Posts for natt


Post subject: Re: Deadly Towers
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JXQ wrote:
Using BizHawk 1.7.3 22 July 2014, the NES ROM "Deadly Towers (U).nes" behaves strangely when pausing the game (select button). When unpausing, the screen is corrupt, and moving in most directions sends you to one of the game's hidden dungeons. This issue doesn't appear in FCEUX 2.2.2. The Japanese version's ROM "Mashou (J).nes" does not have this issue in BizHawk for me.
I can't reproduce this, using this ROM:http://bootgod.dyndns.org:7777/profile.php?id=235
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hegyak wrote:
I can't seem to find anything from you recently.
It's aboot half a dozen changes before you get to it, because this thread is moving too fast and has too much stuff gobbled into it, which is no one's fault, not even the romans.
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It is not possible to specify initial RAM in Bizhawk SNES, other than by making a savestate-anchored movie.
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Reinc wrote:
Can you add support for other disk image formats? As far as I can see BizHawk only supports .cue + .bin pairs and not ISO files or .mdf + .mds pairs.
iso is supported (as well as it can be; the iso format does not and will not ever work with CDDA). In what way do you see iso not working?
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Significant changes were made to GB(C) savestates between 1.6.x and 1.7.x. Have you experienced desyncs on 1.7.1 release?
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The blue codes can be entered in as main ram freezes with no change to the addr:val freezes. The other codes are probably system bus freezes, again with no change to the addresses.
Post subject: Re: Nice numbers
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Patashu wrote:
Buddybenj wrote:
Buddybenj wrote:
adelikat wrote:
CoolKirby wrote:
Tis calculated at the NES' frame rate of ~60.098814 fps (or more likely a less precise number).
Ye of little faith. For NES, the site uses 60.098813897440515532 for NTSC and 50.006977968268290849 for PAL
How did you calculate it that exact? Did you look at it and say it was about 60.098813897440515532 fps?
In all seriousness how did they calculate that?
The NES CPU has an exact Hz and there's an exact number of cycles between each frame on the NES CPU. (Some more knowledgeable in the field than me could provide the numbers, I'd check nesdev for example)
Still, the accuracy of the underlying crystal isn't more than 7 significant figures, and if rendering is ever turned on and off (a very common occurrence on VRAM carts), you lose another 2 significant figures because of PPU dot skipping (or lack thereof).
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CoolKirby wrote:
Oh....then it works. I apologize, I should've asked first if it was safe to copy over my config.ini from BizHawk 1.6.1.
You can reuse your old config file if you just excise certain portions of N64 settings related stuff from it, if that's important to you.
Post subject: Re: N64 emulation broken?
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CoolKirby wrote:
What happens if you delete config.ini (or rename it, in case that doesn't help and you want your settings back)?
Post subject: WonderSwan (Color) TASing
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---- Edit by FractalFusion: Changed topic title to spell out what this topic is about.
Post subject: Re: EmuHawk (GBC) Movie Options?
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Dyshonest wrote:
There's Power-On, which does what's expected... hard-resets the console and starts to record. It also doesn't use any current battery saves for the game, though. Now seems to be self-explanatory, recording from the current moment (though I can't seem to get it to play back properly unless I had a save state from the exact frame it starts to record). There's no option to record from a reset but enable battery saves (SRAM, I guess)?
Correct; there is no option to record from clean power on with SRAM. I'd like it if there was, but I guess some people don't want such an option.
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Another thing to remember is that making the perfect TASVideos emulator is not the singular purpose of BizHawk. It's been said before, but I'll clarify one more time: Everyone here is interested in PPSSPP, but we're a small team with many things (both BizHawk and otherwise) on our plates. It will come when it comes.
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Samlaptop wrote:
natt wrote:
For those not familiar with the game, what is the importance of disabling sprite transparency?
