Posts for phoenix1291


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Asnivor wrote:
A lot of tzx files will come in a zip that has 2 tzx files in it (sides 1 & 2). You have to use the multi-disk bundler to create a '2-tape' object to pass to the core.
Ah, I only have one tzx file, even in my ZX Spectrum zip games folder, there seems to be only one tzx or sna file, I don't know exactly anymore but it's supposed to be "good dump". Maybe I should take another source. Is there a reliable site for game information? If they are in 1 or 2 sides, with which version of the ZX Spectrum are they most compatible, etc? "A bit like it exists for MSX", for example, http://www.generation-msx.nl/ under "software"? Maybe worldofspectrum? Sorry, I don't know much about the ZX Spectrum, and I know it's a pride of England :)
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Wow, thanks for all the information! I still have some questions (and probably others later, yes, I'm very annoying:D) For example, R-type load well, but after loading and everything, you have to rewind side 2, how do you do that? (R-Type (1988)(Electric Dreams Software).tzx MDR: 2096D83692994086A98E1E5856C477FF) 128k seems to be a good option:) (with 128, it loads The Adams Family (MD5: F455C8D696A95A2DCAC143178EAF36F0), whereas it doesn't seem to be the case with 128Plus3, like what, more it's not always better:D) It may be complicated (or useless) but, would it be possible to have a recall of the machine used here (or somewhere else), for exemple?
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Great to see ZX Spectrum support! Now all that's missing is the integration of WinUAE, a CPC core and a few other machines! :D How exactly does it work? What bios/firmwire do we need? How to launch a game in.zip or.tap format? How long can we expect to load a tape, +/- like a C64 tape? Between 2 and 15 minutes? Which parameters (core, joystick and non-sync) are recommended? Will other formats like .z80 and.sna be supported in the future? Sorry for these basic questions, I think the only ZX Spectrum emulator I tried was Spectaculator or Fuse, a long time ago. Excellent work Asnivor anyway! I won't forget to test all this in the next few days!
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
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I see that Alyosha has add the Driving controller and the Super Action Controller into ColecoHawk. Is this planned for the Roller Controller? Some games (can) use this, like Centipede, Mindwalls, Omega Race, Slither, Victory and WarGames.
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DrD2k9 wrote:
I had suggested it might be implementable as an optional part of the firmware setup (assuming this is possible from a coding perspective).
Yeah, that would be the easiest, actually.
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For the Super Game Module everything seems to work, I only quickly tested two games, but there was no problem. Excellent work once again Alyosha! Here is a list of games using this module (there are probably a few missing): Bosconian, Opcode Games, 2016 Buck Rogers Super Game, Team Pixelboy, 2013 Caos Begins, Team Pixelboy, 2016 Caverns of Titan, Team Pixelboy, 2017 Cold Blood, Team Pixelboy, 2017 Comic Bakery, Collectorvision Games, 2014 Danger Tower, Team Pixelboy, 2017 Deep Dungeon Adventure, Team Pixelboy, 2017 Dragon's Lair, Team Pixelboy, 2012 Galaga, Collectorvision Games, 2014 Goonies, The, Team Pixelboy, 2012 Gradius, Opcode Games, 2016 Heroes Arena, Team Pixelboy, 2017 Hole In One, Collectorvision Games, 2017 J.E.T.P.A.C., Team Pixelboy, 2017 Jumpland, Collectorvision Games, 2016 King's Valley, Team Pixelboy, 2012 Knight Lore, Team Pixelboy, 2016 Knightmare, Team Pixelboy, 2015 Kung-Fu Master, Collectorvision Games, 2016 Majikazo, Team Pixelboy, 2016 Mappy, Team Pixelboy, 2016 Mecha-8, Team Pixelboy, 2013 Mecha-9, Team Pixelboy, 2016 Monster House (Youkai Yashiki), Collectorvision Games, 2017 Operation Wolf, Team Pixelboy, 2016 Penguin Adventure, Opcode Games, 2016 Rally-X, Team Pixelboy, 2016 Roller Ball, Collectorvision Games, 2013 Sasa, Collectorvision Games, 2016 Shmup!, Team Pixelboy, 2017 Shouganai, Team Pixelboy, 2017 Spelunker, Team Pixelboy, 2015 Star Soldier, Collectorvision Games, 2016 Stray Cat, Team Pixelboy, 2017 Subroc Super Game, Team Pixelboy, 2014 Super Pac-Man, Team Pixelboy, 2016 Tank Battalion, Opcode Games, 2016 The Stone of Wisdom, Team Pixelboy, 2015 Thexder, Team Pixelboy, 2012 Traffic Jam, Team Pixelboy, 2017 TwinBee, Team Pixelboy, 2014 Txupinazo!, Team Pixelboy, 2017 Warp & Warp, Opcode Games, 2016 Zanac, Collectorvision Games, 2015 Zaxxon Super Game, Team Pixelboy, 2012
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
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Wow, so fast? Amazing Alyosha! I will test this in the week!
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Maybe this can help? Found this too, it's seems to have a "Pro" model: Link to video
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Probably a silly question, again, but how to use fastloaders?
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Post subject: Super Game Module (ColecoVison)
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http://atariage.com/forums/topic/203851-super-game-module-technical-forum/ http://www.colecovision.dk/sem.htm?refreshed Games and Homebrew like Buck Rogers Super Game (MD5: d183ac7dadfe6c2d561a45bf78d0c849) require this. Is it possible to implement this feature into ColecoHawk core?
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
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BC's Quest for Tires has the same problem, the player moves by itself while jumping continuously.
