Posts for phoenix1291


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Post subject: Nintendo Switch emulation
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An experimental emulator for the Nintendo Switch yuzu is an experimental open-source emulator for the Nintendo Switch from the creators of Citra. It is written in C++ with portability in mind, with builds actively maintained for Windows, Linux and macOS. The emulator is currently only useful for homebrew development and research purposes. [...] Can I play Switch games? No – at this time, yuzu does not run any commercial Switch games. yuzu can boot some games, to varying degrees of success, but does not implement any of the necessary GPU features to render 3D graphics.
https://yuzu-emu.org
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Thanks Alyosha! No more bugs with BizHawk 0.0.0.1981 (in the classic two loops to beat the game).
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CRT too. BizHawk 0.0.0.1972 Moon Patrol (Moon Patrol (1983)(Atari).crt (MD5) 4BEF4F53888506F1F1176363E58DE3CD (Version previously used) Moon Patrol (USA, Europe).crt (MD5) 88C7544BF0121C0042A9B7F5619E8191 But with this version, it's the same for me. Tested with Ntsc, OldR2, Commodore1530, Commodore1541II and Pal, OldR2, Commodore1530, Commodore1541II settings. I've uploaded movie files, if it can help. Link to video
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Thanks for the explanations SaxxonPike! Don't know if it's a bug or just because of a possible bad dump? Link to video
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Alyosha wrote:
Fixed moon patrol.
Thanks, I will test when a build with this fix is released. In the next days, I will continue testing some games. Don't know if it's a bad dumps (I've tested 2 differents) or emulation bug, but R-Type, first time, the first boss don't appear, so I was stuck at the end of level one. Second time, the first boss appear and all was ok, but the second boss doesn't appear this time and I was stuck here.
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Thanks for the answer Alyosha I also noticed that having the keys for player 1 and player 2 on the same buttons (I did it for simplicity, in case a game requires playing with the second player, for example) could cause some problems in some game (freeze, pause, etc). Moon Patrol (Moon Patrol (1983)(Atari).crt SHA1: B5F5F296D4E50BF514096508A8ECF5ADF4DFFCEB) directions and jump work well, but the P1 and P2 buttons do nothing. Would anyone have any advice on "the best" configuration in "sync settings"? VIC-type: "Pal", "Ntsc", "NtscOld", "Drean"? SID: "OldR2", "OldR3", "OldR4AR", "NewR5"? Tape Drive: "None", Commodore1530"? Disk Drive Type: "None", "Commodore1541", "Commodore1541II"? I personaly use Ntsc or Pal, OldR2, Commodore1530, Commodore1541II. but it's not the "best configuration" I think.
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Thanks Alyosha, I will test the latest release in the next days! EDIT: I've test some games (more or less the list I made in my previous post), it seems to be ok. (not related with C64 stuff, but will Tower Topler on A7800 be fixed one day or another? I saw that you have implemented a NTSC and Pal filter for Tower Topler and Jinks) Thanks for all your work Alyosha!
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admiralpete wrote:
I was curious if there was any progress on the TASing end of PPSSPP. I've been following the boards for some time, and I hope that progress can be continued.
I think the project is discontinued, sadly.
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Version 1.5.4 is out and is available here The source code is still available here November 30, 2017: PPSSPP 1.5.2, - fixes for common crashes Released a quick update to take care of some common crashes in 1.5. November 29, 2017: PPSSPP 1.5 - Vulkan is here! 1.5 has support for Vulkan, the new faster way to draw graphics. Supported on many modern Android devices, and if enabled (change Backend in Graphics settings) you will see a massive speed boost. PPSSPP 1.5 also has the usual assortment of fixes: Full Vulkan support, also for Android now. Very fast on supported devices. (#10033, #10049) Smarter graphics state management, reduced CPU consumption on all backends (#9899) Android: Support for Arabic and other scripts we couldn't support before Fix Android widgets, screen scaling (#10145) Fixes to video dumping Geometry problems fixed in Medal of Honor Implement immediate draws, fixing Thrillville (#7459) Software rendering improvements, speed and accuracy Hardware tesselation of PSP Beziers and Splines (used by a few games) Partial sceUsbGps and sceUsbCam support (Android) Android "Sustained performance mode" to avoid thermal throttling (#9901) Linux controller mapping fixes (#9997) Assorted bugfixes and compatibility improvements
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Alyosha wrote:
Tastyfish has implmented the keyboard. So, this and several other games needing the keyboard can now be played. Tastyfish has also implemented several other features for the SMS/GG core recently including lightgun for anyone who might be interested in trying these out.
