Posts for Master_of_Puppets


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Experienced Forum User
Joined: 10/31/2006
Posts: 134
No, anything you could find via source code/dissasembly would be a soft cap aka: "if Speed is higher then 22, make it 22" but that doesn't count for other way to increase that number via bug/memory corruption/oversight. Usually adresses are 1 byte, so the cap is 255 before reverting back to 0.
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Joined: 10/31/2006
Posts: 134
It runs the same game as other emulator, since it uses core from other emulator, minus a few that were coded specifically for BizHawk.
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Joined: 10/31/2006
Posts: 134
https://www.reddit.com/r/gamecollecting/ might provide more chance of people actually having hardware. Also can try http://segaage.com/ the less popular cousin to nintendoage.com
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Joined: 10/31/2006
Posts: 134
What is an " external rom plugin"? Maybe it's just because it's too early for me and my brain doesn't work properly, but I don't think I've heard of that term in bizhawk ever.
Experienced Forum User
Joined: 10/31/2006
Posts: 134
Perene wrote:
Can you post a picture of that option for the Genesis? I am not finding here.
It's in the game, just start the game, go to the option menu
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Joined: 10/31/2006
Posts: 134
I'm having a hard time understanding your question. You set your button in the controller config window (as it appear you have already done). Unsure what more you want, you have configured all 6 buttons. In the case of MK2, you have to set the game to 6 button controller mode, in the game menu (I think it's called Extra controller). I just tried, and I have access to HP, LP, LK, HK, and 2 of the buttons block. Edit: Regarding the PC-Engine, I don't know much about the system, the basic controller seems to have only select, run, I and II. There is some 6 buttons controller out there for the system, but it seems BizHawk doesn't support it.
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Joined: 10/31/2006
Posts: 134
Pretty much all the lego game have a 100% tracker aka Lego Star Wars, Batman, etc...
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Joined: 10/31/2006
Posts: 134
brunovalads wrote:
The "Changes" column is the only one that doesn't appear in RAM Search: (I'm using version 1.11.9.1, and this also happens in version 1.11.8.2)
Works for me, was on by default when I opened ram search. The bug seems that once you enable Settings->Mode->Fast you can never really get back to "Detailed" mode, thus never able to see the Change Column again. And now I'm stuck with that problem too, will look at config files to see if I can fix it. Edit: It comes back when you click on Options->Restore Default Option.
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Joined: 10/31/2006
Posts: 134
dhxo wrote:
[quote Master of Puppets]I require first name in the list of co-author for that tas. Thanks /s
Alright, that's okay with me, but what do you mean with your first name?[/quote] It meant having the first name in the list, but yes that was sarcasm.
HappyLee wrote:
Patashu wrote:
dhxo: The /s at the end of the message means 'this mesage was sarcastic'. So you don't have to do that actually.
Thanks for telling me that. I didn't know that. The IPS patch doesn't work for me. Nothing from the title screen changes after patching. Is it working for anyone else? Thanks.
The IPS worked for me after running the game in Bizhawk, but I will try again. Edit: It appears it only worked because I reloaded the patched file (which had the same name as an unpatched), thus it loaded the cheat file automatically. Will try to figure out why and how, but in the meantime the patch posted by Koh1fds does work.
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Posts: 134
dhxo wrote:
Thank you very much for doing this job, now this TAS can be done completely! I am looking forward to make it.
I require first name in the list of co-author for that tas. Thanks /s Literally took me 5 minutes to go from not knowing how to do it to posting the IPS here, enjoy!
Experienced Forum User
Joined: 10/31/2006
Posts: 134
HappyLee wrote:
The responsible RAM address is $D29F. Changing it from 0 to 8 before the title screen gives you 8 stars. I don't know how to make it an IPS patch, though.
https://www.dropbox.com/s/9vlxg3cwk64bfzd/Super%20Mario%20Brothers%202%20%28Japan%29%208%20Stars.zip?dl=0 1kb ips file that just changes the value you posted. Edit: If you ever need to do it yourself, it's easy 1. Convert ram cheat to Game Genie Code at http://www.d.umn.edu/~bold0070/projects/game_genie_codes/javascript_game_genie_encoders-decoders.html 2. Get Game Genie Guy and Ucon64. Extract both to same folder. 3. Paste Game Genie code in GGGuy.exe, choose rom file, click on create IPS and click on Patch. That's all
Experienced Forum User
Joined: 10/31/2006
Posts: 134
boct1584 wrote:
As a matter of fact, back when hacks needed prior approval, a hack to do exactly that was approved.
My friend used to have this game on NES back in the days. Now I know it was a Pirated Famicom Cart with an external Famicom to NES converter (The one with a ribbon so the converter doesn't stay stuck in toaster NES). On it you could choose starting lvl if you held a button before pressing start on main screen. From what I can tell, it's "Super Mario Bros 2 (Lost Levels) (Unl)". And if you start the game Holding A, it takes you to A-1 World.
