Posts for Slowking


Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Yeah, E, U and GC-J use the same save format and should load each others saves. Only J 1.0 and 1.1 have a different save format from the others. Actually that bug helped me yesterday. Since I can't get cheats to work in bizhawk (manually adding cheats produces above errors and adding a .cht didn't work (I don't know what format bizhawk wants)) I used cheats in mupen+ to create a 100% file, then loaded that with bizhawk and made savestates for MM J 1.0 and 1.1. :D
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Try Bizhawk. Mupen is crap. For a full game TAS you might want to wait for the next version of Bizhawk, but it is at least worth a try if paper mario works now. Edit: Ah also softlocks in bizhawk. Sorry.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
You didn't even say what emulator, which makes it kinda hard to give you states, Santiago. ;)
Post subject: N64 .cht format documentation?
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Is there a documentation about how a .cht file has to be formated so that bizhawk recognizes it? I couldn't find one. I tried mupen64plus and pj64 format, both didn't work (the list just stayed blank).
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Actually it seems like Bizhawk isn't even loading (and/or saving) in it's own "Zelda no Densetsu - Mujura no Kamen (Japan) (Rev A).SaveRAM" the only file that seems to matter is the "THE MASK OF MUJURA (unknown rom).fla" in C:\Users\%username%\AppData\Roaming\Mupen64Plus\save . When it's there I have a file on the file select, when it's gone, the file select is empty. Doesn't matter what is in the bizhawk save folder or what isn't.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Yep, seems like it. I didn't even have mupen64plus installed when I found it. Can only be created by bizhawk (and deleting it fixed the problem with bizhawk remembering the sram). Sadly I found another bug. When I try to add a cheat this happens:
Informationen über das Aufrufen von JIT-Debuggen
anstelle dieses Dialogfelds finden Sie am Ende dieser Meldung.

************** Ausnahmetext **************
System.ArgumentOutOfRangeException: Das angegebene Argument liegt außerhalb des gültigen Wertebereichs.
   bei BizHawk.Emulation.Consoles.Nintendo.N64.N64.<>c__DisplayClass2.<MakeMemoryDomain>b__0(Int32 addr)
   bei BizHawk.MultiClient.Watch.GetByte()
   bei BizHawk.MultiClient.Watch.GenerateWatch(MemoryDomain domain, Int32 address, WatchSize size, DisplayType type, String notes, Boolean bigEndian)
   bei BizHawk.MultiClient.CheatEdit.get_Cheat()
   bei BizHawk.MultiClient.Cheats.AddCheat()
   bei BizHawk.MultiClient.CheatEdit.AddButton_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
    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.
----------------------------------------
BizHawk.MultiClient
    Assembly-Version: 1.5.2.5123.
    Win32-Version: 1.5.2.5123.
    CodeBase: file:///D:/Programme/bizhawk/BizHawk.MultiClient.exe.
----------------------------------------
System
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.34003 built by: FX45W81RTMGDR.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
System.Web
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.33440 built by: FX45W81RTMREL.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Web/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Web.dll.
----------------------------------------
System.Core
    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.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll.
----------------------------------------
System.Configuration
    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.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll.
----------------------------------------
System.Xml
    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.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
System.Windows.Forms
    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/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
----------------------------------------
System.Drawing
    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.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.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
So I did find out where bizhawk is keeping that copy of the sram for MM: C:\Users\%username%\AppData\Roaming\Mupen64Plus\save I would guess that is a bug?
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Sappharad wrote:
I don't know any details regarding the stuff you reported, but people do look at this thread.
Good to know. :)
adelikat wrote:
Right-click will bring up a menu with a clear option.