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MESHUGGAH wrote:
pressing run + select
How could I forget that? I'm getting old and my memory too... Thanks MESHUGGAH and Natt!
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Soft and Hard reset are greyed on PCEhawk core. Is it possible to add them? For exemple Gunhed need it for difficulty settings:
Difficulty Select - At the title or intro screens, hold Select then press (Bomb, Shoot) 10 times. This takes you to a screen where you can choose between "Hard Human" and the default "Normal Dog". Repeat the code once more to add "Super Mania" to the possible selections. Then, do the code still once more to unlock "God of the Game". Once you have your preferred difficulty selected, perform a soft reset to exit this screen.
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Alyosha wrote:
I tested this out and Moon Patrol seems to work ok for me. At least, I didnt see any regressions between versions. I think Virtu just needs a lot more work. I'll put up an issue on the tracker though since DK defeinitely doesn't work.
Thanks Alyosha. DK, Night Driver and many more doesn't work as expected. Moon Patrol works for you on recents dev build? Maybe this Apple II open source emulator could be an alternative to implement (or at least to consider) into BizHawk? It has Joystick and mouse support too, Virtu don't. And it already support savestates. (And DK, Night Driver etc works on it). Edit: I deleted the key configuration in the config file and imported the one in my version of BizHawk 1.11.8.2, and it seems to work. No idea what could have happened, since I've never changed the key configuration since.
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Alyosha wrote:
How do you jump? The only manual I found online says press 'A' but that doesn't work and I can't get by the first ditch on 1.11.8.2
Yes, it's "A" on the keyboard, because the Joystick (nor mouse, and many games use only joystick or mouse sadly) is not supported in BizHawk. But, like in most of the Apple II games, you must have the caps key pressed (the simpliest way is to always have it pressed via the Virtual Pads).
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Alyosha wrote:
DK seems to be buggy on all tested versions going back to 1.11.0, what is an example of a game that worked before but doesn't now, and what version did it work in?
phoenix1291 wrote:
In Moon Patrol, the vehicle moves by itself while jumping continuously.
For Moon Patrol, with BizHawk-1.11.8.2 it works very well for example. This is the version I used to try it at the time. And yes, for Donkey Kong, you seem to be right, in older versions it does not seem to work properly. Night Driver also.
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Post subject: Apple II controls (bug)
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Bizhawk dev build 92ec6834 Since some revisions (I don't know exactly since when) the controls for the Apple II are completely bugged. The player moves on its own (even if no key is down) and no key influences anything anymore. This is the case on all games that I could try. Even games that worked well before, which I tested in 2017. For example, in Donkey Kong, Mario moves alone to the left from the beginning of the level, and he can not be moved. In Moon Patrol, the vehicle moves by itself while jumping continuously. In both cases, no key is pressed on my side. And if a direction or an action key is pressed on my side, there is no reaction in the game. And this is the case for all games that I have been trying for some time.
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Thanks Alyosha! :)
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BizHawk Developer build 0.0.0.2008 Space Patrol - Full Cartridge Release - 2007.bin MD5: 4B9A170D50BB8E0A293C89F8AA4A8A39 Player die instantly. Link to video
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Je te conseille plutôt d'utiliser Lagarith comme codec. C'est un codec sans perte de qualité avec un très bon taux de compression. Tu peux ensuite l'encoder en mp4 avec PowerDirector, à ~10'000 kbps, c'est un taux largement acceptable pour du 1080p 60fps dans le cas d'un upload sur une plateforme comme youtube.
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BizHawk 0.0.0.1990 Ikari Warriors (1989) (Atari) (PAL).a78 MD5: 605B8FE25FCD5A8166F858F48BD3E454 Ikari Warriors (1989) (Atari).a78 MD5: 09AB678572F2C2953A7DDA3CC3CDA0DF P1 & P2 triggers do nothing.
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adelikat wrote:
I don't know why you would be getting them on game launch. But schema refers to virtualpad schema, is 100% about the virtual pad
Yes, you're right, it's my fault, I had the window of the virtual pad open in background and I didn't see it. However, should we report a "bug" on github for the buttons behavior or not? And there are also many games, like Mario Bros, Night Driver (and some others that I just tested in speed just now) where the character moves alone to the left, without the possibility to move (even with the capital key pressed). Has anyone ever had this problem? Tested on the latest release, BizHawk 956518bfc.
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adelikat wrote:
note that the error says "Dev warning". Because that's a note to devs on a dev build. It happens when you open the virtual pad. And it tells the dev that the virtual pad need to be fixed because it is missing or incorrectly added those buttons. Your version number is a nonsense number so I can't give you much more info than that. Other than it is probably fixed in the latest release, if not, then it is a bug that coudl be reported. (Not the message pop up, specifically the buttons that are not behaving correctly on the virtual pad)
Thanks Adelikat. "BizHawk 0.0.0.1981" is this rev e5ded9b13 But the two "errors" appear when launching a game, not when opening the virtual pad.
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Why have I never seen these two errors (or warning) appear before then? The only two keys I have not assigned are "return" and "escape" because I use other keys for them (and "Previous disk" and "Next Disk" are not mapped under controllers setting too). There are also many games, like Mario Bros. where the character moves alone to the left, without the possibility to move (even with the capital key pressed). Has anyone ever had this problem? (And thank you for your answer hegyak, even if it does not teach me anything that I could not deduce by myself :D but, I still don't know what "White Apple" and "Black Apple" correspond to...)
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BizHawk 0.0.0.1981 What is causing theses warning and what are the consequences? I have not changed anything on my side since previous versions of BizHawk, not even the assigned keys.
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