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Finally got around to find the full game rom. So I did up to after the first boss fight. Had to modify some part of the first level to get it to sync, but 2nd level sync perfectly. So 2 more level and a boss fight. Link to video[/video]
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Joined: 10/31/2006
Posts: 134
Koh1fds wrote:
Master of Puppets wrote:
SNES emulation use a 100% (ish) accurate core knows as BSNES
I don't know, but as far as Higan's advertising tell us - bizhawk snes core stays far from accuracy.
You do realize that Bizhawk SNES core is Higan. Actually it's based on BSNES, which was Higan's name before the author changed it to Higan. Given that the core in Bizhawk is a bit outdated, because afaik once Byuu (author of Hygan/Bsnes) decided to switch the way he handled roms file, it became impractical to port it to Bizhawk. That shadow you are talking about is only rendered while using the accuracy core in BSNES/Higan/Bizhawk. But for some reason I don't know, that core is disabled in Bizhawk.
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Posts: 134
Do you know if there is any plan to release this on cart? I might be interested in one if so. I mean "Official" release, not any random site that will put any game on a cart for you.
Experienced Forum User
Joined: 10/31/2006
Posts: 134
Plamondonl7000 wrote:
How do you explain that even when the speed is set to 1% it doesn't change the speed? How is the emulator able to run GBA games correctly but not SNES games? Also, for TAS SNES games, I'll use SNES9X.
Setting the speed to 1% should make the game run slower, there must be something going on here. SNES emulation use a 100% (ish) accurate core knows as BSNES, being faithful to hardware come at a cost that it does take a powerful pc to run PC, but other than a few game here and there, any PC made in the last few years should run at 100% (Try turning rewind off) The GBA core is not as accurate as the SNES core, so it's not as demanding on the computer. If the GBA core was as accurate as the BSNES core, then it would probably run at a similar speed, give or take since GBA is not a SNES. Use whatever you want for TAS, but if you want something that would theoretically run on the real hardware, you are better off with LSNES or Bizhawk (both use BSNES core). Again, concerning Bizhawk's speed on SNES, what game and what are your PC specs? Edit: Until I upgraded this summer, I was running most game at 100% speed (other then some slowdown here and there) on an i7-870, a 2009 cpu. Edit2: Disable rewind, make sure you have Display Configuration>Display Method set to Direct X and the check mark under it disabled. I just re-installed bizhawk on my "new" pc (i7-6700k, pretty top CPU for single core) and using Compatibility BSNES core, It ran Mega Man x3 and x2 at over 130 fps. And slowing to 50% works too.
Post subject: Re: Converting save file?
Experienced Forum User
Joined: 10/31/2006
Posts: 134
Plamondonl7000 wrote:
Is it possible to convert a Bizhawk game save file or a save state, to a VBA file, that would work in VBA GX on Wii?
Save file, most likely yes, might even be as simple as just renaming and putting it in the right folder. Save State, not so much.
Experienced Forum User
Joined: 10/31/2006
Posts: 134
What's with your encoding, quality goes to crap every now and then on screen transition.
Experienced Forum User
Joined: 10/31/2006
Posts: 134
MUGG wrote:
AGDQ spoiler How did you achieve ACE in 1-1?
Tons of sub-frame input. I saw a better explanation somewhere on this forum last night. Can't find it right now.
Experienced Forum User
Joined: 10/31/2006
Posts: 134
25% cpu usage? Sounds like your have a quad core computer, and bizhawk is running at 100% of one of the core.
Experienced Forum User
Joined: 10/31/2006
Posts: 134
Experienced Forum User
Joined: 10/31/2006
Posts: 134
I made the game genie encoder decoder in bizhawk, the code never worked properly (Can't really remember as this was 2 years ago). The adress/code my encoder/decoder spit out are the proper one if compared to a 3rd party GG decoder, and the code do work in another emulator, but never worked properly in bizhawk. The only success I had was some of the Genesis code did work, but not all of them.
Experienced Forum User
Joined: 10/31/2006
Posts: 134
zeromus wrote:
name an emulator that it works correctly on
Shouldn't the real question be, "How does it act on real hardware?"
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Joined: 10/31/2006
Posts: 134
http://sourceforge.net/projects/bizhawk/files/BizHawk/BizHawk-1.9.3.zip/download For 1.9.3 release, unsure if that's new enough but that's the latest official release
Post subject: ColecoVision
Experienced Forum User
Joined: 10/31/2006
Posts: 134
Is ColecoVision emulation working for anybody else on 1.9.2? (or 1.9.1, both produced the same result) As for me I am getting this lenghty error message.
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