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Saveram transfer should work fine, just copy and rename the files. Savestates won't transfer easily: although the underlying core state is the same you'd need a hex editor to extract it.
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Memory wrote:
enderpal7 wrote:
Hey so I was searching through all the movies on the site one by one, 614M is fine, 615M is fine. But 616M displays an error page? Was there once a TAS on this page and it got overwritten? Or is there something really obvious I'm missing? (Because that's usually how it goes)
A lot of movies in that range do not exist for arbitrary reasons. There was never a tas on those pages.
One of the things that happened was that publications could fail for various technical reasons after having already reserved their ID. This would cause that ID to be lost. I believe 1987-1989 were lost to this.
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Arcorann wrote:
Submission 5085 (the NetHack April Fool's' Day TAS) is showing a syntax error. I don't think it was doing that on the old site. Also, the category is cut off.
The new wiki parser is stricter about [ and ]. It should be simple for anyone with sufficient permissions to fix it up by hand.
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Dimon12321 wrote:
Frankly speaking, I'd prefer the current design instead.
I was staring at the front page for 10 minutes, and I'm like "Is it a modern design era (because I'm working on a project where FE design is even worse than here), or my preferences suck?"
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RedGreenSonic wrote:
Trying to load a Sega CD ROM in 2.6.0 gives me an exception:
A core accepted the ROM, but threw an exception while loading it:
System.ArgumentException: Illegal characters in path.
I'll leave the rest of the trace out for brevity, but this didn't used to happen--am I being dumb, or is something broken?
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Sorry, I can't reproduce this. I'm using the game Area 51, and when I have the crosshairs set to 16777216 they don't show up. Maybe try the latest beta? I don't think we changed anything about this from the last release, but maybe we did.
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Bandaia wrote:
I don't know if it is the correct location but there is this error message when opening the Rockman X2 ROM in BizHawk 2.5.2.
Apparently the game is still working (I didn't do a long test) and it only happens when I use the BSNES core.
https://imgur.com/a/Q9HKbui
Did you read the message? You need the bios/firmware file. Not a bug.
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artbreeder wrote:
Press leftright in Lynx game Xybots, then emulator can crash. If not, play it some seconds and try it again.
What I'm seeing is that the emulator does not crash, but the emulated game does. L+R at the same time is known to do all sorts of weird and broken stuff to certain games, and in many cases wasn't possible (or was very difficult to do) on real hardware. This may just be real and correct behavior; you can turn off Allow L+R if you'd like to avoid this in casual play.
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Pokota wrote:
I suppose my question is "why does it need to be PCSX2 specifically?"
If you want a PS2 emulator you have a short list. PCSX2 is the only open source emulator with reasonable game compatibility.
DobieStation in BizHawk is a stalled WIP and for the purposes of this discussion should be considered as "may never happen." I hit a roadblock that I could not pass and I have no idea how to resolve it. Even if resolved, it's very slow and not very accurate, although shows signs of improving.
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InfoManiac742 wrote:
I'm trying to play Earthbound with the RAM Watch open, and every so often BizHawk 2.5 will just crash randomly. I can't give specifics on how to replicate it because there's no rhyme or reason to the crashes, but here's the error it gives me:
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mesonnaise wrote:
tasvideos.org uses an invalid security certificate.
The certificate is not trusted because it was signed using a signature algorithm that was disabled because that algorithm is not secure.
Error code: SEC_ERROR_CERT_SIGNATURE_ALGORITHM_DISABLED
This error shows up in Firefox 73+. The error is caused by SHA-1 being used to sign the certificate.
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Sappharad wrote:
At this point Microsoft / Xamarin still has no plans to officially or unofficially support WinForms on 64-bit macOS, even with the upcoming .NET 5. I'm still stuck building modified forks of WinForms and OpenTK and heavily butchering the app to make it work with them.
The future of our UI toolkit doesn't really look bright on any platform. Mono WinForms works on Linux x64 and well enough to host Bizhawk, but that's a completely dead product and Microsoft isn't putting anything into it. Even Mono itself seems pretty neglected except for AOT and WebAssembly -- they're pushing .NET Core for that.
On Windows, we now have the old Winforms on .NET Core, but no commitment to maintain it from Microsoft either. Oh well.
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Alyosha wrote:
The jitter is always positive though, and generally averages out to about 4 cycles (but can occasionally be greater) so it accumulates over time.
This sounded wrong, so I checked it. The code still works as it did since we added the selection for two different frame timing options. Gambatte may never undershoot a request, but we remember that and ask for fewer cycles next time when it overshoots. Manually logging values confirms that it's behaving correctly; some frames are shorter than 35112, some are longer, and the average is 35112 as it should be.
The only way there could be drift is if there was a fundamental timing flaw deep in Gambatte that wasn't showing up in its reconciliation of audio timing.
Alyosha wrote:
Also I'm not sure how input is processed in gambatte in equal frame mode, if I remember right there was a pokemon run that had an issue with one input falling in between controller reads and causing an issue,
It's about as bad as every other attempt to merge real systems with their real behaviors and the absolute pipe dream fantasy that is constant framerate TASing. The most obvious problem with equal length frames is that measured latency between what you input into the controller and what you see on the screen can vary by +/- 1 frames as alignment shifts. Beyond that, is there a possibility that a particular game that only polls once per "frame", could poll twice in one of these "frames"? Sure, with the jitter and other variations in timing lining up right.
I never wanted equal length frames.
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It's equal up to jitter caused by instruction length granularity, right?
It was always a political TASVideos thing more than anything else -- in the long run, it will exactly match God's Perfect Framerate.
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It's nice to read a thorough investigation of wrong warp. I always felt there was possibility of more there. I guess there isn't, but now we know for sure.
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Bizhawk doesn't have any limitations like that. I'm not much of a TASer, but I know that when you start getting into the nitty gritty details of frame by frame tas precise input in games, there can be a lot of surprises in what the game will and won't accept. Might check if there's a game thread on this in the snes forum?