Posts for RedGreenSonic


Experienced Forum User
Joined: 6/16/2011
Posts: 48
Yeah, just tested on latest dev build and it works fine. Thanks for the heads-up.
Experienced Forum User
Joined: 6/16/2011
Posts: 48
Trying to load a Sega CD ROM in 2.6.0 gives me an exception: A core accepted the ROM, but threw an exception while loading it: System.ArgumentException: Illegal characters in path. I'll leave the rest of the trace out for brevity, but this didn't used to happen--am I being dumb, or is something broken?
Experienced Forum User
Joined: 6/16/2011
Posts: 48
Unless I'm doing something wrong, attempting to set a custom resolution in GLideN64 just sets it back to 2880x2160 when you reload the settings. Can anyone confirm this?
Experienced Forum User
Joined: 6/16/2011
Posts: 48
Is German text actually faster than Japanese text for this game? If so, that's interesting. Usually Japanese or Chinese has the fastest text speed. Also, can you elaborate on what that version of Dolphin is (what is "Zelda Edition")?
Experienced Forum User
Joined: 6/16/2011
Posts: 48
Shoutouts to SimpleFlips.
Experienced Forum User
Joined: 6/16/2011
Posts: 48
I honestly could have watched that for hours. Shinespark Mario was especially amazing.
Experienced Forum User
Joined: 6/16/2011
Posts: 48
Stupid feature request: Can we have an option to run a GB game using Super Gameboy colors, but not actually using the SGB core? The SGB core causes audio issues and is generally a pain to run (for me).
Experienced Forum User
Joined: 6/16/2011
Posts: 48
Can someone tell me the major differences between the mGBA and VBA-next cores? Is one of them more accurate?
Experienced Forum User
Joined: 6/16/2011
Posts: 48
Just imagine the .bin file as a .iso image with some CDDA. Either way, that's not really the point--I just want to be able to convert to wav instead of mp3 using DiscoHawk.
Post subject: DiscoHawk Feature Request
Experienced Forum User
Joined: 6/16/2011
Posts: 48
I would like to humbly request that DiscoHawk be able to convert .cue to .wav or some other uncompressed audio format rather than only mp3 because 192kbps mp3 is really not very good. Thanks.
Experienced Forum User
Joined: 6/16/2011
Posts: 48
Thanks a lot. That JP soundtrack just melts my ears :P
Experienced Forum User
Joined: 6/16/2011
Posts: 48
JP coming soon?
Experienced Forum User
Joined: 6/16/2011
Posts: 48
I was going to say that yes, I did uncheck it, and it didn't help, but natt beat me to the punch I guess. If you want specific examples, natt, the only ones I can give you are from Zelda 1. The music sounds mostly the same, although the pitch-bending of the first few notes on the title screen is noticeably off. The biggest offender is the sound effects; the sword beam fx sounds completely off, and the sound the bosses make when you're in the room next to them/same room as them also sounds weird. So I guess I'll just leave this here and hope that at some point you decide to get back into it, but if not, then oh well.
Experienced Forum User
Joined: 6/16/2011
Posts: 48
Can't wait to see an encode of the JP run. Sonic CD the way it was meant to be heard.
Experienced Forum User
Joined: 6/16/2011
Posts: 48
I unfortunately know nothing about the coding aspect of the issue--are you saying nsfplay is not feasible? If so, that's a shame because, at least at a listen, it sounds pretty accurate.
Experienced Forum User
Joined: 6/16/2011
Posts: 48
That's a shame. In that case, I guess I'll just hope someone decides to make some fixes eventually. To whom could I bring this up?
Post subject: NESHawk - FDS Sound
Experienced Forum User
Joined: 6/16/2011
Posts: 48
I know super-accurate sound emulation is something that gets pushed off to the side a lot, but it bugs me, so I thought I'd bring it up. The FDS-specific sound emulation in BizHawk is way off--it's immediately noticeable if you play Zelda, for instance. Of all the emulators I've tried, I found that Nestopia has the most accurate sound emulation of all; it sounds extremely close to an actual FDS, if not the same. Is it possible someone could port Nestopia's sound emulation into NESHawk for a future BizHawk release?
Experienced Forum User
Joined: 6/16/2011
Posts: 48
I'm not too happy about how ridiculously old that rev of Dolphin is--just one look at the loading screens shows how inaccurate it is compared to new builds. I hope one day someone starts a run with a more recent build, but I say yes to this because it was entertaining, and that's what's most important.
Experienced Forum User
Joined: 6/16/2011
Posts: 48
Are any other versions of Jabo D3D8 compatible with BizHawk, or will it only work specifically with 1.6.1?
Experienced Forum User
Joined: 6/16/2011
Posts: 48
I just tested in PJ64 2.1 using Jabo 1.6.1 (I used the same .dll as the one in my BizHawk directory), and found that the pause graphic bug still happened, meaning it's a bug with Jabo, and not N64Hawk. I didn't test the old lady bug because that would require beating 3/4 of the game, but I feel rather confident it would still happen because the game looked identical in all aspects on PJ64 (this logic is very shaky, I know). So we can assume it's a bug with Jabo--what do I do now? Also, I resent the logic that a bug is given low priority simply because "TASers never stay on the pause screen that long"; it's an emulation bug and should be properly dealt with. I know it seems weird to say it on this site, but TASers are certainly not the only people who like to use BizHawk (myself included).
Experienced Forum User
Joined: 6/16/2011
Posts: 48
So... that's it? Like I said, I'm fairly certain the problem lies within the combination of N64Hawk(mupen64plus) and Jabo D3D8 1.6.1. Is there just nothing to do about that? Surely someone else can perform some more extensive testing and figure out the issue, or at least tell me what to do to test them.
Experienced Forum User
Joined: 6/16/2011
Posts: 48
Unfortunately, I was unable to test on either mupen64 using jabo or mupen64plus. Using jabo in mupen64 resulted in nothing but a black screen (with perfectly functioning audio), and I have no idea how to set up mupen64plus. I didn't know how to set the controls or other options, and as such, I didn't make it past the title. I tested with the other video plugins on N64Hawk, and found that both glide64 and glide64mk2 work (neither of the glitches happen). Rice doesn't, but the glitch is different; instead of showing your last pause, it just renders the game normally, as if there were no cutscene. There's also the issue that I have no save on the other two emulators, which disables me from doing the old lady glitch. Unsurprisingly, the unrelated audio weirdness occurs no matter which plugin I use.
Experienced Forum User
Joined: 6/16/2011
Posts: 48
So I'm playing Majora's Mask and I've noticed 2 graphical bugs (Pure Interpreter, Jabo 1.6.1, Z64 Hle video: 1. When you pause the game and leave it on the pause screen for a few seconds, the background becomes black instead of transparent, and when you unpause, the window appears a bunch of times over itself, like on an old Windows computer when you would drag a window around and it would duplicate itself wherever you dragged it. 2. When talking to the old lady in the Stock Pot Inn, when she starts one of the cutscenes (Carnival of Time or Four Giants), it doesn't display the proper graphic; instead, it displays a picture of the last time you paused the game. There's also a minor audio bug; occasionally, the sound will bend in pitch oddly for a few seconds.
Experienced Forum User
Joined: 6/16/2011
Posts: 48
Thanks, unmapping the Normal Controls and setting the Analog Controls worked.
Experienced Forum User
Joined: 6/16/2011
Posts: 48
The N64 analogue controls aren't very... analogue. Like, as soon as I push one direction on my stick, I'm moving forward at full speed. It feels like my stick is just mapped to an 8-directional pad or something.