Posts for ReyVGM


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Experienced Forum User
Joined: 8/3/2009
Posts: 158
Ah ok. Well, it should be made optional at least. I can handle the save state sizes :P
Experienced Forum User
Joined: 8/3/2009
Posts: 158
It's already configured, no need to be snarky. The emulator has that feature disabled for Sega CD and it doesn't look like you can enable it like with other cores, so I was asking if it was possible to do so through some method unknown to me.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Question: I just tried a Sega CD game and the emu said Rewind was disabled. Is there any way to enable it for SCD?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
zeromus wrote:
Sonic R, same problem. External memory is X'd out. Obviously you wont be able to import save data if the emulator isnt even capable of mounting it right now.
Ah, gotcha. Thanks.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
zeromus wrote:
Hmm when I saved, the game didn't offer to let me save to the ram cart.
Try Sonic R. You can pick right from the file menu internal memory or external memory. If you change anything in the options, it automatically saves it to whatever memory type you picked in the game. However, I do think the emulator needs to specify that it is using the external ram cart for the game to recognize it.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Well pretty much any game that saves can be saved to the 1 meg cart if you want. RPGs specially.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
zeromus wrote:
reyvgm, same as in every emulator. watch the files bizhawk drops, then replace it
It doesn't seem to recognize external ram saves (the ones that are 1meg), but it does recognize internal saves (the ones that are 64kb). But it doesn't really matter anymore, I'm forced to unfortunately use SSF due to having a higher game compatibility.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Ok I noticed the SaveRAM Bizhawk flushes are 64KB, which is the size of Saturn's internal memory. So I took an internal save and renamed it and it worked fine on bizhawk. But what about external saves from a 1MB cart? How do I select on bizhawk to recognize those saves?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Hey guys, is there any way Bizhawk can recognize backup ram saves done by SSF? I tried renaming the saves from .bin to .SaveRAM, but it didn't work (unlike the PSX .mcr saves). SSF stores each save in its own file like Bizhawk, instead of one Backup file (like the real console).
Experienced Forum User
Joined: 8/3/2009
Posts: 158
I don't know how to use a GUI-less emu. Besides, I tested it on those emus because I believe they are less accurate than Bizhawk. So if they load there, and not on Bizhawk, then I can assume it's a Bizhawk bug.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
I believe there is a bug with the Playstation Ridge Racer Bonus Turbo Mode Disc (USA) which was included as a bonuc disc with Ridge Racer 4. When you are at the main menu, you can start Ridge Racer 1 just fine, but if you press Up or Down to select any of the other modes (GunCon, Museum, Games, etc), the game will freeze. I tried the same image dump on epsxe and psxjin and it works fine.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Use bin/cue.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
feos wrote:
ReyVGM wrote:
When I click on it, it crashes. Here's a thread about it: http://tasvideos.org/forum/viewtopic.php?t=17025 I gave up on it already.
feos wrote:
ReyVGM wrote:
Yeah, but unfortunately LUA crashes bizhawk on my end.
Installed the new prereqs?
Yep, as stated on that thread. It still crashed.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Pokota wrote:
ReyVGM wrote:
Pokota wrote:
The functionality of D0 codes can be replicated with lua scripting. Might be fun to start poking at that sort of thing.
Yeah, but unfortunately LUA crashes bizhawk on my end.
Does it crash when you try to open the lua console, or when you try to load a script, or when you try to run a script?
When I click on it, it crashes. Here's a thread about it: http://tasvideos.org/forum/viewtopic.php?t=17025 I gave up on it already.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
hegyak wrote:
After that, I will look the implementation of a multi-line textbox instead of single line textbox.
That would be great. Just like the one VBA uses would be great. You just copy everything into one text box and all the codes are added.
Pokota wrote:
The functionality of D0 codes can be replicated with lua scripting. Might be fun to start poking at that sort of thing.
Yeah, but unfortunately LUA crashes bizhawk on my end.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Cheats Add GameShark converter for N64, GB/GBC, Saturn, GBA, PSX Add Action Replay converter for SMS, SNES, Genesis, GBA Add Game Genie converter for Genesis, SNES, GG, NES
Hell yeah!! *Edit* Just tried it, kind of a letdown :( But I guess it will be useful for people that don't know how to convert their own codes. I hope whoever added this improves on it. I know it says "converter", but I had high hopes it also let me add PS1 codes that start with D0 and make them properly work. Also, the converter only allows one code at a time. I would be much better if you could just copy/paste a bunch of codes and convert them at the same time. Some Gameshark/AR codes are really long and entering them one by one is no different than what the current cheat window already allows you to do.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
400%? The emu lets you speed it up to 6400% by using the Decrease/Increase keys (configurable in the hotkeys menu).
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Didn't notice it, thanks.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Posted something that turned out to be incorrect. So I annulled it.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
null
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Yeah I saw that, and I know what a m3u file is, but I didn't know how to create one (or that is was so simple), and most regular users will probably not know either. With the Run in background option enabled, I didn't even need to advance frames since the game was running already. The process is simple, but when you don't know how to even begin, it feels complicated. Besides, I don't see the harm in adding additional information.
Post subject: PSX Swap Disc Tutorial
Experienced Forum User
Joined: 8/3/2009
Posts: 158
I spent almost an hour trying to figure out how to swap PSX discs, but thanks to a youtube video I was able to do it. I decided to write a tutorial in hopes that it gets added to whatever help/faq bizhawk has since it's not really very user friendly. Step 1 For multidisc games, you need to make a .m3u file. It's really simple: -Make a new notepad text file (.txt extension) -Paste inside the filename of the .cue for each disc. For example: Final Fantasy 7 (disc1).cue Final Fantasy 7 (disc2).cue Final Fantasy 7 (disc3).cue -Save and close the text file. Now, name the file whatever you want, but make sure to rename the .txt extension to .m3u, and that will be all. Step 2 -Now, open Bizhawk, and instead of loading the individual disc .cue, just load the .m3u file. -Once the game prompts you to change the disc, go to PSX -> Disc Controls. On that window, you'll see all the discs you added to that .m3u file you created. Go on and hit "Open" on the "Tray" option. -Now this is where it might get tricky for some. Bizhawk automatically pauses the game when the screen loses focus, so you either need to hit the Frame Advance key (Config -> Hotkeys -> Frame Advance) or you need to disable the auto-pausing feature (Config -> Customize -> Run in Background). Once you have advanced at least one frame, or if the emulator is not paused, then you'll be able to pick the disc you need from the Disc Control window. So, pick the disc and hit "Close" on the "Tray" option. When you go back to the game, the new disc will load. Or you can just watch the youtube video I used: https://www.youtube.com/watch?v=lWNc38QH5LY
Experienced Forum User
Joined: 8/3/2009
Posts: 158
What does the math part mean? That the search results I'll get won't have the 'real' addresses and that I have to use math to 'turn' them into the correct ones? As long as the math is adding or subtracting, then I guess it could be okay. But then again, I'll probably spend more time 'converting' addresses than searching each memory domain.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Hey zeromus, about that Sega CD RAM search. Is there anyway to search all the RAM areas and not segments of it? The reason is because you don't always know which one to search, so you end up searching all of them and wasting a lot of time. Can there be an option to make one search on all the RAM areas?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
If bizhawk supports all GBA's save types (there are like 5 I think?), then the save I posted should work if you rename it to .saveram
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