Posts for Pasky13


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Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Oops, you're correct! I'll edit that.
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Ah, okay. Yes, maybe it's the load on the chips that causes the huge slowdown, seems logical.
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Maybe it's when the chip is in use that they utilize even more cpu usage? Megaman X2 and X3 will get decent frame rates until they use the Cx4 to do their 3D processing I believe.
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
I'm not sure beholder, but that's an interesting observation, I hadn't noticed that before. At first I thought maybe my capture card got the colors wrong, but I noticed the colors alternate between scenes and when Bizhawk is one color the console was the other. EDIT: I see what it is. I didn't apply a deblinking/deflickering function to the video before uploading to youtube, the colors actually alternate during that screen (you can verify this by frame advancing the title screen, you'll see the different tones on the monitors frame by frame). That's what it appears to be to me anyways.
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Kirby Super Star Deluxe (Japan): Link to video I don't know which version of the game my cart is. There is a v1.0 v1.1 and v1.2. I used v1.0 for the rom, not sure if this would affect anything. It seems Bizhawk's BSNES core doesn't emulate the lag correctly or timing is wrong for SA-1(or both), it seems to desync during lag frames in the fight scenes from my observations. EDIT: Link to video Here's console and BSNES v89 (taken using retroarch). It appears any timing changes done to the bsnes core in bizhawk to allow savestates to sync properly did not affect the timing (and if they did, it wasn't significant). BSNES without these patches does not sync correctly with the console as well in Kirby Super Star Deluxe (JPN).
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Oh god...not this game....Noooooooo~
I think.....therefore I am not Barry Burton
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Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
hegyak wrote:
Quad Core AMD 2.51 GHz . Radeon 5570. Other SNES games work fine. It's just those two that are odd.
BSNES emulates all co-processors (SuperFX, Cx4, etc...) at the low level, so games that utilize them are considerably slower than games that don't. That's why.
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
I don't have a Starfox cart :(.
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Robotrek: Link to video
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Earthbound: Link to video
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Mario Kart: Link to video
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Heisanevilgenius wrote:
feos wrote:
Looking forward to C64 emulation.
Hell yes!
"Hey Taxi!!!"
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Chrono trigger. This time I tried using AssumeFPS(60.000) for bizhawk (not necessary in the snes9x's because they both capture at 60.000) since it records at 60.098. It doesn't seem to change anything, I compared it without the AssumeFPS() and it still seems to be in the same spot as this video, starting frame was the 1st frame the text appeared: Link to video
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Fixed the Link to the Past video, it's now properly cropped, scaled, and the audio is now the console's output. It's also using snes9x 1.52 to compare rather than 1.51
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
It's not, that's something out of my control due to my capture card. This is not a precise timing comparison, a couple of frames off is to be expected because the card only captures at 30.00fps while bizhawk is recording at 60.098fps. So you're going to eventually lose timing towards the end of the video. Also keep in mind I'm not perfect and it's difficult to get the correct starting frame for the console vs the emulators due to the different capture rate. If you notice at the beginning it's also slightly off by 1 frame at some points, that is why. What I'm doing is not exact, although I wish I could be, but is more to spot blatantly obvious mistiming. So if bsnes is off by ~4 frames by the end of the video (10minutes), I'd say that's pretty accurate.
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Getting this topic back on track: Link to video
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
All you do is retract what you say, which one can only assume that means you don't think before you say anything. If you want help, post in the appropriate thread.
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
the_randomizer wrote:
Yeah, I just saw that, and enabled it. I'll stop my fu**ing bitching and never step foot on these forums again.
Promise this time? Not only did you derail this topic, you made a complete fool of yourself.
the_randomizer wrote:
I'm not a damned noob you know.
WAHAHAHAHAHAHA.......HAHAHAHAHAHAHAHAHA!!!
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
I'm sure its definitely not the emu but his own problems causing it seeing as how he's running it in openGL and all.
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
It's atari, not a lot of exciting games on there, voting meh.
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
That's amazing, considering Bizhawk uses SlimDX.
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
trlky wrote:
zeromus wrote:
It will support nonexistent boards by defining them in a structured way. This one probably through a newly defined CNROM-HOMEBREW board type which I will define and bind to iNES headers specifying mapper 3 which don't bind to anything else first. You can't expect a new emulator to support every hacked up bogus 'mapper' ever conceived, unless it does so by having virtually no validation on anything, which guarantees bugs later.
Yes, you can. All you have to do is to put up a message saying that the mapper cannot be validated, and ask the user if they want to go ahead anyway. If they do, you temporarily pretend it's been validated (for the rest of the session). If bugs pop up after the user has chosen to skip validation, that's not your problem.
Source is there, go ahead and wire it up.
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Resident evil is the only game I can think of that changes disc and that's only once.
I think.....therefore I am not Barry Burton
Experienced Forum User, Published Author, Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
In Cheat Engine 6.2 right click the value type drop down. Select "Define new custom type (Auto Assembler)" Paste the code in there. Preess ok, it should show up in the drop down box now. You can also re-write that in lua. I made that before CE had lua support.
I think.....therefore I am not Barry Burton
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