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Has anyone tried it with LibTAS, for example? Since it's now more about “translation” than “emulation,” it should work like a “native” Linux or PC game, right?
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Spikestuff wrote:
What you're looking into is fine. God of War runs like ass because of single core implementation, so it's going to run slow.
During cutscenes, the game (God Of War: Ghost Of Sparta) can run faster than normal speed, even on a low-end PC. However, during gameplay, it is very slow, but strangely enough, it is less slow when replaying the movie, even when recording an MP4. However, the game quickly becomes out of sync. (see list at the beginning of the post) Will test God of War: Chains of Olympus and Dante's Inferno soon.
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Spikestuff wrote:
Sega Rally / Burnout Dominator - Tekken 6 With this one what method are you using? Cause if you're making a TASProject in place have you tried Clearing the GreenZone before getting into a game? I had to write something extremely extensive and figure out workarounds and clearing the GreenZone was a solution in one of the development builds but a later one screwed it up.
I haven't used TASudio, it's just a simple bk2 recording each time. Do you think using TASudio could improve things? However, I don't think TASudio supports controller buttons or anything like that yet?
Spikestuff wrote:
My other question for you is have you ran into any titles that lock up or refuse to get into game? (Exit, Mercury Meltdown and Assassin's Creed). Or alternatively where textures screw up entirely? (Ridge Racer)
Ridge Racer is on my list to try out soon. Exit, Mercury Meltdown, and Assassin's Creed aren't on my list yet, but I'll add them. Here is the list of games I will be trying out in the near future: (How do you hide a list? The forum is based on a phpbb fork no? so [hide] must do the trick?) [hide] Burnout_Dominator_USA BurnOut_USA_MULTi5_ Crisis Core Final Fantasy 7 (Undub v1.0a) Dead or Alive - Paradise (USA) (v1.01) Dead Space Survivor (Homebrew) Final Fantasy Type-0 (English Patched v2) FlappyPSP God_of_War_Chains_of_Olympus_USA_PSN_PSP-PLAYASiA God_Of_War_Ghost_Of_Sparta_USA_PSP- GTI_Club_Supermini_Festa_USA_MULTi2_PSN_ Heracles Chariot Racing (minis) (PSN) Mega Man Maverick Hunter X (USA)[UNDUB v1.1] Mega Man Powered Up (USA)[UNDUB v1.3] Metal_Gear_Acid_2_USA_PSP Metal_Gear_Acid_USA_PSP Queens_Gate_Spiral_Chaos_JPN_PSP- Resident Evil Directors Cut (U) PSN eboot Ridge Racer (USA) (En,Fr,De,Es,It) Shrek_Smash_N_Crash_USA_PSP-Start2 Silent_Hill_Origins_USA_READNFO_PSP- Silent_Hill_Shattered_Memories_USA_PSN_PSP The Silent Hill Experience (UMD VIDEO) WipEout Pulse (USA) (En,Fr,De,Es,It) Zombie Racers (minis) (PSN) [NPUZ00208] BlazBlue_Calamity_Trigger_USA_PSP Breath.of.Fire.III.EUR.PSP Burnout_Dominator_USA_PSP BurnOut_USA_MULTi5_PROPER_READNFO_PSP Dissidia Final Fantasy (USA) Dissidia_012_Duodecim_Final_Fantasy_USA_PSP- Dissidia_012_Prologus-Final_Fantasy_USA_PSN_PSP- Dragon Ball Z - Tenkaichi Tag Team (U)(UNDUB v1.0) Dragonball_Z_Shin_Budokai_Another_Road_USA_PSP-pSyPSP Dragonball_Z_Shin_Budokai_USA_PSP-DMU Fatal_Fury_-_King_Of_Fighters_USA_PSN_PSP-NRP Final Fantasy - 20th Anniversary Edition (USA) (En,Ja) (FW6.00) Final Fantasy II - 20th Anniversary Edition (USA) (En,Ja) Final Fantasy Type-0 (English Patched v2) Final_Fantasy_III_USA_PSN_PSP Final_Fantasy_IV_The_Complete_Collection_USA_PSP Final_Fantasy_Tactics_The_War_Of_The_Lions_USA_PSP Ghost_In_The_Shell_Stand_Alone_Complex_USA_PSP Half_Minute_Hero_USA_PSP Hatsune Miku - Project Diva (English v1.0) Hatsune Miku - Project Diva (English v1.01)[Emulator Only] Metal_Gear_Acid_2_USA_PSP Metal_Gear_Acid_USA_PSP The 3rd Birthday (Europe+UNDUB) Patapon (USA)-pSyPSP Patapon_3_USA_PSP PoPoLoCrois_USA_UNDUB Ridge Racer (USA) (En,Fr,De,Es,It) Ridge_Racer_2_EUR_PSP Sega_Rally_Revo_USA_PROPER_PSP Silent Hill Origins (USA) (En,Fr,De,Es,It) Soulcalibur - Broken Destiny (USA) (En,Ja,Fr,De,Es,It,Ru) Street Smart (minis) (PSN) [NPUZ00172] Street_Fighter_Alpha_3_MAX_USA_PSP Tekken 6 (USA) (En,Ja,Fr,De,Es,It,Ko,Ru) Tekken_6_USA_PSP Tekken_Dark_Resurrection_USA_PSP WipEout Pure (USA) (En,Fr,Es) [/hide]
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Bloopiero wrote:
I'm getting an access error for all of these links. You may need to set them to public?
