Posts for ReyVGM


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Experienced Forum User
Joined: 8/3/2009
Posts: 158
Masterjun wrote:
ReyVGM wrote:
I see. It must be a Xinput/DirectInput naming convention thing because even Retroarch has the inverted y axis baked in its options even if you haven't configured controller inputs. So I supposed it has become so common, that everyone is naming it that way even if it's wrong/inverted.
Analog inputs are usually just integers in a range from 0 to a maximum value. Pushing the stick in the Y direction where the value goes towards 0 would be called Y-. If the value goes towards the maximum it's Y+.
But the same thing can be applied to the x axis and that one isn't "inverted".
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Mizumaririn wrote:
From what I know, many games use the 2D coordinate system with positive Y pointing down. It is not a conventional choice, but adjust to fit hardware. I think it is due to power beam in CRTs go from top to bottom over time, as well as viewing a tilemap with 16 bytes per row, when that sprite or tile is drawn can be well presented as a function of x and y with positive coefficients. And that using OAM registers must have positve Y downwards. I am not very knowledgable. I do not know why Bizhawk specifically did this either, despite being a multi system emulator. Just giving my ideas.
Thanks, but this is done by pretty much every emulator. Can it be an Xinput/DirectInput naming convention thing?
CasualPokePlayer wrote:
If it's doing that, then that's what the controller itself is reporting. Emulators would not be intentionally doing that.
I see. It must be a Xinput/DirectInput naming convention thing because even Retroarch has the inverted y axis baked in its options even if you haven't configured controller inputs. So I supposed it has become so common, that everyone is naming it that way even if it's wrong/inverted.
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CasualPokePlayer wrote:
I don't know what you are referring to exactly, but emulators should identify the direction for your *host* controller correctly. However, not all consoles actually follow this, so it may be the case that you have "inverted controls" due to this. Emulators may also allow inverting your axis to account for this.
Edited the OP to clarify that I'm talking about the control config menu. Each time you configure the directional inputs, up is always named as y-, but if should be y+ if you look at the Cartesian graph. So what I want to know is why emulators have the x axis properly identified, but the y axis is always named opposite to what the Cartesian graph shows.
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This question is specifically about the control configuration menu found in most (if not all) emulators. If we go by the Cartesian coordinate system (which is where the X and Y axis are usually referenced from), then anything that goes up (above the 0) is y+ and anything that goes down (under the 0) is y-. Same with X, anything that goes left is x- and right is x+. Which makes sense in a joystick or dpad. No input means zero and pressing UP should be y+. So, why do emulators have the X axis properly identified (x- for left, x+ for right), but the Y axis is always inverted (y- is up, y+ is down when it should be y- = down, y+ = up)? Can anyone explain it in simple terms?
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Posts: 158
YoshiRulz wrote:
I was referring to:
Same thing. I extracted Bizhawk on a fresh folder on my desktop and directly in the C: root folder too and ran both programs. Then I did the "open with -> Browse -> Emuhawk" process and nothing. When I click on emuhawk it brings me back to the program list, but Emuhawk is not on the list.
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CasualPokePlayer wrote:
Where exactly is this not working? Is it just Windows refusing to bind an extension to EmuHawk? Or is it letting you bind an extension but double clicking clicking the rom just does nothing?
The first one.
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YoshiRulz wrote:
Did you ever run EmuHawk after extracting it properly? It may need to run at least once to remove the MotW (Windows malware protection flag) from the files.
Yeah of course, I run it all the time. I just have to either drag and drop the rom or use the emu's file menu. I've been using Bizhawk for like, 10 years now? But I've never been able to assign an extension to it.
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Posts: 158
I'm trying to associate Genesis games (.md) to Emuhawk so I can just double click on the games directly, but I don't understand why I'm not able to. I was previously using BizHawk-1.11.6 and I extracted BizHawk-2.8 on top of the previous files. I'm also using Win7 64bit. -I go through the standard methods of either right clicking on the file -> Open with or Properties -> Change. -I browse to look for Emuhawk.exe (because it's not in the initial list of programs), but when I select it, it brings me back to that initial list of programs and Emuhawk doesn't appear. -As a test, I tried assigning the rom to other emulators and it worked fine. I also tried assigning it to DiscoHawk/BizHawk.Client.DBMan/MultiHawk and those worked fine too. -As a second test, I extracted Bizhawk 2.8 on a completely new folder just in case there was some conflict with the previous version of Bizhawk, and nothing, still the same result. -I used a program called "FileTypesMan" and when I force it to use Emuhawk.exe, it says "Error 5: Access is denied". So I don't know what else to do. Any suggestions?
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I don't know if this is a bug or intentional, so I'll just mention it here. Also, this is specifically about the PC Engine core. Anyway, there are a lot of PC Engine games with debug cheats that require you to hold buttons before booting the console. The problem is that Bizhawk doesn't seem to register you are holding any buttons if you do it before a core is loaded. Normally, with other systems, all you have to do is reset the game while holding the buttons and it would work. But in the case of the PC Engine, the console itself doesn't have a reset button, so Bizhawk doesn't have a reset button either. The only way to "reset" a game is by rebooting the core, which of course, ignores any buttons being held. I tried other emulators (like Ootake and Magic Engine) and it recognizes buttons being held before a game is loaded, so I suppose this is a Bizhawk-only issue. Is there be a workaround for this?
