Posts for Sappharad

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Did you rename the files? The .bin file is a track, so you do have "the track files". Tales of Phantasia has no CDDA so you should expect two files, for example top.cue and top.bin. If you rename either of those files, you break it. Open the .cue in a text editor like notepad. The first line should say something like FILE "top.BIN" BINARY This tells you what the .bin file needs to be named. Rename the .bin file to what it's supposed to be named.
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TAG wrote:
I don't know whats going on. i have changed the settings but am still getting stuttering and no clean audio. maybe i should delete all of the junk from my desktop and keep it ina seperate folder and see what happens
These are the settings I use: I've got no issues with those settings on my machine. I'm not aware of any changes being made to the speed sync options in the last several releases, so any difference should be settings.
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TAG wrote:
EDIT: is their some recommended audio setting to avoid the stuttering on play back. all other versions don't do this and when upgrading to the latest version of osxhawk it runs all choppy and my computer is a beast.
The answer to that was in the post above where I released the new version. Previous releases were distributed with the default configuration that I prefer, rather than no configuration at all. The Windows version (at least the copy of 1.12.0 that I just downloaded) doesn't come with any configuration. To get the same behavior as my previous builds, turn on Audio Sync and turn on VSync and it will perform how previous releases did. Your custom configuration in 1.12.0 will carry over to future releases, because that is now saved to your user profile in macOS instead of being saved inside the app itself. So once you change those settings you won't have to do it again. In case you're wondering, the config is now saved to /Users/<yourUsernameHere>/Library/Application Support/BizHawk/config.ini Application Support is a standard directory where other programs save their config files. Library is a hidden folder, if you hold the Option key on the keyboard while the "Go" menu in the finder is open, you'll see the Library option appear in the menu.
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Alright, I figured out how to get BizHawk 1.12.0 working properly on macOS Sierra. Copy or move the app to your Applications folder and run it from there. No need to re-download. It works fine once you do that. This is the result of a new security mechanism in macOS 10.12, but I was able to reproduce the bug then after moving the app to the Applications folder it ran fine. In the future I just need to distribute BizHawk releases inside of a .dmg file instead of a .zip file. The purpose of the security feature is to ensure that apps which reference files not included in the app were not modified by hackers before you downloaded them. macOS can check the app itself to determine that it's legit, but it doesn't know about external cores that BizHawk tries to load like NESHawk. Those are SUPPOSED to be handled by me signing the app since the cores are inside, but I guess since BizHawk is a .NET app which loads them differently than expected it just gets confused. Once you "install" the app by moving it to the Applications folder, it assumes that any malicious files that someone might have added to the .zip didn't get moved too so it lets you run the app. Or something like that. I'm not entirely clear on how that works, but in the future it looks like distributing a signed .dmg disk image is a solution that will allow macOS to ensure the files weren't modified and everything will work properly on 10.12 then.
Post subject: Re: Streaming emulators from PC to iPAD
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Perene wrote:
As you can see, I added BizHawk to the wiki due to the support of the Microsoft Remote Desktop app. Can any of you guys explain why some emulators can't work with it or do you have any suggestions for me to improve this list?
Different emulators use different technologies to output video, output sound, or request input from devices. BizHawk happens to support multiple technologies for video output and sound output, because it is so great. Microsoft Remote desktop is not intended for streaming games. BizHawk just happens to work well because of all of the options it supports.
