Posts for ReyVGM


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Experienced Forum User
Joined: 8/3/2009
Posts: 158
I see. Thanks for the suggestions then.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
I restarted and windows just re-downloaded those files again. I'm using Win7 64bit by the way.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Thanks. I haven't rested Genesis on bizhawk, but if all those options are available in Bizhawk, then there's no need to mess with add ons or hacks of ancient emulators :P My initial concern was mostly for Saturn and Sega CD.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
feos wrote:
ReyVGM wrote:
But the experienced guys over at gamehacking.org have been itching to be able to make Saturn and Sega CD codes with a decent debugger/ram search/trace logger, etc. for years now. Currently there's no decent way to do so. Same with Genesis
You want me to list all debugging emulators that exist for Genesis?
With all the features I mentioned that Bizhawk has? I've tried Gens, Kega, Gens+, even the previous TAS modified genesis emulators and none have a decent engine. You would have to probably use MESS, or Mednafen (which I haven't used), but again, those are not very user friendly, so only a few people can actually use that to make codes.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
The problem is when you make advanced codes, sometimes you need to play the game and you need multiple save states, key binding, and a lot of other options that Bizhawk offers that the other emulators do not. No$psx is fine I guess, but if you have to wrestle with the UI and the lack of options (which is often the case), then they'll just keep making codes on actual hardware with real Gamesharks/Action Replay. Some use MESS, but you know that's not very user friendly so not a lot of people can tackle that. For PSX it's easier. but for Sega CD it's a nightmare. Saturn is hard too.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Just did it all that, and nothing. Same issues. I haven't restarted the PC though, but I can't do it right now because I'm in the middle of something. Once I do, I'll test again.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
He was actually talking about me, however I don't know anyone that I could inspire to do that. But the experienced guys over at gamehacking.org have been itching to be able to make Saturn and Sega CD codes with a decent debugger/ram search/trace logger, etc. for years now. Currently there's no decent way to do so. Same with Genesis, N64 and PS1. They (and I), have always found the cheat search tools you guys have made for FCEUX, VBA-RR, SNES9X, etc. extremely useful.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
After all this back and forth, regardless of what method is used: will there be a way to take snaps without the artificially added borders/overscan mednafen uses, and will the new method work as well or better as the one Feos did?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Yep.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Ha, no I didn't. I had the emu 'installed' a long time ago, and since the emu worked just fine, I just I assumed I did everything I needed to do back then. I just installed it and I'm still getting the same errors though.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Thanks for the info. However, whenever I select Lua, I get this error: And then I get this and the emu crashes:
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Ok so for example, I'm going to use all X's for the second set:
while true do
if memory.read_u16_le(0xB6F18)==0x0600 then
memory.write_u16_le(0xB6F18,0x0100)
end;
if memory.read_u16_le(0xXXXXX)==0x0600 then
memory.write_u16_le(0xXXXXX,0x0100)
end;
emu.frameadvance();
end;
Ok so that's only if the first line is a D, and the second an 8. What if it's reversed (if that's even possible)? What about codes where instead of an 8, there's a 3. Such as: D00B6F18 0600 300B6F18 0001 Does it work the same?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Ok, so I open a text file, enter the lines Lil_Gecko posted, change the name to whatever.lua, and then how do I load it? I don't see any option to load anything other than games or save states. Or do I need an external program for that? *edit* Crap, there it is on the tools menu. Yeah I see it now. Thanks. I'll try it and if it works, I can just modify what you posted to include any address, right? What if instead two addresses like the one I posted, there are 4 or 6 following the same pattern? Do I just repeat
if memory.read_u16_le(0xB6F18)==0x0600 then
memory.write_u16_le(0xB6F18,0x0100) 
with the additional addresses?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
zeromus wrote:
you can't enter gameshark codes in bizhawk. you can convert some gameshark codes to raw cheats this code is two parts. if($B6F18==$0600) //D00B6F18 0600 $B6F18 = $0100; //800B6F18 0100 This can't be converted to raw cheats. You might be able to approximate it by removing the first part. But it might not work. You might be able to approximate it by manually tweaking that value at the right time in the hex editor, if we had a systembus memorydomain on psx, which it seems we do not. You could probably convert that address to a main ram address using google-fu and a PSX memory map and then use the hex editor.
