Posts for natt


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hegyak wrote:
For some reason, I got it to work after manually setting the Firmware path to where the files were (the File's full path). Pilotwings works now. Now to test other ROMs. For those that want to know, here's a list of games that use Custom chips for SNES: http://pastebin.com/XnNmwZeX SHA1 list for ALL DSP ROMs: (Please verify this list)
188d471fefea71eb53f0ee7064697ff0971b1014 *dsp1.rom
78b724811f5f18d8c67669d9390397eb1a47a5e2 *dsp1b.rom
198c4b1c3bfc6d69e734c5957af3dbfa26238dfb *dsp2.rom
558da7cb3bd3876a6ca693661ffc6c110e948cf9 *dsp3.rom
af6478aecb6f1b67177e79c82ca04c56250a8c72 *dsp4.rom
6472828403de3589433a906e2c3f3d274c0ff008 *st010.rom
fecbae2cec76c710422486baa186ffa7ca1cf925 *st011.rom
91383b92745cc7cc4f15409ac5bc2c2f699a43f1 *st018.rom
Unless you change it, the default expected path for the firmwares is <exedir>\SNES\Firmwares ; not sure how clear that is in the path config. those hashes are all correct
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hegyak wrote:
System.Exception: Rewind error: Savestate size mismatch:380064 old 1 new
   at BizHawk.MultiClient.MainForm.CaptureRewindStateLarge()
   at BizHawk.MultiClient.MainForm.CaptureRewindState()
   at BizHawk.MultiClient.MainForm.StepRunLoop_Core()
   at BizHawk.MultiClient.MainForm.ProgramRunLoop()
   at BizHawk.MultiClient.Program.Main(String[] args)
Fixed in SVN. As a work around until next release, don't use "Close ROM" while rewind is enabled. (Directly loading another ROM without closing first should work, though). edit:
hegyak wrote:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at BizHawk.Emulation.Consoles.Nintendo.MMC3Board_Base.WritePPU(Int32 addr, Byte value)
   at BizHawk.Emulation.Consoles.Nintendo.TQSROM.WritePPU(Int32 addr, Byte value)
   at BizHawk.Emulation.Consoles.Nintendo.NES.PPU.write_2007(Byte value)
   at BizHawk.Emulation.Consoles.Nintendo.NES.PPU.WriteReg(Int32 addr, Byte value)
   at BizHawk.Emulation.Consoles.Nintendo.NES.WriteMemory(UInt16 addr, Byte value)
   at BizHawk.Emulation.CPUs.M6502.MOS6502X.ExecuteOne()
   at BizHawk.Emulation.Consoles.Nintendo.NES.RunCpuOne()
   at BizHawk.Emulation.Consoles.Nintendo.NES.PPU.runppu(Int32 x)
   at BizHawk.Emulation.Consoles.Nintendo.NES.PPU.Read_bgdata(Int32 cycle, BGDataRecord& bgdata)
   at BizHawk.Emulation.Consoles.Nintendo.NES.PPU.FrameAdvance()
   at BizHawk.Emulation.Consoles.Nintendo.NES.FrameAdvance(Boolean render, Boolean rendersound)
   at BizHawk.MultiClient.MainForm.StepRunLoop_Core()
   at BizHawk.MultiClient.MainForm.ProgramRunLoop()
   at BizHawk.MultiClient.Program.Main(String[] args)
fixed on SVN
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I get a black screen in pilotwings when I don't have dsp1b. When I have dsp1b set up, no problems at all. Please ensure that your pilotwings dump is correct and that your dsp1b dump is correct. The pilotwings rom is in the DB; the dsp is:
  File: dsp1b.rom
CRC-32: 465c4e1c
   MD4: 137cf7ca23c0b47b9f1856f3834b8cd6
   MD5: 332273cc0df5775d3803f2fd88e95d18
 SHA-1: 78b724811f5f18d8c67669d9390397eb1a47a5e2

