Posts for CasualPokePlayer


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Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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I assume then it's just locking up on booting the core for some reason. Unsure why.
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InfamousKnight wrote:
It is fixed. Now I'm having trouble recording a movie file. It will just not close the record movie dialog after i press enter or attempt to click the record button. I can't close out of it either.
Seems that the buttons are cut off for some reason, although the top of the butttons should still be visible (the left one is the start recording button) Alternatively, you can just start up TAStudio
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InfamousKnight wrote:
And the other issue I'm having is random freezes.. It will just play and freeze at inconsistent times. Meaning it freezes at a different frame each time. Game I'm testing is lego star wars the video game
I believe this (along with the fastmem issue, you can re-enable it now) is fixed with the newest build.
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I guess "fix" here is just disable fastmem in the settings. I guess mono doesn't like fastmem and crashes :/
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InfamousKnight wrote:
*bump* the crash the beginning when opening bizhawk has been fixed. Opening up any gamecube isos lead to crash that just says segmentation fault(core dump) and thats it.
Can you please post the resulting last_stdout and last_stderr files?
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Able to TAS GC in most cases, Wii is incomplete (no motion plus controls nor nunchuk controls, these will eventually be supported) No SaveRAM support, save data created by dolphin is wiped on core boot (if you really want to preserve save data, use savestates) Most file formats are supported. NKits are not supported and will be rejected. Dtm dumping is available, enable "Dump DTM" in dolphin settings, load movie, and when movie ends, untick "Dump DTM" in dolphin settings for the file to be written (or close rom if you're sloppy I guess). It wont save some things (like re-records) but most things in header should be saved. This fork was originally based off of 5.0-16426. For each new Dolphin beta release, the core will be updated to that version. Once this occurs, the older version will be archived as a GitHub release. 5.0-16426 final release: https://github.com/CasualPokePlayer/BizHawk/releases/tag/5.0-16426 5.0-16426 upstream: https://dolphin-emu.org/download/dev/c41467a8eb076045e2a14c7c0a15d50f74d26ec2 5.0-16793 final release: https://github.com/CasualPokePlayer/BizHawk/releases/tag/5.0-16793 5.0-16793 upstream: https://dolphin-emu.org/download/dev/3cd82b619388d0877436390093a6edc2319a6904/ Latest build: (see 5.0-16793 final release) Upstream: (see 5.0-16793 upstream) Repo: https://github.com/CasualPokePlayer/BizHawk/tree/dolphinbz June 7, 2022 - Fixed audio channels getting swapped - Fixed volume registers not being used for audio output - Prevent NKit ISOs from being loaded - Maybe fixed Linux build crashing? June 7, 2022 (Again) - Fixed callback issues on Linux - Optimized savestates - Better thread safety - Misc optimizations June 8, 2022 - Fixed font files not being loaded - Added support for IPL ROM - Added support for user-provided DSP ROMs June 8, 2022 (Again) - Fixed deadlocking issues (on Windows, Linux still seems to have deadlock issues?) - Better thread safety - Change "Crop" default to false, matching upstream. June 10, 2022 - Have the core directly write to the framebuffer without calling back to C# (minor performance boost on Windows, likely decent one on Linux) - Be a bit cleaner with Disposing the core - Have controller callbacks set before starting the core up, fixes a potential race condition if the core polls inputs before the first frame advance (only affects dtm dumps) June 10, 2022 (Again) - Misc cleanup - Fix deadlocking issues on Linux on bootup (other deadlocking issues seem to be fixed too?) July 3, 2022 - Double the space given to the framebuffer, fixes some crashes due to the buffer being too small for some games. July 23, 2022 - Support for gcm, tgc, ciso, gcz, wia, rvz, wad, dol, and elf formats. - Support multi-disc games - Support soft resets - Fix current visual frame being 1 visual frame behind - New "GPU Lag Frames" setting, this will mark a frame as a lag frame is no new frame was presented. - Support dumping Wii DTMs - Fix SYSCONF settings not getting applied correctly - Double the space given to the framebuffer (again), hopefully fixes any remaining crashes due to the framebuffer being too small. - Various internal cleanup July 24, 2022 - Fix wad not being autodetected as Wii - Add Wii option for the Choose Platform screen (needed for dol/elf, as autodetection isn't implemented here) - Fix potential crash if you load a wad/dol/elf using an XML July 25, 2022 - Don't actually blit frame when render = false (ie client.invisibleemulation(true)), gives nice 50% speed boost - "Sticky logic" for disc swapping, so holding the swap disc button won't spam disc swaps - Properly hash discs (using Dolphin's code), CRC32 for quick hashing and MD5 for DTM dumps - Fix dumping DTM throwing exceptions when using headered disc formats (e.g. rvz, wbfs, etc) July 25, 2022 (Again) - GC/Wii options in multidisk bundler July 25, 2022 (Again) - Merge Dolphin 5.0-16793 July 26, 2022 - Fix disc hashing for Wii games - Fix crash when core was shutdown with a Wii game - Merge BizHawk upstream (fixes exception when opening movie menu) March 1, 2023 - Switch state compression to zstd - Internal fixes
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Alyosha wrote:
Previous research seemed to verify that initial WRAM had a consistent start up state but this does not appear to be the case.
