Alyosha, I downloaded the latest BizHawk developer build to test the new Z80 stuff, then went ahead and also tested NEShawk's new performance. I chose 3 basic games for it, then compared with BizHawk 2.2's performance. This is what I got:
SMB: 63 fps (Dev Build) | 105 fps (2.2)
Rockman 2: 60 fps | 97 fps
Kirby's Adventure: 58 fps | 93 fps
(CPU: Intel Core i5 3330 @ 3.00 GHz)
Is this huge performance hit because now NEShawk runs in single PPU ticks?
FadeToBacon16 is right. Neshawk's volume is definitely lower. Just compare any game that's compatible with both cores, and you'll notice that QuickNES' volume is higher.
Maybe QuickNES being louder has to do with inaccuracy? I'm not really sure.
I went ahead and tested it on my SFC as well (through sd2snes). Seems like the bug happens on real hardware too. There's no reliable way to trigger it other than going to the areas where it happens and do random stuff (beat enemies up, let enemies beat you, etc). The bug will eventually happen for certain.
I noticed a few areas where it usually happens:
Stage 1 - Inside the bus
Stage 2 - Parking area
Stage 3 - Top of the skyscraper (as shown in the 2 pics)
Stage 4 - Jungle area at the beginning
So yeah, not really an emulation problem.
Been messing around with the newly released 32X core, and I noticed it looks like you can't change a game's region on it. Seems to be forced to "Autodetect".
On the Genesis and SMS cores, it's possible to change the game's region. Is there a way to do it on 32X?
I wanna report a rewind issue I'm having here. It happens on all BizHawk versions that support it.
Basically, rewind works as intended when playing normally, but you can only rewind back to the most recently loaded save state while making a movie.
Is there a way to rewind beyond the latest state load while recording?
Yes. Here, I made an audio comparison video:
https://www.youtube.com/watch?v=v1OwD6vUhiQ
Here is the order I went through things:
-Dark Law (higan balanced -> snes9x 1.53 -> higan performance -> snes9x 1.54)
-Haisei Mahjong (higan balanced -> snes9x 1.53 -> higan performance -> snes9x 1.54)
-Super Pinball (higan balanced -> snes9x 1.53 -> higan performance -> snes9x 1.54)
As it can be seen, audio is completely wrecked in performance/1.54. But it works correctly in balanced/1.53.
What do you mean by "this"? bsnes performance being buggy or my statement?
If you mean the former, then all right. But if you're skeptical over my statement, then just run the three games I mentioned in snes9x 1.54 and bsnes performance/compatibility/accuracy. You'll notice that the bugs only exist in 1.54 and bsnes performance (and by extension, bizhawk's snes performance core), since they all share the same SMP code.
1.53 and bsnes compatibility/accuracy runs them perfectly.
Thanks a million. Simply checking the boxes for "Medium savestates" and "Large savestates" did the trick. By the way, is it possible to rewind toggle instead of having to hold it down?
An unrelated thing I forgot to mention:
I'd suggest porting 1.53 instead. Main reason is that 1.54 wrecked the audio of some games. Haisei Mahjong - Ryouga, Dark Law - Meaning of Death, Super Pinball - Behind the Mask, to name a few. There's now a heavy and painful audio screeching that didn't exist in 1.53.
The reason is that they changed the SMP to the one written by byuu for bsnes performance. The same bugs exist in bsnes' performance core if you run those games there.
So, I've been messing around with the rewind function in 1.13.0 and noticed it doesn't work for all cores. Below are the ones I tested:
Works
-NES
-Genesis
-PC Engine
-SMS
-Game Gear
-GB and GBC
-WonderSwan and WSC (Judgement Silversword failed)
Doesn't Work
-SNES
-Sega CD
-PCECD
-N64
-PS1
-GBA
Will we be able to rewind those cores in the upcoming Bizhawk 2.0?