I saw that yesterday. Thanks! :)
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Is it planned to update the Saturnus core? Bizhawk has version 0.9.44.1, Mednafen is at 0.9.48 version, with a lot of fix for the Saturnus core.
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Post subject: DEmul's not dead
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DEmul x86 v0.7 BUILD 111117
[11 november 2017] DEmul 0.7 WIP
Misc updates.
Changelog:
- ARM: DP immediate Carry little fix
- CAVE YMZ770: implemented main volume and clip control
- CAVE: Akai Katana added
- DX11: fixed Cave bilinear filter
- DX11OLD: fixed shader filter settings load
- GAELCO: improved ball mechanic simulation
- MISC: basic analogs simulation when playing from keyboard (arcade only)
- MISC: fixed Dreamcast game name handle
- NAOMI: Mushiking IV/V/VI added. A new card codes included (to change 4-5-6 game version go to game test mode BACKUP CLEAR and hold both players buttons 1 for 3 seconds).

[12 october 2017] DEmul 0.7 WIP
Critical compiler error fix version.
Changelog:
- MISC: The About box no longer crashes lol

[11 october 2017] DEmul 0.7 WIP
Bugfix version.
Changelog:
- MISC: -listxml now generate "merge" tags
- MISC: minor romset corrections
- AICA: fix DSP recompiler state load crash
[10 october 2017] DEmul 0.7 WIP
Release notes:
Up-to-date build of almost year of developing. Enjoy
Changelog:
- SH4: OnChip access correct bit width only
- SH4: add flti0/1 PR flag check
- SH4: reg binding cleanups and fixes, PR sanity checks
- SH4: fix DIV0S, optimize DIV1 and add linking current block
- SH4: fix Invalidation code
- SH4: fix delayed slot exceptions
- SH4: interrupts fixes / improvements
- GD-ROM: fix CD PLAY after SEEK for Taxi2
- GD-ROM: small fix for bleemcast (almost work)
- GD-ROM: G1 DMA discrete step
- AICA: use less attenuated ALFO
- AICA: mixing levels fixes
- AICA: EG timer fixes
- AICA: properly handle Decay level = 0 case
- AICA: optimize IRQs
- HOLLY: rewrite SPG
- HOLLY: fix Holly registers for wince
- HOLLY: add real HOLLY IDs for all supported platforms
- GAELCO: speedup boot
- GAELCO: decode boot from Altera firmware
- GAELCO: render fixes: offset color flag, handle flats
- GAELCO: add Gaelco Footall
- GAELCO: preliminary support Gaelco Footall analog inputs
- MISC: SCIF link for AW Maximum Speed and Chase1929
- MISC: fix Marvel vs Capcom 2 intro Guile character head
- MISC: disable menu in fullscreen (fix clicking it with mouse in light gun games)
- MISC: netplay: add option to disable flash/sram sync
- MISC: set windows timer resolution to min possible value
- MISC: rom loading refactoring, NAOMI GD-ROM sets now require security PIC dumps, old GD-rip binaries not supported anymore
- MISC: fix save states crash
- MISC: improved creation of Dreamcast flash and "timehack"
- MISC: NAOMI DIMM CF support
- MISC: fix mouse X/Y calc then screen rotated
- MISC: fix error when set memcard time in DC bios
- MISC: fix DC flash erase, handle correct sector sizes
- MISC: Elo touchscreen fixes for Atomiswave and NAOMI StarHorse
- MISC: emulated HW210 IC card reader (Dragon Treasure, WCCF)
- MISC: SHIO hopper board HLE, Kick'4'Cash playable
- MISC: Added all recently dumped games for supported platforms
- MISC: Romset in sync with current MAME

and many other changes and fixes, not worth or forgot to mention
