Posts for SomeAnonGuy


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Joined: 1/22/2015
Posts: 13
Patashu wrote:
There is a very large overlap between TASers and speedrunners. To me, it would be like saying someone who composes music in a DAW but can't play a song on an instrument live is not a musician. To me they still are, just a different kind.
Very well said.
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Joined: 1/22/2015
Posts: 13
Though I agree with that snippet from the TAS Manual, I don't see why TASers can't be considered gamers either. Any good gamer would apply a bit of research to the game they're playing. People become better gamers by trial and error, which can be considered researching. It's just that TASing would be gaming on a whole different level. That, and people seem to like labels (or to be labeled) for some silly self-righteous fulfillment, which the author briefly talks about to a degree. The "Us vs. Them" argument. We play video games, be it by breaking it, beating it, or casually playing it. At this rate, we'll end up with so many labels that it'll be just as confusing as all the different genres of metal, and the ensuing arguments that it will provide. But by his ending definition of a gamer, I could be considered one. :D So there's that. I'll take that ego boost.
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Joined: 1/22/2015
Posts: 13
adelikat wrote:
Try this: SNES -> Options and set to the Compatibility profile. Do you still get random rewind related crashes?
So it seems crashes do not happen with the compatibility core. I spent 20 minutes frequently rewinding over and over again attempting the duping glitch and it never happened. Sorry about that Feos. If (ever) I post images again, I'll be sure to link next time. And I'm glad I'm not the only one hitting weird crashes with rewind. I was beginning to worry it was some kind of subtle instability with my computer.
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Joined: 1/22/2015
Posts: 13
Alright, loaded up Mega Man X and figured I'd see how long I could stand trying to keep my health full against the unbeatable Vile. Went at it for what felt like a good ten minutes maybe, then it finally crashed. I probably rewinded here more than I did in SMW. What did I learn? It still crashes across games, and seems isolated to SNES. I also learned my thumb lacks the endurance it once had.
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Joined: 1/22/2015
Posts: 13
Alright. I played for about 20 minutes with light rewinding. No issues at all. That was until I started practicing the duping glitch in Vanilla Dome 1. Que frequent rewinding once more, and it crashes after another minute or two of trying to nail the glitch. And it only ever does it once rewind is active. Sometimes a few frames into activation, sometimes as soon as I hit the button for it. Next, I suppose I'll try it on another system to see what happens. -Edit- Alrighty, just did Doomsday Zone on Sonic 3 and Knuckles, purposefully attempted a perfect run by not hitting any objects or missiles which led to frequent rewinding which required just as much use, if not more than SMW. Had no problems at all. Though it could stand a little more testing, so far it seems solely related to the SNES core.
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Joined: 1/22/2015
Posts: 13
zeromus wrote:
Since your story confused me, tell me if this is true or not: In order to make your bug happen, I should play super mario world for 3-5 minutes and rewind frequently to fix mistakes
Pretty much. Sorry about the incoherency. Been a long day. And at your suggestion of an overclock potentially causing the crash, I put everything to default and just had it happen again while I was attempting the cloud glitch. Heat isn't an issue, as the entire time the CPU was reported at 35c. The only other things I can add is that I'm usually rewinding and playing around 30-80 frames, and that's just a guess. I'm also doing it on the Yoshi's Island 2 stage. After this post is submitted, I'll try it on another game just for the hell of it, then on another system. I'll even play around for a while without using rewind unless necessary just to see if anything else will trigger it. If I'm experiencing a unique bug, the fun comes in figuring it out.
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Posts: 13
zeromus wrote:
we don't have a systematic method for gathering crash reports right now. check event viewer and you can find more information sometimes.
So I submitted the issue in the "Bug Reporting" thread, and was able to get a screencap of the error I had only received once before which gives information beyond my reckoning. I'm guessing some kind of... I dunno. I'm no dev. :D
Post subject: Crash after frequent use of rewind OR accum. rewind time.
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Joined: 1/22/2015
Posts: 13
Alright, so this is pretty easy to replicate. Running SMW, I've been trying to learn some of the glitches, namely the ones highlighted by the recent Sethbling run, but any ol' glitch will do. It involved me trying a glitch or setting one up, screwing it up, and rewinding and trying again as opposed to using savestates. The crashes seem like they're less random and more like they happen after a certain amount of total time the rewind was used. I have yet to attempt this on another game, however. Included are three images in the order of what happens after BizHawk crashes. Oddly enough, I was lucky to get the last screen on the first try after I decided to submit it as a bug, given Zeromus' opinion of the matter in another thread. Before I had only seen that error once out of the maybe 15 times it happened previously. -Edit- I suppose I should add I'm using Win 8.1 on a system with an Athlon FX 8320 and 8gb of system ram. It also usually happens within 3-5 minutes, but anywhere in between which makes me believe that it's after a certain amount of rewind usage has passed. I had accidentally left the emulator running unpaused, however the game itself was paused, and it took maybe a minute afterwards for the crash to appear. The emulator had to have been running for at least two hours prior with the game paused (not the emulator) in the background. Also, all the rewind settings are at default.
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Ah, indeed I was. Oops. It is still at 128mb however, as I've never changed it. So most likely an unknown bug. I'll see what I can get out of the crashes I suppose. Is there a way to enable a type of debugging log for crashes, or do you guys just rely on what the app reports, if it reports anything, at the time of crash?
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Joined: 1/22/2015
Posts: 13
It's not set to anything all that high. Medium is set to 256kb and large is at 1mb. I have 8gb of ram. Sooo... I'll work on getting a bug report going, and maybe see if I can't get that elusive error message to appear besides the usual windows crash prompt.
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Joined: 1/22/2015
Posts: 13
zeromus wrote:
just make sure you understand what was going on
Dude, I never have an idea of whats going on. It's my natural state. But I would like to add that after a while rewinding will crash the emulator. It's currently set to 2 farmes and I've had it happen several times. Seems to do it after so many seconds of total rewind time. Only once was I able to get a useful error message but I didn't think to screenshot it. Is this a known bug or no? -Edit- Still does it when it's set to 4 frames as well, and indeed seems to happen after a total amount of rewind time has been hit.
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Joined: 1/22/2015
Posts: 13
zeromus wrote:
enable medium savestates
Annndddd... That did it! Thanks for the prompt reply!
Post subject: Rewind Disabled, Can't Seem to Enable it. - V 1.9.1
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Joined: 1/22/2015
Posts: 13
Alright, I did my fair share of searching the forums. The BizHawk FAQs, and all over the available config settings. I can't seem to enable the rewind feature. Unsure if it's stuck to the SNES core only, but when I use the appropriate hotkey, nothing happens. Also, when I try and load up an SNES game after starting the emulator I get a message in the bottom right that states "Rewind disabled" and nothing else. Most likely why the hotkey isn't working. (Duh.) So is there something I'm missing here? Was it disabled for the SNES core in this version or is there some hidden option I need to change before it's enabled? I've also tried changing the frequency from 1-4 and at emulator startup, a message flashes in the same location reaffirming whatever I set it to. -Edit- Just tried it with a Genesis rom and it works fine. So it seems limited to SNES emulation only..