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I've posted a preliminary macOS Build of BizHawk 1.12.0 here: http://projects.sappharad.com/bizhawk_mac/BizHawk_mac_1.12.0.zip It is compatible with macOS 10.7 to 10.11. It is NOT compatible with macOS Sierra (10.12) or newer. Well, you can run it on 10.12 and MegaDrive/Genesis games work, but NES and some others experience the previously reported problems. I attempted to fix the compatibility problems with 10.12 but my first attempt did not work. I'm calling this build preliminary because of that, but if I release an updated build the only changes I plan to make are for fixing macOS 10.12. Changes in this release that are macOS specific: - Quit option works again, you don't need to click the close box on the Window. - BizHawk config is now saved to your user profile. This means your settings, recent list, etc. will be retained in future releases. Note: Previous macOS builds were uploaded with my personal config set as the default. This meant that the VSync option was turned on instead of off, and sync was set to "Audio Throttle" instead of "Clock Throttle" which is what it defaults to when you don't have a config file. Due to the change mentioned above, if you notice screen tearing when playing games, enable VSync under Config->Speed/Skip. If you notice slight audio distortion, switch to "Audio Throttle" under the same menu. That will make it behave how it did in previous releases. I might override these defaults in the next build if you don't already have a config, because I think they're better settings if you're just downloading the emulator to play games. ---- Update for February 25th 2017: It appears that the macOS 10.12 issues are completely OS security related, and I'm still not sure how to fix them. On the machine where I was able to reproduce the problem, I downloaded Visual Studio for Mac and checked the latest code from the mono-portable branch out from GitHub. (Currently the same as the 1.12.0 release at the time I'm writing this) When built directly on the 10.12 machine that runs it, everything works completely fine. The only time you have problems is if the app is downloaded from the internet. I thought that code signing would fix that, (and the 1.12.0 release linked above is signed) but it did not, or there's some kind of validation issue. So I'm not any closer to solving the problem yet. But if you're running 10.12 and desperately want to use 1.12.0, download the source code from Github, download Visual Studio and build your own copy: https://github.com/TASVideos/BizHawk/tree/mono-portable If you run into an error with the version project (or it says svnrev.cs is missing), copy the file svnrev_template in the Version folder and name the copy "svnrev.cs". This is wrong and a bad thing to do, but it seems the events to generate that file aren't running anymore and I need to fix that again.
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boldwren wrote:
When I load a rom (I have tried NES and megadrive) and then try to open Tools -> TAStudio it silently crashes and closes the app.
TASStudio is not supported on macOS. It uses native Windows functionality and I'd have to re-write it. You can use the macOS builds with input recording and playback features at this time, but that's it. In general I don't disable features that are unsupported, in the chance that they might work because BizHawk has a lot of features and I don't test each and every option to see what should be disabled. I can disable the option if you'd like. TASStudio is a pretty complex feature, it probably wouldn't perform well if I did manage to get it working.
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Chamale wrote:
I turned off NES with QuickNES and it's still not working. Although, I've noticed that when I quit Bizhawk and restart it, I have to force quit it after waiting five minutes because it won't quit normally.
That's a known issue, at least I've noticed it for the last few releases but keep forgetting about it. I should probably fix it in the next release. You don't need to force quit, just click the red close button on the window instead of going File->Quit or pressing command-Q. As for the error, thanks for the large screenshot. If you delete BizHawk and unzip a fresh copy, does it happen the first time you run the app or only on subsequent times running it? It may have something to do with Apple's changes to macOS 10.12 which force unsigned applications to be sandboxed, so that recent documents and other files generated internally by BizHawk can no longer be found after launching it again. This is just a theory, I'm not actually sure yet but I'll look into it.
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Chamale wrote:
Jba03 wrote:
Ok, its working now, but when i load a rom it says: A core accepted the rom, but threw an exception while loading it
I'm getting this same bug in 1.11.8.2 and 1.11.9.1, but for all NES ROMs. (MacOS 10.12.2)
Works fine for me on 10.11.6, with every single NES ROM I tested, both ones for QuickNES and NESHawk. Have not tested 10.12 due to my primary machine not supporting it, but I can upgrade my 10.12 Virtual Machine and test it there. If you go to Config->Cores and turn off "NES With QuickNES" do NES games work? Edit: 10.12 also works fine for me, with a fresh download from the link in this thread. This is a fresh install of the latest macOS Sierra beta with a fresh install of Mono:
Pokota wrote:
Quick question, what framework differences are there between OSX and linux builds?
I don't understand the question. Nobody does Linux builds anymore, and I can't change the thread title or modify the first post anymore.[/img]
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Warp wrote:
Takarifreak wrote:
-How close are we to console verification on stuff like Playstation?
If I understand correctly, that's never going to happen. At least not with unmodified hardware. AFAIK PS games can only be run from CDs. Reading from a CD has pretty much random timing (that can vary by a lot). Syncing with that is probably impossible (unless, as mentioned, you modify the hardware somehow, which tends to be a bit of a no-no in terms of TASes and console verification). Although, I suppose that if there is some PS game that's fully loaded to memory and never reads from the CD after that, it could possibly happen. I don't know if such a game exists. (Disclaimer: I have zero knowledge about PS TASing and hardware, so I may be talking complete BS here.)
