Posts for CasualPokePlayer


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Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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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).
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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?)
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phoenix1291 wrote:
Any idea when multi-disk support, and wiimote/wii motion plus will arrive? Is support for elf, dol, gcr, tgc, ciso, gcz, wia, rvz, wad, dff, and m3u formats planned?
Eventually™ (whenever I feel like it)
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Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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Did you make sure to rename the extension from .srm to .SaveRAM? And does the name match the filename of the ROM? And did you make sure to place it in the N64/SaveRAM folder?
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https://github.com/CasualPokePlayer/dolphin/releases/tag/3986S-AVSync New release, this release does not require a resync (the original publication can be used). To be clear, there isn't much of a difference between the this and the other one (with resync). The fact that 40 bytes were cut off for resyncing and that the second disc name occupied 40 bytes in the header made me realize that it's very likely the Dolphin used for this publication did not pad the header correctly, resulting in the header being 40 bytes larger than normal.
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Player points changing is mostly due to two overall changes. 1. Vault was turned into Standard, which has the same effect on player points as Moons does 2. Ratings were merged into a single rating, instead of the previous split between Entertainment and Technical ratings.
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https://github.com/CasualPokePlayer/dolphin/releases/tag/3986S Uses the "official" 3.0-389 as a base. The movie doesn't actually sync right away on here (since it was using no longer available fork). It can be made to sync with a very simple modification, simply remove the first 5 inputs with a hex editor (bytes 0x100 - 0x127). That along with setting the needed settings (no memcard, no dual core, no idle skipping, dsp lle) will have the movie sync fully.
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Seems like dsks aren't actually supported, only rom files are. I've updated MSXHawk to reject non-.rom files.
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Seems like the correct build is here? https://tasvideos.org/Forum/Topics/9026?CurrentPage=8&Highlight=337975#337975 Except the download link is 404'd and I'm not sure if the source is anywhere, so the build is probably lost to time? Unless the author still has it I guess.
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Spikestuff wrote:
sync today with the correct build
Looking at it deeper this doesn't seem to be the "correct" build. In fact the correct build was likely some fork/branch implementing movie disc swapping (which this movie does), as movie disc swapping wasn't not introduced officially until 3.0-785, several hundred commits after the version this movie claims to be on (and even trying to play back the movie on that commit fails as a few commits before some sync settings are saved, and the disc name is placed in the spot those sync settings would be in). I'm not sure how this movie was exactly synced given this other than the other two people knew the exact build used (and maybe built it themselves).
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phoenix1291 wrote:
How to configure MelonDS hawk core for DSi games to work? All I managed to get was lag frames. I have the firmwire files, the nand etc.
If it boots only to a blank screen, you have bad dumps for some of your firmware (likely the NAND). Note too you cannot mismatch DSi bios and nand files, as they are tied to each other via their encryption systems.
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Seems like the A/V desyncing when dumping is another case of "5.0 stable bad." 5.0 stable doesn't split audio on sample rate change, which this game does for FMVs, causing A/V desyncs (the audio probably sounds wrong too when it uses the other sample rate). The latest beta/dev Dolphin builds do not have any A/V sync issues in this regard as they properly split audio on sample rate change. It should be simple enough to backport that over here (along with fixing volume, which was fixed since this commit) EDIT: AVSync build: https://github.com/CasualPokePlayer/dolphin/releases/tag/7481S
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jmosx36 wrote:
I don't know if anyone posted this before, but i'm posting anyway I was looking to the sound channels with Snes9x core, but i found that disabling sound channels doesn't work, and disabling channel 1 disables all sound (Bizhawk 2.8) (or it's only on me?)
https://github.com/TASEmulators/BizHawk/commit/c93ceae462c25dba3964453f8b254fa4e016c56c This is fixed in 2.9.
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phoenix1291 wrote:
I tried to run the 32X version of Night Trap (2CD). So I used the Multi-disk bandler. But the game does not launch (And I couldn't find any option to "attach" the 32X extension.).
A new version was released in the United States in 1993 and in 1995 in France, this one requiring in addition to the Mega-CD the hardware extension 32X.
https://github.com/TASEmulators/BizHawk/issues/1563 It's an open issue. There's not much we can do about this, Picodrive is unable to handle this combo, and the only emuator able to do so is closed source.
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MarbleousDave wrote:
I accessed the high score screen on Super Mario Bros. Deluxe and went to trade high scores, but it still doesn't work. It's been 24 years and it's still not implemented in emulators to this day. It's not that hard to emulate these days. If I wanna do Mystery Gift in Generation II Pokemon games, I don't wanna be limited to Pokemon Stadium 2. No more excuses. This has to change.
