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If I'm understanding you correctly, you'll have to make a copy of the saveram file from suikoden 1, giving it the right name for suikoden 2, and then use that
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I see. For acceptance, so long as it meets all of our relevant guidelines to a sufficient level (open source, tasability, dumpability, accuracy), I don't think should have to be better than fceux or wizbawk.
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My first guess would be NKRO, but you've tried that. I seem to recall mgba not supporting gamepad interrupts at one point (which are often used to implement soft reset on Bizhawk), but I think that was later added.
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Indeed. One simple example would be if the NMI service routine simply set a flag in RAM that would only be acted on when the controllers were read. The lag frame system is a nice TASer's convenience, but the only thing we'd be able to do on SMS is simply disable it entirely.
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Both NES cores have sprite limit settings in the "Graphics Settings" menu item off of the system ("NES") menu. Every other core that we've built a sprite limit option for has that option exposed somewhere on the system menu, either directly or within a reasonably obvious dialog option.
Hanging everything directly off the main menu is a silly request - we have too many things to put them all there, and what's most important to you isn't most important to someone else.
If there's some specific core that doesn't have a sprite limit option that you'd like one on, we might be able to add it depending on how the core is coded.
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A merge error made the 1.12.0 and 1.12.1 releases not contain an updated mgba.dll which fixed this problem. I've corrected the release branch so a future release won't have this issue.
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My apologies. I had been testing against 5bebd0685a2655bf31790a9d276d354abe59c2bb. This should be identical to 1.12.1 release as far as mgba behavior goes, but it is not. I do get sounds as you described when I use the 1.12.1 downloaded release package. Now I just need to figure out what was merged or deployed wrong so that the release was broken.
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Whatever is making that one channel stay active even when all 6 channels are set to off must be very specific. Starting from the beginning of that game, leaving all channels off, I'm not hearing any sound. I've also verified each channel individually against test roms for that channel.
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I have added something like this to bizhawk. The controllers don't unplug, but it should behave as if the switch on the multitap was pressed. I did some cursory testing in Secret of Mana and it seemed to work; even though P3 is still connected, I can't assume direct control with P3 when the switch is off.
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MUGG wrote:
natt wrote:
MUGG wrote:
The audio toggles in the GBA core settings still don't seem to work properly. I'm on mgba (bizhawk 1.12.0) and, for example, toggling them all "false" should make it all mute right? But I can still hear some noise. And if I toggle everything except direct sound A and B to "false", it doesn't seem to have any effect at all, as I can still hear all the sound effects along with the BGM.
I've been waiting for this feature a while now and it's disappointing it still doesn't work.
Cannot reproduce. All 6 toggles appear to be working.
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Sour wrote:
Alyosha wrote:
NESHawk happens to set to FF
Yea, I just learned this from trying to add support for BK2 movies to Mesen.
natt wrote:
The vrc6 tests at the end are based on my best understanding of a translation of some Japanese documentation, but to my knowledge they've never been verified on real hardware.
The vrc6 tests at the end are based on my best understanding of a translation of some Japanese documentation, but to my knowledge they've never been verified on real hardware. Due to the nature of the tests, they'd need to be done on a real vrc6 chip, not an everdrive or similar.
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Warp wrote:
Almost 100% of YouTube videos use a 16:9 aspect ratio. Would it be possible to have the forum's video tag default to a resolution using that aspect ratio?
Anything that's from one of the games that's emulated and TASed on this site has a 99% chance of not being 16:9. 4:3 seems like a more reasonable default; of course, it can't cover everything.
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MUGG wrote:
The audio toggles in the GBA core settings still don't seem to work properly. I'm on mgba (bizhawk 1.12.0) and, for example, toggling them all "false" should make it all mute right? But I can still hear some noise. And if I toggle everything except direct sound A and B to "false", it doesn't seem to have any effect at all, as I can still hear all the sound effects along with the BGM.
I've been waiting for this feature a while now and it's disappointing it still doesn't work.
Cannot reproduce. All 6 toggles appear to be working.