Posts for Sonia

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Sonia
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Posts: 435
Location: Brazil
Aktan wrote:
Seems more a levels issue to me. Edit: What FFMPEG settings did you do?
I didn't change any settings. Just selected MP4 and ran it as it is. Used Bizhawk 2.3 btw.
Post subject: FFmpeg writer: wrong colors in MP4
Sonia
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I was messing around with Bizhawk's FFmpeg writer and noticed that MP4 dumps the colors very inaccurately. Here's a side by side comparison between it and Matroska Lossless: https://i.imgur.com/Gdw9Scy.png Left = Matroska Lossless / Right = MP4 As it can be seen, MP4 looks much brighter for some reason. Matroska matches what you see in the emulator, but MP4 doesn't. Is it normal for MP4 to look that way or is it something that needs to be fixed? Edit by feos: Unembedded the huge images.
Sonia
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Alyosha wrote:
Please test any other VRC games that you are interested in to make sure there are no regressions.
Ok. I tested the following games: Akumajou Densetsu Contra (J) Ganbare Goemon Gaiden Ganbare Goemon Gaiden 2 Getsu Fuuma Den Gradius 2 Mouryou Senki Madara TwinBee 3 Wai Wai World Wai Wai World 2 Didn't notice anything abnormal in any of them, so I guess everything is good. However, I found an unrelated, non-NES regression. R-Type (SMS) The title screen got completely destroyed in version 2.3: Looks correct in 2.2.2:
Sonia
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I've been wanting to report those for a while, but only got around to it now. Akumajou Special - Boku Dracula-kun (NES) The bottom of the screen shakes constantly at the dancing girls minigame. Savestate to get to the minigame quickly (just press A): https://www.dropbox.com/s/a3j2mk32m9cycym/Akumajou%20Special%20-%20Boku%20Dracula-kun.NesHawk.State?dl=0 Lagrange Point (NES) Similar to Dracula-kun, the bottom of the battle screen shakes constantly. Megami Tensei II - Digital Devil Story (NES) In the battle screen, there's a graphic glitch below "AUTO". SD Keiji - Blader (NES) This is a strange one. During the intro, there are two characters exchanging dialogue. In neshawk, they look like this: But in Mesen, they look completely different: Since I don't have real hardware to test, I'm not sure which one is correct. Necros no Yousai (PCE) Game crashes during the intro, making it unplayable. __________ None of the first 3 bugs exist in Mesen, and Necros no Yousai is playable in mednafen.
Sonia
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By the way, can you make Grayscale the default palette for Gambatte (like in GBHawk)? Cause the default pea soup one looks pretty ugly.
Sonia
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Alex1247 wrote:
Alright! Do you have any Virtual Machines to suggest?
VMware and VirtualBox are often used.
Sonia
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Awesome! The more cores the merrier. :) For now I'm only really hoping GBAHawk's audio will turn out better than mGBA's. The latter's has some serious problems.
Sonia
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Alyosha wrote:
Mugen Senshi Valis, for PCE, has been a game unplayable in BizHawk since the release of the PCE core. I just now fixed this game, but I thought I'd write a little bit about what went wrong and why it took so long to fix. As it turns out, this game was running some timed code. It's using a VBlank loop to do a few operations, and using the remainder of frame time to load data from the CD. The VBlank loop counts down, and after a certain number of VBlanks, the last VBlank interrupt turns off VBlanks. The game is expecting the other loading code to not be finished at this point, because at the end of the loading code, it turns VBlanks back on again! BizHawk was loading in data too fast. So the loading code was finished too early, and turned on VBlanks even though they were still on. Once the VBlank loop ended, it turned off VBlanks, but now had no way to turn them back on again! Oops! To fix the problem, I just increased the loading time from CD reads, which seemed likely to be the correct solution. This all probably seems pretty obvious just reading that last paragraph, but getting to that point took many hours of debugging, I'm glad it's finally done!
Thanks a lot for the fix! Glad to see the game is finally playable in Bizhawk now. However, there's still another issue. Basically, the game's audio is out of sync. Characters' mouth movements don't sync with their voices. This also happens in mednafen, no matter the dumped image. I once created an account in their forum to report the bug, here's the link: https://forum.fobby.net/index.php?t=msg&th=1571&start=0& According to the last post, this apparently has to do with CD-ROM seek time not being properly emulated. This could prove useful if you're willing to look into fixing stuff.
Sonia
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Alyosha wrote:
@Sonia: Doki Doki Panic works fine for me, what version / hash are you using?