I think if it hasn't been already, that's something that would be good to discuss in a separate thread. Is modifying a CD-based console to make it deterministic going to far to be considered valid console verification? I have a drive emulator board in my Dreamcast, which produces very fast and consistent load times as long as the SD card it's reading from is consistent as well. I know there are a few other consoles that have drive replacements to read from other media as well. I recall during one of the runs last week that a runner mentioned that they don't count load times towards their times, because some people install the game to their console and others run from disc. Does that make it okay to use modified hardware as long as a human could perform the same thing on the same hardware? Regarding games that load and never read from the disc again, Animal Crossing on Gamecube was well known for doing that.
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I've read through most of the posts from the last 24 hours, and didn't really see this important thing mentioned. I've watched live for the past 2 years, and this was smoothest, most polished presentation you've ever done. I remember in previous years that we'd have to wait several minutes as you did hardware setup and switching between games. This year it felt like there was less than a minute of wait time between each game, and you never encountered any unforeseen failures. (With the NES classic situation being disclosed in advance, it wasn't a problem) Some of this is due to the fact that you had to have everything hooked up in advance since you were running 3 consoles at once, but it still made things look like they were really well planned. As others have said, content-wise it wasn't as entertaining as previous years, but you did a really great job making everything run quickly and without problems this year. The most obvious problem to me with the GDQ events has always been the setup times, which often take much longer than estimated. I don't understand why it sometimes takes as long as 25 minutes between games and then they end up having technical difficulties. They should have the next hardware / game staged already on a rolling cart, so they just need to roll it over and plug in power + audio + video cables and be ready to power up the next system in a minute or two after unplugging the previous one. I don't know how the actual process works, but it feels like they're setting stuff up for the first time and plugging cables both into the consoles and the output whenever they switch games instead of having everything ready except connecting to TV/video capture/power. Obviously there are some exceptions to this like your TASBot stuff and races, but in general it feels like there's room for improvement in their setup process. I always bring a projector, tripod, game console & controllers with me to the annual holiday party at work and it takes me less time to set that up than they spend switching games and it's not staged ahead of time. Looking forward to whatever you do at future events.
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alchemistake wrote:
Aloha, Seems like 1.11.9.1 build has an exception: I tracked the message on the web but it seems obscure error message. But weirdly it runned after 5 minutes of wait time. If I repeated something that someone else said sorry I am just trying to help.
Are you saying 1.11.9.1 does not run at all for you? Or did it take 5 minutes to launch and run fine? You don't say when it happens. If the latter, it's an issue with Mono. I read somewhere that Mono does some kind of font caching. It only happens once, so after that the application should work fine. There's not really anything that can be done about it at this time.
Post subject: Re: 1.11.9 Released
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adelikat wrote:
Version 1.11.9 has been released!
Excellent news, unlucky timing for me though. :-) I'll try to post a macOS build on Monday, currently flying out to PSX for the weekend.
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Samsara wrote:
I've stickied this thread because of importance and not everyone using Windows and whatnot. Just a fair bit of warning: There's a fairly terrible "feature" on the forums that removes a poster's ability to edit a post that a moderator has edited, so the OP may not be able to be edited as of right now. This should be fixed as soon as I'm able to cajole an admin into doing it.
