Posts for Slowking


Experienced Forum User
Joined: 12/6/2008
Posts: 1193
N64 recording from a state is still broken. Known issue, sadly not known to anybody until you have a broken movie. XD
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Spikestuff wrote:
Understood thatguy and Slowking. This should be accepted like this blue
So can you tell me where that one shuffels items for 18 minutes? Or can you tell me where that one doesn't manipulate stats correctly and picks up tons of items that would be a lot faster if bought, or where this one screws up movement so badly, even non-TAS runners do it better? If you can tell me these things then sure, we can call these movies even. If not then I would like you to refrain from such backhanded tactics in the future. On the poor TASing alone this movie has to be rejected. That it's boring as hell doesn't even come into it with this current version.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Well really, you can only learn 3D by tasing 3D. I believe all the OoT and MM TASers started with 3D. (3 of the 5 I know, definatly started with 3D, the other two I'm not 100% sure)
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Spikestuff wrote:
Question for Slowking and thatguy. Just on what you said. Can you justify with This in your reasoning (not trying to be picky just curious).
Certainly. That one doesn't have over 15 minutes of shuffeling items. Also play before the glitch is much better.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Sorry, voting no. While this glitch is certainly impressive the resulting movie is boring as hell and the poll-question is if this movie is entertaining. It is not.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Great WIP. :) Looking foreward to the rest of the run, a lot. Just one question. Couldn't you have also bonked through the gate in front of Kakariko?
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
So I think the cheat system / ram watch is still not fixed and might be even worse than before. When I try to poke "Timer (trade, escape)" (.wch) I get this:
Informationen über das Aufrufen von JIT-Debuggen
anstelle dieses Dialogfelds finden Sie am Ende dieser Meldung.

************** Ausnahmetext **************
System.FormatException: Die Eingabezeichenfolge hat das falsche Format.
   bei System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   bei System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
   bei BizHawk.Client.EmuHawk.WatchValueBox.ToRawInt()
   bei BizHawk.Client.EmuHawk.WatchValueBox.set_Type(DisplayType value)
   bei BizHawk.Client.EmuHawk.RamPoke.RamPoke_Load(Object sender, EventArgs e)
   bei System.Windows.Forms.Form.OnLoad(EventArgs e)
   bei System.Windows.Forms.Form.OnCreateControl()
   bei System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   bei System.Windows.Forms.Control.CreateControl()
   bei System.Windows.Forms.Control.WmShowWindow(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ContainerControl.WndProc(Message& m)
   bei System.Windows.Forms.Form.WmShowWindow(Message& m)
   bei System.Windows.Forms.Form.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Geladene Assemblys **************
mscorlib
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.34003 built by: FX45W81RTMGDR.
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll.
----------------------------------------
EmuHawk
    Assembly-Version: 1.5.3.5457.
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----------------------------------------
System
    Assembly-Version: 4.0.0.0.
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----------------------------------------
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----------------------------------------
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----------------------------------------
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----------------------------------------
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----------------------------------------
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----------------------------------------
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----------------------------------------
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----------------------------------------
SlimDX
    Assembly-Version: 4.0.10.43.
    Win32-Version: .
    CodeBase: file:///D:/Programme/bizhawk%20153/dll/SlimDX.dll.
----------------------------------------
Microsoft.VisualBasic
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    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll.
----------------------------------------
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----------------------------------------
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----------------------------------------
ICSharpCode.SharpZipLib
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----------------------------------------
mscorlib.resources
    Assembly-Version: 4.0.0.0.
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----------------------------------------

************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.

Zum Beispiel:

<configuration>
    <system>
</configuration>

Wenn das JIT-Debuggen aktiviert ist, werden alle nicht behandelten
Ausnahmen an den JIT-Debugger gesendet, der auf dem
Computer registriert ist, und nicht in diesem Dialogfeld behandelt.
Then it pokes it with some weird negative number. Also I can't freeze it. Both worked perfectly in 1.5.3 for this particular item. Although I will confess that I loaded a savestate from 1.5.2 beforehand, I don't think that should be a problem, but I will investigate further. Edit: I can't really test it because to get to the point where I'd get a trade timer, I'd have to either TAS a lot or use cheats and I still can't figure out what .cht format Bizhawk wants. I tried to feed it the .cht of mupenplus and the one of PJ64 2.1. Both do nothing, the list just stays blank. Any hints on how to get cheats in there?
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Welp I made a TAS with that method I talked about: http://www.youtube.com/watch?v=wTg1umrzU90 It's my first TAS so please be gentle. After Sam found the trick to delay the text-box with B and made this pretty much useless, I lost a bit of motivation and got a little lazy. So I didn't redo using one bomb that I didn't need and busted out the hover boots to hover at the end instead of doing contortion hovers. The whole thing was still kinda hard, since you only have 3 seconds in the lava and so have to set up things on the platform. 1264 rerecords may not be that much, but for a first attempt... Anywho, enjoy. Also just if anybody is wondering (which nobody of you will) I recorded the ending because I thought it was fun to show off that indeed with this trick it runs through to the end, but I had to cut out the actual "the end" part since glide64 makes that flicker rapidly and I didn't to give anybody seizures. Also just as a fun fact: this tas was done with bizhawk.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Thx guys. Great fixes, makes using Bizhawk so much easier. :) I guess something has changed with savestates? When I try to load an old state I get an error. It will still load after, but it doesn't work when a movie is playing. Well not that big of a deal. Sadder is that my RAM watch values for MM don't work anymore. Oh well I'll live. :D Just a general warning for TASers: N64 movie recording from a state still doesn't work. Don't even try, you'll waste your time.
Nahoc wrote:
Great job coders! Loving that "clear" button on the TAS input!
It was actually there before if you right-clicked. I didn't know that either, before adelikat told me. Also if you right-click on the analog-field it will reset to 0x0. Took me some time to figure out that one, too.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
So what is that getting eaten by plants shenanigans all about?
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Nice. Finally through the twilight. I imagine those have to be the most boring parts. I wish you strength for the final one.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
I thought the new tier system was made for unlimited categories and fun runs to be accepted. Did I missunderstand something there?
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Voting yes. Great run, love the category. That's what the new tier-system is all about, isn't it? Why do we have it if people vote like they did when we didn't?
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Yes, great TAS by Sam! I love the category. Although we found yesterday that bottle probably isn't needed. If you time it right you should be able to get downA, hover up and use the trade item to unfreeze the trade timer. Here is an unoptimised video of how much time you have: https://www.youtube.com/watch?v=5ShXzEK5QIQ (look at the timer, not the video time. I noticed too late that PJ64 2.0 runs too fast) Another thought was if maybe Navi text could advance the timer. It doesn't seem to, at least there is no visible cue, but it might be worth it to look at it in ram watch. Maybe it's just a few frames (which would be enough). If nobody has done it by then I'll look it up when the next version of bizhawk is out. Btw. Sam (should you read this, don't know if you are active here) are you going to submit the run here? I think with the new tier system that shouldn't be a problem. Edit: Oh you already did. Nice. :)
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
adelikat wrote:
Yes, tool dialogs that need to draw slow things down and are GFX card irrelevant. The only thing that the GFX helps with is the N64 core specifically, nothing else. Everything else is CPU dependent. For Ram Watch you can select Options -> draw on screen and then close it. Also, I recommend File -> Recent -> autoload in combination with that.
Weird thing is, when RAM watch is open, the fps will slow down to about 50, but the CPU usage goes down, too. Is that normal behaviour? It's probably unrelated to the normal slowness anyway. You were right, the graphics card is the bottleneck. With a little bit of fiddeling* I got it up to ~95fps. Still seems weirdly slow. That card can do Bioshock Infinite on High without a problem and has problems with 640x480 N64. shrug Guess I'll have to live with the fact that my graphics card and Glide don't like each other. * I turned threaded-optimisation off, since it slows things down for quite a while after the game is started. If it's on, the effects wear off after a while, but it doesnt seem to do anything good, so it's better off. Also I switched the card from adaptive power-mode to maximum power-mode. Seems like it doesn't adapt fully when it comes to bizhawk (this is mainly where I got the 20 extra fps from) Anywho, thanks for the help. Edit: Also Rice is quite a bit faster at about 130 fps. Sad that it has a quadrillion errors while rendering MM. Edit: That gitch(?) where values change when you freeze them happened again. Seems to happen with 2-byte values, not 1-byte values, 4-byte values untestet. Doesn't seem to matter if hex or decimal. Edit: Just happened with a 1-byte value in the hex-editor. The previous occurences with the 2-byte values were in the ram watch window. Edit: When you go to poke a value, the "pretyped" value is also often a lot higher higher than the current value. Ofcourse with poking that isn't a big problem, since you can manually change it.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
adelikat wrote:
Also, you can get more fps using more cores, CPU is by nature a non-threaded task, the client can run on a separate thread but is minimal in cpu usage. In the case of N64, it is your GFX card that matters most since it uses opengl for 3D rendering. I bought be decent card recently rather than relying on my onboard one. I went from 60sih fps for N64 to about 400 at high resolutions
