Posts for natt


Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
PikachuMan wrote:
Dual Game Boy mode is broken on BizHawk 2.0. It won't run when it's supposed to.
fixed
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
ThunderAxe31 wrote:
Thanks for the explaination, now it's more clear. Won't be better to have the possibility to change input for every input polls? Also, won't setting Equal Length Frames to false create inconsistences with the calculation of movie length?
1. Yes, equal length frames can be inferior in that respect. Better lineup of when the frontend asks for controller data to when the emulated game polls for controller data is the primary reason to use unequal length frames. Provided you limit yourself to inputs that both sets of frame timings can reproduce, there is no difference in accuracy. 2. Movie length should be determined by a readout from the emulator after completing emulation. GB is more pronounced than others, but most emulated systems have ways to do things with timing that constant framerate assumptions cannot handle.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
PikachuMan wrote:
natt wrote:
PikachuMan wrote:
Pocket Monsters Red Green and Blue has a problem on BizHawk 2.0. The character always moves up, can go down, but can't move left or right.
I can't reproduce this. Are you sure you didn't screw up your controller bindings or something? Lua script leaving inputs on?
A ha! I know the problem. The GB BIOS is what's causing it.
I forgot about that new feature. I see the same behavior now. It doesn't happen on every game, but those pokeymans seem to be affected. I wonder if Aloysha knows what's up...
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
PikachuMan wrote:
Pocket Monsters Red Green and Blue has a problem on BizHawk 2.0. The character always moves up, can go down, but can't move left or right.
I can't reproduce this. Are you sure you didn't screw up your controller bindings or something? Lua script leaving inputs on?
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Savestates from old versions of Bizhawk are generally not guaranteed to carry over. They will usually work if the core was not updated, but in this case it was.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
samurai goroh wrote:
Getting the fastest in-game time would require bugs (considering techniques used in here just exploits and not bugs per se). I prefer this run being as such, after all this is how runners compete in GP Mode. Otherwise you could do individual runs for the tracks that lets you play in Practice just to get the best in-game timer, which includes the full Knight League.
Why not "IGT, low glitch"? I don't know exactly what that would entail but there's probably a way to allow a lot of interesting stuff without devolving to https://www.youtube.com/watch?v=QJC37fdPoB4
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
There has been some investigation into the Odyssey 2. There are no immediate plans to add it to Bizhawk.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
I personally don't think Master difficulty provides much more entertainment than the others.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Master could be done with a "starts from sram" movie, which has been done many times before on TASVideos. You provide an unoptimized verification run that starts from clear sram and ends with sram in the configuration needed to start master, and while the judge does verify it, it's not part of the encodes or movie that the end user has to watch
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Danfun64 wrote:
Question. Why was the BSNES Performance Profile abandoned in favor of SNES9x 1.54?
Anyone who is TASing for us or otherwise really concerned about accuracy will be using compatbility, where as snes9x is faster for the masses.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Any bsnes game that used an external firmware file (except sgb) was not connected in 2.0 and 2.0.1. I have fixed that and you can play mega mens now.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Sonia wrote:
Yes. Here, I made an audio comparison video: https://www.youtube.com/watch?v=v1OwD6vUhiQ Here is the order I went through things: -Dark Law (higan balanced -> snes9x 1.53 -> higan performance -> snes9x 1.54) -Haisei Mahjong (higan balanced -> snes9x 1.53 -> higan performance -> snes9x 1.54) -Super Pinball (higan balanced -> snes9x 1.53 -> higan performance -> snes9x 1.54) As it can be seen, audio is completely wrecked in performance/1.54. But it works correctly in balanced/1.53.
Byuu found a fix for this, so it shouldn't be a problem come our next release. Snes9x can regain its title as the second bestest snes emulator ever (first bestest being znes)
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
I'm afraid not, and savestates for the new snes core are solidly deterministic, but won't last through multiple versions of the emulator generally =/. You might consider making your challenges as movies that you make a savestate of at the end. Then, when the emulator changes, you can just replay the movie and make a new state at the end. You'd need to resync, but that's within the realm of possible.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
That's not possible. On the other hand, Bizhawk now supports Snes9X directly, so you could just use that.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
creaothceann wrote:
https://board.byuu.org/viewtopic.php?f=8&t=1665&p=42735#p42735
byuu wrote:
There was a bug in bsnes-performance's SMP core, which was ported and merged into Snes9X v1.54, and is also used by several bsnes/higan forks. The bug causes severe audio issues in Dark Law, Haisei Mahjongg, and Super Pinball. I first found out about it two hours ago on /r/emulation. Officially, this core has been retired from higan and is no longer under active development. But because this code is used by other projects, I went ahead and fixed the bug. I will not be releasing an updated version of higan v098-performance, sorry. In core.cpp, you will find the following macros:
Language: cpp