You should now be able to access it. I have made all the folders and files readable for anyone who has the link. For videos, there is no need to download them; they can be played directly in the browser via the link.
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UPDATE: See Spikestuff's link to see the progress of the core implementation: https://github.com/TASEmulators/BizHawk/issues/4642 Experimental native PPSSPP port (squashed PR #4284) If anyone wants to send me an mp4 and/or bk2 to add to the list, I can host the files on my drive and add the links to the list, ideally with the name of the game, its SHA1 or other informations. I will update the list with the username and game name. All test video renderings: https://drive.google.com/drive/folders/18ZsniQ18ZfM3LtTSvUKHX_YGnWxo1taY All Bizhawk PPSSPP movies: https://drive.google.com/drive/folders/19S8xxfv21qX_XN_Agd3jGVisPQew2FE7 02.03.26 ❌°SoulCalibur Broken Destiny USA (SHA1 File Checksum: 866d6e9939bbe82f6fa1d50bfb5ef981b0fa8aca), completely broken 3D models, disappearance above or below the combat area, camera not following, etc. Link to video Bizhawk Movie ❌°Dissidia Final Fantasy USA (SHA1 File Checksum: a2465db1f6f97436dcbdd26e96c8337071e1ccc6): Invisible menus, endless loading, etc. Link to video Bizhawk Movie ❌°Sega Rally USA (SHA1 File Checksum: 6ed5cec20fec9d11cf6a62dbe80a795a2aadcf50): early desync, seems to have no major graphical glitchs: Link to video Bizhazk Movie ❌°Burnout Dominator USA (SHA1 File Checksum: abcae8da8bf070171dc27b060da93eab337c6674): early desync, seems to have no major graphical glitchs: Link to video Bizhawk Movie ❌°Dead or Alive - Paradise USA (SHA1 File Checksum: d507102065029362f833da0907601cf000dec63f): early desync (voleyball, or maybe photoshoot?), seems to have minor graphical glitchs: Link to video Bizhawk Movie 03.03.26 ❌°GTI Club Super Mini Festa (SHA1 File Checksum: 7fe60a4b7d88eeb98596b4d98b08b328f25517a8): The dpad and analog controls are broken.: Link to video Bizhawk Movie ❌°God Of War: Ghost Of Sparta (SHA1 File Checksum: eb9751ce0804072f7cd69e3c3687b55ce1826e6c): Very slow outside cutscenes, desync rapidly.: Link to video Bizhawk Movie ❌°Silent Origins (SHA1 File Checksum: ce07351e8ef84b6cb1f716d771276f96bcbddd11): some invisible menus, black game, invisible Link to video Bizhawk Movie ❌°Silent Silent Hill: Shattered Memories (SHA1 File Checksum: 55965332b3909f8190ffef1b1f51f39c7e26dac6): low fps outside of cutscenes, the flashlight can cause graphical glitches, for example, on the car at the end of the intro cutscene, the halo of the flashlight is red. Shadows and lights glitch. The movie desyncs towards the end. The video dump crashed several times, so I'm including one of Bizhawk's messages as evidence. Link to video Bizhawk Movie 05/06.03.26 ❌°WipEout Pulse USA (SHA1 File Checksum: 8effaaae1c7a400d93ae8da554125e20be045df8): early desync, seems to have no major graphical glitchs: Link to video Bizhazk Movie ❌°Crisis Core Final Fantasy 7 UNDUB USA (SHA1 File Checksum: 36159797cc6a42ffce407e4c1567744774f427d8): desync at first boss, seems to have no major graphical glitchs: Link to video Bizhazk Movie ----------------------------------------------------------------------------------------------------------------------------------------------------- ✅ °BurnOut Legend (SHA1 File Checksum: ce07351e8ef84b6cb1f716d771276f96bcbddd11): seems to sync (9+ m), no visible glitch Link to video Bizhawk Movie ✅ °Metal Gear Acid! (SHA1 File Checksum: cd29eaba896be28c2575ead246bdaa3a9712929d4): seems to sync (15+ m), no visible glitch Link to video Bizhawk Movie ✅ °Zombie Racers (minis) (PSN) (SHA1 File Checksum: 37160bcf2741b396465c3fe51be765caaf62bc15): seems to sync (first race), VERY SLOW no visible glitch Link to video Bizhawk Movie