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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Bizhawk 0.0.0.1914 I tried many games of each format, always the same problems. The only format that starts is the tape format, when we ignore the error message. But it's impossible to record a movie because the error prevents it. 1942 (Europe), Tape HawkFile bound E:\EMU\Commodore 64\Commodore - 64 (Tapes)\1942 (Europe)\1942 (Europe).tap ROM was not a multiple of 1024 bytes, and not a recognized header size: 281. Assume it's purely ROM data. Game was not in DB. CRC: A9F345F2 MD5: E488774C85D7A4B35214ED129FB14417 Core reported BoardID: "Tape Drive" Exception error: https://pastebin.com/X9RBb7Nn Batman - The Movie, CRT HawkFile bound E:\EMU\Commodore 64\Commodore C64 [TOSEC v2012-04-23]\Games\Commodore C64 - Games - [CRT] (TOSEC-v2012-04-14_CM)\Batman - The Movie (1989)(Ocean Software)\Batman - The Movie (1989)(Ocean Software).crt ROM was not a multiple of 1024 bytes, and not a recognized header size: 320. Assume it's purely ROM data. Game was not in DB. CRC: 390B7300 MD5: 64B76B532E8AF765A8107E1642ACEEE6 Drag Race Eliminator, d64 HawkFile bound E:\EMU\Commodore 64\Commodore C64 [TOSEC v2012-04-23]\Games\Commodore C64 - Games - [D64] (TOSEC-v2012-04-14_CM)\Drag Race Eliminator (1987)(Family Software)\Drag Race Eliminator (1987)(Family Software).d64 ROM was not a multiple of 1024 bytes, and not a recognized header size: 768. Assume it's purely ROM data. Game was not in DB. CRC: CB8422C0 MD5: 37EA36C8D79AF91D27665C37325330E4 Cauldron, g64 HawkFile bound E:\EMU\Commodore 64\Commodore C64 [TOSEC v2012-04-23]\Games\Commodore C64 - Games - [G64] (TOSEC-v2011-09-07_CM)\Cauldron (1985)(Palace Software)\Cauldron (1985)(Palace Software).g64 ROM was not a multiple of 1024 bytes, and not a recognized header size: 944. Assume it's purely ROM data. Game was not in DB. CRC: 87301F6D MD5: 4BC9A9637A06375B4B25D4EF8EC78585 Cosmic-Journey, PRG HawkFile bound E:\EMU\Commodore 64\Commodore C64 [TOSEC v2012-04-23]\Games\Commodore C64 - Games - [PRG] (TOSEC-v2012-04-14_CM)\Cosmic-Journey (19xx)(-).zip|Cosmic-Journey (19xx)(-).prg ROM was not a multiple of 1024 bytes, and not a recognized header size: 171. Assume it's purely ROM data. Game was not in DB. CRC: 8DA6219F MD5: DF670A2D3BCA11851924E7448E870F3F
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Thanks in advance for the implementation of these keys on SG-1000. For the rest ... I will continue to dream then: D
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Because you are a talented developer Alyosha, let me repost this here:
phoenix1291 wrote:
Not really a bug, but is there a way to access the INS / DEL and FUNC keys on SG-1000? Oh, and are there any plans to integrate the joystick support in addition of the keyboard for the C64 and Apple II cores?
And, if we can talk about dreams, well, it would be a Dreamcast/Naomi core, really functional and without the defects of nullDC/Demul and their descendants... I hope someday the same crazy work that the Mednafen team does for the Saturn will be done for the Dreamcast. And if you want to try to work / integrate other cores Alyosha, you can always refer to my posts in the section "Other Emulators", for some, the work is almost already done, some examples: WinArcadia (Emerson Arcadia 2001 and some other) and Altirra -Atari 400/800, 1200XL, 600/800XL, 130XE, XEGS, 5200
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You have some info here. On Mac you have movie, avi etc under "Tools" I think.
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master 7c1522cf Just load a rom. Glide64mk2 video plugin.