Ah thx. Why is that hidden with all the white space that is there? Btw. does anybody know where bizhawk pulls the sram backups from, so that deleting the sram-files does nothing? It's not from the defined backup directory.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Is anybody actually taking note of these? I know it will take a long to time to fix and till a new version is ready, but some sign of life would be nice. :) I also have a few more things. Technically not bugs, but regressions compared to the TASinputplugin, so I think I'll mention them here: - When you drag the analog stick over the boundries of the square it's in, the controller won't register the direction it is pointing in. That is very inconvenient, since it makes it almost impossible to hit the highest values: - It would be nice if you could put in values manually. I know that normal numbers are hotkeys, but you could allow entering them through the num-block, couldn't you? - A clear button would also be nice, so you don't have to unstick every button one by one. - Being able to make the window smaller (so small that only one virtual controller is visible, currently it's two) could help people who are tasing on smaller screens and have many windows open at the same time (bizhawk, ram watch, virtual controller, etc.) thanks for listening. :) @asutoro You should add those issues here: http://code.google.com/p/bizhawk/issues/list I will say that I didn't have any controller plugin problems in Majora's Mask 1.1 J (apart form those I've mentioned). If I remember correctly however, physical N64 controllers aren't capable of such extreme inputs. So it might not be a bug in bizhawk but a bug in the game. Also avi capture worked like a charm. I made this testvideo with it: https://www.youtube.com/watch?v=o3u8u5HZ_Y8
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
I thought about what a modern any% route would look like and made one in my head, with little or no testing. So enjoy, I guess. :D It would be cool if you could correct mistakes or give suggestions. Legend (of Zelda): ss = super swim rss = regular super slide r = rupees in wallet r-b = rupees in bank b = bombs c = bombchus cycle 1: - skip text and flower at dead Deku - pause buffer past bipolar mask salesman - reset - make it night of 3rd day - collect fairy - collect 99r from 3-4 fields and bushes in nct - get magic - put the rupees in the bank (99r-b) - collect 99R from 2nd trip through field - put them in the bank (198r-b) - finish cycle cycle 2: - play sodt as soon as the cycle starts * - get soh - hit owl - withdraw 99r (99r) (99r-b) - buy bomb bag and 10 chus (20b 10c) (9r) - recoil flip past guard (19b 10c) - get isg, hiss to fence, hover over and explode it for slide (18b 8c) - hiss to Mikau (16b 8c) - hiss off leaver to owl, hit it, then explode it with chu, SS to sgb (16b 7c) - SS off leaver to zora owl, grab bomb drop, hit owl, explode it with chu, SS to second highest platform (20b 6c) - do snowhead triple hover strat over (17b 5c) ** - explode rocks (17b 4c) - double bomb thingy to pillar (15b 4c) - 3 chu hovers, 1 mega hover, 1 megaflip (13b 0c) - get isg, hiss with bomb over your head through drop-gras to owl, rss past owl (16b) *** - hiss to swamp warp (15b) **** - get isg, hiss through woods, pick up 10r form bushes on the way (14b) (19r) - get red, down A slide past big octo (12b) - triple staircase into deku palace map (9b) - hiss through palace (8b) (20r) - hover to monkey room (7b) - learn soa - learn sos - get to woodfall owl with megaflip of enemy start - get stick, nuts and activate owl - play soa and sos to ct to skip cs - get bremer mask - dupe over sticks, nuts and bremer mask, sell red (99r) - buy 20c 10b (17b 20c) (0r) - sos to ngb - explode owl, ss to pf (17b 19c) - ss, then snowhead strat hover over (13b 19c) ***** - hiss to hookshot room (13b 18c) - long jump to tank, shoot nest, get 1st egg and hookshot (12b 18c) - recoil flip thingy to second egg room, get second egg (11b 18c) - get third egg - do pirate skip to third egg, get it, sos to ngb (7b 16c) - deposit eggs, leave and get out bomb, get bomb drop, ss off bomb to pinnacle (11b 16c) - js-ss to pinnacle, collect eggs, oob out, js-ss back to observatory - deposit eggs, nwbn- collecting- cs- skip via sos to sgb - get bomb drop, nwbn cs skip via pause buffer into zora hall (16b 16c) - get bomb drop, throw jug with fairy, hookshot up, catch fairy [duped or not duped bottle actually doesn't matter], stop time, skip pirates cs (20b 16c) - enter gbt, BK skip, defeat Gyorg (19b 16c) - sos to woodfall, get stick back (maybe nuts?) - make your way to bow with hookshot - BK skip, kill Odolwa [hookshot or arrow in his direction to save bomb] (12b 9c) - make your way to the FF (12b 9c [guesstimation]) - FFWW to SH (8b 5c) - glb skip (5b 5c) - bomb drop from icycle (10b 5c) - recoil flip over in bridge room (9b 5c) - weirdshot to fairy chest (9b 4c) - get to wizrobe and get fire arrows (9b 2c) - do the original SH hover strat (6b 1c) - store sot (6b 0c) - hover gap, BK skip (3b) - kill ghot, get mask, trigger sot, reset (0b 0c) (0r) (99r-b) * If you were to play it at the same spot the old TAS did, you would be at the curiosity shop at approximately a little before 10:30pm, so at the right time. But that is cutting it rather close, should you save time elsewhere, and since japanese can't skip the Mikau walking CS with it, why take the risk? Also you have the ocarina on C anyway. ** This should work (in this many explosives), but it's untested. When I refer to this strat I mean this: http://youtu.be/L1RrLvJ4qsA?t=1h3m59s *** drop might not be getable with bomb over links head because of the position of the swords hitbox. Would need to be tested, bomb might need to be thrown. **** Here a SS with zora mask might be better now that there are less explosives to go around ***** There is a CS skip at the beginning of PF, but I do not know if it's worth it / how many explosives it would take, since I couldn't find the vid. The SH triple hover strat should work that way. Might need one explosive more or one less. I am not sure. :D Notes: - You could replace 1-2 chus in SH with bombs and use these chus in woodfall to get to the FF, if needed. - Afaik you need at least 97r to buy 10b 20b (thanks venick409 for the information) if there is some way to get that down, that might save a little time. Ideas that should work, to save a chu in the first part where they are scarce: - To enter GB with a chu slide + triple staircase (2 hovers 1 megaflip -> iss) might be a better idea. Would save two chus. - Throw a bomb onto a pillar in the FF to save a chu for the hover. Throwing a bomb up there works without a problem, I've tested it. If you have enough time before it explodes to get up there and turn around, I don't know. But it should work if you do the following: Do what Grunz did here http://youtu.be/L1RrLvJ4qsA?t=30m27s , but delay for ~ 5 seconds. Once you are on the ring surrounding the fountain, throw a bomb to the pillar. Delaying 5s at the beginnign should give you enough time to throw the bomb, throwing the bomb that long after the first two should give you enough time to get to the pillar, turn aorund and backflip before the third bomb explodes. Crazy unrealistic ideas to save chus in the first part where they are scarce: - To enter GB get isg and hiss off a bomb, hold one bomb over your head while sliding, manipulate a leaver so you can do two hovers off it, megaflip -> iss off the now exploding bomb into GB - Since there is now a way to grab the second highest platform in sgb out of a zora jump, maybe that is somehow also possible with the highest one? That would save a lot of explosives. cycle 3: - withdraw 99r (99r) (0r-b) - buy 20c and 10b (10b 20c) (0r) - hiss to st (10b 19c) - first gap (7b 17c) - second gap (4b 14c) - get arrows near owl (should be faster here, since you need to wait for the bomb to explode) - go around 3rd gap, like old tas (3b 11c) - little slide inside stt (3b 10c) - sun block clip (3b 9c) - in room with 3 sunblocks a-slide, convert into weirdshot and hookshot the crate (3b 8c) - weirdshot to flame chest (3b 7c) - kill Garo Master with fire arrows, then kill yourself [Link should be at 1/2 heart at this point] (3b 7c) - invert st with weird shot or the acute angle clip, whatever is faster (3b 6c) - store sot - in istt use a slide, then jump over the gap (3b 4c) - BK skip (0b 1c) - fire an extra chu at twinmold - kill twinmold with fire an normal arrows - trigger sot, get mask, save, reset Note: - In this first darf I used the explosives that Link bought as much as possible, without getting an extra drop. However, there are quite a few chu usuages in there, where a bomb might be as fast or only slightly slower. So it might be advantagous to get 1-2 extra bomb drops (1 when getting arrows and one from the fake goron enemy thingys) and use the chus for speed trick, and maybe even 1-2 for killing twinmold faster - For arrow drops a combination of a drop form a keese while climbing the tower (thx mmFruit for the suggestion) and the 10-drop in the room with the 3 sun block could also work. cycle 4: - Go into termina field, to the nearest bushes, get 2 bomb drops (10b) - a-slide off the blob to the dekubaba, while holding a bomb over your head, get deku stick from baba (9b) - a-slide back to ct - hiss to clockt tower, with bomb over your head to recoil flip on (7b) - triple staircase + 1 hover into the tower (will need some forewards backflips) (3b) - a-slide to stallkid (2b) - kill all majoras forms - done Super-Note: Splitting cycle 2 into two cycles might be faster. We don't know yet. This would be the route if it isn't.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Knew you guys would get it. :)
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Well that would be a major buzzkill, since they are already at the final boss. I'm confident that they'll get that lag down.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
I'm not. Buuuuut Grunz and Bloob are because the TAS was started long before bizhawk had the N64 core and m64s can't be easily ported. Which I did say already on this page... so why are you not reading?