Yume Koujou Doki Doki Panic (Japan) SHA1:2D1F470D6E5A941F061A5E47D1E9C5999C59CFC3 MD5:99DB10C43ECEEA557CBFD7BA86377E8A
Sonia
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Thanks again, Alyosha. So, I went through the whole No Intro FDS library. I didn't test every single game thoroughly, but I made sure to check if they're all at least loading the title screen. That much is happening for all official games. I did go past the title screen onto actual gameplay on a lot of them though. All of the major/noteworthy titles are working fine, but a few of them had problems: Tobidase Daisakusen Gives a black screen after you push start to begin the game. Doki Doki Panic Gives a black screen after you swap disk side. Yuushi no Monshou - Deep Dungeon Gets stuck in an endless "Please Wait" screen after you create your name, start the game, and swap disk side. _________________________________________________ Those games are working, but potentially bugged: Famicom Grand Prix II - 3D Hot Rally The status screen below the vehicle blinks constantly. Time Twist - Rekishi no Katasumi de... - Zenpen The pink bordered window that shows up after you press start shakes constantly. _________________________________________________ And here is all of the unlicensed junk that seems broken in some way or another: Bodycon Quest Maybe there's nothing wrong with this one, but since it's one of the few double disk games, I can't figure how to make this work with the emulator. Fruits Mahjong series Also a bunch of double disk games. (Does NESHawk actually support those?) Golf - Bishoujo Classic Black screen after swapping to side B. Jingorou Black screen only. Kind Gal's Also double disk. Quick Hunter & Quick Hunter - Parameter Disk Vol.1 The former keeps stuck in an endless "Now Loading" screen, the latter is a black screen only. Souseiki Fammy - ROM-QD for 256K+64K Battery ERR.02. (I'm not even sure what this ROM is supposed to do exactly.) _________________________________________________ That's all I have to report.
Sonia
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Thanks for the fix, Alyosha. You might want to take a look at this FDS game as well: Silviana - Ai Ippai no Little Angel (Japan) (b) SHA1:3FB093609AA37052F991DFB905609B0F51932209 MD5:C75858DD4AE3A747264A4073269FA6E2 NESHawk only gives it a black screen and no audio. Yes, it's a bad dump, but it works on Mesen and Nestopia.
Sonia
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Good news! Thanks for the work, Sour. :)
Sonia
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NES.
Sonia
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There's a strange thing with another game: Silva Saga. Basically, when you start the game, 3 save files are automatically generated regardless if you have SaveRAM present or not. That's how it looks like: As it can be seen, there are 3 save files at Level 1. If you load any of them, then you're stuck in an ocean and can't go anywhere, unless if you reset the game: It's easily fixable by deleting those files, but is that really the intended behavior? I'm pretty sure the ROM isn't a bad dump as I used the No Intro one and tested it on several emulators. Different emulators gave me different results: Mesen, puNES, Nestopia and BizHawk 2.2.1 all generate the 3 save files, but BizHawk 1.13.1 for some reason doesn't. The strangeness of this game has been discussed on a couple topics before: http://forums.no-intro.org/viewtopic.php?f=2&t=1552 https://forums.nesdev.com/viewtopic.php?f=11&t=11045 Now the question is, which would be considered an emulator bug: generating those 3 saves or not generating them?
Sonia
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So, I managed to get a new laptop from Black Friday and it finally arrived. Tested NESHawk and it goes up to 120~140fps. Definitely a huge improvement. :) By the way, I found a pretty serious bug on 2.2.1 (also happens on the latest developer build). Alyosha, please load Dragon Quest I and Dragon Quest II (Famicom versions, not Dragon Warrior) and you'll have a surprise. Basically, those games no longer have music. I imagine changing to single PPU ticks somehow broke their audio. 2.2.0 plays them perfectly. Emulators used: -Bizhawk 2.2.1 -Latest Developer Build (submitted 5 hours ago). No Intro ROMs used: -Dragon Quest (Japan).nes -Dragon Quest II - Akuryou no Kamigami (Japan).nes New laptop's information (if necessary):
Operating System Windows 10 Home Single Language 64-bit CPU Intel Core i7 7500U @ 2.70GHz 39 °C Kaby Lake-U/Y 14nm Technology RAM 16.0GB Dual-Channel Unknown @ 1064MHz (15-15-15-35) Motherboard Acer Captain_SK (U3E1) 40 °C Graphics Generic PnP Monitor (1920x1080@60Hz) Intel HD Graphics 620 (Acer Incorporated [ALI]) 4095MB NVIDIA GeForce 940MX (Acer Incorporated [ALI]) 37 °C ForceWare version: 376.54 SLI Disabled Storage 931GB Western Digital WDC WD10JPVX-22JC3T0 (SATA) 35 °C Optical Drives No optical disk drives detected Audio Realtek High Definition Audio
Sonia
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endrift, I ran into a strange audio bug while playing Final Fantasy V Advance (USA). Instead of trying to explain in words, I made a short (17 seconds) video about it. https://www.dropbox.com/s/ge8vxij63j3an8q/Final%20Fantasy%20V%20Advance%20%28USA%29%20Audio%20Bug.mkv?dl=0 Basically, there's a weird horn noise at around 0:11~0:13, which isn't supposed to be there. If you want to reproduce the bug inside the emulator, here is this 1000 frames .bk2 file: https://www.dropbox.com/s/l9nfnwwful5pcj4/Final%20Fantasy%20V%20Advance%20%28USA%29%20Audio%20Bug.bk2?dl=0 The bug is reproduceable 100% of the time. Just let the movie replay normally. ROM Info: Final Fantasy V Advance (USA) SHA1:492789276EAA3E94152B143AD92F310B8A3D5366 MD5:9ED82843CC54876362BE56FACCB15D75 BizHawk version: 2.2 Emulator Core: mGBA (0.6.0) EDIT: Dropbox got the video preview all wrong (at least here on my end). If possible, please download the .mkv to watch it properly.