I'm not sure where you got this from. The most that is consistent is the pattern of the startup state between different GBAs (which is more or less inherent based on how the GBA's EWRAM maps over to the GBC's WRAM). This doesn't make the entire state consistent, but it's not completely random. https://www.dropbox.com/s/omunfsd21b2am58/agb_wram_sram_hram_init.gbc?dl=1 Here's a ROM which will initialize all WRAM/SRAM/HRAM to exactly the state Gambatte sets.
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Eguzky wrote:
So I got Bizhawk and was trying an OOT randomizer. I launched the game, clicked 'N64' and was trying to set the graphical settings to smooth out the game and make it look better. But upon rebooting Bizhawk; OOT now launches at 0.000005% speed, and all the graphical options under 'N64' have been replaced with 'Settings', which ONLY shows if I am playing with a mempack to ExpPack added on! All the graphical settings (which included what drivers were being used, plus resolution, plus whatever I changed) are gone! So I can't even fix it! Please help?
I assume based on your description Mupen crashed when booting up so it fell back to one of the Ares64 cores (which are much slower than Mupen). You can change Mupen video plugin settings without Mupen loaded with Config->Cores->N64 Video Plugin Settings
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brunovalads wrote:
MoneySeize, by Maddy Thorson. Forever my favourite game on Kongregate, I remember struggling to get the hard achievement (all coins). Would make an amazing TAS, both an any% and a 100% run. You can't play anymore on Kongregate, but you can get an executable on her webpage or a swf from the Internet Archive.
The game uses AS3 and just crashes Ruffle so far, so that will be an obstacle for a while. EDIT: On another note, the download link on the creator's webpage doesn't actually seem to work. The swf can still be obtained from kongregate (which has a small download button right below the flash window thing).
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Spikestuff wrote:
Edit: Cycle Count was missing from the Header. Added in on this file.
https://github.com/TASEmulators/BizHawk/commit/97a11ec083a190c28843866c8ae3b8f2d9cb4f61 Cycle count being complained for normal NesHawk is a bug and fixed in latest dev (was only supposed to complain in SubNesHawk).
Emulator Coder, Experienced Forum User, Judge, Published Author, Experienced player (609)
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Overcomplicated With Dominic wrote:
Can I just put in the .FM2 file non zipped? when I zip it it appears in the folder for a split second and disappears from my computer
Submissions are currently required to be zipped. The file would be rejected if you don't zip it.
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Overcomplicated With Dominic wrote:
No, I looked at the non zipped file and it is a .FM3 file I cold see if I could get a .BK2 version of it though
tasproj/bk2s are BizHawk files, which aren't applicable for you. fm3 is a FCEUX file, which this site doesn't actually support for submissions. You must export an fm2 file from the fm3 (in TAS Editor, do File->Export to FM2), zip that then submit it.
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You go to Movies->Submissions and click Submit a Movie. Fill out info, then you can click the Preview button to check your work. Once you hit the Preview button, the Submit button will appear, which you can press to finally submit your movie.
