Posts for natt


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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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feos wrote:
It's basically just ported fceux to Java, with occasional additions and, seemingly, full rewrite of the internals. As for movie acceptance, the main question would be "how much unique stuff does it offer over fceux and bizhawk?"
How is it both a port and a full rewrite at the same time?
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Both!
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Alyosha wrote:
Also it's just good luck that we see this behavior at all. Emulators that start frames at vbkank (as even other bizhawk cores like NEShawk do) would execute the NMI but then immediately enter IRQ before anything goes awry.
I think the real answer is that cores need to have subframe input for this sort of thing.
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It's not open source, so no.
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If you can figure out how to TAS on that horrible emulator, figuring out how to video dump on it should be trivial.
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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.
Post subject: Re: SMSHawk emulation bugs
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Alyosha wrote:
NMI always happens, but depending on the state of the RAM it could have no effect.
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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Sonia wrote:
So, I tested things and noticed the bug that was mentioned in [URL=http://tasvideos.org/forum/viewtopic.php?t=19031]this thread[/URL] is finally gone on version 1.12.2 (yay!) What was the solution you guys came up with?
No solution. Enjoy your non-determinism.
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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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Stovent wrote:
I have bugs to report here, I hope it's the better place submit it Anyway, my irst bug is if I launch a ROM and then resize the window, I can't open the RAM watch and search, when I click nothing happen I'm using DeSmuME 0.9.9 (x86 because with x64 I can't open lua scripts) The second one is about lua : with the x64 version of DeSmuME 0.9.9, it tells me "lua51.dll not found" even if the dll file is in the folder of desmume Do you also have theres bugs or not ?
Did you make sure to give it a 64 bit version of lua51.dll?
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I can't reproduce the issue here, but I guessed at the cause and pushed a fix which may or may not work.
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Spikestuff wrote:
Anyways, N64 is ~59.940fps
[Citation Needed]
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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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MUGG wrote:
natt wrote:
Starting from the beginning of that game, leaving all channels off, I'm not hearing any sound.
So I have all 6 toggles on false, playing on the US version of Mario & Luigi. It makes a sound when the Nintendo logo drops after power-on. And there is some noise audible on the titlescreen. When pressing A to confirm menu options (to start a new game), it makes a sound. This happens on Bizhawk 1.12.0 and 1.12.1. So are you saying you cannot hear any of those sounds?
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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Yave Yu wrote:
A .NET Framework error, written "参数错误" (I don't know what's this in English), so I can't open Palette on a GBC game (but it works fine on a GB game).
If you can give the full stacktrace I might be able to do something with it
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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.
Link to video
Send me a saveram or a savestate for whatever that game is. And tell me the name of the game.
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Yave Yu wrote:
It encounters an error when I click Palette, it may not work on GBC game...
What error? It's worked before, and is working for me right now:
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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.
Actually, it looks like someone eventually ran it on a real VRC6 chip and got the "All tests passed" screen: https://forums.nesdev.com/viewtopic.php?p=138055#p138055
Cool, never saw that. They're correct then. Of course, none of the three released VRC6 games used any of the edge cases that are being tested.
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Spikestuff wrote:
Nes Emulator Comparison (based on test roms) Reddit Post: Bizhawk 1.12.1 (Using NesHawk): 73.45% (200/273) FCEUX r3338 (Using New PPU): 45.76% (125/273) Mesen 0.8.1: 96.61% (272/273) Nestopia UE 1.47: 72.88% (199/273) puNES r897: 84.75% (231/273) This is using the 273 tests that are available not the 158 we use. https://drive.google.com/file/d/0B2X2UoTGDV5HNFVNSnJkV3h5ZzQ/view
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.