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with the most recent release, SGB is now our slowest core by a good margin. that isn't likely to change, either; actually emulating an SGB (not what VBA does) is very cpu intensive, as it's an entire gameboy plus an entire snes all at once
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perhaps the developers didn't intend the lines to be there, but do they show up on hardware?
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ALL SHALL FALL BEFORE DEMON LORD MUPEN
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boct1584 wrote:
Would it be possible to add support for Nach's JMA ROM compression to the SNES core? I asked Ilari about doing it for lsnes, but I was wondering if you guys would be able to do it independent of the core.
Doesn't seem to be much information about it out there. Is there a reference implementation anywhere?
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registerexecute() might not be here for a while, depending on core. if you're looking at a particular ingame timer counter, why not just read that value in a registerafter() instead?
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Randil wrote:
Hey, after getting the hang of the correct syntax for joypad.set and testing it out, I have found out that it doesn't work for GB games. Consider the lua script:
key1={}
key1.A=1

while true do
	joypad.set(key1,1)
	emu.frameadvance()
end
This script will press the A button for NES and SNES games, but not GB games (where nothing happens). Maybe you were already aware of this, but I didn't find it in the Issues list
GB doesn't have a player, since there is only one.
key1={}
key1.A=1

while true do
	joypad.set(key1)
	emu.frameadvance()
end
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in the case of microsoft windows, a 64 bit release will run win32 applications
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Pasky13 wrote:
Is there any information available for making a SNES bot for verifying console runs? I've seen the NES and N64, but no word on SNES.
http://www.gamesx.com/controldata/snesdat.htm With a bsnes-derived core, you can easily dump tracelogs of 4016\4017 activity and then use it to tell you what results your snesbot should return.
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CoolKirby wrote:
Why does the publication page's torrent link read "BizHawk movie file (*.tas)"? This movie was submitted as a *.bkm. Could someone fix it?
There's nothing I can fix; that stuff is all automatic.
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jlun2 wrote:
sonicpacker wrote:
I've thought of this as well and wondered how it can possibly be incorporated into movies when possible. Your move, staff!
Does the N64 movies in TASVideos measure their length based on "VI" like dolphin, or frames? Maybe that's why the time seems different, yet the movie still syncs.
The time seems different, yet the movie still syncs, because the time on mupen is plain wrong. Mupen is emulating sm64 (along with every other n64 game) horridly incorrectly.
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i've added bilinear filtering option for next release (d3d only)
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Nothing at all. Wii\3DS VC is an inferior playing experience to modern emulators on PC.
Post subject: Re: Lag Counter broken for Yoshi's Island.
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Arne_the_great wrote:
Hello. Just wanted to report that the lag counter seems broken when playing Super Mario World 2: Yoshi's Island. It counts lag frames where there are clearly no lag frames. It is apparent if you play the beginning of 1-2 (as well as many other stages). I tried the Interrim build but it had the same problem.
This should be fixed for next release, although feedback would be appreciated (when it comes out).
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the_randomizer wrote:
Drivers are already up-to-date, and while rebooting allows me to scale the window size, I can't scale past x3. Why I can't freely resize the windows to what I want is beyond me. I don't care if the pixel aspect ratio is off, blah-blah-blah, I just want to be able to resize.
I already told you that more resize options are in the next release. What more do you want? Would you like me to call someone up to come to your house and wipe your ass for you?
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the_randomizer wrote:
vecna wrote:
Please post your screen resolution and what ROM you are loading. Every time the emulator core resizes the framebuffer, the client re-evaluates the maximum zoom size that will fit on the screen. Many cores initialize the framebuffer to an expected size before any frames have been executed. The game may then change the framebuffer size during it's bootup sequence, so the window will have to be resized.
Screen 1366x768 It happens to any and all ROMs I use; it's always locked at the same window size. I tried 1, 2, 3, 4 and max. Full screen works but kills performance like no other (lack of bilinear filtering doesn't help). After the Bsnes core launches the ROM, it shrinks, but once the game loads, I can't change the windows size. The effing size is locked. If this emulator is going to give me so much hell, I might as well screw using it.
A bunch of window size semantics have been changed for the next release. Give it a try when it comes out. Edit: Also, if "Core i7 2670QM with an nVidia GT555M 1GB GDDR5" gets shitty performance in full screen, you should look at updating your drivers or something. That's not expected at all.
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partyboy1a wrote:
Randil wrote:
partyboy1a wrote:
I can't start Bizhawk at all. I can see the menus for a moment, but before I can do anything, it gives me a Direct3D error: D3DERR_INVALIDCALL -2005530516. Windows XP SP3.
This sounds like the problem I had, and the solution was to install the BizHawk prereqs: http://bizhawk.googlecode.com/files/bizhawk_prereqs.zip
still the same error. Just if it matters: DirectX 9.0c 4.09.0000.0904 Edit: dxdiag.txt has been sent to natt.
It seems that you are running a multi-monitor setup? If so, does the problem go away when in single monitor mode?
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Examining my dump now on the frame freezer... The game is occasionally generating out of order frames. The phenomenon looks exactly the same as certain field order errors that can happen when reprocessing interlaced content. I don't know too much about psxjin's underpinnings, but my guess would be some sort of poor emulation with frame output timing or backbuffer select or something like that... You can see it on frame advance in the emu; it has nothing to do with the avi output chain. Occasionally you'll get studders where time clearly moves backwards from one frame to the next.
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Dooty wrote:
adelikat wrote:
are you saying that the right analog pad is also hard-coded to the left analog?
Yes, the D pad, left analog stick and right analog stick all do the same function, regardless if I assign hotkeys to them; they all controls player 1. Being able to assign those hotkeys to any controller key is the only thing that is keeping me tied to the Snes9x.
on latest SVN (so for next release), you should be able to independently map each button/axis on each dinput controller.
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partyboy1a wrote:
Randil wrote:
partyboy1a wrote:
I can't start Bizhawk at all. I can see the menus for a moment, but before I can do anything, it gives me a Direct3D error: D3DERR_INVALIDCALL -2005530516. Windows XP SP3.
This sounds like the problem I had, and the solution was to install the BizHawk prereqs: http://bizhawk.googlecode.com/files/bizhawk_prereqs.zip
still the same error. Just if it matters: DirectX 9.0c 4.09.0000.0904
Start->Run->DxDiag Save All Information... Give that text file, please.
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psxjin 2.0.2 svn719
  File: Scph1001.bin
CRC-32: 37157331
   MD4: 9111c817a40d544e85d3c70e5fe40876
   MD5: 924e392ed05558ffdb115408c263dccf
 SHA-1: 10155d8d6e6e832d6ea66db9bc098321fb5e8ebf