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Cakemaphoneige wrote:
I reproduced fixing it by turning follow Cursor> Always scroll Off. I then restarted Bizhawk it to double check and this time it didn't work. After some messing around i restarted Bizhawk again and toggled follow Cursor> Always scroll On and it worked? weird but maybe there's a toggle issue, im not sure. How do i delete lag reports past a certain frame? I will try that next.
"Deleting lag reports past a certain frame" was just me manually editing LagLog (which is just a text file) within the .tasproj (which is just a zip file).
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I can repro the exception with the tasproj file. It seems to occur when loading the file with follow cursor enabled. Disabling when loading the tasproj it seems to avoid this issue (and it can be re-enabled once loaded and no issues occur). I'm not sure why it's doing this, perhaps some sort of corruption with the lag log? I can manually delete the lag log from the tasproj and this issue doesn't occur :/ EDIT: I'm noticing the lag log reports lag for frames past the end of the movie (movie ends at frame 11407, but lag log goes up to frame 11534? Deleting the lag reports >= 11407 seems to fix it too.)
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Cakemaphoneige wrote:
I can but where should i upload it? its 114mb
Any file-uploader site that accepts such a file. Google Drive, Dropbox, etc.
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Cakemaphoneige wrote:
Keep getting an error opening my TAS project. I've had the error a bunch of times now and usually i just restart/reload project a bunch of times or restart my computer and it goes away. Its kinda getting annoying now though. This error blocks out the input editor from working. Game is Spider-man web of shadows/DS emulator ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at BizHawk.Client.EmuHawk.TAStudio.TasView_QueryFrameLag(Int32 index, Boolean hideWasLag) at BizHawk.Client.EmuHawk.InputRoll.SetLagFramesFirst() at BizHawk.Client.EmuHawk.InputRoll.SetLagFramesArray() at BizHawk.Client.EmuHawk.InputRoll.OnPaint(PaintEventArgs e) at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer) at System.Windows.Forms.Control.WmPaint(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) Also is there a possibility of TAStudio Lite? many of its functions are redundant to me and just slowing down my computer to a near halt. All i use are the functions that are like Lsnes, basic save states and input editor. I know of other people who would benefit from this too. Normally i would just avoid Bizhawk but its the only DS emulator with input editor. I think a great reference for what im talking about is Lsnes, it has the perfect balance of everything and has the best workflow.
Could you upload your tasproj? Not sure what would be causing this outside of something weird in your file. Also to follow on your tastudio lite, I don't think you understand what actually slows down tastudio. The main thing that slows it down is it constantly redrawing the entire window. This is needed for any sort of change, scrolling included, so just a minimum input editor would still take a lot of computation power. It's been a lot worse in the past but has gotten quite good. Not to mention you are using DS, which is one of the more heavy cores (interpreter + pure software rendering is not cheap on a CPU).
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Fortranm wrote:
Nice and technically impressive movie. Yes vote for entertainment. Sorry if this has been answered somewhere, but why do you take this path instead of going New Bark -> Route 27 -> Route 26 -> League Reception Gate -> Route 28 -> Mt. Silver? Is this actually slower than heading to the Magnet Train?
That ends up being much more tricky to do, and is likely slower. New Bark -> Route 27 requires getting onto the water somehow. Which surprisingly isn't so hard, as you can use TM47 to put yourself on top of the water, and save+quit to get into a surfing state. That last part however of course have the downside of needing a save+quit, which is fairly slow. And even then, you end up in a surfing state, which is slow. Route 27 -> Route 26 is similarly troubled. The main way to get around is surfing, it's that or going through various trainers with the instant win given by nuked stats (either of which is very slow). Route 26 -> League Reception Gate gets worse, as skipping trainers often needs a save+quit. So going through trainers is likely faster (although still very slow). League Reception Gate -> Route 28 is really tricky, the best I can find requires 2 separate save+quits. TM47 glitchiness does not favor the southern entrance :/ Rest is smooth sailing from then on, but this is likely slower than going around to the Magnet Train.
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Patashu wrote:
A new TAS for my favourite category, Map Corruption%! It's too bad the new way to corrupt the map isn't as aggressively glitchy as the old one, but the few times you explore glitchy worlds in menus and by going out of bounds still delight, and you can't fault this big of an improvement in efficiency. Yes vote!
This TAS is actually mostly just the same one submitted like a year ago (slightly different as some modifications was needed to avoid accidental ACE usage). It was originally rejected so this is intended for playground.