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3 mai 2023: DOSBox-X Testing Resident Evil 1 on a Windows 95, some glitches but working with a Voodoo 1
Link to video
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Dimon12321 wrote:
phoenix1291 wrote:
Isn't there a solution for multi-disk games on GameCube or Wii with the multidisk bundler or other solutions? I haven't reread the whole thread and it's been a long time since I've tried multi-disc games on these consoles.
Multidisk Bundler does its job. Convert your disks to ISO format in Dolphin, place them in the folder with Bizhawk-Dolphin and import them in the bundler. You may get something like this in the XML file.
<BizHawk-XMLGame System="GC" Name="tmnt2-bn-2-1">
  <LoadAssets>
    <Asset FileName=".\TMNT2-USA-Disc2.iso" />
    <Asset FileName=".\TMNT2-USA-Disc1.iso" />
  </LoadAssets>
</BizHawk-XMLGame>
Then launch it as a game ROM
How swaping disk? I see nothing. [
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GitHub
PS2Recomp is a tool designed to statically recompile PlayStation 2 ELF binaries into C++ code that can be compiled for any modern platform. This enables running PS2 games natively on PC and other platforms without traditional emulation. Features Translates MIPS R5900 instructions to C++ code Supports PS2-specific 128-bit MMI instructions Handles VU0 in macro mode Supports relocations and overlays Configurable via TOML files Single-file or multi-file output options Function stubbing and skipping How It Works PS2Recomp works by: Parsing a PS2 ELF file to extract functions, symbols, and relocations Decoding the MIPS R5900 instructions in each function Translating those instructions to equivalent C++ code Generating a runtime that can execute the recompiled code The translated code is very literal, with each MIPS instruction mapping to a C++ operation. For example, addiu $r4, $r4, 0x20 becomes ctx->r4 = ADD32(ctx->r4, 0X20);. Requirements CMake 3.20 or higher C++20 compatible compiler (I only test with MSVC) SSE4/AVX support for 128-bit operations
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How do you install Windows 3.XX or W5 and launch games? https://tasvideos.org/UserFiles/Info/638831831749361921 Can's use this file If I made no mistakes I have this:
Microsoft Windows 3.11 (2961)

Maker
    Microsoft
Year
    1994
System
    PC
Language
    English

Microsoft Windows 3.11 (ID: 2961)

Disks
    6 x 3.5" HD (1440kB)
Format
    Raw (.IMG)
Status
    Unverified
Language
    English
Contributor
    mikic
Notes
    Codename "Janus".
File Hashes (SHA-1)

    9fc53cc4edaba18126ca0246cfd31f7724aa7b2a  disk1.img
    3e64348839709639b2d068dbcedc0c603f50fa5d  disk2.img
    920a981e49fab92cfed805f1a680ff24fff4e95d  disk3.img
    582dfcc90ad4ea7ed5d812b252f2b9953642e410  disk4.img
    f4507367afb811035b4a8a2bcb74e5797ace0de1  disk5.img
    5f72300cf89c117c9a654185da6f2b0300c0a9b7  disk6.img

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CasualPokePlayer wrote:
phoenix1291 wrote:
Is support for Wiimote/Wii motion plus and in the Virtual Controller planned?