It makes the game unplayable
So the game was unplayable on original hardware? If not, then isn't the better solution to support sprite transparency correctly/accurately instead of eliminating it?
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For those not familiar with the game, what is the importance of disabling sprite transparency?
Post subject: Re: Quicknes in Bizhawk
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adelikat wrote:
The only notable game I know of that it fails to support is Punchout (sadly).
Bite Off, FIre Emblem, and other games on those mappers are now supported.
Post subject: Re: Quicknes in Bizhawk
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adelikat wrote:
BizHawk 1.7.0 beta In addition to opengl rendering, the next release will feature a new core. This time it will be quicknes. No, this isn't a replacement for neshawk, but instead, this will be the first official "two cores of the same platform" situation in BizHawk. Why quicknes? Because neshawk is rather slow (170fps for me in smb, on an i7 2600), and it would be nice to have a faster alternative. Quicknes is built to be fast as well as accurate as possible while still focusing on speed. It is more accurate than fceux generally (and passes more accuracy tests). As such, I felt like it was the best option for a lightweight nes core. Quicknes however, does lack the robust mapper support of neshawk, but does emulate the vast majority of USA games (which is the bulk of the TASed games on tasvideos). The only notable game I know of that it fails to support is Punchout (sadly). For games that quicknes fails to support, a user will need to fall back to neshawk (or cases where more extreme accuracy is needed). Core speed comparison: neshawk: ~170fps, quicknes: ~1550fps Toggling the cores is done by config -> core selection Which core is used is recording in movie files, and loading a movie file will automatically switch BizHawk to the appropriate core.
If anyone needs some particular mapper in QuickNES for some particular tassing project they have, bug me and I can probably add it. Exceptions would be certain weird features like MMC2/4/5.
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If a single cue file properly references multiple bin files, then it can load correctly in Bizhawk. If you have ape files though, you'll probably have to run that through Discohawk first? What error message do you encounter loading the cue?
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Level 15, this seemed like the "obvious" solution to me: https://gist.github.com/anonymous/4490c3d8591191db1c98
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Warp wrote:
natt wrote:
13: Well, I did it with not global state, but instead state attached to the robot object itself. Same deal, though.
I'm almost sure that the way I solved it (ie. make the robot mirror the player's moves) is the "main" intended solution. (It's also pretty short. Requires about 5 lines of code.)
Could I see that solution? I gave a similar solution a try, but wasn't able to make it quite so short.
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13: Well, I did it with not global state, but instead state attached to the robot object itself. Same deal, though. 19: What was the idea here? I just mashed on the keyboard a bit and it went on to the next level. 20: I know a few ways to solve this, but how are you supposed to solve it? Nothing I did seemed very straightforward or obvious.
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1:06.2? Not bad.
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Fortranm wrote:
natt wrote:
Allow me to feign ignorance for a moment; please tell me what you are referring to.
I mean the ability to run .md/.bin and .iso for enhanced audios at the same time.
Yes of course. We had talked about that recently; my mind just wandered. It's unfortunately rather low priority. Because of what Bizhawk does as a TASing emulator, there's more to consider than just hacking in a "load CD and load ROM" functionality. The emulator handles pass off of files to 1 of quite a few cores, and has to know some stuff that it keeps for bookkeeping and moviemaking. The CD load system is also yet another complexity. At the end of the day, this is all for just one game. I'd like to do it, as the CD audio sounds awesome (you can get Bizhawk to do it even by doing a minor code edit and bypassing a number of things), but there are other more pressing matters.
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Buddybenj wrote:
Has been fixed on SVN.
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Fortranm wrote:
Is the hook-up function for Pier Solar finished?
Allow me to feign ignorance for a moment; please tell me what you are referring to.
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vecna wrote:
Although adelikat, natt and zeromus all have a long history with TASvideos so, you know, I'm outnumbered.
Keep in mind that I've never made a TAS, nor ever probably will. My motivations for working for the Bizhawk project are probably different than some.