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Alyosha wrote:
Interesting and novel submission, nice work. But that shaking makes it unwatchable to me. Is that in the emulator or just the encode?
That's the emulator. It seems to be related to rumble, as disabling rumble in the base emu makes it not do that. Since BizHawk just has RA cores use default settings, and by default rumble is enabled, seems to be no way to get rid of the shake without exposing settings to the user.
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Going to respond to a few points here.
The BK2 would need to be able to parse the correct system from it. Currently, the system ID for Libretro cores is just "Libretro". The site parser doesn't recognize this (this submission had to edit it to NES), and even if the parser was updated, it would still read as Libretro and not as the correct system. Obviously, this is unacceptable, because Libretro isn't a console. It's a dumpster fire.
Libretro API doesnt actually give any way to figure out the current system, hence "Libretro" system ID. So unless they make an actual good API having the correct system is practically impossible to do.
Basic necessities such as RAM Search would have to work for the loaded core. Input isn't even properly recognized, trial and error is needed to figure that out in TAStudio, which according to the submission HAS to be used for TASing because there may be issues with determinism when TASing traditionally.
RAM Search (and other RAM peeking/poking functionality) does work with Libretro cores under latest dev builds (surprisingly their API allows this to be "easily" done). I'm not sure about what's going on about TAStudio being needed, perhaps it's something with savestates being nondeterministic. Which probably isn't actually the fault of libretro per se but just this individual core (so likely the problem doesn't go away by simply porting the core individually into BizHawk if its native states are used, so probably needs waterboxing). Input showing up as ! is just nobody bothering to put mnemonics for them. Libretro input is only partially implemented in the first place so lol. It's easily fixable anyhow (I may just do that at some point, since it's more slightly tedious if anything).
Core settings need to be changeable, once again for sync/determinism issues.
Core settings also arent really determinism related as currently as they are implemented they are always set to the defaults. It's not really easy to fix as every Libretro core has different kinds of settings, and the Libretro core has to be init before those settings are revealed. Probably possible to work with but it's not exactly easy. tl;dr Libretro is shit and only there for casual play / experimentation tbh
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MrTASer wrote:
I wanted to use my mouse as a joystick in a 3d shooting game because it is hilarious if doing with keyboard. Is it possible to map mouse movement as D-Pad/Joystick?
No and yes. Analog controls can easily be binded to mouse. Buttons can't, although probably not too hard to workaround with external programs.
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BizHawk includes a Gens movie importer.
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LukeSaward wrote:
I have no idea what's going on, but it seems that you have included a plugin that literally made Mupen give an exception error [AngryLion + Static Interpreter]. No wonder AngryLion's a nightly build, it crashes Mupen itself lmfao. I have never in my four years of TASing SM64 seen this, and am wondering why you decided to make a fork in the first place. There is already a working version, and instead of using the already-working version, you create a new fork and add a plugin that gives an exception error in Mupen itself. Why not include plugins that actually work instead of ones that don't?
TASers don't at all have to use these plugins (except in the few games where they are needed for game functionality in the first place, e.g. Pokemon Snap). These are just the "standard" for encoding purposes. Only staff necessarily has to use these (and if the movie doesn't sync, we will have to use the next best plugins we can). We've been encoding using these plugins for encoding just fine, although outside of that I can't comment on how stable these plugins are. The actual fork anyways is essentially just 1.0.10 plus a few fixes for AVI dumping (which don't affect sync) which are currently PR'd. In fact if you don't use AVI dumping it will be identical to 1.0.10.
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Migo wrote:
As of version 2.8, the MelonDS core is unable to save. Save states work as intended and it'll save ingame without any error, but nothing is created in the SaveRAM folder (and yes, my paths are fine), and as such no save is found upon reloading the core or doing a hard reset (save is still around when doing a soft reset, though) So until it's fixed, gotta use save states only. The MelonDS forums suggest updating the romlist.bin file, but I can find no such file in the Bizhawk folders (which might be the issue), and I wouldn't know where to put it anyway
https://github.com/TASEmulators/BizHawk/issues/3165 This was already reported and fixed. You can manually flush SRAM as workaround in the meantime (Ctrl+S).
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