Posts for ReyVGM


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Experienced Forum User
Joined: 8/3/2009
Posts: 158
feos wrote:
Try launching it with this config file first. https://yadi.sk/d/xg4PV7-Cggn5Ig
Thanks. Still crashed. I think I need to replace that .dll shown above, but windows doesn't me replace it.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
feos wrote:
One way to avoid guessing would be installing visual studio and running it from there.
I don't know what that is, can you explain it?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
The last Bizhawk I was able to use was 1.11, after that version, the emulator crashes when I double click on it. I never bothered to figure out the problem because I was fine with the old version, but now I need the new version so I need to figure out why is it crashing. I extracted the emulator in a new folder, I installed all the prerequisites, and I ran bizhawk_prereqs. I'm using Win 7 64bit. I get this error message when I click on the emulator after doing all of the above:
Problem Event Name:	APPCRASH
  Application Name:	EmuHawk.exe
  Application Version:	2.3.2.14465
  Application Timestamp:	5d0922a3
  Fault Module Name:	KERNELBASE.dll
  Fault Module Version:	6.1.7601.24520
  Fault Module Timestamp:	5d673e23
  Exception Code:	e0434352
  Exception Offset:	000000000000b87d
  OS Version:	6.1.7601.2.1.0.256.1
  Locale ID:	1033
  Additional Information 1:	07b1
  Additional Information 2:	07b1b7c50ca6fbee5838abebc828afaf
  Additional Information 3:	4499
  Additional Information 4:	4499028925df116773b868ce108297b0
I searched online for that KERNELBASE.dll, but windows didn't let me overwrite the file. So, anyone know what I need to do?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
BiroZombie wrote:
Spikestuff wrote:
Similar to PlayStation. Load the cue.
I do not see a cue file anywhere to load on any of the games.
You shouldn't even be using iso files, much less loading them directly like that. The correct combo is .bin / .cue, and you load the .cue. The .bin file is the combination of the data files with the music files, and the .cue is the file that tells the emulator in what order it needs to play the files. Either rip your games correctly, or get them from a better source. The bios can be placed in Cofig -> Path
Experienced Forum User
Joined: 8/3/2009
Posts: 158
The .sav file, yes you should. Just rename to .SaveRAM The save state? No you cannot.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
natt wrote:
If memory serves me correctly, the SaveRAM file is the internal backup ram concatenated with the external backup ram. (I do not remember which order the two are in).
Yes, I noticed that. Because internal ram is 8KB, and external is 16KB which makes 24KB.
Post subject: How do I convert Sega CD .brm to SaveRAM?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Unlike some other consoles, simply changing the extension to .SaveRAM doesn't work. So is there some way to convert them? I have some .brm saves I would love to convert to .SaveRAM if possible. The .brm is 8KB and the .SaveRAM is 24KB in this case.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Description should mention "Advanced bus level timing" must be on. I just spent an hour trying different rom versions not knowing why it wasn't in sync.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Some cheats, like the ASM hacks ones, usually have effects that persist even if you disable/remove the cheats. The only option for that is to save the game using the game's own save system (NOT the emulator save states), close the emulator and then load the game and save as if you were playing on a real console. If you use a save state, you'll load the cheat effect too. If the game doesn't have a native save system, then there could be no way to remove the effects unless you restart the game. Some games however will disable the effects of the cheat once it loads a new level or area or something, but those are rare and it depends on the complexity of the ASM cheat.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Ram Search works just fine for me. Is the emulator playing the games just fine? Do you have the latest version?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Thanks. Too bad. It would be great if this was added to bizhawk though.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Thanks, much better. That version has more options. Is that emu still being worked on or is this an old private version?
Post subject: Any chance of adding Virtual Boy support?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Are there any plans of adding Virtual Boy support in the future? VBJin (PC) hasn't been updated in ages, and there are several options that don't work properly, and I would love to see Virtual Boy using the excellent options Bizhawk has.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Is there a way to make the emulator display in red? Currently the color without the 3D effect is purple.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
jlun2 wrote:
Would it help to open the save files in a hexeditor, then copy paste select parts of the data from the ones made from Fusion, then paste said parts on the ones made on BizHawk?