  File: Pandemonium.bin
CRC-32: 2ad02749
   MD4: 39f3041a002dd92cd579e1ba87c8aca1
   MD5: 87ee8c4748f536db10171d6f0f17bb4d
 SHA-1: fdd3fc2e9a4d4d9b140054e77ce4dc6e7ceccb2e
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Randil wrote:
Hex editor: 1. "Options -> Memory Domains -> Cart RAM" gives an error message and may crash the emulator. RAM watch: 2. Trying to add an out of bounds address gives you an error message and can sometimes crash the emulator. For example, when I tried to add RAM address CAC4 from the WRAM domain the emulator crashed. This was an honest mistake because this was how VBA had stored this address in the RAM watcher. I later realized that this translated to address 0AC4 in Bixhawk. I'm thinking maybe Bizhawk can have a built in error message warning you that the address is out of bounds, and maybe even include the accepted domain in the error message? 3. RAM watch values don't update immediately after loading a state but rather after you've advanced a frame. Is this intentional? I'm used to them updating immediately after loading a state. EDIT: Also, what is the status of the joypad.set lua function? I use this quite a lot when TASing and would like to see it work the same way in BizHawk as it does in FCEUX (I can't seem to get it to work at all with GB games right now, maybe I'm doing something wrong). I noticed that adelikat wrote on the LuaFunctions page that this is on the TODO-list, has any progress been made?
1. Should be fixed on SVN 3. I just put a fix on SVN 2. The point of the separate memory domains is so you can access stuff bypassing the mappings. For instance, in CGB mode, D000:DFFF is internal WRAM that can be bankswapped. If you want to get what's at an actual memory location (and not what's swapped in right now, you can use the internal WRAM memory domain to access it. Similarly for things like cart ROM. If you want to view addresses exactly as they are viewed by the CPU though, you can get that with the system bus (although it can be somewhat slower in some cases).
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jlun2 wrote:
natt wrote:
Appears to be working here. Checksums please.
17a0
Something a little more helpful perhaps? Keitai Denjuu Telefang - Speed Version (J) [C][!] SHA1:1C273F9078C580E85E5C49E7114058F3E0FE5CCA MD5:EBFE05828463CC004898E6A95EE57FEA Edit: The next release of Bizwhack will have a full GB game database and checksum reporting, to help out with this sort of thing.