Posts for natt


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GBA saverams: 8 byte ID 4 bytes int32le: m 4 bytes int32le: n m bytes raw data: flash or sram n bytes raw data: eeprom On reading, it will attempt to load non-headered files, and sometimes succeed. Most of this is VBA's fault: since it uses fuzzy heuristics to determine saveram in many cases, the only way be 100% guaranteed is to save the whole durn thing. NES saverams have no header, except for FDS (which is a whole special thing of its own), and maybe some oddball I've forgotten about. Bizhawk itself doesn't put any headers on saverams; it's only cores that do that.
Danfun64 wrote:
I'd ask if you'd eventually support linkup in the vba next core, but I'm pretty sure what you are going to say is "we won't. we might put it in the mgba core (if necessary)...once it's considered finished enough to implement..."
Yeah, I was the one that was going to do linkup in vba next, but I got a job and have been rather busy, and MGBA came around which made linkup for vbanext seem kind of pointless.
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Warp wrote:
How come they are not 4:3? Did the PSX really use a non-4:3 resolution with perfectly square pixels on screen?
None of the resolutions supported on the PSX had square pixels.
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zeromus wrote:
there's no such thing as stereo on the NES. if youve seen it in other emulators, channels have been arbitrarily and artificially tossed haphazardly into the left or right channels. What I'd rather see is the option to dump 5-track audio and let you stereoize it however you want in postproduction. Anyway, you could get it by recording a movie and then dumping it as wav 5 times with 5 different audio channels enabled. also: google: q boy nsf
Although, if all you wanted was some two channel mix you'd only need to dump as wav twice, with the volumes of the different channels set however.
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andypanther wrote:
Did the Famicom and NES work the same way the SNES/N64 did, by essentially making the two NTSC regions incompatible through the physical format of the games? So in that case, you could use P2 start in a Famicom game if you used one of those adapters to play it on an NES. I don't see why this wouldn't be legit, the games accept the input.
Yes, you could play a Famicom game on a NES with a simple adapter, and then press P2 start. But it's easier than that; the Famicom AV has the same controllers as a NES, but takes Famicom games.
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The vba core in bizhawk is different and probably overall inferior to the vba-rr one. Doesn't matter, both are awful compared to mgba, which bizhawk will have as soon as that slacker natt gets to work.
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Danfun64 wrote:
On running the SMB1 romhack Rohrleitung Gate, I noticed some problems with the background. Note that this video is not meant to show skill, and I do abuse the backwards function. Also, this video uses quicknes, but the same problems appear without it. Also, this is running on my windows partition, not linux with wine.
That rom won't run on quicknes (VRC7), so it gets automagically redirected to neshawk. I wonder if we should show the user something in that case. As far as the background goes, I can make it work by fudging up something, but I'm not sure if it's the right thing to do. The problem is that the ROM is a VRC7 with 40KB chr rom, which is a nonsense configuration; VRC7 didn't support dual chr roms (in fact, very few things did). If you guess what it wants correctly, you get the right thing.
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Smells like a fixed input frame timing going in and out of sync with when the game polls controllers and dispatches video frames. Does Dolphin do something like that?
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pirohiko wrote:
This script cannot acquire an accurate value of "A" and "PC " in the GBC.
---------------------------------------------
function reg()
    print(emu.framecount())
    print(emu.getregisters())
end
event.onmemoryexecute(reg, 0xC200)
---------------------------------------------
Lua console output
16788
"A": "0"
"B": "1"
"C": "0"
"D": "1"
"E": "159"
"F": "0"
"H": "0"
"L": "159"
"PC": "742"
"SP": "57343"
------------------------------------
Trace Log
C1FF:00        NOP             SP:dfff A:a7 B:01 C:00 D:01 E:9f F:00 H:00 L:9f  Cy:210443120
C200:47        LD B,A          SP:dfff A:a7 B:01 C:00 D:01 E:9f F:00 H:00 L:9f  Cy:210443124
C201:FC        ???             SP:dfff A:a7 B:a7 C:00 D:01 E:9f F:00 H:00 L:9f  Cy:210443128
------------------------------------
Retest on r8872 or later
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Post subject: Re: NESHawk - FDS Sound
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kazblox wrote:
Are you sure that you disabled "NES with QuickNES" in Config>Cores? In SVN, that's enabled by default. I'm not sure if that changes anything with the FDS sound, but try it.