Sonia
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Also, I was wondering about something. Alyosha, could you please add a volume slider for the SMS core? The reason I'm asking this is the same as when they asked you to add it for NEShawk. It's just that when you enable FM Chip, the volume is way too low. You can only hear it properly if you set your PC's volume to max.
Sonia
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Not too long ago I installed the supposedly 64bit version of the Camstudio codec, but it's still not showing in my Bizhawk 2.0's list of compressors. Only Lagarith is listed. Out of the 2.0 users here, does anyone have Camstudio in their list of compressors at all?
Sonia
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Other than I'm still waiting patiently for that mamehawk to become a thing, I think BizHawk is already pretty much a perfect emulator, so there's not much else I can really ask. I thank you guys for all the good work. I only did request [URL=https://github.com/TASVideos/BizHawk/issues/960]this[/URL] sometime ago, and pointed out the reasons why. I see it labeled as high priority. Think you can do it, Alyosha? or is there someone else already taking care of it?
Sonia
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creaothceann wrote:
"laptop" and "gaming" are like polar opposites though... :p At least give it an SSD. (I see too many laptops every week that are a pain to work with because they have a HDD and not enough RAM to cache stuff.)
Yeah, I know. I could buy a more powerful desktop computer for the same price, but I'd just like a laptop for convenience and ease of transportation. This one comes with a 256GB SSD, 1TB HDD and 16GB of RAM (which is double what I have on my current desktop computer).
Sonia
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Alyosha wrote:
Sorry Sonia but it looks like you just got unlucky :( I'll try to find some general optimizations that will at least get you back up to 1x speed in games like Kirby. A NES emulator not being able to hit 1x, even under abnormal conditions, just seems silly, there must be something I can do to get some better performance.
No need to worry, I might change computers soon enough. My plan is to buy a laptop with a i7-7700HQ 2.8GHz processor (3.8GHz with turbo boost), which should run NEShawk at the correct speed.
Sonia
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Thanks, I just tested things. Game of choice was SMB. Here are the results: Before single PPU tick: 110fps After single PPU tick: 68fps Latest build: 63fps Seems like I'm unlucky and things are getting slower on my end instead of faster. Maybe my drivers just don't like the new code... Here is my computer's general info:
Sonia
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Alyosha wrote:
Done.
Thank you.
Alyosha wrote:
I tested your build, and did not notice any slow down. Try disabling rewind and see if that helps. Also check CPU and memory usage and make sure they aren't off the charts, although I did that on my end and nothing seems amiss.
Disabled rewind, slowdown still persists. CPU Usage says 25% while the core is running.
Alyosha wrote:
Also what OS are you using?
Windows 7 Ultimate 64-bit SP1.
Alyosha wrote:
I'm not sure what other variables might be at play here. Can you try a Dev Build from right before I made all the changes and see if it works fine there?
Can you give me a link? I only see the latest build in that appveyor page.
Sonia
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Alyosha wrote:
I can't reproduce this so I'm not really sure. If you can zip up the folder you are using exactly as it is and get me a link to it, then maybe I will be able to see what the problem is if it also occurs on my end.
Sure, here it is: https://www.dropbox.com/s/f239n2x2p0oj0xg/BizHawk_Developer-2017-10-21.rar?dl=0 While we're at it, I'd like to mention a related, somewhat bothersome issue. Basically, the FCEUX.pal is off. Here is how it looks like: As you can see, palette #23 is incorrect. That's because BizHawk uses the FCEUX.pal from version 2.1.0. As of version 2.2.0, they fixed it, which looks like this: Could you please update it to the correct one? Because every time a new BizHawk version comes out, I have to do it myself. I stuffed the correct file in the linked .rar, which I named "FCEUX (2.2.0).pal". It's in the same folder as the other NES palettes.
Sonia
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Alyosha wrote:
@Sonia: I tested build 0.0.0.1830 and the performance matches my local build , which is about 5% slower then 2.2. For comparison SMB runs at ~135 FPS on 2.2 and ~130 on dev build. So, I'm not entirely sure why your performance has suffered that much. Does it affect any other cores or only NESHawk? Did you compile it on your own or did you use the appveyor download?
Sorry for not replying to this sooner, but no, I didn't compile it myself. All I did was grabbing the emulator from [URL=https://ci.appveyor.com/project/zeromus/bizhawk-udexo/build/artifacts]this link[/URL], then extracted to a folder and ran it as it is. I tested the following cores: NES (both QuickNES and NESHawk), SMS, PCE, MD, SNES (Snes9x and BSNES), GB and GBA (mGBA and VBA-Next). Only NESHawk is slow.
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