That "feature" is intentional. If someone violates a rule by linking to content that you disallow, you can edit their post to remove it. Without it, the offender could just edit the content back into their post. For what it's worth, I don't think this was worth being sticky. A bump maybe. I haven't provided a Linux build in over 4 years and probably should just edit the thread title to pretend it doesn't exist. Every time someone has expressed interest in trying to contribute changes to make Linux usable, it lasts less than a week. The macOS builds are decent if you want to play games or playback a TAS, but the user interface can be sluggish at times because it's just the Windows UI with some pieces swapped out for native. Some of the more advanced features like Lua or the hex editor are either hidden or won't really work. I had started writing a native multi-platform UI which should work better on macOS and Linux, but was blocked for a while by lack of an OpenGL control for the UI framework that it used. That seems like it may have been resolved a few months back, but I haven't resumed working on things since then. That being said, I'll continue to make sure that what works now continues to work and provide new builds whenever there's a corresponding windows release. BizHawk is the most accurate option on macOS for emulating some of the systems it supports, and I think the UI is a bit easier to use than something like retroarch. Whenever I get in the mood again, I hope I can make it even better. ------ Didn't want to bump this thread, here is a link to a Mac build of 1.11.8.2: http://projects.sappharad.com/bizhawk_mac/BizHawk_mac_1.11.8.zip ------ Latest version: Didn't want to bump this thread, here is a link to a Mac build of 1.11.9.1: http://projects.sappharad.com/bizhawk_mac/BizHawk_mac_1.11.9.zip
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creaothceann wrote:
I can hear a change after entering the options, both with and without headphones. Here's the audio of the menu cursor changes before and after going into the options menu. After loading it into Audacity it seems that for the second set the sign of each sample is inverted (1 becomes -1 etc).
I don't know anything about this game and didn't bother to look it up before replying, but what you're describing sounds similar to Dolby Pro Logic encoding. With Pro Logic, if the waveform of samples on the left and right channels are 180 degrees apart (for example if you take a mono track, split it into stereo and invert the left or right channel) the audio will be played on the rear surround speakers. It also sounds kind of weird via normal stereo speakers because both sound waves would cancel each other out being exact opposites. If a game supports Dolby Pro Logic, this could explain why that happens. If not, at least the explanation was useful?
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I saw this article today which might interest OP: http://www.dualshockers.com/2016/09/09/nes-snes-mega-drive-and-gameboy-emulator-to-be-released-on-xbox-one/ This seems like something that Microsoft would not allow, but I just looked over Microsoft's UWP developer agreement. They don't appear to explicitly forbid emulators. But it seems very likely that the author of the software mentioned in the article is probably using other people's code without permission and violating some emulator license agreements. Microsoft has a provision in their agreement where apps must adhere to the terms of any FOSS code they're using. Regarding the original question... Keep in mind that UWP can't use any of the existing user interface. Someone would need to write a brand new user interface to work with UWP. "Probably not" is a great answer, because it probably won't happen. Could some pieces of BizHawk be used to create another emulator? Yes, about 4 years ago I attempted to port BizHawk to the PSVita via the now discountinued PS Mobile. That was prior to the introduction of most of the native 3rd party cores / DLLs mentioned by hegyak above. So for an honest answer, some consoles like GameGear may be adaptable, but the majority won't be. And you probably won't find anyone willing to spend the effort on it, because it's been 4 years and we haven't found anyone to help with a Linux port and I'm the only one who touches the macOS port and even that doesn't get improved much.
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Jba03 wrote:
Ok, its working now, but when i load a rom it says: A core accepted the rom, but threw an exception while loading it
SNES and N64 are not supported in the OS X version. See first page for supported systems.
Post subject: Re: Doesn´t work
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Jba03 wrote:
I´ve done everything that you should do, ive also installed mono... When i open the program nothing happens and the spinning circle pops up. Please help :(
How long are you waiting for it? On some versions of OS X it takes several minutes for the app to launch for the first time, which is due to mono building font caches or something like that. After it happens once, it's fine. What OS version?
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zeromus wrote:
for now the old versions are at http://www.fceux.com/bizhawk-releases/OldFiles/BizHawk/
Not sure how much space you have there, but if you need to free some up I still mirror all of those Mac builds myself so you could probably delete them. I don't have direct links and directory list is disabled, but the filename format has never changed. http://projects.sappharad.com/bizhawk_mac/BizHawk_mac_1.x.x.zip where 1.x.x is the version you want, all the way back to 1.6.0. I still have copies of Mac builds all the way back to 1.0.4, but I deleted everything older than 1.6.0 from the server last year because I figured that nobody would want them anyway and I don't pay attention to how much space I have free on the drive. I just checked how much space I have and I actually have a lot so I could upload everything again. I do not recommend downloading older versions.
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TAG wrote:
But they are complicated to set up. I love the experience where the emulator is telling you what settings will work first time. And just applies them. Like the Mac one does.