#define op_readdp(addr) op_read((regs.p.p << 8) + addr) #define op_writedp(addr, data) op_write((regs.p.p << 8) + addr, data)
These need to be changed to mask the address to an 8-bit range, like so:
Language: cpp

#define op_readdp(addr) op_read((regs.p.p << 8) + (addr & 0xff)) #define op_writedp(addr, data) op_write((regs.p.p << 8) + (addr & 0xff), data)
Essentially, direct-page accesses wrap around the active bank. The bug came about due to changing a function that took a uint8_t argument into a macro that no longer auto-masked the address parameter. I'm very sorry for anyone inconvenienced by this bug. [...]
Thanks for the heads up. We've dropped bsnes perf core, so the only place we need this change in should be the Snes9x core, which doesn't seem to have taken it upstream yet... I'll look into this
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
If you want to be a pirate, use anaglpyh mode and set the custom color to black for whichever eye you want to pretend the parrot gouged out. Alternatively, you can use the "disable parallax" sync setting but it's a crude hack and is not 100% effective and is not allowed for TASVideos movie submission (if that's a goal of yours)
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Sonia wrote:
Spikestuff wrote:
Users using 2.0 will have the pleasant surprise of crashing when loading up a SegaCD game. Users of BizHawk 1.13.1 and older won't be having these issues.
Yeah, SegaCD doesn't work in 2.0 at all...
Crash Log wrote:
Problem signature: Problem Event Name: APPCRASH Application Name: EmuHawk.exe Application Version: 2.0.0.12452 Application Timestamp: 594fef52 Fault Module Name: StackHash_2264 Fault Module Version: 0.0.0.0 Fault Module Timestamp: 00000000 Exception Code: c0000005 Exception Offset: 0000036f01401bb0 OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 1033 Additional Information 1: 2264 Additional Information 2: 2264db07e74365624c50317d7b856ae9 Additional Information 3: 875f Additional Information 4: 875fa2ef9d2bdca96466e8af55d1ae6e
Thanks for the report. The issue has been fixed. Sorry about that!
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Paused wrote:
You're a coder right? Maybe provide Bizhawk with all the tools that are available only on Gens, an emulator that is not preferred but still perfectly acceptable here, for Sonic runners and I am sure they would be thrilled to do so.
I don't think so. Bizhawk is literally bristling with tools, plus the lua extensibility, plus the C# extensibility (that requires recompiling, but it's way easier than building Gens and IToolForm has a lot of stuff built in). Plus the fact that the core has zero savestate determinism issues. If the efforts of the Bizhawk team have been insufficient thus far, then there's nothing else I can do. You can lead an ass to water, but you can't make it drink.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
MESHUGGAH wrote:
3. Virtual Boyee 0th frame window size is always "anaglyph".
This wouldn't be too hard to fix. Is it useful?
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
jlun2 wrote:
InfamousKnight wrote:
I don't understand this whole "waterbox" technique..
I wonder if there's any online sources to help search? Naively googling "waterbox" seems to link me to aquariums, so any pointers please?
I made up the word. If you're interested in it from a more technical standpoint, it's most similar to things like Emacs unexec or Hourglass (yes, the emulator). The emulated core is loaded in memory in a predictable way, and then the savestate becomes just a snapshot of all of the memory that the core used. The details are of course a lot hairier than that...
Sonia wrote:
Did Bizhawk 2.0 drop compatibility with Camstudio Lossless codec? I don't see it in the list of compressors anymore, but Lagarith is still there.
Bizhawk will use any supported VFW codec, but there is a separate list of VFW codes for 32 and 64 bit. Lagarith installs both together. I don't remember if there is a Camstudio 64 bit version.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
InfamousKnight wrote:
I don't understand this whole "waterbox" technique.. Does it mean it will make it easier to port cores from this: http://buildbot.libretro.com/nightly/windows/x86_64/latest/ ? If so, that will be awesome!
In short, it's a way for cores to make better savestates. It could be used for more libretro cores, but it doesn't make things automatic.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Evil_3D wrote:
Tails missed a floating ring at frame 43780, be careful with this situations If the desyncs continue cause problems we have 3 options. 1. Waiting for a little of luck from MGZ don't desynchs 2. I will redo all zones again (I do not really have much free time to do this again) 3. Continue with the normal movie and we can note as "possible improvements" that AIZ2 can collect certain Knuckles rings in the submission text. for who want to work in a "improvement" in the future Personally I opt more for the option 3 if you do not have luck sync all zones
4. Use an emulator that isn't abandoned and actually functions correctly.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
creaothceann wrote:
Good thing you don't, then.
Yes, it's great that this crash won't get fixed.
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Fortranm wrote:
crushes
If I ran the world, every post claiming a crash but not posting a crash log, error message, or anything else like that would be shadow deleted
Editor, Emulator Coder, Experienced Forum User, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Alyosha wrote:
Also, it's pretty obvious from gambatte's code that they never really intended to use the boot rom, it was quite a mess getting it in there.
The boot rom had never been dumped when gambatte was built