Posts for natt


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feos wrote:
And killing fucking antialiasing that breaks low-res subtitles?
I was doing non-AA subs on all low res encodes many years ago, have we gotten worse tools since then?
Post subject: Re: Simultaneous instances of Bizhawk?
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dotchan wrote:
I have half a crazy idea to run multiple games at the same time using a single controller input (real time, not TAS); is that possible at all with Bizhawk? (Doesn't look like it, since the window deactivates if I click out of it.)
Config -> Customize -> Accept Background Input
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For one existing data point, some Portrait of Ruin runs reduce the sound volume (costing a few frames in the beginning to do so) to cut down on this effect: Link to video
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ThunderAxe31 wrote:
According to what I've found, only SGB2 features a special sound chip, and there are currently no emulators able to emulate such feature.
That's not correct. Any SGB game can use the SNES sound features, and at least a handful of them do (although often to little meaningful effect).
Mothrayas wrote:
Alongside that, SGB Mode in VBA-rr is to be banned entirely, as it is purely an emulation hack and does not properly emulate a game inside an SGB at all. (Other Game Boy modes in VBA-rr also are set to be deprecated and eventually no longer accepted, but that's a separate discussion).
VBA-rr doesn't support some SGB features, like SNES audio and the "Space Invaders" capability, so shouldn't be used for TASing those games. It also has weaknesses in its GB core, so shouldn't be used for TASing any game that gets into trouble that way. Other than these very specific cases, what problems are there with VBA-rr SGB emulation? Your post seems to imply it's a broad issue.
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jlun2 wrote:
I'm not sure if it's just the build I'm using, or it's like this for others, but for some reason, if I opened BizHawk and do nothing, according to Task Manager, it uses like 30% CPU. As soon as I load a GBA game (not sure of others) and pause, it immediately drops to like 2% usage. So here's 2 questions: 1. Anyone have this problem? 2. How does that even work?
The clock throttle eats a lot of CPU. The sound throttle eats very little CPU. The VSync throttle can eat a little or a lot of CPU depending on how jenga your video drivers are. For some reason that I can't quite remember right now, the clock throttle is always "used" when no game is loaded.
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ruadath wrote:
A recent test and digging resulted in a discovery that Lil Gecko's FF9 runs will not sync on Bizhawk 2.0 for the following reason: Lil Gecko's run appears to one of the late builds of version 1 (1.9-1.11) of Bizhawk, with both memory cards and both controllers (dual shock) plugged in. Due to the implementation of waterbox in v 2.0, the timing for loading memory cards/controllers in the system boot up has changed. Since the initialization of the RNG table is dependent on the system clock (0x1F801120), this means that it is impossible to sync the old run on the new version of Bizhawk. It is interesting to note that when no memory cards are inserted, the two versions of BizHawk agree with regard to system clock time. Different results are produced based on the number of controllers plugged in and whether or not they are game pad or dual schock, but it is consistent across both versions and does not appear to affect the frame count (unlike the memory card). This could be an interesting avenue of RNG exploration if another pass is made at the any% TAS of this game.
PSX core isn't in Waterbox?
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Accuracy is a slippery eel, and emulator vs simulator is not always well defined; while all of our major cores certainly do emulate basic cpu functionality, other parts of hardware are often simulated at a very low level of accuracy. So simply being a simulator isn't enough to disqualify something. The existence of a potentially higher quality emulation path also isn't enough to disqualify something unless that higher quality emulator is also fully TASable. I don't agree with this decision, but it's been the official TASVideos decision forever. Any particular GMW emulator or simulator should be examined for all of the usual criteria, including accuracy and TASability, but not prematurely rejected.
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MUGG wrote:
Yoshi Topsy Turvy requires tilting and apparently you can't bind tilt controls to the keyboard or use lua to tilt. I think last time I brought this up, zeromus told me to use a joystick. But why should I have to use a joystick to TAS? I request that tilting be assigned to keyboard keys and/or support for tilting cntrols be added to lua.
That's stupid. I can see the potential value to binding digital controls to analog axes for casual play, but for TASing it's 100% guaranteed to be suboptimal; you have an input with many possible values but using a keyboard you're limiting yourself to only two possible values. Use the virtual pad.
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Eww, that sounds bad. Just to be sure: Did you have any cheats or lua scripts that write to memory running?
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Bizhawk does a reasonably good job of emulating CD load times. Due to the nature of the problem, it's impossible to get perfect. A TASBot would be unlikely to succeed on any game that polls the controller during load screens.
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feos wrote:
I'm doing it for the purpose discussed in the thread I linked, multiple segments, like a lot. Normal avisource dies after 70 segments for me, ffmpeg filters don't.
You had me confused, as the title of this thread, of course, is Dolphin dumps, which are always one segment (unless it's more than 3 hours long...) I always thought the best way to handle multisegment would be to dump 1:1 at the highest resolution in the video as a single segment, then send metadata in a separate file that could be used in Avisynth to selectively resize in different ways whatever parts needed to be resized. I started working on something like that when I did an FF9 encode, but it was a screwball process that I never quite perfected.
