Posts for JosJuice


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JosJuice
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Joined: 7/3/2010
Posts: 193
Location: Sweden
If you use the Open button in Dolphin to open the file, what happens? Does it work, does Dolphin crash, or is there an error message? If it doesn't work, is it possible to use a program like 7-Zip to open the file?
JosJuice
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Dolphin treats all seek times as 50 ms, which is a very conservative estimate. I think magumagu's tests showed that seek times usually are between 50 ms and 150 ms. Implementing a more proper calculation for the seek time would involve knowing how the read arm accelerates and moves, and I'm not sure how to find out about that... Something else that also needs to be simulated is rotational latency. I know more about this, but I think it will have much less of an effect than the seek times.
JMC47 wrote:
It varies per console, and we more or less lined up the general read speeds to be between a GameCube and a Wii for GC games.
No, we used the speeds a fast Wii had when reading GC discs.
Post subject: Re: Suggestion: Controller input viewer
JosJuice
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Posts: 193
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THC98 wrote:
It shouldn't be hard to make this plugin / external app: we'd just have to replace the game screen by a black tile (if it's a plugin) and render a controller pic with all the buttons in separate files, and they move / change colors depending on the inputs that are read.
Another possibility is making a GameCube/Wii homebrew program that displays the pressed buttons. That would make it possible to use Dolphin's A/V recording and movie file input without any extra work, if I'm not mistaken.
JosJuice
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AngerFist wrote:
Is this what Abahbob has been waiting for all this time? https://github.com/dolphin-emu/dolphin/commit/c20ef8bb8ca4f73c11f4874e0fe6008613e57e63
I don't know what Abahbob has been waiting for, but based what thread this is posted in... no. This lets you connect GBA ROMs, not actual GBAs. It's pretty much useless for TASing unless you for some reason want to TAS GBA games using Datel's GBA emulator (which you don't, because the emulators that run on PCs are better).
JosJuice
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Spikestuff wrote:
Does the European GameCube have a changing the Hz in the settings or does the game itself have this option when booting it?
GameCube games that support multiple video modes ask what video mode you want to use when you start it, before it gets to the title screen or displays any intro cinematic. For PAL games, this is a choice between 60 Hz and 50 Hz, while NTSC games can have a choice between interlaced and progressive scan instead. I've heard that you need to hold the B button when booting to bring up these options, but from what I remember, I could play in 60 Hz on my GameCube without doing that... Of course, all of this doesn't matter if the game only supports one video mode.
JosJuice
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Naegleria wrote:
For 8-bit or 16-bit era games on Wii virtual console, or re-released like the sonic games collection, is PAL60 faster than NTSC?
Wii PAL VC games run in 50 Hz exclusively. The only exception is that import games like Super Mario RPG run in 60 Hz exclusively, because they are just NTSC ROMs with a Wii PAL region code.
Spikestuff wrote:
"Likewise, if you are running a PAL game ((E)), you must record your movie in PAL mode." It's right there.
PAL60 is an officially supported video mode on newer consoles, not some hacky option in emulators to play PAL games 20% too fast. I don't see how that rule is relevant. EDIT: Yeah, the rule page says "This rule only comes into effect on NES games and possibly Genesis games that have badly programmed region lock-out."
JosJuice
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Nahoc wrote:
Is there a reason why the downloadable encodes don't have music in them?
This game uses DTK to stream music from the DVD, and the A/V sync hack doesn't handle that properly. Dolphin's new A/V dumping in 4.0-3595 fixes it, but that's not much of a help in this case.
JosJuice
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There is no such thing as a PAL GB cartridge. All GB games run at the same speed, regardless of which country you got it from.
JosJuice
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Patashu wrote:
https://dolphin-emu.org/blog/2014/12/01/dolphin-progress-report-november-2014/ So is Metroid Prime emulation accurate now?
I don't know if it's close enough to perfect, but it's definitely much better than before.
JosJuice
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Oh, I didn't think anyone would use that test build of Dolphin for recording anything... In case someone wants to build it from source, it's pretty much the same as this commit: https://github.com/dolphin-emu/dolphin/commit/c6e695b2450821f5913b76fb467e89e23c567a06
JosJuice
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The disc drive improvements have been merged as of Dolphin 4.0-4222! https://dolphin-emu.org/download/dev/ba1a8d2ef3e5dd602fa9ac054bcc787d7b400b16/
JosJuice
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itsPersonnal wrote:
JMC47 wrote:
I'd honestly like itspersonnal to compare and see if it works in various parts of the game.
I haven't really been keeping up with this thread too much, what dolphin version am I comparing with?
Compare this custom build to console speeds: https://dl.dropboxusercontent.com/u/26683170/Dolphin-cav-disc-drive.exe Or did you mean which version of Dolphin you can compare that build to? In that case, it's that build versus 4.0-1592 or newer.
JosJuice
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AngerFist wrote:
JosJuice wrote:
The patch is almost done now! Unlike the old versions that used 3 MiB/s for reading discs, this one is currently set to 2-3.3 MiB/s, which is roughly the same speed as a fast Wii drive.
I am confused but shouldn't it be based on a Gamecube's drive?
This is based on a Wii reading GameCube discs, so it's like playing a GameCube game on a Wii, which is slower than playing a Wii game. Using the speed of an actual GameCube could also be appropriate - it depends on what people would prefer that Dolphin does. I think the main reason that Wiis were timed for this was because it was easier to test speeds by running CleanRip on a Wii than on a GameCube.
JosJuice
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The patch is almost done now! Unlike the old versions that used 3 MiB/s for reading discs, this one is currently set to 2-3.3 MiB/s, which is roughly the same speed as a fast Wii drive. (Turns out that the one JMC did some testing on is a worse one.) However, I don't know if Metroid Prime "feels" right with these speeds since I haven't played it much on a real console, so it would be nice if someone could test this build. If it's too fast or too slow, it should be easy to tweak. https://dl.dropboxusercontent.com/u/26683170/Dolphin-cav-disc-drive.exe I don't think the changes I made affected Wii games correctly, so there's not much point in testing them. Only GC games for now.
JosJuice
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ISOs don't store the locations the bytes are at, but if the physical locations of two bytes are known (easy to find out - just measure the start and end of the disc), the approximate location of any other byte can be interpolated based on that. I've been working on a patch that makes the drive CAV, but it doesn't work properly right now. Hopefully I will find out what's wrong with it soon.
JosJuice
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A Wii TAS? I never thought emulation would get so far that we can emulate a current-gen console... Or maybe it's just Nintendo that made a weak console. Anyway, nice work with this TAS! It's definitely entertaining even though it doesn't have as much glitch abuse as the NES Mega Man games. The menu-less weapon change creates some interesting opportunities, like in Chill Man's stage...
JosJuice
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niamek wrote:
I think it's also because the Wii system can understand the language of all the console avaible on the virtual console. While the computer can't understand it,so the emulator translate it. Am I right?
No, the Wii also uses emulators to play Virtual Console games. However, most of the Virtual Console emulators have very good quality, so it's normally not noticeable that it's an emulator. I think the emulator for this console is worse than the other ones.
JosJuice
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Joined: 7/3/2010
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The new camera angles are a bit confusing, and the rapid zooming after Bowser fights is really annoying. Since an improvement of three frames is hardly noticeable for someone like me who doesn't watch movies at a frame level, I'm going to say that I prefer the old run over this one. I'm not going to vote on this since I don't have enough posts yet.
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