The QuickNES core won't emulate FDS at all. So when a FDS rom is loaded, NESHawk is automatically used regardless of that setting. This also happens with some mappers like MMC5
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I wrote the FDS audio code. I did it with the best information available and checked everything multiple times, but I missed something. If I have time to look back at it again (which may or may not happen, probably not any time soon), the thing that would help me would be a list of specific examples from specific games. Add it to the Bizhawk bugtracker. Please no "how it sounds in other emulators"; real hardware is the only thing worth comparing to. Probably not worth your effort though, as I don't think I'll get back to FDS audio anytime soon.
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I designed it, and it barely fits on my monitor (1920x1080 with a fatty taskbar). The GBA PPU viewer has a mobile window setup because it has way too many things to fit on any screen (and to save on processing power, by allowing unused ones to be not rendered), but not sure if Genesis is worth the trouble.
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I wouldn't mind doing it if it weren't for mupen being mupen.
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Fortranm wrote:
I have a related question. What is the required hash value for GBA Pokemon games? Does the rom version have to match exactly for in-game clock to work?
You must have exact hash matches for pokeymans gba rtc to work. The exact list of all SHA1 for all RTC enabled games in bizhawk-gba is: http://pastebin.com/tG5NwTbd If you'd like to add to that list, you can edit the files in the gamedb/ folder with any text editor. Customarily, you'd add your new entries to the gamedb_user.txt, not gamedb_gba.txt, but that's not a requirement.
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zeromus wrote:
Changing the extension from .sav to .saveram will now work, since the file format VBA dumps will now be (mostly) correctly recognized by bizhawk
If you're using the SVN betas; if you aren't, it's not until the next release.
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I've added the ability to load VBA-style RTC saves to bizhawk, although you'll get a "clock wrong" message on doing so.
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If you could post your save file on some public fileshare, I'd like to take a look at it.
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Kurabupengin wrote:
I've been having a bug recently. I am playing Tony Hawk's Pro Skater on GBC, but some of the audio is missing. The game is in stereo, but the left channel is mute. Why does this happen?
I just tried it and there seems to be audio coming out of both channels on the title screen? That being said, GB games can be weird at time with their stereo channel allocation because there was no stereo separation on the real hardware.
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gba has been discussed before; it was on my list of things to do but we have an actual gba core dev that may be interested in it, so i'm going to hold off on adding another of my hackjobs for now. How many 4p gb games are there of interest?
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I've been long frustrated by the stagnation I've seen in GBA emulation scene from a prevalence of VBA. I'm glad to see someone with the dedication and time to sort things out. I've read reference to some of the blindingly obvious mosaic bugs in VBA in documents that are over 10 years old at this point, but they never get fixed... Git-style fully branched rerecording sounds interesting; I don't do any rerecording myself though so I don't know how important that feature is to the community. So yeah, this project looks pretty cool.
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fsvgm777 wrote:
Symphony of the Night runs, but sometimes, there's the end of a sound that keeps playing (I noticed it while Richter was fighting Dracula and somewhere between obtaining the Cube of Zoe and entering the Alchemy Laboratory), which doesn't seem to happen in Mednafen 0.9.36.5....or at least I can't seem to replicate it there. There was also a bit of static in the intro song (the long unskippable (if you first play through) text one) which doesn't seem to occur in Mednafen either (unless it's because I have BizHawk set to Clock Throttle (default setting)).
Please retest with audio throttle. If there's no static there, then it's a "would be nice to have" rather than a bug.
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There are also other emulation differences between the two GBA cores, and Bizhawk's is not necessarily more accurate.
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CoolKirby wrote:
Was that one for a different model of the Lynx, perhaps?
From the best information I can find, 59.898fps is the nominal refresh rate of all lynxes.
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ody wrote:
A small bug: When recording a movie of the Master system game "Phantasy Star (J) (T-Eng v1.02)", the extension .bk2 is not put in the movie file. So it is not showing in the Play Movie dialog unless you add the extension. Also the savestate has this name: "Phantasy Star (J) (T-Eng v1.02).Phantasy Star (J) (T-Eng v1.QuickSave1.State". The savestates when not recording are OK. This also happens with the Master system public domain games: AntiISDA Warrior (V1.02) Driar (V0.05) SALY (v1.00) SMS Chip-8 (v1.11) SMS Power's 7th Anniversary Intro (v1.03) I tried many different names and it seems that this happens only when the name ends with ".\d\d)". Where "\d" a digit. I haven't found any other game, of any system, in the database that's affected. If a game is not in the database and it's name is like that, it still happens. This happens in versions 1.8.4, 1.9.0 and 1.9.1. I didn't try any earlier version.
Fixed in SVN. Thanks for the report.