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
If you believe that that will then sync when you do the same input on the rerecording mupen, you don't know mupen. * * It might work, but is unlikely.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Patashu wrote:
If there's nothing stopping you from finishing besides the cutscene then go with whatever you have so far. I mean, frames gained/lost during that cutscene are basically arbitrary and could be due to emulator inaccuracies/etc and certainly won't be perceivable by viewers :)
Yeah right, Grunz is going to sacrifice frames. That's going to happen when hell freezes over.
RachelB wrote:
Shouldn't this be very easy to do with a bot?
Well since it's so desyncy a bot would have to play it back, once it has found a fast way, since most of the time that fast way will actually desync. So not that simple...
RachelB wrote:
There is a version of mupen that includes lua support.
Which probably doesnt support reset recording. Kinda sad that bizhawk's N64 core wasn't done when this TAS began. It seems to be really robust and has lua scripting. There is that issue, where it won't delete sram on playback and thus desync, but I have been told that you can delete it manually (even though that doesn't seem to work for me).
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
well it's progressing.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Full movie playback of N64 games (or at least MM 1.1 J) is broken. When you play back a N64 movie, bizhawk doesn't clear the save. Which means ofcourse that on the file select the movie will desync, since you don't chose an empty file, but the old save. I can't even manually delete the saves for some reason.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Okay pretty sure this time it's not my fault. When I try to change the base ROM directory I get this in 1.5.2:
Informationen über das Aufrufen von JIT-Debuggen
anstelle dieses Dialogfelds finden Sie am Ende dieser Meldung.

************** Ausnahmetext **************
System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei BizHawk.MultiClient.PathManager.GetPlatformBase(String system)
   bei BizHawk.MultiClient.PathManager.MakeAbsolutePath(String path, String system)
   bei BizHawk.MultiClient.PathConfig.BrowseFolder(TextBox box, String _Name, String System)
   bei BizHawk.MultiClient.PathConfig.<>c__DisplayClass22.<DoTabs>b__15(Object , EventArgs )
   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
    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.
----------------------------------------
BizHawk.MultiClient
    Assembly-Version: 1.5.2.5123.
    Win32-Version: 1.5.2.5123.
    CodeBase: file:///D:/Programme/bizhawk/BizHawk.MultiClient.exe.
----------------------------------------
System
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.34003 built by: FX45W81RTMGDR.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
System.Web
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.33440 built by: FX45W81RTMREL.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Web/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Web.dll.
----------------------------------------
System.Core
    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.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll.
----------------------------------------
System.Configuration
    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.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll.
----------------------------------------
System.Xml
    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.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
System.Windows.Forms
    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/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
----------------------------------------
System.Drawing
    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.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.
