Posts for endrift


1 2 3
6 7
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
Yeah, I'm sure the fixed version will get merged into BizHawk sooner rather than later.
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
Please try with 0.5.2 or a nightly. It seems to work on my end.
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
Ok, I got a copy of Emerald yesterday so I can put some serious time into seeing what I can do to get it syncing on hardware in the next few days.
Post subject: Re: Mario Golf: Advance Tour soft reset
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
CardsOfTheHeart wrote:
Is it just me or is the ingame soft reset broken in Mario Golf: Advance Tour? (GBA, A+B+Start+Select) I can't do it in 1.11.6 or 1.11.8. Worked in VBA-rr. Works in Pokemon Emerald.
Which core? If it's the mGBA core, that might be my fault.
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
I should have one coming in the mail within a few days-to-weeks, so don't worry about it. Until then, keeping working on it in BizHawk 1.11.6 is the way to go.
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
It's entirely possible that the timing in mGBA 0.5.1 is still wrong. We'll see what happens when 0.5.2 or 0.6.0 comes out, or what happens when I actually get my hands on a copy of Emerald and get to poke at it some.
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
I have two additional vulnerabilities in VBA (one of which has been fixed upstream as of yesterday, the other I just reported) that should probably get merged downstream as well. I can PM a maintainer details if they want to fix it; I don't want to leave the details out in the open before it's patched though.
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
Memory domains seem to be entirely broken on the mGBA core in 1.11.8.2. I get a null pointer exception in both the hex editor and memory watcher whenever I try to do anything.
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
Yeah, it looks like a lag frame right when you choose your Pokémon utterly destroys the run, but I'm not sure. Memory domains seem to be broken in the mGBA core in 1.11.8.2, so it's hard to see what's going on.
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
If it's not entered in the run, that seems to be of no importance actually :P
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
The only thing I'm worried about at this point wrt RTC is Shoal Cave, which does have RTC-based events afaik. I'll try to get a copy of Emerald and replace the RTC, but that might take a bit. Also, if the game doesn't sync on hardware, how difficult/impossible would it be to try to port the run to BizHawk 1.11.8.2, which has a newer version of mGBA with some corrected timing?
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
So I was asked to evaluate whether or not this game would be syncable on real hardware and the first thing I notice is that the "The battery has run dry" message is not present, meaning the game is reading a valid value from the RTC, albeit probably all zeroes. Does anyone know if adding a working RTC battery to the mix, which WILL read valid times, will upset the TAS in any way? E] I tried screwing with the RTC sync settings in BizHawk and it still syncs fine, so that's good news. The bad news is that it doesn't sync with BizHawk 1.11.8.2, so I'm wondering what changed and what this means for syncing on hardware.
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
See this page for the file format: http://tasvideos.org/EmulatorResources/VBA/VBM.html
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
I'll take a look into the accent mark weirdness soon and drag and drop stuff soon. As for OpenGL blackness, does your GPU support OpenGL 3.0? Try setting it to Force 1.x and seeing what happens. E] Both of these issues are now fixed.
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
Kurabupengin wrote:
endrift wrote:
Please try reproducing all of these in the latest standalone nightly. 0.5 is coming out soon and as much testing with a nightly as possible is great.
Just tested on the latest nightly build and both bugs still happen. This also happened on the Wii port.
I've fixed the Sonic Genesis bug, I'll try to take a look at the other one tomorrow (beyond just confirming that it reproduces on my end, which I've now done).
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
Please try reproducing all of these in the latest standalone nightly. 0.5 is coming out soon and as much testing with a nightly as possible is great.
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
Good news, it's been a goal to put something like this into mGBA at some point in the future for several months now. Unfortunately it's kind of a far flung future goal, although now that it's getting more attention I might push it up into 0.6 territory, although 0.6 is already really quite packed with features to add.
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
Uh, no. You run it on a TV, there's your filter.
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
So I finally looked into the Lady Sia issue. It's...not going to be easy to fix. What's going on is that it basically asks the PPU to enable the water background three scanlines too high. (More specifically: it sets an IRQ to be triggered on scanline 118, which it then uses to enable the background. However, it's supposed to start at scanline 121.) However, sometimes this happens a few scanlines late, notably when it's trying to work on the audio queue and doesn't finish until after scanline 118 is done. It seems to me that this is just really poorly programmed and depends on very precise timing for the audio queuing to ensure that the background layer isn't enabled when they say to enable it. But this is super unpredictable, so I honestly have no idea why this bug doesn't reproduce on hardware.
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
You should be able to compile with MSVC out-of-the-box now, but it doesn't rope in the dependencies so you wind up with a very...stripped down version. You'll need to install Qt 5 first, and won't controller support, for example. I'm still looking into a good way to solve this.
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
I bought a Game Boy Pocket over the weekend, partly for shits and giggles, partly for research, and realized something just now: if we could get a video out board for it, it would probably be pretty feasible for me to turn it into a TASbot prop. Have ROB holding it, wires hidden beneath, and it playing the GB in its hands. I don't know if any video out boards exist, or how hard they'd be to make, but it's a neat idea that might be feasible. I could presumably pick up a DMG to do the same thing with, since that would look "more authentic", but DMGs are a bit more troublesome to open up.
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
That's very likely an mGBA audio state bug. I did find one at some point, but it won't be fixed in 0.4.1, since audio is being rewritten in 0.5 (which hopefully won't have that issue).
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
Not a bug. It's flickering every other frame to try to do temporal antialiasing to make it appear smoother. On hardware, there's enough ghosting to make it nearly invisible, but emulators that don't do interframe blending make it much more visible.
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
SuperFlomm wrote:
There is a game that does not work at all in mGBA. It is called Big Mutha Truckers. The game simply freezes as soon as you press start on the title screen.
Fixed this just now. Don't know when BizHawk will pick up the fix, though.
endrift
Any
Emulator Coder, Experienced Forum User
Joined: 12/14/2014
Posts: 161
The Lady Sia glitch happens in VBA-M, too. Haven't confirmed on hardware yet. E] Glitch does not occur on hardware. Will investigate further.
1 2 3
6 7