Posts for natt


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"Force DMG Mode" menu option forces a monochrome GB mode on a game that's detected as CGB.
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Ren wrote:
Nice missile dodging. Too bad the 'falling' scenes seem to be bugged, did they work properly in the actual cartridge version? Especially loved the stage names, bowels of hell, poisoned continent etc :P
The graphical glitches are all FCEU's fault (not fixed in FCEUX, last I checked). The movie syncs in Bizhawk, and shows correct graphics there.
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FractalFusion wrote:
You will need to record twice since the screen is not big enough for Lua drawings in a separate space. You can draw a black background over the game screen if you need a black background.
Yeah, I agree that this will be generally the best way to handle it. I've done it a few times this way. You can stitch the videos back together in avisynth or similar.
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Hmm. Could you post the savestate you were trying to load when that crash occurred somewhere? I'd like to examine it.
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What game. What version. Are you recording a movie? Is rewind on?
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Ilari wrote:
The 2GB issue (perhaps pipedec could get around that)? The 256/320 width issue? Or some obscure other issue?
Pipedec can get around the 2GB issue, but only until the audio by itself is enough to fill 2GB. Then you have to use separate audio dump and hex edit the resultant wav... it's fun.
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Maser wrote:
I did clear all the presets already and remapped the buttons, but still getting the same thing happening.
Can I see your config.ini?
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Warepire wrote:
phoenix1291 wrote:
Is it planned to implement Playstation core (PSXjin or PCSX-rr) in Bizhawk? It will be great, because the video export is not great on both emulators, each time I have problems with sound. It is not in sync with the video. But the Playstation emulation is very stable. We have Saturn in Bizhawk, then it must be possible to implement the Playstation, right? Thank you in advance for your answers.
PSXjin and PCSX-rr are both quite terrible emulators, the game compatibility is quite low, the amount of hacks in the emulators is scary... and so on and so on... We're all waiting for a PSX core in BizHawk but it's better to wait and get a good core than rush it with a terrible one. Saturn is not Playstation. It's surely possible to add a PSX core, but just because there's a Saturn core now, doesn't mean we can currently have a PSX core. It all depends on the quality of the emulator chosen as core. If you know a GOOD open source PSX emulator, that will increase the chances of it being added as a core at some point.
Good answer. To be a bit more specific, the core we've been considering is the Mednafen-PSX core, which will be ready for TAS when it's ready. As far as I know, it's the only PSX core in existence which is: 1) Open source 2) Not just another hack of the aged PCSX code base 3) Not completely awful
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Short answer: Resize your video to larger dimensions using a point filter (aka nearest neighbor) resize after recording it and before uploading. Long answer: Check out our encoding howtos, they cover the "HD Method" and other such stuffs.
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What you're asking to do is possible in principle, and anyone with some ee skill and programming skill could do it. I'm not aware of any end user ready adapter that does it, though.
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Sappharad wrote:
hegyak wrote:
Fortranm wrote:
Is it going to be able to run Pier Solar? Most current Genesis emulator can't run it since it's in a 64MB cartridge.
From what I read, Genplus GX on Wii works with the CD Audio. And we are using the same core (I think). We won't get the audio from the Sega CD, but we will get the game itself.
If the GenPlusGX core it's using is from the official repository, it won't support Pier Solar because ekeeke hasn't included support for it. The game cart has some special hardware and someone made their own modifications to support it. I'm not sure how long it will be before he deems it old enough to support, since they're still doing production runs of the game.
It runs pier solar. There's code for the specific mapper used in the repo. http://code.google.com/p/genplus-gx/source/detail?spec=svn715&r=715
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I discovered the other half of the answer myself; with the BUP cart loaded at 128K, and the internal BUP ram disabled, sanic CD wouldn't save and load, as documented here: http://www.sega-16.com/forum/archive/index.php/t-20583.html I'm going to conduct some tests with Shining Force CD to make sure it works...
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If GPGX supports it, yes. Note that all Sega CD audio is currently disabled on bizhawk SVN.
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Sappharad wrote:
I'm disappointed that he's basically replacing vecna's attempt at C# cores with more native code, but I guess it wasn't going to be fixed anytime soon anyway since he doesn't want to touch it anymore.
I'm disappointed at me too. But the show must go on. While we're here: Sega CD and Backup Ram. Remember that Bizhawk will give each individual Sega CD game its own copy of whatever backup ram is used. Knowing that, is there any problem if I standardize on a 64K bup cart (with the internal bup area set to disabled)? There's nothing that needs more, is there?
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Saturn=>Preferences=>Renderer=>Open GL
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Seems to be working here, in bizhawk. EDIT: Never mind that. I see that in bizhawk it's working in OpenGL mode, but hangs in software mode. Do you get the same?
  File: Capcom Generation 2 (JAP) (DW0281).cue
CRC-32: 23c0cdd0
   MD4: a37c2c6a1781eb3874fbfef950131e5a
   MD5: 9ab94168a0b16a7fada8969c5ed12f77
 SHA-1: ca3662ba33e3ada649ff51c25b04939c7e55d6d9

  File: Capcom Generation 2 (JAP) (DW0281).bin
CRC-32: fc166438
   MD4: d2283d4ebc5f434f898e64858c474b7c
   MD5: b905384070f2beba87ca88d40d4ad778
 SHA-1: 8912e404ee0c416be8ef58d0f0918bfa35e6b4c8
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I'll look into it.
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synnchan wrote:
I'm trying to run Capcom Generation 2 (Saturn) on BizHawk but I only get a black screen after the intro. Take a look at this video: http://www.2shared.com/video/MGoJ7seU/bizhawkvid.html what should I do? I wanna play this game.
does yabause 0.9.12 run it? If not, you'll be out of luck as we use that core.
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bizhawk already does this no --fullscreen parameter or such, but give the name of any romfile as the first command line parameter and it will load that romfile (which is the same mechanism by which it's communicated the name of a romfile for a file association open)
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Buddybenj wrote:
NES emulation isn't perfect yet. On #1011: Acmlm's NES Monopoly in 00:30.03 I'm getting desyncs. On FCEUX 2.2.2 it's fine. I don't know what kind of issue this is. The title screen lasts longer or something.
Is that run console verified? It's not marked as such.
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Regarding speed and N64 emulating, our setup is quite nasty: N64 is rendered in an opengl context, and then the complete framebuffer is grabbed to cpu ram, then uploaded to texture in a d3d context, and displayed on screen. I bet some setups like this less than others, hence the speed issues.
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all problems with video capture + capture OSD should be fixed on svn.
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I'm not dead or anything. I do spend a larger proportion of my time putting food on the table than I used to though. Ahh, to be a NEET again... Anyway, what's been said in this thread so far is pretty accurate. Retroarch is geared towards many UI-free systems. Adding any sort of -RR to it would be entirely contrary to its goals. Libretro cores on the other hand are more useful. A libretro ported core is generally reasonably cross-platform, free of Windowsisms and Guiisms (even though Bizhawk has a GUI, having any garbage related to that inside a core is a death sentence), and has the basic program flow set up in a way that's useful to us; the core framesteps and doesn't run its own main program loop or anything. Libretro cores can still be lacking a lot though; bad determinism (this can be unfixable), poor rigor in savestates, lack of useful TASing hooks. So I don't think a general purpose Libretro -> Bizhawk adapter is a good effort. What is a good idea, though, is to identify useful Libretro cores, and then port them. So, what's a useful Libretro core that we aren't already using? Anyone have some insight?