Hmm okay that is a new one. With Jabo 1.6 CPU was always the limiting factor. Weird thing is: wether I use the Intel Sandy Bridge (relatively crappy) or the Nvidea GT630M (not great but should be a lot better than the Intel) makes no difference. Both give me 75fps. Or are the graphic processes somehow "outsourced"? I have to tell the Nvidia control panel for what .exe the Nvidia graphics card should be used. Pointing it at the bizhawk exe makes no difference.
creaothceann wrote:
Does the "Menu | Config | Speed/Skip" menu look like this?
No, the checkmark is on 4. I would guess that it's actually the graphics card thing. Edit: Btw. if I have ramwatch on, the framerate falls further, by quite a bit? That isn't consistent with the graphics card being the problem, is it?
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
So this falls in the category of don't know if it's a bug or if I'm stupid: Bizhawk 1.5.2 in RAM watch, if I freeze the health in MM J 1.1 it changes the value. I uploaded the .wch here: https://mega.co.nz/#!iYRGSSbR!ZFBaIzw0aIUKsJkwh1rJpQlXymJ6bkp6Bef3J-419sM Also for some reason Bizhawk doesn't seem to want to use all of my CPU when I uncheck clock throttle, which means I only get ~75 fps in clock town. Ofcourse I don't expect multi core, but even Core 0 only gets up to ~75% as seen here: http://i.imgur.com/yCHH4xf.png What could be the limiting factor there? I'll probably drop by IRC in the next few days... have to set up a client again and all that stuff.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
MrGrunz wrote:
It is completely arbitrary to label a movie with any%, that is not the fastest movie of the game. There is only one logical definition for any% and that is beating the game as fast as possible. This being said, I totally agree with what most people wrote in here: The fastest movie always has to get the label any% and all other movies published of the same game, need an extra label, that easily describes the difference between the 2 movies.
Word. That is the only logic that works.
feos wrote:
How about this movie? [809] SNES Mega Man X2 by FractalFusion, Graveworm in 31:42.45 Techincally it's 100%, but by that odd categorization it will need to be labeled as "any%", or as "100%, any%", LOL.
The point is not that there always has to be an any% movie. The point is, that there can't be anything faster than the any% movie. Because by it's very definition any% is beating the game as fast as possible, without any regard for rules. So there shouldn't be "any%" and "any% glitched", where "any% glitched" is actually the faster movie. There should be "any%" and "any% doesn't use a particular glitch", where any% is the faster movie. If an any% is actually slower than a 100% movie that any% movie should probably be killed with fire anyway.
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Joined: 12/6/2008
Posts: 1193
AngerFist wrote:
Thank you for your extensive research and know that you are not alone. Meaning we all appreciate your hard work.
Nah, I'm just derping around. But it's good to hear that some people are interested in the stuff I look up. :) Like I said, I would still like comments on the route, ideas, suggestions, errors spotted. If anybody has one of these things, I'd really like to hear them.
ais523 wrote:
I don't know much about the N64, Bizhawk, or Zelda, but normally in computer graphics, "dithered alpha" would mean that if something was semi-transparent, you'd make it semitransparent via alternating between transparent and opaque pixels, rather than via averaging its color with the color of whatever was behind it. At a high resolution, the difference is hard to notice for typical 3D landscapes (although it can be a lot more visible in 2D). It's also quite possible that there simply isn't anything that uses dithered alpha in Majora's Mask anyway, in which case the option would do nothing (or possibly that the parts of the game you played through don't have anything semitransparent in).
Yeah that's kinda what I gathered from googling, too. Thanks for confirming. I think MM just doesn't use it. Lens of truth, water and magic arrows all have transparency and all work without "dithered alpha" enabled. But I guess it can't hurt to have that option unchecked too. It doesn't seem to make any difference, even to speed, so I changed my last post in that regard. What sadly makes a huge dent into emulation speed it seems, is unchecking the "Disable GLSL combiners" option (so enabling them), but without them quite a few things aren't displayed correctly, so there is nothing that can be done about it. :( But the speed seems to be mostly an issue when water is on the screen and thankfully that isn't the case all too often.
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Posts: 1193
I would also like to thank you for your hard work, adelikat. It's really nice to have a N64 TAS emulator now that isn't a nightmare, even if it still needs a few little fixes here and there. I mean that is to be expected in the beginning. :)
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Joined: 12/6/2008
Posts: 1193
I'm not in a rush, don't worry. If I come off that way, sorry. I just try to wrap my head around what is working, what isn't, what is known not working and what priority what is. But couldn't you relatively easily deactivate that movie from savestate feature in the next version? (just remove the pulldown menu) Certainly would save some people some grief. It's hard to know what is working and what isn't, for somebody who is new to bizhawk.
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Joined: 12/6/2008
Posts: 1193
Nope, I was talking about movies that don't start from a state. Those desync because bizhawk loads the .fla from the mupen user directory. That movies starting from states are also busted is news to me. I mean it worked in the 1-2 casual tries I did before. Had I known that bizhawk randomly corrupts them (deletes the state inside), after the movie is already finished, I wouldn't have tried something a little harder (not extremely hard, but it still took a while)... So basically I have a feeling I shouldn't bother trying anything else till the next beta. Is this on the imediate fix-list or will it take a while?
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
So Bizhawk just corrupted a movie.... It must have happened while playing back in read only mode or in the menu, since it worked for full playback and then stopped working. Also there is no backup, for some reason. If I try to open it now bizhawk throws an error. (see below) The backup movies (sadly from an way earlier attempt) have the starting savestate and the framecount includet. Both of those are missing from the corrupted movie. movie: https://mega.co.nz/#!idp2SBiZ!Pz-_O067B94EbvSa_K5fXUoYfCZaOg5laCbhe9HgA5s error:
Informationen über das Aufrufen von JIT-Debuggen
anstelle dieses Dialogfelds finden Sie am Ende dieser Meldung.

