Posts for RedGreenSonic

Experienced Forum User
Joined: 6/16/2011
Posts: 54
You're right, I just did a clean update to 2.10 and it's working fine. I thought I had done this earlier, but I think I got my folders mixed up when trying to move my saves over. Either way, sorry for the wasted time.
Experienced Forum User
Joined: 6/16/2011
Posts: 54
Just tried base Sonic 1, exact same issue. Tried Sonic 3 & Knuckles as well for fun and it was the same there too. And I know they're good dumps since I saw the green check in the lower left. Just to make sure I didn't flip some weird setting, I completely removed my settings files and started from scratch, and I still get the same behavior. At first I honestly thought I was just missing something silly, but I'm beginning to think it's an actual bug.
Experienced Forum User
Joined: 6/16/2011
Posts: 54
It was a Sonic 1 hack, but does it matter? I wasn't under the impression that the game you load should have any bearing on controller settings.
Experienced Forum User
Joined: 6/16/2011
Posts: 54
They're both set to "Normal," here's a screenshot. https://imgur.com/a/JGH30xq I tried the other controller types, but none of them changed anything.
Experienced Forum User
Joined: 6/16/2011
Posts: 54
That's the problem, there is no player 1 tab. Here's a screenshot: https://imgur.com/a/gFVnC8h
Experienced Forum User
Joined: 6/16/2011
Posts: 54
I just updated to 2.10 and I'm trying to configure my keyboard for Genplus-gx, but the only two things it allows me to configure are power and reset, no options for any other buttons (and none of them appear to have any default mapping). Am I being incredibly dumb or missing something obvious here? I never had an issue like this in previous versions.
Experienced Forum User
Joined: 6/16/2011
Posts: 54
Yeah, just tested on latest dev build and it works fine. Thanks for the heads-up.
Experienced Forum User
Joined: 6/16/2011
Posts: 54
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: 54
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: 54
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: 54
Shoutouts to SimpleFlips.
Experienced Forum User
Joined: 6/16/2011
Posts: 54
I honestly could have watched that for hours. Shinespark Mario was especially amazing.
Experienced Forum User
Joined: 6/16/2011
Posts: 54
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: 54
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: 54
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: 54
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: 54
Thanks a lot. That JP soundtrack just melts my ears :P
Experienced Forum User
Joined: 6/16/2011
Posts: 54
JP coming soon?
Experienced Forum User
Joined: 6/16/2011
Posts: 54
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: 54
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: 54
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: 54
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: 54
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: 54
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: 54
Are any other versions of Jabo D3D8 compatible with BizHawk, or will it only work specifically with 1.6.1?