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feos wrote:
Then it completely desync sound, even if I only import a single segment.
I never tried to load sound with FFMS. Didn't seem to be a point to it? AviSource can load the sound correctly from the dummy pipedec file.
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I have never seen FFMS2 drop a frame or add a frame. Stop using it incorrectly: Do not give it timecodes, and do not ask it to perform any framerate conversions.
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rv wrote:
btw, can I watch the value as CPU utilization for lag management?
Bizhawk has no such feature. That would be an easy thing to do for a system like the GBA, where developers usually slept the CPU when they were done calculating things for the next frame, and that sleeping time can be counted separately. NO$GBA has such a feature. It would be harder to do on something like the SNES because waiting was done with dumb spinning loops, which look more or less the same as all other executed code. Still, some emulators have "idle loop detection", so there probably are heuristics that would work in some cases, and if you were interested in a particular game, identifying that game's idle loops and then using LUA exec hooks might be enough?
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rv wrote:
If we make TAS that is faster than old TAS, we should use the emulator that generates lags as the emulator of old TAS.
Ehh. Not my problem, and TASVideos has accepted many movies that didn't do this.
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rv wrote:
Can I make TAS of 'Super Donkey Kong 2 - Version 1.0 (J)' with BizHawk? Snes9x Core : I can play BSNES Core : I cannot play I can make TAS of below with BSNES core. Super Donkey Kong 2 - Version 1.1 (J) Donkey Kong Country 2 - Diddy's Kong Quest (USA) (En,Fr) (Rev 1) Donkey Kong Country 2 - Diddy's Kong Quest (USA) (En,Fr)
What do you mean when you say you cannot play. Are you getting some sort of error message?
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Alyosha wrote:
Also this won't be a gameboy color core, which I would rather do seperately (even if it means copying a majority of the code.)
A GameBoy color with 0xff4c not written to is 99.998% identical to a regular GameBoy, so there's not much of a point to that.
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RGL wrote:
I checked it to be sure. Loaded the image, created a new TASproj. Played a minute. Saved. Closed Bizhawk. Reopened it, same image, same bios, didn't touch any settings at all, loaded TASproj... Hash didn't match Heap Brk-Heap. Tested it with two other games as well. As long as i don't close bizhawk i can load the files, but once i restartet bizhawk and reloaded the game image loading the TASproj isnt possible anymore.
I have identified and fixed a bug with hash verification on Saturnus savestates and brk-heap. I can't be sure that it's the same one you ran into, but I think it is.
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Checklist: Did you change syncsettings? Did you change emulator versions? Did you change BIOS images? Did you change disk images? Savestates will oftentimes not work through these changes.
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Evil_3D wrote:
The run is not very different/entertaining than NTSC version, it looks visually horrible and lag.
Could you elaborate on that? Having played both versions on emulators, and watched videos of both, nothing obvious sticks out. The visuals are identical and neither has any significant controller latency.
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Fortranm wrote:
************** Exception Text ************** System.ArgumentNullException: Value cannot be null. Parameter name: source at System.Runtime.InteropServices.Marshal.CopyToManaged(IntPtr source, Object destination, Int32 startIndex, Int32 length) at BizHawk.Emulation.Cores.Waterbox.PeRunner.Syscalls.Write(Int32 fd, IntPtr buff, UInt64 count) at BizHawk.Emulation.Cores.Waterbox.PeRunner.Syscalls.Writev(Int32 fd, Iovec* iov, Int32 iovcnt) at BizHawk.Client.EmuHawk.MainForm.LoadSaveRam() at BizHawk.Client.EmuHawk.MainForm.LoadRom(String path, LoadRomArgs args) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Sameboy SGB core is generally unstable when loading a GBC rom(Pokemon G/S in this case, and they are compatible with SGB). Bizhawk crashes either when the rom is loaded or when the rom is closed.
Fixed. Potentially affects any game on Sameboy that has saveram.
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One thing to keep in mind is that a lot of modern CPUs have very variable turbo policies. Mobiles or low speed chips can easily have turbo frequencies over twice the nominal clock speed, and all of that is affected by thermal policy as well.
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Challenger wrote:
32x stuff
Please report these in https://github.com/TASVideos/BizHawk/issues/927 It's where I'm tracking 32X emulation issues. If gens is demonstrated to have superior performance in a decent number of games, we might add that and switch between cores per game
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Mitjitsu wrote:
I tried it with Burning Rangers; Nights is also a good game to test it with.
fixed
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Mitjitsu wrote:
I've just tried using the virtual pad to replicate analogue movements on the Saturn, and can't register movements which fall between 340-20 degrees and 160-200 degrees.
Could you name a game that it's easy to see the effect of this in?