It's been implemented in GBHawkLink for ages and it's implemented in GambatteLink since 2.8. edit: Also rude with "no more excuses." If it's "not that hard" to emulate, you could do it yourself. Don't demand devs implement features when they are doing this in their own free time at their enjoyment.
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stupidhead wrote:
I'm playing a DS game and when I save my game, it says my game was saved but when I reboot the game, the save is gone and I have to start over. Tried both Pokemon Diamond and HeartGold. Although, randomly it did seem to save ONE TIME. I was playing for like 45 minutes then I saved. Later I booted it back up and my save file was there but it said 0:03 which is when I attempted to save earlier, but not 0:45 like it should have been. I was messing with some settings and stuff. I think I even flushed SaveRAM around that time but not sure if that had anything to do with it. It seems to save just fine when I play a GBA game, though.
https://github.com/TASEmulators/BizHawk/issues/3165
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Disc extension detection has been made case insensitive https://github.com/TASEmulators/BizHawk/commit/1241758ecbbf17f6465fbece34edda2a9e3763fc
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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phoenix1291 wrote:
Is support for Wiimote/Wii motion plus and in the Virtual Controller planned?
Yes
phoenix1291 wrote:
Same for the Multi-disk bundler among others for Gamecube games?
Yes
phoenix1291 wrote:
Is texture pack support planned?
No
phoenix1291 wrote:
Will support for Gecko and IR codes be implemented (Among other things for 16/9 support)?
Something like that would go under BizHawk's cheat converter. If you convert the codes yourself, you can already apply them. Probably not going to bother here considering that.
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The extension is case sensitive here apparently. Change the CUEs to cues.
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"Lag counter" refers to the emulated game lagging (generally it's when it doesn't poll input, although by default Mupen is set so it's for "VI Lag", or more simply GPU lag). It's simply a counter for the amount of emulated frames that had so far been lag frames (so it's not "82 ms", it's "82 frames out of all the frames emulated so far were lag frames"). The N64 is a tricky one for input lag, as the games actually often do have a lot of input lag in them in reality (due to games often doing double or even maybe triple buffering for the graphics, causing 2-3 frames of input lag right there)... although inaccurate emulation can mask this off and not do this buffering and thus decrease lag. The default graphics plugin (GLideN64) does have this buffering anyways. There's also just games might just lag anyways, which would cause further input lag. Some less accurate graphics plugins might have "less" input lag (I imagine what you remember was some old version of hawk where GLideN64 wasn't the default plugin), but of course you'll probably get more graphic issues with those anyways so /shrug
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If the game's hash matches one in the gamedb it will use the gamedb's name. If the game's hash does not match anything in the gamedb (romhacks, homebrew, or maybe system has no gamedb), it will usually use the file name (maybe in some case it might go use some name from another source e.g. in the ROM, but it's usually the file name in this case).
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InfamousKnight wrote:
Tested latest build on linux and now the rom doesn't even open. It just locks up. Can't interact with the frontend after opening a gamecube rom.
This might be due to my "fix" to that race condition. On Linux it cannot callback from the cpu thread (mono doesn't like that because fastmem), so I make the main thread callback instead. I guess Linux is polling input before fully booting up in the first place, causing a deadlock as the main thread spinloops waiting for the cpu to do bootup stuff. It should be an "easy fix" anyways, but that won't solve other issues here...
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HappyLee wrote:
I have a question with the frame rate. For my last two PSX submissions, the time showed on the submission page are different from the time showed on BizHawk. On the submission page, it says Frame Rate "60.009601536245796", but in our Platform Framerates page, it says PSX 59.94005994005994, and I can't seem to find where "60.009601536245796" comes from.
I'm not sure where the 60.009601536245796 comes from other than something weird in the db. 59.94005994005994 should be the "correct" framerate here. Although even then the PSX has a variable framerate in reality due to interlaced/non-interlaced having different framerates. Nymashock (which this movie uses) saves a cycle count, which using that shows the correct time to be 40:05.25 (81463062909 cycles at 33868800 cycles per second). Although this cycle count isn't parsed correctly yet, so the site doesn't consider it. A fix for that is pending though.
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GMP wrote:
First of all, this is fantastic! I tested briefly with Prince of Persia: Sands of Time on Windows, it seems to be completely fine for the most part. The only thing I noticed is that during some loads, there are some violet/green artifacts like this: <snip> I hoped they would not be in the dump, but they are.
https://wiki.dolphin-emu.org/index.php?title=Prince_of_Persia:_The_Sands_of_Time#Purple_Transitions The relevant setting is named "XFB To Texture Enable" in Hawk, in the GFX settings tab.
GMP wrote:
I guess a feature request would be to add the TASInput box from dolphin.
Tools -> Virtual Pad
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