----------------------------------------
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 in the virtual N64 controller, if I have any direction pressed on the virtual analog stick and then press Power or Reset on the virtual pad, Bizhawk will freeze, to the point where I have to kill it with the task manager. (rom is "Zelda no Densetsu - Toki no Ocarina (J) (V1.0) [!].z64", in case that's important) Edit: Having a direction pressed on the analog stick on the title screen doesn't produce this behavior, but when Deku Link is running around in the Clock Tower it happens every time. Edit2: Even when nothing is pressed reset seems to freeze the game randomly. Not all the time, but quite often. Seems to be a sure thing when something else is pressed at the time, though.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Good news everyone. Reset recording of MM works well in bizhawk. So the current console route is actually tasable. Also from what I can tell, bizhawk doesn't seem very desyncy with MM. But I haven't tested in laggy areas. Still, seems to be a step up from mupen. So I started thinking about routes. I didn't get very far, but I thought I'd write down what I have so far, before I forget it: Getting 99r in cycle one should be quite a bit faster than getting 99r in cycle 2 from the chest. Banker transactions are 19s (putting in (10s) and withdrawing together (9s)) and most of the transition scenes in cycle one you have to take anyway to get magic. Ofcourse another question would be if 99r are enough or if 200r like the old TAS used to get, wouldn't pay off in the long run. I haven't really tested it, but I don't think it would pay off. There is no woodfall BK skip early in the 2nd cycle anymore, greatly reducing the explsoives needed. For 200r (with big wallet) you would be over a minute just collecting and depositing the rupees. Maybe quite a bit more. Also you could theoretically fill back up on chus after the bottle dupe. So do that then do eggs, GBT, WFT and SHT in one go? Should be doable. I doubt that the WFT giant CS skip would be worth it for a TAS. So back to the moneys. Would it be a good idea to get another 99r for cycle3 in cycle1, so 198r total? With this you wouldn't get the big wallet, so no extra cutscene. So this would cost the 19s for depositing and withdrawing. But this time you would also have to figure in the extra scene transitions in cycle 1, since well they are extra. That's 4 extra transitions. Each transition is about 3s. So that's 12s extra, which brings you up to 31s. Let's say 32s to be sure. Now getting the 100r chest in ect with the zora mask is pretty fast. But can it be done in under 32s (including the additional travel to and from ect). It's very close. But I don't think you'd need the zora mask right away otherwise, so this would probably add extra pauses, which should make this slower. So I think in conclusion, from my guesstimation, the TAS should probably get 198r in cycle 1. I would love for other people to look this over, or maybe even time it. Let's resurrect this thread. :)
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
So that error was my bad. Not a bug. Sorry. ^^"
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
I know. That's why I said it would be nice to have if somebody were to TAS tww eventually... maybe I was a little unclear... english second language and generally being horrible at placing commas in the right place and all that stuff. Anywho. I just think it would be nice to have and was wondering if it's actually being worked on. It seemed to be really low priority for a long time, but I thought maybe now somebody was working on it, since the emulator as a whole seems pretty mature.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Sadly it makes no difference. I would guess the kernelbase.dll is different enough on 8.1 to make it not work.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Bizhawk won't start in Windows 8.1. I get these errors in the protocol:
Anwendung: BizHawk.MultiClient.exe
Frameworkversion: v4.0.30319
Beschreibung: Der Prozess wurde aufgrund einer unbehandelten Ausnahme beendet.
Ausnahmeinformationen: System.IO.FileNotFoundException
Stapel:
   bei BizHawk.MultiClient.Program.SubMain(System.String[])
   bei BizHawk.MultiClient.Program.Main(System.String[])
Name der fehlerhaften Anwendung: BizHawk.MultiClient.exe, Version: 1.5.2.5123, Zeitstempel: 0x5263d0ca
Name des fehlerhaften Moduls: KERNELBASE.dll, Version: 6.3.9600.16408, Zeitstempel: 0x523d4548
Ausnahmecode: 0xe0434352
Fehleroffset: 0x00012eec
ID des fehlerhaften Prozesses: 0x80c
Startzeit der fehlerhaften Anwendung: 0x01ced28c99902d23
Pfad der fehlerhaften Anwendung: D:\Programme\bizhawk\BizHawk.MultiClient.exe
Pfad des fehlerhaften Moduls: C:\Windows\SYSTEM32\KERNELBASE.dll
Berichtskennung: d7516ca9-3e7f-11e3-8259-dc0ea1222310
Vollständiger Name des fehlerhaften Pakets: 
Anwendungs-ID, die relativ zum fehlerhaften Paket ist: 
Sorry that it's in german, but that is my systems language.
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Sorry, wrong thread.
Post subject: Tingle Tuner support?
Experienced Forum User
Joined: 12/6/2008
Posts: 1193
Is the tingle tuner supported by now or are there any plans to support it? Would be nice if somebody were to actually make a tww TAS at some point.