But that's what OpenEmu is supposed to be. OpenEmu was designed for users who don't know what the hell they're doing, it manages your ROMs for you like iTunes manages music. (And it's why I dislike it, because I can't just load up a game, because even the "Open ROM" feature adds it to the library.) If you're looking for something easy that just works, it's supposed to be the easiest option. Regarding SNES, I made a couple of attempts but there are technical reasons why I can't do it as-is. It's possible, but it requires changes that I'm not interested in making right now. Using the RetroArch Snes9x core via Open Advanced should be feasible, although for some reason the RetroArch stuff wasn't working either and I didn't look into the problem further. I'll look again at some point. TAG, I haven't looked into your 3-keys limitation yet but I suspect that it's probably not BizHawk's fault. I'm not sure what GBA restrictions you're asking about, both GBA cores are supported on OS X and I haven't omitted any features from those as far as I know.
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TAG wrote:
hey um what did this update fix?
Nothing specific to the Mac version. There was a new Windows version, so I made a new Mac build. There's a newer version of the mgba core, which is nice for people who use that for GBA games. I don't really pay too much attention to the changes anymore, I just merge them over and try to make sure all of the systems that worked before still work.
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TAG wrote:
Hi all, i seem to come across some of these issues that cause biz hawk to crash. if i want to record an AVI file it takes me into the process of encoding the movie and when i press start it crashes and deletes some of my work even though i saved it. another issue i have is trying to reload a state in rerecord mode. it seems to say load state error! though it isn't a big deal as i just turn rerecording off and load the state and then rerecord over the old part i did not want in the TAS. another issue is when ever i try to open a movie file in the movie selection file. IT DOES NOT TURN UP. the only way i can see my movie is to open the recent movies window.
1. I seem to recall looking at the movie encoding stuff at one point, but I don't really remember finishing it. I think there might be a reason it doesn't work, but I'll have to look at it again. 2, 3. It looks like the movie stuff broke on OS X when the file format changed from .bkm to .bk2. I'll need to fix it for the next release. Edit: I fixed #3 today so that should definitely be resolved the next time I post a release. My solution for that problem was still intact, but the original Windows code was running by accident. It might fix other non-windows problems that accidentally returned, but I still need to check on those. Edit 2: Fixed #2 as well.
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TAG wrote:
OSX El Captain (sadly) version 10.11.1
What's wrong with El Capitan? I think it's fine. I had some stability issues last fall, but after wiping everything and doing a re-install without restoring from a backup everything has been perfect ever since.
doctorclo wrote:
Hello, I need your help. I would like to install BoozeHawk on my Ubuntu 14.04 LTS. I used this link http://code.google.com/p/bizhawk/downloads/detail?name=bizhawk-1.0.4a-linux.tar.gz Then I installed MonoDevelop. I try to run this command "mono BizHawk.MultiClient.exe" but it doesn't work. The error is "Got a SIGABRT while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application." Can anyone please help me?
Your version of Mono is probably old. Make sure you're running the latest official version, not the one that comes with Ubuntu. The one that comes with Ubuntu is not maintained and just really old. The only way to get the latest version is directly from the mono-project website: http://www.mono-project.com/docs/getting-started/install/linux/#debian-ubuntu-and-derivatives That being said, nobody with Linux experience wants to support the Linux version and that build is from 3 years ago. If you find someone who cares, they might be able to do a better job providing more recent versions.
Post subject: Re: Thanks
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scubed wrote:
I also ended up changing cgc to cgc.exe in BizHawk.Client.EmuHawk/MainForm.cs and doing chmod 755 output/dll/cgc.exe (I'm not sure if just the latter is necessary.)
That's not going to work correctly. CGC is used for compiling shaders when running in OpenGL mode. You're not going to be able to use those by going back to the Windows EXE, Linux can't run that. The correct solution would be to download the Linux version of the CGC SDK from Nvidia and make the appropriate changes so BizHawk can use it.
scubed wrote:
Of course, now that I got it to start, I'm getting all sorts of problems with it trying to load win32 dlls, e.g. output/dll/blip_buf.dll How is that part supposed to work? I take it this is where the different cores come in? Is there a list of which parts are in C# as opposed to a pre-compiled DLL, or what configuration I need to use to get that?