Yes
phoenix1291 wrote:
Same for the Multi-disk bundler among others for Gamecube games?
Yes
phoenix1291 wrote:
Is texture pack support planned?
No
phoenix1291 wrote:
Will support for Gecko and IR codes be implemented (Among other things for 16/9 support)?
Something like that would go under BizHawk's cheat converter. If you convert the codes yourself, you can already apply them. Probably not going to bother here considering that.
Okay, where is this function? As well as the others that were to be introduced? We're *at least* at release 2506. The latest release for Bizhawk is 5.0-16793. At least implement the disc-bundler etc, or clearly announce that it's an abandoned project.
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eien86 wrote:
phoenix1291 wrote:
eien86 wrote:
I just tried that game and installed it in the hard disk. It seems your configuration is correct, but I suspect your multi-disk bundle .xml file might not be. Here is mine:
<BizHawk-XMLGame System="DOS" Name="kq2">
  <LoadAssets>
    <Asset FileName="./disk1.img" />
    <Asset FileName="./disk2.img" />
  </LoadAssets>
</BizHawk-XMLGame>
My XML with the Multidisk Bundler for this game: kings_quest_2_romancing_the_throne.xml
<BizHawk-XMLGame System="DOS" Name="kings_quest_2_romancing_the_throne">
  <LoadAssets>
    <Asset FileName="./000269-KingsQuest2RomancingTheThrone/000269_kings_quest_2_romancing_the_throne/disk1.img" />
    <Asset FileName="./000269-KingsQuest2RomancingTheThrone/000269_kings_quest_2_romancing_the_throne/disk2.img" />
  </LoadAssets>
</BizHawk-XMLGame>
Ok, can you please try with my xml? I suspect the long path you're using in yours is somehow causing problems.
I'm going to test with shorter paths as soon as I have time, as you suggest (or your xml). I'm not sure that will solve the problems. I'll also have to share my conversion tool, maybe there's a problem with the format or something?
MUGG wrote:
It's been a while since I created TASes in JPC-rr. Now I would like to try this DOSbox-X core in Bizhawk. But I'm confused by the instructions here. I have the game files, how do I create an .img or .hdd from those?
Yes, I think there really are points that could be made more explicit, especially if people don't know the system at all, (difference in format and how to launch a game, prerequisites (system, hdd or not, whether the game must be pre-installed or can be launched directly, clear steps, between floppy, cd-rom, hdd etc., how to install a game in a hdd, how to launch it afterwards, how to launch a game that doesn't require prior installation etc.), it sometimes took a lot of clarification with simpler cores like the ZX Spectrum or the C64. A clearer tutorial than "there are several formats, you have to choose a machine according to the release date of the game, there are supported or unsupported systems, but you have to find out how it works (without giving links or anything else that would conflict with intellectual property rights, of course).
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It's all in the title, and it seems to me that the two systems are quite similar?
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############################################################################ # # # Summary: Licar Installation and Critique on Windows # # # procedure and the points of frustration with the game. # # # ############################################################################ ============================================================================ | INSTALLATION AND COMPILATION GUIDE FOR WINDOWS (TAS Version) | ============================================================================ This guide is the result of a complex debugging process and represents the functional method for compiling the game Licar with its TAS mod on a modern Windows system. --- ### PREREQUISITES 1. **Git for Windows**: To be installed from https://git-scm.com/ 2. **MSYS2**: To be installed from https://www.msys2.org/ 3. DON'T FORGET TO ADD sdl2.dll in the folder!!!! --- ### STEP 1: INSTALLING THE TOOLS (via MSYS2) 1. Launch the **"MSYS2 MinGW 64-bit"** terminal from your Start Menu. 2. In this terminal, run the following commands to update the system and install the necessary tools (the GCC compiler and the SDL2 library). Confirm the installations with 'Y' when prompted. pacman -Syu pacman -S mingw-w64-x86_64-gcc mingw-w64-x86_64-SDL2 3. Once the installations are complete, close the MSYS2 window. --- ### STEP 2: DOWNLOADING THE GAME (via Windows Command Prompt) 1. Launch the standard Windows **Command Prompt** (type `cmd` in the Start Menu). 2. In the black window, run the following commands to create a working folder and download the game's source code into it. mkdir C:\dev cd C:\dev git clone https://git.coom.tech/drummyfish/Licar.git 3. Once the download is complete, close the Command Prompt. --- ### STEP 3: COMPILING THE GAME (back in MSYS2) 1. Relaunch the **"MSYS2 MinGW 64-bit"** terminal. 