Posts for ReyVGM


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Experienced Forum User
Joined: 8/3/2009
Posts: 158
Heh, yes I know they are all horrible. Sorry for being confusing. But the least horrible is the softgraphics plugin (which actually requires a lot more CPU power to run at a decent speed) and I was wondering if that might be supported. But I supposed it will not be, at least not anytime soon since it's not optimal for TASing.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
Oh no no, the Rice plugin works just fine. Glide64 looks awful, and Glide64mk2 doesn't work for me, so I can't comment on that one. But that Softgraphics plugin looks the most faithful to the real thing. It's missing the trademark fog of N64 games, but at least bitmaps and sprites look great with no cut borders. I understand the sole purpose of bizhawk is to make TAS(es), so faithful graphics or plugins is not really a priority. I got Mupen64-rr working now, so I can always use that one, even if it's missing all the great options Bizhawk has.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
First time using Bizhawk (love it) and I have a few questions about the N64 plugin support. Sorry if these have been asked and answered before. I know Bizhawk depends on Mupen64, but is there any way to use other video plugins aside from the 3 offered? I'm looking for the video plugin that makes games look as close to the original as possible (zero enhancements). I've read a lot as to why that's very difficult to achieve. So from the ones offered with Bizhawk: Glide64 makes games look awful, Glide64mk2 doesn't work at all for me, and Rice looks very good from what I have tested. Text and sprites look really good while still maintaining the polygons as close to the original console. The latter one is my preferred plugin, however, I recently heard about a plugin called "Softgraphic" and I would love to try it to see if it's better than Rice's, but Mupen64-rr, which lets you select that plugin doesn't load for me (I get a missing SDL.dll and glew32.dll error). So, any way of using bizhawk with that Softgraphic plugin?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
P.JBoy wrote:
ReyVGM wrote:
Cheat Engine: -On the cheat list, if you have two codes and uncheck one to disable it, the other one gets disabled too.
I don't get this bug, are there any more details you can give
That's about it. If you have two cheats enabled and then uncheck one of them (to disable it), then the other cheat stops working too even though it's checked and enabled.
ReyVGM wrote:
When searching for a cheat, you often find the codes in the ram bank change, which makes the code start with "90" instead of "01".
That does sound more like a feature than a bug[/quote] Problem is that codes that start with "90" don't work on previous VBA versions or any other emulators. Bear in mind that the actual address in the game doesn't start with 90, it's the cheat engine that tries to add the code starting with 90 instead of 01.
ReyVGM wrote:
Please please disassociate save states from retaining all the options, cheats and configurations. I hate that every time I load a save state, it reverts all my options, cheats and configuration to the way it was when I made the save state.
I agree with that, I'll add it to the feature request[/quote] I actually requested that years ago on the VBArr dev page and it was Accepted. But it never got implemented.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
There are several bugs in this version: Games: Several GBC games are glitched, such as Donkey Kong Country and Asterix Search for Dotmatrix. Cheat Engine: -On the cheat list, if you have two codes and uncheck one to disable it, the other one gets disabled too. -When searching for a cheat, you often find the codes in the ram bank change, which makes the code start with "90" instead of "01". This works fine on v24, but it doesn't work on previous emulators. I get a "invalid Gameshark code" message on previous versions. I don't know which version is at fault though, VBAv24 for making a code that only works in that version, or the other emulators for not having a more advanced cheat option? Request: Please please disassociate save states from retaining all the options, cheats and configurations. I hate that every time I load a save state, it reverts all my options, cheats and configuration to the way it was when I made the save state.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
marzojr: Yes. I found the code myself (and several other codes), I added them in several ways and made sure they were highlighted before pressing OK. I've done it before, I'm not a newbie at it :) ventuz: 1) Like I said, I found the code myself. I'm a semi-experienced code hacker. However, Genesis emulators, for some reason, have always had crappy add-cheat dialogs and search engines. This Gens version modified by the Tasvideos team was taken in a good direction by adding a great cheat search engine. But the add-cheat dialog is still horrible. 2) Yes, I am aware. But I made this code (and several other ones) myself, so it should work on the version I personally made it for, right? 3) I doubt it. Like I said above, when you do a search, the button to "add code" is disabled. So I guess they didn't mean for the codes to be used yet before the emulator was discontinued 2 years ago. At least not Sega CD codes. Anyway, thanks for the help guys, but apparently codes are disabled for Sega CD games and there's nothing one can do unless the emulator gets a new update down the road. I checked the Gens Rerecording google project page and I'm not the only reporting the same problem.
Experienced Forum User
Joined: 8/3/2009
Posts: 158
I tried that too and several other combinations. It doesn't work. I think RAM codes are disabled, because when you do a search, the button to "add code" is disabled. I had to manually enter it and the code didn't work either.
Post subject: I made a Sega CD code with Gens11, how do I make it work?
Experienced Forum User
Joined: 8/3/2009
Posts: 158
I found an infinite energy code for Spiderman vs The Kingpin (Sega CD), but when I add it to the cheat box (which is unfortunately the same old Game Genie Gens cheat box), it doesn't do anything. I've heard that for sega emulators one has to change the first two characters of a code sometimes, but to what? Here's the code I found: 0009C929 40 The emu says the format for patch codes is XXXXXX:YYYYY, so the code should be 0009C9:2940 then? I did that and it didn't work. Anyone know what I should do?
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