Yeah, this is the part where you actually have to struggle a bit. All of the .dlls in the output (or output/dlls/) folder that aren't .NET code need to be ported to Linux, and you'll have to put the .so files in the output folder. Mono handles looking for the correct filename automatically, so for something like blip_buf.dll, it automatically looks for blip_buf.so on Linux and blip_buf.dylib on Mac OS X. I've had to do native OS X builds of most of those DLL's, but there are a few that I haven't been able to do yet for various reasons. Until you port over the necessary .dlls and provide native Linux builds, those features won't work. Any BizHawk cores that are 100% C# should work though. For example, Sega Master System and GameGear games should work just fine now that you have the code building. If they don't, you'll have other problems to fix first. :-) SNES, N64, Genesis, Saturn, PSX, Gameboy Color, GBA, LibRetro and QuickNES are some of the native cores. Of those, I made Xcode projects for about half of them so that I could build .dylibs for OS X. Nobody has done any work on the Linux side for that. As to how you build .so files, I don't think I can help with that. Perhaps there's a C/C++ IDE that has a project type for it. On OS X, I was able to make a .dylib project in Xcode, add the files I needed, then just keep compiling until I fixed all of the build errors. blip_buf is an easy one to start with. The 2nd easiest will probably be the Genesis Plus GX code, it's pure C and already multi-platform. For that I didn't need to make any code changes at all to build it for OS X, I just had to make a project, add the files, set the appropriate pre-processor defines (copied from the Windows build, minus a WINDOWS define if one existed) and compile. For some of the other ones that I've already ported to OS X, there are #if WINDOWS defines in the code already, and since OS X is based on Unix, the changes I made will probably help Linux builds go easier too.
Post subject: Re: Linux part 2
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scubed wrote:
Thanks for the advice. I tried building from the mono-portable branch this time. Version.csproj still wouldn't compile, with error CSC: error CS2008: No files to compile were specified I found a workaround. Inside of the csproj file, I added: <CoreBuildDependsOn> </CoreBuildDependsOn> (That should probably be committed to git.)
I tried your suggestion, it seems to work for me since I can build the Version project without disabling MSBuild now. Committed to Git. Thanks for solving that one.
scubed wrote:
Then it compiled until it reached Input/Input.cs(132,27): error CS0234: The type or namespace name `GamePad360' does not exist in the namespace `BizHawk.Client.EmuHawk'. Are you missing an assembly reference? This message was very strange. As far as I can tell, all of the GamePad360 parts are correctly #if'd out. I even tried putting gibberish in them to see if that would prevent compiling. It didn't. But, apparently there's some later phase that still finds the symbol somehow? So, I ran cpp manually to remove those parts. After that, it compiled! It took me a bit to realize that the binaries were in output. I guess the other .exe files in obj/x86/Release are actually object files or something?
No clue on the error you got either. WINDOWS should not be defined, although I recently fixed an instance in DiscoHawk where WINDOWS was hard-coded as a define. Glad you found a way around it... I don't think I've seen that problem myself. Binaries are build into their respective projects and copied to output at the end, I think.
scubed wrote:
When I try to run output/EmuHawk.exe (I'm guessing that's the main program?), I get a window which says: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: Stream is not a valid .resources file! It was possibly truncated. ---> System.IO.EndOfStreamException: Failed to read past end of stream. at System.IO.BinaryReader.FillBuffer (Int32 numBytes) [0x00000] in <filename>:0 ... at BizHawk.Client.EmuHawk.Properties.Resources.get_logo () [0x00000] in <filename>:0 I have no idea what that means. I figured the resource files would be built into the .exe file? Does that mean I have to give the executable the path to the .resources files? Or does it mean it didn't include them properly during linking? The .resources files appear to exist alongside the .resx files.
I would suggest running via MonoDevelop by clicking the run button in the toolbar, at least until you can get it working. I've seen resource errors before, but they were compile errors and not runtime errors. For me those were the result of using XBuild and not MSBuild, or sometimes they were the result of not cleaning and rebuilding after an update. Make sure you're running a recent MonoDevelop (I'd assume you are now, since it built), Clean all projects, manually delete anything in the obj/ folders and Rebuild All again. Clean won't delete everything in the obj folders sometimes, and I've had to do it manually before due to merge timestamps and MonoDevelop deciding it doesn't need to rebuild some resources even after cleaning. Good luck?