Posts for Sonia


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Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
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?
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
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.
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
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.
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
I'm running into an awkward issue in the game Rushing Beat (SNES). Basically, background layers flicker rapidly for 1 frame at random. Here's an example: First frame: Next frame: Here is a short 8000 frames movie showing it happening (flickering occurs at frames 599 and 6027): https://www.dropbox.com/s/ac1g6e6702j972g/Rushing%20Beat%20%28Japan%29.bk2?dl=0 Here is a save state (to reproduce the issue, just don't move your character at all): https://www.dropbox.com/s/4ioa5te67pilolr/Rushing%20Beat%20%28Japan%29.Compatibility.QuickSave0.State?dl=0 ROM used: Rushing Beat (Japan) - No Intro Emulator version: BizHawk 2.1.1 Emulator core: BSNES Is this a normal thing with the game, or an emulation bug?
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
Intel Celeron N2930 @ 1.83GHz
User Agent: Mozilla/5.0 (Windows NT 6.3; WOW64; rv:54.0) Gecko/20100101 Firefox/54.0
Vector	Block	Result	Duration
12	3	correct	518.09ms
13	3	correct	1191.83ms
14	3	correct	1133.40ms
15	3	correct	2066.59ms
16	3	correct	6845.66ms
12	4	correct	1363.22ms
13	4	correct	1624.70ms
14	4	correct	3131.62ms
15	4	correct	3405.96ms
16	4	correct	7344.03ms
12	5	correct	1017.95ms
13	5	correct	1749.64ms
14	5	correct	3571.84ms
15	5	correct	7649.49ms
16	5	correct	17447.13ms
Status: Done.
(Just a weak laptop I use to browse the web)
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
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?
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
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?
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
Spikestuff wrote:
Users using 2.0 will have the pleasant surprise of crashing when loading up a SegaCD game. Users of BizHawk 1.13.1 and older won't be having these issues.
Yeah, SegaCD doesn't work in 2.0 at all...
Crash Log wrote:
Problem signature: Problem Event Name: APPCRASH Application Name: EmuHawk.exe Application Version: 2.0.0.12452 Application Timestamp: 594fef52 Fault Module Name: StackHash_2264 Fault Module Version: 0.0.0.0 Fault Module Timestamp: 00000000 Exception Code: c0000005 Exception Offset: 0000036f01401bb0 OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 1033 Additional Information 1: 2264 Additional Information 2: 2264db07e74365624c50317d7b856ae9 Additional Information 3: 875f Additional Information 4: 875fa2ef9d2bdca96466e8af55d1ae6e
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
Did Bizhawk 2.0 drop compatibility with Camstudio Lossless codec? I don't see it in the list of compressors anymore, but Lagarith is still there.
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
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.
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
feos wrote:
This is so absurd that it's hilarious.
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.
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
adelikat wrote:
Config -> Rewind & States Notice by default rewind is off on cores with larger savestates. This is because there is a performance cost. Turn it on for cores you want and fiddle with settings. Rewind works for all cores. You are just reporting what the default options are here.
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:
adelikat wrote:
* SNES - Snes9x 1.54 ported. Note that bsnes still should be used for serious TASing intended for submission at TASVideos. But snes9x is provided for its performance and decent compatibility for casual gaming, botting, and testing
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.
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
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?
feos wrote:
There are 3 options. - Make it work only through libretro, fixing both mame core and libretro to rerecord properly. - Port mame core directly or its libretro interface like a usual bizhawk core. - Waterbox mame in its entirety. The last option can't be done without splitting mame into single driver parts, otherwise each game would have insane overhead in its savestates. The second option requires fist fixing everything and wiring it all up. The first option is supposed to fix everything and wire it up, and make it possible to port mame directly if needed, and it also helps to fix other libretro cores. So I'm working on the first option.
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.
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
It's a combination of Neko Project II and Hourglass.
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
ruadath wrote:
Never mind; resolved by our good friend DiscoHawk!
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)
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
CamStudio lossless codec - GZIP mode - compression level set at 1. I record at native resolution unless if it's a game that switches to double size.
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
natt wrote:
No solution. Enjoy your non-determinism.
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.
Sonia
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Posts: 435
Location: Brazil
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?
Sonia
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Posts: 435
Location: Brazil
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.
Sonia
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Posts: 435
Location: Brazil
feos wrote:
What about their speeds?
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.
Sonia
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Posts: 435
Location: Brazil
Mothrayas wrote:
The basic guideline is: • For hacks, use the latest version. • For other games, the preferred version is whatever makes the fastest or most interesting run (e.g. using revision-exclusive glitches to speed up the run). If there are no meaningful differences, then it doesn't matter which version you use.
I'm sorry, I didn't see this written anywhere on /MovieRules or /Guidelines. Thanks for answering my question.
Post subject: Game version to pick?
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
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?
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
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.
Post subject: CamStudio GZIP problem
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
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.
Post subject: Re: Bsnes core - Deterministic Emulation hacks should be removed
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
natt wrote:
All the determinism hack does is forces a savestate to be taken every frame, even if the frontend did not ask for one. As a result, it makes things slower. It's required because the savestate code in BSNES is worthless junk, and it breaks some things because the savestate code in BSNES is worthless junk. The same bugs do exist on lsnes; you used to be able to desync some movies by taking extra savestates. That may have changed with more recent builds; I think lsnes ignores your savestate request sometimes as a different hack around.
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.
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