I was hoping for the 3rd option myself, as I've always dreamed about having MAME in the regular bizhawk to keep all my movies organized in the same place. I've never used libretro before and know very little about it, other than I pretty often see it talked about on emulation sites.
But either way, do what you think is best.
Can you tell me what you did exactly? I'm getting the same error with this game (as well as a bunch other PCECD games) and even after throwing the .cue into DiscoHawk to create a .ccd, the problem wasn't solved.
(Tried with the Redump version of the game, btw)
It's still there, except it doesn't screw up certain games anymore. I made two movies of a game (Run Saber) just for test - one with Force Determinism enabled and the other with it disabled. The former synced all the way to the end, the latter desynced right at Stage 1.
So yeah, SNES still depends on determinism to sync. Thankfully it seems to no longer be problematic.
So, I tested things and noticed the bug that was mentioned in [URL=http://tasvideos.org/forum/viewtopic.php?t=19031]this thread[/URL] is finally gone on version 1.12.2 (yay!)
What was the solution you guys came up with?
I don't really remember, but either 2003 or 2004. Pretty sure it was some Snes9x version with Rockman & Forte. I didn't even know that game existed until getting my hands on the internet.
Lagarith: Total time = 2:38 (around 65~90 fps for the most part)
LZO: Total time = 4:41 (around 40~43 fps for the most part)
The movie was the beginning of FFIV (Super Famicom), btw.
In the past, some games had revisions released in order to fix bugs or tweak other things. In ROM collections, they're usually tagged as (v1.0) / (v1.1) / (v1.2), (Rev 1) / (Rev 2), (Rev A) / (Rev B), etc.
What's the common sense in which version to pick? Should I always stick to the initial, original release and ignore any revisions, or the other way around and always pick the final revision?
Sorry about the late answer. Well, I did some dumping/encoding tests here, and my conclusion is that it's actually better to encode with LZO through Virtualdub than Lagarith. Here is what I did:
1) Dumped a 03:19 long movie with GZIP (Level 5) > Exported .avi with Virtualdub using Lagarith (null frames enabled) > muxed into .mkv (zlib) with mkvtoolnix. Final file size is 388MB.
2) Dumped the same movie with the same codec > Exported .avi with Virtualdub using Camstudio LZO > muxed into .mkv (zlib) with mkvtoolnix. Final file size is 129MB.
So yeah, I got a smaller filesize with the second method. As I don't see an advantage in using Lagarith, I will stick to LZO since it works better for my needs.
I have a problem while trying to encode using the CamStudio codec's GZIP option. Basically, I can dump .avi with GZIP, but when I try to encode it with VirtualDub, GZIP fails and I'm forced to use LZO.
Here are my steps:
1) Dump a movie with CamStudio codec on GZIP.
2) Drag and drop the created .avi on VirtualDub.
3) Go "Video > Filters > Resize" and pick nearest neighbor to resize the video into 8x.
4) Go "Video > Compression" and pick the CamStudio codec again as GZIP.
5) Go "File > Save as AVI"
6) Get an error.
This is the error (with a not so helpful description) I get:
I repeat the same steps except for "4)" where I pick LZO instead of GZIP. The new .avi is saved without problems.
Here's a short video showing all my steps and the error being reproduced:
https://www.youtube.com/watch?v=8_YDtdsOe5Y
I've searched for a solution online and this is the only relevant result I found:
http://camstudio.org/forum/discussion/831/gzip-problem
That person has exactly the same problem as me. But unfortunately, nobody replied to that.
Can someone help me with this? I've had this problem for years and never solved it. I'd like to encode with GZIP because the files are better compressed and become much smaller with said mode.
Ok, thanks. It may not be a solution, but at least I have an explanation now.
So, I tested the games on lsnes and they exhibited no problems. Battletoads's intro runs at normal speed instead of going nuts like on Bizhawk, and DKC's speed isn't increased if you pause the game. Tested on rr1-Δ18ε3 and rr2-β23.
Now I know what SNES emulator to use.