Posts for natt


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Buddybenj wrote:
I can't play any FDS movies. I get an unhandled exception SaveRAM error.
what is the exact text of the error message
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synnchan wrote:
How come it desynced if the Emulator now has official Genesis support?
If an emulator wasn't allowed to be released until it had no bugs at all, there would be no emulators. And no TASVideos. Hmm, I kind of like that...
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yes
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something's pretty broken with the mega CD, can't track it down unfortunately =/
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feos wrote:
Which kind of means it's only HD and uploading that's left :)
No; as of this moment, the HQ encode is not done yet; going to be another 15 hours or so (so closer to 3-4 days I guess). Then comes the "512k" and then the youtuber, and then I need to look it all over, etc.
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Yeah... the intermediaries are over 200GB, and a full pass on the HQ encode is looking to be over 2 days to encode. Hope it turns out well.
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The ffmpeg writer is pretty easy to configure, honest. We have presets and shizzzz
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the "svn0" release is actually only a revision or two behind this build; there are no emulation differences
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Patashu wrote:
adelikat wrote:
Just food for thought here: As a multi-platform environment, how would expect us to be able to figure out what platform a given .bin is for? Almost every platform commonly have roms in .bin format.
Load it in every core until one of them doesn't throw an exception? :)
We were actually discussing that in #bizhawk a few hours ago. A problem is that cores don't necessarily throw an exception given bad input, because there's no way to know in many cases that the input was bad. Illegal opcodes activate BRK vectors, and the emulated core bounces around nonsensically in what is garbage code to it, but no exception.
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Flossy wrote:
Is it named something different? Because I don't have it with what I downloaded. I tried downloading it again and still, nothing. The only file named pipedec is a .def one.
Unless you wish to compile from source, you should be downloading the binary package from mediafire.
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FractalFusion wrote:
I think this is a bug but I don't know if the error is on my end. I am currently using Pokemon Gold ("Pokemon - Gold Version (UE) [C][!].gbc"), but, when the in-game option uses Stereo mode instead of Mono, the resulting sound sounds like one side of Stereo sound output being played mono (on both sides), rather than the two sides of Stereo sound output being played stereo as it should be.
Fortranm wrote:
I tried to upload a screen capture of it, but... crap, ImageShack begins to ask me for money.
Try Photobucket.com. There may be other (better) ones out there, but that's the one I use.
Fixed the GB stereo thing in SVN.
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Can't "find" the dll? It comes in the zip with the registry files and everything else...
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If the bin really is an iso and you want to load it as such, rename it to .iso Otherwise, you should be loading the associated .cue I don't want to be fielding "SANIC CD MUSAK NO WERK" bugs all day because people are loading CD images without the corresponding audio tracks.
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The download includes documentation on installation and such. Short version: 1) set up registry 2) put dll file in place
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Thanks, but debugging yabause core errors isn't something that is likely to be picked up any time soon :(
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What is the text you are getting in the "Yabooze dun goofed" messagebox?
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The preferred form for mega cd games is cue\bin, although I'll try to sort out what's going on there
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CoolKirby wrote:
It's worth a try, right? If it doesn't work, you can always publish with the existing A/V sync build from the submission text (and leave the Punies unfixed). Exciting that this is finally getting published though!
Good point. It will slow things down a bit of course (I could have started the dump tonight using the avsync build), but that's nothing compared to the amount of time you guys spent on it. Does anyone know the exact git revision that the AVSync build was created from?
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I'm worried that if I build my own executable, there might be crashes due to differing memory layout (the assumption being that whatever memory layout it happens to be using right now coincidentally provides enough wiggle room for some overreads) or desync due to Dolphin Voodoo. So I'm not sure how I feel about fixing the grey dudes.
Post subject: Pipedec 64 bit is here
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My user page has been updated with a new binary build download. The public github repo also has the code changes (just a few integer-pointer cast related things).
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Dolphin av sync build as indicated in the submission text.
  File: Dolphin-AVsync.exe
CRC-32: f8b34772
   MD4: 7aca7b28a8088a74b9f6e2c475a949f5
   MD5: 4fd0a5a37ae7f0504ba311ef72812c68
 SHA-1: f00c2ed15d0a59ec35dc2f0281884d2685baa8fa

  File: s3-pmario.iso
CRC-32: 884cdd22
   MD4: 9c9d6a2752b27b750152ea6ddb936bd7
   MD5: d13426a926055be11a8330b27fe231ea
 SHA-1: 53fbbb64f1965389f76072f46afdfd4dcd5b0bc2
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On playback, I get graphical glitching on some of the animation frames for these grey dudes, as you can see here.
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Here's a board shot of a GG: http://bootgod.dyndns.org:7777/profile.php?id=597 If you're willing to replace the boot rom, we could easily make one that resets all internal and external ram and io ports to known values, including manually setting a particular ram initial state to match fceux or for things like wheel of fortune. One could also set initial mapper state for many mappers.(Having looked up the GG specs and how it handles the switch to game mode, I can now confidently say that this is doable.)
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True wrote:
I would only use the game genie as a convenient carrier, and solder up ROM and MCU directly to pins as necessary...
I don't think any special modification would be required? Just replace the GG's 4KiB mask rom with a flashable one, and flash a few lines of code into it:
on_reset:
    sei
    lda #initial_value
    sta $688a
    ; now do whatever the GG normally does to switch to "game mode"

Edit: I am of course assuming that the 4xxx:7fff range of the real cart's addresses are visible while the GG is active. This might not be true.
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The Battle RNG state is a single byte at CPU $688A, which is in the cart's battery-backed ram. Game Genie donor seems like the simplest way to go; just need to dig up one of those documents that lists what the mmio ports on the Game Genie actually do (I saw it somewhere once...)