Posts for ikyokyo


Post subject: How to play The King of Fighters '96 of Saturn in BizHawk?
Experienced Forum User
Joined: 12/12/2012
Posts: 6
Hello. I have set the Japanese Bios of Saturns in BizHawk and load the game successfully, but no matter how I adjust the expansion RAM size, it always stops at a blue screen says my expansion cart is not prepared. I searched the internet and found that someone says the game requires 4MiB or 1MiB RAM, but both of such settings are failed with the same error. So what's the correct setting to play this game in BizHawk?
Post subject: Bizhawk 1.7.2 throws SEHException on 64bit Win7
Experienced Forum User
Joined: 12/12/2012
Posts: 6
Bishawk 1.7.2 throws SEHException on my 64bit Win7, can't even start. I have already installed the library that Bizhawk requires, and 1.7.1 runs OK on my computer. Here's the error message included in the picture:
Post subject: Re: How to compile FBA-rr with Visual Studio 2010...help!
Experienced Forum User
Joined: 12/12/2012
Posts: 6
Mothrayas wrote:
ikyokyo wrote:
1. I can compile it with MingW3.45 according to the guide of FBA Official site, but the fba.exe is extremely huge after compiling, over 17MB, is it originally that size or something did wrong?
The FBA executable is supposed to be around this size - at least the v0.0.5 and v0.0.7 releases are about 15.8MB. 17MB isn't a big stretch from that.
If I wanna compile it like the google-page did with 4.5.0, which guide should I follow from the official site? The 345 guide or 475?
Post subject: How to compile FBA-rr with Visual Studio 2010...help!
Experienced Forum User
Joined: 12/12/2012
Posts: 6
I have tried to compile the FBA-rr source code with MingW/GCC and sceessed after a hard work, but the makefile.vc can't be compiled correctly since I can't find a proper way to configure it, the official site of FBA has already shifted the guide to VS2012 Express. So there I have some problems with it. 1. I can compile it with MingW3.45 according to the guide of FBA Official site, but the fba.exe is extremely huge after compiling, over 17MB, is it originally that size or something did wrong? 2. What's the proper way to compile it with VS2010? Since the contains in makefile.vc claims it's a VC2010 makefile. Is the VS compiling just a broken? 3. How can I compile it to the same file size of the binary in FBA-rr google-page? If I use the same version of GCC Compiler (4.5.0) is it make? Which guide should I follow, the MingW345 or MingW471 or some other totally different ways?
Experienced Forum User
Joined: 12/12/2012
Posts: 6
TheAxeMan wrote:
What a great way to start out the new year! It's amazing to see so much squeezed out of Scumtron's already highly optimized run. Now I feel like my old, long-obsoleted run is downright slow.
Don't be sad. I played this game for over 20 years and can't beat first 3 stages until now, but this run is made by a boy under 20 years old, which makes me shame and I feel my life meaningless.
Post subject: The Problem about Frame Advance
Experienced Forum User
Joined: 12/12/2012
Posts: 6
Hello, everyone? I'm still new here... Well, I came here because some of the TAS Speedrunners I knew can't get used to the FCEUX new style of Frame Advancing, such as HappyLee and so on. The behaviour of frame advancing in FCE Ultra is different from FCEUX. Compare to the two ways in different emulator you can see it: FCE Ultra: 1.Holds down the "Frame Advance" key 2.Release it. FCEUX: 1.Press "Pause" key 2.Press "Speed -" button twice to slow down the speed to 50% 3.Holds "Frame Advance" key. 4.Release it. 5.Press "Normal Speed" key to return to the normal speed. Think about the movie, you have to use the slow motion for many times, the operation steps in FCEUX is more complicated than FCE Ultra. Though we can still use FCE Ultra for TAS Speedrunning, but that's not a recommended emulator for TAS any more. And what if a target game that FCE Ultra not supported. I think it should have a switch to let use choose the old style of frame advancing, just some suggestions.