I tried removing the top code, but it didn't work. It's a code to always place 1st in a racing game, so I guess both lines are needed. If I could enter both addresses at the same it maybe could work, but even if I could do that, I don't know if it would really need those two characters GS codes have at the beginning. Which begs the question I'm sure other people have asked before, why not include a way to enter Gameshark codes directly?
Lil_Gecko wrote:
Codes starting with a D are "if" codes. You got to write something in lua to make it work.
while true do
if memory.read_u16_le(0xB6F18)==0x0600 then
memory.write_u16_le(0xB6F18,0x0100)
end;
emu.frameadvance();
end;
I don't know what LUA is, where can I find that option?
Post subject: How do I enter this Gameshark code?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
I searched the forum, and the only threads asking about how does Bizhawk work with Gameshark, did not address this: How exactly do I enter this PS1 gameshark code? D00B6F18 0600 800B6F18 0100 I know about dropping the first two characters, problem is, if I do, then the addresses are exactly the same and Bizhawk doesn't allow duplicate addresses. Is there a workaround?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Any chance the debugger and trace logger will become operational for saturn emulation in the near future?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
That's what I'm thinking too.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
No wait, let me clarify. The first time I beat the game a long time ago, I got the correct set of credits background and text (the ones on my second post and second set of saves). Now, when I beat the game yesterday using someone else's 100% complete save, I got that second set of background art, but no credits text (the ones on my first post and first set of saves). I had no knowledge one could beat the game a 2nd time and get a second set of art during the credits and since I originally finished the game so long ago, I just assumed there was a bug since the Text didn't show up. After I realized that there are two sets of credits sequences, I wanted to test if the "bug" happened on both endings, so I found a save before finishing the game the 1st time, I got the credit sequence I remembered and the text was properly there too. So, what needs to be figured out now is if the credits in the second ending are supposed to be missing on real hardware or if it's something happening on a lot of emulators (I tested Bizhawk, PSXfin, PSXjin).
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Alrighty, thanks for the info.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Hey guys, I gots a Q. Any way to skip the Playstation bios?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
I have an update for the Final Fantasy Origins issue. Now I don't know if that's how it's supposed to happen or not. On that second set of credits that are supposed to appear, those background images are different from the ones I remember. I found out why. Here's how it goes, when you finish the game the first time, on the 2nd set of credits you get a set of background images (that get added to your gallery), alongside the credits text. After that, you can start a new game and if you beat the game a second time, you'll get the 2nd set of images where the credits are supposed to appear (the saves I posted above). I found a save at the last boss without beating the game, I saw the ending, got the credits images I AND the credit text showed up correctly too. Here's the save at the ending: https://www.sendspace.com/file/5wpdj2 I can't find a youtube video of anyone beating the game a second time on another emu or console, so I don't know if you are supposed to get the credits or not. But I think you should because the 1st set of credits appear, why wouldn't the second one?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
zeromus wrote:
What's "original native view"? The undithered version is completely wrong.
Yeah, I mixed it up.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
zeromus wrote:
Yes, you're wrong. The dithering is probably correct. Mednafen is more accurate in this respect. Mednafen is more accurate in essentially every respect in regards to the rendering. I think what's happening is the game is rendering 24bpp colors, not 16bpp. But the PSX framebuffer is generally 15bpp. So Rendering 24 on 15, you can either dither it or not. I think the PSX always dithers it. It looks cool on a CRT. It sounds like the PSXJin option should actually be called "Aways dither g-shaded polygons, like they're supposed to be"
Thanks for the answer. If dithered is the original native view, then that's all I needed to know ;)
Experienced Forum User
Joined: 8/3/2009
Posts: 158
I have a question, I tried the PS1 Final Fantasy 1 on PSXJin and on Bizhawk, I have no filters on, native resolution, and I have taken (allegedly) native screenshots. Why do I get these two different results? Top (PSXJin) looks more "correct", with the color gradient, just like the 16 bit versions. Bottom (Bizhawk) looks spotty. Is the top one just faking it or is the bottom one wrong? *Edit* There's a dithering option on PSXJin called "Aways dither g-shaded polygons", I turned that on and now it looks exactly like the one from Bizhawk's. With all dithering off it looks like the first image. And I wrong to think that with dithering off is what the framebuffer actually outputs, and the dithering was added by the CRT later?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Oh sorry, I didn't know the save states didn't work if the control config didn't match. But glad it was figured out.
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