************** Ausnahmetext **************
System.ArgumentOutOfRangeException: Nicht negative Zahl erforderlich.
Parametername: count
   bei System.IO.BinaryReader.Read(Byte[] buffer, Int32 index, Int32 count)
   bei BizHawk.Emulation.Consoles.Nintendo.N64.N64.LoadStateBinary(BinaryReader reader)
   bei BizHawk.Emulation.Consoles.Nintendo.N64.N64.LoadStateText(TextReader reader)
   bei BizHawk.MultiClient.MainForm.LoadStateFile(String path, String name, Boolean fromLua)
   bei BizHawk.MultiClient.MainForm.StartNewMovie(Movie m, Boolean record)
   bei BizHawk.MultiClient.PlayMovie.Run()
   bei BizHawk.MultiClient.PlayMovie.OK_Click(Object sender, EventArgs e)
   bei System.Windows.Forms.Control.OnClick(EventArgs e)
   bei System.Windows.Forms.Button.OnClick(EventArgs e)
   bei System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ButtonBase.WndProc(Message& m)
   bei System.Windows.Forms.Button.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Geladene Assemblys **************
mscorlib
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    Win32-Version: 4.0.30319.34003 built by: FX45W81RTMGDR.
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll.
----------------------------------------
BizHawk.MultiClient
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----------------------------------------
System
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----------------------------------------
System.Web
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----------------------------------------
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----------------------------------------
System.Configuration
    Assembly-Version: 4.0.0.0.
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----------------------------------------
System.Xml
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----------------------------------------
System.Windows.Forms
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----------------------------------------
System.Drawing
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    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
----------------------------------------
BizHawk.Emulation
    Assembly-Version: 1.5.2.5123.
    Win32-Version: 1.5.2.5123.
    CodeBase: file:///D:/Programme/bizhawk/dll/BizHawk.Emulation.dll.
----------------------------------------
SlimDX
    Assembly-Version: 4.0.10.43.
    Win32-Version: .
    CodeBase: file:///D:/Programme/bizhawk/dll/SlimDX.dll.
----------------------------------------
Microsoft.VisualBasic
    Assembly-Version: 10.0.0.0.
    Win32-Version: 12.0.20806.33440 built by: FX45W81RTMREL.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll.
----------------------------------------
BizHawk.Util
    Assembly-Version: 1.5.2.5123.
    Win32-Version: 1.5.2.5123.
    CodeBase: file:///D:/Programme/bizhawk/dll/Bizhawk.Util.dll.
----------------------------------------
Newtonsoft.Json
    Assembly-Version: 1.3.0.0.
    Win32-Version: 1.3.0.0.
    CodeBase: file:///D:/Programme/bizhawk/dll/Newtonsoft.Json.dll.
----------------------------------------
System.Windows.Forms.resources
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.33440 built by: FX45W81RTMREL.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------
LuaInterface
    Assembly-Version: 2.0.4.24551.
    Win32-Version: 2.0.4.24551.
    CodeBase: file:///D:/Programme/bizhawk/dll/LuaInterface.dll.
----------------------------------------
lua51
    Assembly-Version: 0.0.0.0.
    Win32-Version: .
    CodeBase: file:///D:/Programme/bizhawk/dll/lua51.dll.
----------------------------------------
ICSharpCode.SharpZipLib
    Assembly-Version: 0.86.0.518.
    Win32-Version: 0.86.0.518.
    CodeBase: file:///D:/Programme/bizhawk/dll/ICSharpCode.SharpZipLib.dll.
----------------------------------------
mscorlib.resources
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.33440 built by: FX45W81RTMREL.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_de_b77a5c561934e089/mscorlib.resources.dll.
----------------------------------------