2. Navigate to the game folder you just downloaded. cd /c/dev/Licar 3. Apply the patch for the TAS mod. The "whitespace errors" warnings can be ignored. git apply mods/tas.diff 4. Compile the project by specifically targeting the SDL frontend. gcc frontend_sdl.c -o licar.exe -lmingw32 -lSDL2main -lSDL2 -lm --- ### STEP 4: RUNNING THE GAME 1. If the compilation is successful, it will not return any errors (only a harmless warning might appear). 2. The game is now ready. Go to the `C:\dev\Licar` folder using the Windows File Explorer. 3. Double-click on `licar.exe` to play. ============================================================================ | CRITIQUE AND POINTS OF FRUSTRATION | ============================================================================ The experience of installing and getting started with the game has several major flaws attributable to the developer. --- ### 1. Near-Nonexistent and Confusing Documentation The main grievance is the total lack of information. The game's controls, the precise mechanics, and the use of the TAS mode are not documented anywhere. This extends to basic menu navigation: while menus are moved with the arrow keys, selecting modes (like "Play") requires other, unindicated keyboard keys, leading to immediate confusion. The user is forced to guess or, in the worst-case scenario, read the source code to understand how to play, which is unacceptable. --- ### 2. Flawed and Complex Compilation Procedure The compilation instructions provided by the developer are not only Linux-specific but also incorrect. The suggested command references a non-existent `src/` directory. Discovering the correct method required a long and tedious debugging process that is beyond the scope of a typical user. --- ### 3. Lack of a Precompiled Binary for the TAS Mode The developer promotes the existence of a "TAS mod" but offers no easy way for Windows users to access it. The executable available on itch.io is the standard version. The only way to use the TAS mode is to go through the arduous compilation procedure detailed above, a considerable barrier to entry. --- ### 4. The "TAS Mod" is Incomplete and Lacks Critical Features For a mod specifically advertised for "TASing" (Tool-Assisted Speedrunning), it is missing fundamental features expected by the community. * **No Input File System:** While the game speed can be adjusted in the menus, the mod critically lacks the ability to save a sequence of keypresses to a file and replay it later. This save/load input movie feature is the core function of a TAS. * **No On-Screen Input Display:** There is no display to show the current inputs being pressed. This is an essential feature for creating, debugging, and viewing a tool-assisted run. * **No Status Indicator:** The game provides no clear visual indicator (e.g., a visible icon or text) to confirm if an input movie is currently being recorded or played back. Without these features, the mod is, at best, a slow-motion practice tool, not a proper tool-assisted speedrunning suite. --- ### 5. Lack of Professionalism in the Source Code The presence of messages directly in the code, such as the compilation warning `#warning "Your OS sucks, go fuck yourself."`, demonstrates a lack of maturity and respect towards people trying to engage with the project. Although technically harmless, this type of message is inappropriate and harms the project's image. --- ### IN SUMMARY Although the project is technically functional, accessing it on Windows is made extremely difficult by incorrect instructions and a blatant lack of documentation. Furthermore, the highly-touted "TAS mod" is functionally incomplete, missing features considered standard and essential for its stated purpose. It's great that you're making the game free, with your state of mind, I understand, I've done plenty of demos for free), in the spirit of the 90s and all, but in the 90s we all read the manual in the toilet. So I'm surprised that you don't give any information about the buttons in the menu, or how to choose a game mode, or how to choose TAS mode or anything else. (keyboard/arrow keys etc)
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Has there been any progress in Phase 3 - Function hooking?
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Maybe it's due to the fact that at startup the pointer is here, whatever the mouse position (see screenshot)? It's also possible that the fact that I'm on a trackpad changes something (or the trackpad's movement speed, which is perhaps higher than that of the in-game pointer). I did some tests with Maniac Mansion, by “blocking” the pointer in a corner, pausing the game, putting the mouse out of the Bizhawk window, and so forcing the pointer position when the pause is removed, it works, but it gives the effect that the pointer teleports.