I wouldn't really know what to copy/paste or where to even start.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
ReyVGM wrote:
I'm trying to load some .brm/.crm Sega CD saves from Fusion to Bizhawk, but I don't see a way to load them? I tried just renaming the saves to .SaveRAM, but that didn't work. I noticed Bizhawk creates them as 24KB, but using fusion to create a RAM cart it only allows 8, 16, 32, 64, 128KB backup sizes. So, is there any way to make bizhawk recognize those brm/crm files?
Anyone? Bueller?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
I'm trying to load some .brm/.crm Sega CD saves from Fusion to Bizhawk, but I don't see a way to load them? I tried just renaming the saves to .SaveRAM, but that didn't work. I noticed Bizhawk creates them as 24KB, but using fusion to create a RAM cart it only allows 8, 16, 32, 64, 128KB backup sizes. So, is there any way to make bizhawk recognize those brm/crm files?
Post subject: Re: Saturn Core
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Special T wrote:
1. How stable the Saturn core of Bizhawk compared to SSF or Yabause v0.9.14. 2. Does bizhawk allow for save file transfers e.g. if I beat shining force III scenario 1, can I load that file into scenario 2 similar to how an actual Sega Saturn works? 3. I see the standard version of Yabause allows me to dump sprites and textures, but I don't see that function listed in bizhawk's menu, was it removed or am I just overlooking it? !
1) It uses an old Yabause core. It's best if you just use the latest standalone yabause version. 2) Yes, just rename the files to match the sequel. The save files have the .SaveRAM extension, but they are the same as a regular 64kb bkram.bin other emulators use. So you can even transfer between emulators. Bizhawk doesn't support the external backup cart though. 3) Bizhawk doesn't have that function, sadly.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Cosmo, just use EmuHawk.exe, forget about everything else. Make sure you are using the highest version of the PCE CD bios, since some games don't run with earlier releases of the bios. Make sure your disc image is in BIN/CUE format. When loading the game, you need to pick the .CUE, and if the image is a proper dump, it will play.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Alrighty, thanks.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Downloaded latest version. When I close the emu after loading a Saturn game (either by clicking on the X, or selecting Exit), it crashes and I get this: I tried loading a GB and NES game and the crash didn't occur.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
It was enabled, the Large savestates. It worked with PSX and Saturn just fine, I thought it would work just fine with Sega CD too. It didn't occur to check lesser valued options. The FAQ had no info about it either.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
zeromus wrote:
Because sega cd has medium savestates? It doesnt sound like you understand what large and medium mean. You don't get to pick the savestate size, the core does.
Thou art right, I don't. But since I don't know anything about the programming side of the emu, and people here do, a simple "hey, make sure you have medium savestate enabled" would have solved the issue ;)
Experienced Forum User
Joined: 8/3/2009
Posts: 158
zeromus wrote:
nope. The emulator does nothing special to disable it regardless of what you do in the rewind menu. Just enable it in the CONFIG > REWIND menu.
I'm using 1.11.4 I can use rewind just fine with the other system I play (PSX, Saturn), but with Sega CD it just doesn't work. But I got it working now. For other systems I only had enabled the "Large Savestates" in the Rewind Frequency area and it worked fine. For Sega CD I used the same config, and it didn't work. But I enabled "Medium Savestates" to test and it works now. I don't know why it doesn't work with Large saves, but whatever. And I use Large because sometimes I have to rewind back to multiple levels or as far back as possible.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
zeromus wrote:
If you want the REWIND OPTION, go to the CONFIG>REWIND menu. What are they teaching you guys in school?
Again, the emulator has it disabled regardless of what you do in the rewind menu. I wanted to know if there was a way to override that command.
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