************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.

Zum Beispiel:

<configuration>
    <system>
</configuration>

Wenn das JIT-Debuggen aktiviert ist, werden alle nicht behandelten
Ausnahmen an den JIT-Debugger gesendet, der auf dem
Computer registriert ist, und nicht in diesem Dialogfeld behandelt.
Also the movie menu takes forever to open, when there are movies with savesates and/or longer movies in the movie folder. I guess bizhawk reads information from all the files when opening the menu. That might not be such a good idea...
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
So a few little things for the future people: First I made 100% Bizhawk Savestates for every MM version. Should help for testing and small tases (once tasing from savestates is fixed). https://mega.co.nz/#!XYgWnaKY!DdQqCFGUa75t4qhc0_IFr2h0qmdex7wQApbXlZfIwM8 Then I would like to share my video plugin settings. Glide64 seems to be almost perfect with the right settings. I wouldn't recommend Rice. My Glide64 settings are these: Differences from defaults: - Activated the "Zelda corona fix" for obvious reasons - Activated motion blur. Without it some cutscenes, like the Zelda and being cursed to be a deku CS mess up. - Deactivated "Disable GLSL combiners". If this option is active magic arrows, zora shield and SoS warp animation mess up. -Deactivated "Disable dithered alpha", because it probably can't hurt. The Per game settings I left on "Use defaults for current game" Things that could be better: - Motion blur could be a little smoother - Deku bubble still messes up. There is a weird reflection of the enviroment in it. If anybody has solutions for these problems it would be great if you'd let me know. But those are really minor things, that basically never happen in the game. So I'd say with this settings a TAS would be good to go.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Ah well that explains that then. Sure, I'm not sure how good I'd be at it, but an extra pair of eyes can't hurt, I guess. :)