyLee has been banned until 2023-04-26. Update: HappyLee has now been banned indefinitely due to ban evasion.
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Config -> Speed/Skip -> Audio Throttle
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The error indicates you ran out of memory. Not much else to that. Just close any unneeded applications and make sure are not maxing out your memory.
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Use the latest dev version of BizHawk for the MAME library to be provided.
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I've been made aware that regardless, it appears that if you simply disable internet on your host machine, the game will simply not run (I guess libTAS doesn't block internet itself, so this is only apparent if you do it yourself). On that, even with the unmodifed swf able to be syncable, that's dependant on internet servers staying up, which is probably not desirable long term. It'd be best to just do the modification perhaps.
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Following the instructions in the submission does appear to sync the submission fwiw This probably means modding the swf isn't really needed? For what it's worth, the only nondeterministic part would appear to be the beginning, there aren't any nondeterministic areas afterwards it would appear. Would it be preferred to not do this determinism hack due to the "slowly frame advance at the beginning" seeming to be a substitute for a clean swf?
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There is no MSX2 emulator in BizHawk at this time.
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Just provide the firmware files. They are not optional for movies.
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Does the issue occur in upstream melonDS?
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It used a custom emulator build. Unless you're versed in compiling old BizHawk versions yourself, you're not going to have any luck in playing back this movie. EDIT: Realizing repo was taken down, so I guess you aren't going to be able to play back this movie no matter what.
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A second release candidate has been released: https://github.com/TASEmulators/BizHawk/releases/tag/2.9-rc2 This fixes a critical bug that caused lua to not work at all in release builds. Rest of the previous post applies. Please report any bugs!
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https://github.com/TASEmulators/BizHawk/releases/tag/2.9-rc1 First candidate build for the upcoming 2.9 release. 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! 2.9 will see Ares64 graduate from experimental, including Ares64's N64DD emulation, the merge of the MAME experiment, new cores for Atari Jaguar/Jaguar CD and TIC-80, and a subframe-capable BSNES. It will also replace the two old Lua engines with a new one using KeraLua, meaning the features of Lua 5.2 through 5.4 such as integers will be available. Report all issues here: https://github.com/TASEmulators/BizHawk/issues