Posts for zeromus


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Joined: 8/7/2008
Posts: 1156
disable your security software which is interfering with basic file IO operations
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Because sega cd has medium savestates? It doesnt sound like you understand what large and medium mean. You don't get to pick the savestate size, the core does.
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nope. The emulator does nothing special to disable it regardless of what you do in the rewind menu. Just enable it in the CONFIG > REWIND menu.
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If you want the REWIND OPTION, go to the CONFIG>REWIND menu. What are they teaching you guys in school?
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http://s000.tinyupload.com/index.php?file_id=68996412361398153423 It's not very high quality, it's only useful for someone with music theory background or tracker experience to analyze. Many notes will be wrong and noisy, etc. I can make it better but it's suited my needs so far. I doubt you will find any use for it. You would be better off finding a .nsf-to-midi tool.
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You're in a level that animates its palette. The game is re-writing the palette values every frame, clobbering your changes. Freeze them if you want to fight it, but it might not work due to how freezing is implemented vs how the game works.
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I studied this issue. Many of those functions are meaningless when the emulator is minimized. I could see why you would want them to return 0 (although that's as meaningless as anything else) but certainly nothing different. In particular, buffer is not meaningful and I'll never return anything but 0,0. Screen is probably the same. The values you found for border are insane, I may fix it to do something different. The ClientPos seems insane, but it's what windows uses to indicate minimized windows; and besides that, there's no meaningful value for the position of a minimized window. I may consider fraudulently reporting size values indicative of a 1x'd window in cases where the window is minimized. I'm sure that's what you want. But I won't return any different ClientPos. You need to handle these cases if you're going to divide by 0. Programming is hard.
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the concept of multiple lua scripts in bizhawk is not fully baked. don't assume anything is intended, and try not to put the system under too much stress.
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mercenariez, do you know the difference between the fake analog buttons and the analog axes? "P1 A Up" for example is a button which sets the analog stick to the upmost extent. We record those separately. If those were in the inputlog and conflicting with simultaneous analog input, I don't know what will happen.
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omg, bugs in software, news at 11
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for visual studio: 1. open VS 2. set startup project to emuhawk 3. run it for 'more complex calculations' 1. study our new 'external tool interface' or 1. consult the web for how to make a lua library dll. it wont be any different for bizhawk than for any other lua, with the possible exception of calling convention/msvc runtime choice youll need to use to be compatible with our homemade lua dll
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You wait for a programmer to fix it
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easy and common bug.
public TAStudio() {
InitializeComponent(); <--- form does layout logic
...
Settings = new TAStudioSettings(); <-- Settings is constructed later
}

private void BranchesMarkersSplit_SplitterMoved(object sender, SplitterEventArgs e)
{
  <-- called from layout logic. Settings isnt built yet
 Settings.BranchMarkerSplitDistance = BranchesMarkersSplit.SplitterDistance;
}
Manifests differently on different systems due to DPI, themes, and other desktop settings making winforms take different initialization layout codepaths
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try turning off your security software. bizhawk tries to move a dll immediately after copying it. virus scanners will interfere with stuff like this. Consider running process monitor to watch which files get accessed (look for filenames with libsneshawk in their names) and figure out why your system is broken and not allowing access to a directory bizhawk should have access to.
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OK, fair enough. That's 2 years old and is referring to adding connected controllers to the virtualpad, not connecting controllers to the emulation, but it was a sensible conclusion. Anyway, look elsewhere.
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Where did you read "under virtual controller simply click add controller?" That doesnt sound possible, that isnt the way bizhawk works. use nes > controller settings. I know we have a lot of menu options, but seriously?
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Sonic R, same problem. External memory is X'd out. Obviously you wont be able to import save data if the emulator isnt even capable of mounting it right now.
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Hmm when I saved, the game didn't offer to let me save to the ram cart.
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Which game saves data to the 1MB cart?
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Which game saves data to the 1MB cart? I can only find shmups and stuff I dont think are saving anything
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I put it on our bug tracker, i dont expect it to get fixed very soon, sorry.
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reyvgm, same as in every emulator. watch the files bizhawk drops, then replace it
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thats not weird at all, it just sounds like an n64 emulation bug. check mupen64plus which we're based on if you get tired of waiting for someone else to find the exact same thing you did in bizhawk
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Check the inputlog in your movie and see if the values are what youre expecting. I find it very unlikely that the virtual pad is mis-representing what's in the movie. It's more likely you don't understand what's making it through bizhawk's joystick input and into the movie. If you're able to verify that theres an actual discrepancy between whats in the movie and what the virtualpad displays, then thats very interesting. virtualpad isn't going to support live input viewing any time soon, it just isn't built to do that. Some people have some kind of live input viewing with OBS, maybe theres some plugin that makes that easy.
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bad installs dont make games freeze once they start running. bad roms or cheats might, or buggy gpus, if its bizhawk freezing and not just the game