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Posts: 158
Solved: It was not an emulation issue, but a requirement issue as I sort-of thought. Thanks to Alyosha for the help.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Update: I now tried the good dump of the game, and the disk writer version, and the same problem happens.
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Joined: 8/3/2009
Posts: 158
Thanks. It was actually a problem with the game being a bad dump all the way to the GoodFDS dump. No-Intro has a good dump of the game now and it works perfectly too.
Post subject: FDS problem report: Kiki Kaikai hangs on the boss room
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Posts: 158
Kikikai-kai: Dotou Hen (known as Pocky & Rocky) for the FDS doesn't work correctly on any emulator, except the old NNNesterJ. The only no-intro dump is labeled as (b), which means it's probably a bad dump. The GoodFDS version has no label. So, I don't know if this hang is a result of the game being a bad dump for the past 15 years, of if it's just not emulated correctly on any emulator. This game has been reported as broken on pretty much every emulator github page, and it has never been fixed. Hopefully one of you guys can finally fix it for Bizhawk. If you want to get to the part in question, just follow these steps: From the start point, walk straight up. Don't attack with your cards because you need all 50 of them. Keep following the path north until you get the first chance to travel east (you'll cross a few bridges just before that point.) Head east as soon as you are able, and then take the very next path south. This will lead you to the entrance of a cave. You need 50 cards to enter the cave (you can earn Ofuda cards by defeating enemies with your wand). Once inside, the path to the boss never branches. You travel north, then east, and the north. At the top of the second north path is the boss room. The expected result (and the one which NNNesterJ produces) is that the room scrolls into view, turns blue, and a large boss starts to attack you. The actual result in the rest of the emulators I've tried is that they hang before the room turns blue, stuck playing one note. Or just can use this save state. Just walk up and the game will hang. https://www.sendspace.com/file/9xu0et
Post subject: FDS: Can anyone see if this is an emulation problem?
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Posts: 158
I'm using the latest Bizhawk version (2.6.3-win-x64). There's a game on the FDS called "Kinnikuman: Kinnikusei Oui Soudatsusen". On every single emulator I've tried (Bizhawk, FCEUX, Nestopia), after beating the boss of stage 1-4, the game goes back to stage 1-1. I've checked walkthrough videos (using real hardware) and the game loads 2-1 right away. I've also seen there are no apparent special requirements one must fulfill in a stage to prevent the game from sending you back to the beginning. So I'm wondering if maybe this is an emulation problem? I do know No-Intro's ROM is labeled as "(b)" which I think means bad dump? I also tried GoodFDS's ROM (which has no label) and the same problem happened. Here are two saves, one at the 1-4 boss and one after he dies: https://www.sendspace.com/file/8egihc So, can anyone verify if it's an emulator problem or a ROM problem? Thanks!
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No emulator enhances DS graphics, and Bizhawk is not that type of emulator if that's what you're looking for. Bizhawk houses emulators that display games in their original resolution and graphics.
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Alyosha wrote:
Pretty clearly a mapper issue, but I can't find any information about which one it should be. I'll look into it.
Thanks!
Post subject: Found a NES game not emulated correctly on any emulator.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
I checked Bizhawk (not the latest version), FCEUX, NesterJ, Nestopia, VirtuaNES, Messen and none emulate Tsuri Kichi Sanpei: Blue Marlin Hen correctly. It's easy to replicate. Just start the game, press start to open the map, sail to the docks on the right (a square will light on), then press start and you'll see this: But you should really see this:
Experienced Forum User
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Just add the GG code on the regular cheat screen where the name field goes.
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Joined: 8/3/2009
Posts: 158
Goodsets are ancient rom dumps. Use No-Intro which are verified good dumps.
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Posts: 158
I don't think that's available for SNES. Hopefully someone will implement one in the future.
Post subject: Re: Question concerning GBA "2p mode"...
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zoboner wrote:
Hi, I would to know if it's possible to play in 2p mode on GBA and if yes, how I can do that? uses Bizhawk 2.3.2
2p mode requires 2 independent GBA instances to be open, so don't expect it anytime soon. If you really need this, try VBA-Link.
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Yeah, when you save the cheats the values all turn to hex, and if you try to change them to 'unsigned', it doesn't convert the value from hex to regular numbers correctly.
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I don't know if this is the correct place to post this, but I've been playing 32X games, and some of the games hang or have graphic issues. WWF Raw doesn't show the character select screen. And Brutal Unleashed freezes after a battle.
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Posts: 158
feos wrote:
Check it prereq installer actually fails to download something.
I don't know what it did before, but now it seems to download/extract everything correctly.
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feos wrote:
Okay then. Get VS from here http://www.visualstudio.com/en-us/products/visual-studio-community-vs Get hawk source from here https://github.com/TASVideos/BizHawk/archive/2.3.2.zip Only install .NET module with VS. Open BizHawk.sln in it. Rightclick EmuHawk in Solution Explorer, set as a startup project. Debug -> Start debugging. Tell us where it crashes.
I assume that by "EmuHawk" you mean "Bizhawk.Client.EmuHawk" since that's the only place where I saw that name. I clicked on startup project, and I didn't see anything happen so I proceeded with the next step, and after a bunch of stuff scrolled in a window named "output", the emulator opened. I closed VS and went to the emulator and now it loads fine. I guess VS installed some files I was needing? I didn't have this program installed before, so I don't know what I was missing exactly. I'm going to uninstall VS since I'm really not going to be using this again, hopefully the emulator will still run even with VS gone. Thanks for the help feos!
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