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Is it possible to adjust the mouse apart from its speed? I've tried with a speed of 1000, but the range of movement of this is not that of the physical mouse, which means that it's not possible to move/click in the right and bottom parts of the screen, whether in windowed or full-screen mode (in the screenshot example, this is the maximum I can reach on the right and bottom of the screen). screenshot
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eien86 wrote:
I just tried that game and installed it in the hard disk. It seems your configuration is correct, but I suspect your multi-disk bundle .xml file might not be. Here is mine:
<BizHawk-XMLGame System="DOS" Name="kq2">
  <LoadAssets>
    <Asset FileName="./disk1.img" />
    <Asset FileName="./disk2.img" />
  </LoadAssets>
</BizHawk-XMLGame>
My XML with the Multidisk Bundler for this game: kings_quest_2_romancing_the_throne.xml
<BizHawk-XMLGame System="DOS" Name="kings_quest_2_romancing_the_throne">
  <LoadAssets>
    <Asset FileName="./000269-KingsQuest2RomancingTheThrone/000269_kings_quest_2_romancing_the_throne/disk1.img" />
    <Asset FileName="./000269-KingsQuest2RomancingTheThrone/000269_kings_quest_2_romancing_the_throne/disk2.img" />
  </LoadAssets>
</BizHawk-XMLGame>
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eien86 wrote:
So, if I understand correctly. You are trying to install these games to a hard disk and run them from there? I did that for plenty of games already without an issue. Is this not properly explained in the "Hard Disk Drives (HDDs)" section of https://tasvideos.org/Bizhawk/DOSBox?
"You are trying to install these games to a hard disk and run them from there?", Yes. Could you describe step by step how you proceed? I must have missed something or not understood something. Thanks in advance. Following the instructions in the floppy section I tried with a game in floppy format (.img) yesterday (https://www.goodolddays.net/en/diskimages/?id=267 with this version King's Quest 2: Romancing the Throne (ID: 269)) I created an xml with the multidisk bundler, without mounting an hdd, but it gives me "Cannot create drive from file. Z:\>" Trying with an empty hdd mounted (21MB), "Cannot create drive from file. Image geometry auto detection: -size 512,17,4,615 Drive C is mounted as HardDiskDrive.img C:\>"
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I've tried Duke Nukem 1&2, The Secret of Monkey Island, Day of the Tentacle, Maniac Mansion, Commander Keen and some other classics. I also tried to write a tool that creates an hdd with the game installed via WSL2 with mcopy and mkfs.fat, it works fine, various tools recognize the created image as an hdd (21 to 2048 mb, fat16) dos, but bizhawk considers the image as empty or corrupted.
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Thank you for making a step-by-step guide for every type of games, with clear categories as for the Amiga ecs\egs\aga. It's clear that disk drives can be launched via bizhawk, but what about games that can be launched without hdd? Or with, how do you install them? The tutorial (https://tasvideos.org/Bizhawk/DOSBox) isn't clear. Launching Doom or a clone is easy, a wad etc dos game game is not.
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Family Feud Decades [SFAE41].wbfs, Family Feud 2012 [SF7E41].wbfs, Family Feud 2010 Edition [R6EE41].wbfs (is ok seems) crash And how to play Wii games (RE4) for exemple with a controler?
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Guitar Hero - Aerosmith [RGVE52].wbfs Link to video 2 days link, please demand for a new link. Same for Guitar Hero - Aerosmith [RGVE52], Guitar Hero - Custom - System of a Down [RSJESD], Guitar Hero - Metallica [SXBE52].
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In the Buck Bumble game (N64), turning left or right is only possible in steps of so many % in Bizhawk. How do I set this up?
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I don't know if this core is still updated, it's been so long since there's been any official news. It has so many options, and most of them unclear compared to Dolphin. Please share your working configurations here (last example I remember, RE2's backgrounds have big rectangles as graphic bugs). EX RE2 Dolphin Wiki Bugs
square graphical artifacts around some objects if Texture Filtering is set to Force Linear. Keep this enhancement at Default to avoid the issue.
resolve nothing. And for those who have managed to dump a dtm from a bk file and play it back in Dolphin, please i]ndicate which games and how.
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Is integration/support for this core dead? I have this bug on Bizhawk (Goldeneye Wii) that I don't have in Dolphin. Also, which option corresponds to VP6 bug?
This can be fixed with "Manual Texture Sampling" in the Graphics Settings → Advanced menu.
Which causes video bugs on every 007 game, among other things.
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