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When dumping A/V, the GameCube recording always has a lag between video and audio, but just cut the surplus at the beginning of the audio and it synchronize perfectly. On the other hand, on the Wii, the audio is longer, but is not synchronized with the video, it is not just a blank at the beginning of it. For example: Video 00:40:57:19 and audio: 00:41:03:42. It seems that longer the recording is, greater the desynchronization is. ----------------------------------------------------------------------------------------------- For this second part Forget that, solved. But Dolphin crash few times after I edit the .ini. But now it seems to work as it should.
[quote="Fog"]
Ffmpeg was updated to latest stable version. This fixed a bug in Windows where the bitrate settings didn't affect the quality of the dumped video.

To account for this, I added a new configuration option in the GFX ini called BitrateKbps. To get the best quality out of XviD encodes, set this to some really high number like 50000 (it won't actually do 50000kbps, it just puts it in a really high quality profile).[/quote]

Is this setting still valid? I had to format my computer some time ago, I re-imported my "Dolphin Emulator" folder in "My Documents" but I can not find this line in the GFX.INI file.
Is it possible to add it manually, and if so, where?
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Mothrayas wrote:
You linked to a post that linked to another post that had a ROM link.
Oh, ok. I've not see it, I just rapidly read the article. By the way, if anyone is interessed, it seems to run well on Bizhawk.
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Why edit the link? It doesnt contain the rom.
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Post subject: Die Hard 64 (prototype)
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[MOD EDIT: ROM link removed. -Mothrayas] (In fact, there's three roms with some different levels) Link to video (In French, but you will see actual gameplay)
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Stovent wrote:
Pour moi, movie = fichier input car dans Helping onglet "encoding" on peux lire : "publishing encoded movies" que je traduit par : "publié des encodages de fichier d'input", et je considère que TAS = fichier d'input aussi car un TAS n'est qu'une suite de touche précisent à des moment précis. Pour finir, je préfère "une run" car en trad je dis "une course".
Je suis assez d'accord sur ta définition du Movie, par contre, pour le TAS, c'est plus complexe à mon avis, car ça n'est pas juste une suite de touches pressées à un moment précis, mais - du moins dans ma conception et compréhension de la chose - bien ce qui englobe tout ce qui résulte au fameux "fichier movie qui donne le TAS final", donc j'englobe dans la notion de TAS les notions de préparation de la run, de recherches de valeurs, de recherches dans la ram, l'utilisation d'outils comme TASstudio, le rerecord la création de scripts etc. Pour moi, je vois le terme de TAS comme une enveloppe qui comprend un peu toutes les techniques utilisées ou non, mais au moins possibles ou à disponibilité des utilisateurs pour arriver au résultat final du TAS. Je suis également d'accord avec toi pour "une run" car "une course", cependant je dis "un speedrun", alors que si on suit la même logique à la lettre, ça serait "une speedrun", vu que c'est "une course rapide". Mais je pense que pour de tels termes, il faut prendre ce qui fait consensus ou est le plus utilisé au final.
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Alyosha wrote:
The game requires player 2 to select their car. If you don't want to use player 2, you still have to hit enter on player 2 controller to bypass their car selection.
As simple as that. Thanks Alyosha!
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Post subject: 5.3693175 MHz, 7.15909 MHz and 10.738635 MHz
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So, the PC-Engine have three dot clock modes, 5.3693175 MHz, 7.15909 MHz, and 10.738635 MHz -> 256, 352, or 512 pixels in display width. According to Wikipedia and some forums & websites, "The majority of TurboGrafx-16 games use 256×239, though some games, such as Sherlock Holmes: Consulting Detective did use 512×224." Is there a list somewhere that lists each game as well as its correct resolution?
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Post subject: Re: Hourglass Resurrection Development Thread
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Warepire wrote:
Bonus for non-programmers: we are the kind of programmer people who couldn't draw if our lives depended on it. We need a logo and an application icon. If this is your kind of thing, please feel free to make some so we'd have something to choose from. Seriously, if you don't help, we might even end up using Comic Sans.
Are there any standards, prerequisites for the size of the logo, the maximum number of colors to use, what are the different sizes of icons and how many? Graphic Design being my job, I could look at that when I have a little time and propose different design and variants. But it would be good to fix the different technical constraints, if not already done, it will limit research. And I am glad to see that people are working on this project for which I had little hope, given the difficulty that this seemed to represent, on the discussions of the old thread.
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