Posts for zeromus


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what's the state of the art in other emulators with SGB support?
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there is no difference
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seems so
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no, Stylus.set throws an error if you pass individual arguments. You keyed the values: you passed a table. Passing an array is nonfunctional. As to why it is passed as a table, I'm not sure, but maybe its for orthogonality with the button setting apis
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"These keys are used with functions beginning with stylus. The key 'x' is an integer from 0 to 255, 'y' is an integer from 0 to 192, and 'touch' is a boolean.". This was well documented. Your code does not contain keys. It contains a table with 3 unnamed values (an array, actually, I think) pass = {x=i,y=j,touch=true}
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The prerequisite installer includes it... the question here would be whether it fails on some systems.
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why don't you just hack down the level 29's speed to level 1 while youre at it? once youre hacking the game, anything goes.
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that depends completely on the game and how often it polls input. i cant imagine the game intentionally set itself up to poll more often than once a frame in order to cater to the most demanding players, its beyond any human's abilities. And even if it is, it isn't possible straightforwardly in bizhawk since it's input is frame-based. However there's a chance, by debugging the game, you can hook the right instructions or IOs in lua and swap out the input right then, but you might need to work with us to make sure the input can actually get refreshed that fast. And we're not going to do that work unless you prove the game can actually take it.
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Windows 10 bizhawk certainly does work. make sure D3DX9_43.dll got installed, or at least look at what D3DX9_*.dll you can find, and use dependency walker to make sure they can get loaded without errors
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No you can't. It might be a mednafen bug. there's mednafen frontends. I won't pay attention to psx emulation bug reports unless theyve been checked on mednafen.
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youre supposed to try it on _mednafen_.
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IMO it should be enabled by default, but that'd take a vote
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Alyosha, fixed.
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I just tested it, and the default filter was "rom files" which included .nsf. No changing to *.* was needed. The "no clue" is just a little bug (fixed) It may not be so odd to you that theres no onscreen indication of how to operate the NSF player or the current track number when you consider for a moment that that would have been more work and the modular bizhawk architecture means that the NES cores would have needed substantial hacking to allow soft-drawing to the NES "framebuffer" target or else even more substantial hacking to add OSD elements only when a specific core and a specific mapper are chosen. Since I didn't expect anyone to give a crap about the NSF feature, I didn't think it was worth adding that level of hacks to the emulator for it. As I support more music formats it may get to be worth adding a common interface for that. Edit 1: Please quote this information from the changelog, I can't see what you're talking about. Also, in general, expecting something in bizhawk to be documented is a LOL Edit 2: Just a bug (fixed) Edit 3: Config > paths > Always use recent paths for roms. Alternatively, use drag and drop like we all do.
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Next time you need to save in-game, dont start playing the game while you can't save in-game. 03005004 isn't the BIOS, it's system bus, but it resides within IWRAM
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You need to be using the portable branch. The master branch is developed without consideration for whether it works on non-windows platforms. Perhaps your problems will vanish if you do that. Git is requested by the build process as part of the version.csproj building, which interrogates the local git repository for revision information. I would expect that to work even if .git didnt exist, but I don't bother testing it on linux so I don't know. Perhaps it's been fixed in the portable branch.
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Isos are garbage. Malfunctions should be expected. Don't use them.
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well, until phoneix1291 reports back, I'd say we're 2 for 3. Gotta collect more data. Try disabling your security software, as always. Uhh also try disabling DEP or something.
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if your dog keeps crashing, stop letting him play pilotwings. if you want me to teamviewer you, find me on irc. but itd be better if you had a visual studio installed
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using the 64bit retroarch perhaps?
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alkatorn, I don't know what fake lag frames are so i doubt anything has changed in that respect. What was repaired is that it didn't work at all. samtastic, I imported a PXM just fine. Must be something weird with the exact movie youre trying to import.
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Nobody's going to lock you out. Some libretro cores may be solid, some may not be. I expect some people will try really hard to tas the arcade systems with it. They may be warranted for tasworthiness on an individual basis, but don't expect anyone to fix cores which have sync problems.
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This is completely typical results. You're looking at the stack. It's full of temporary values. For this game, look in EWRAM instead. $5040 seems promising
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uhhh looks like something broke after i tested it. put the libwinpthread-1.dll in the bizhawk dll directory and you should be able to replicate my results. Although a guy who writes ["open the .zip file directly, don't dearchive" but BizHawk only lets you load .dll files] might have a hard time replicating anything since it indicates you completely havent understood how to use the Open Advanced dialog box. I updated the wiki about the dll directory. To run FDS in fceumm, make sure disksys.rom is in the same directory as your game. I just guessed this on my first try. Don't complain about something not working til youve tried it in retroarch. Now how do you flip disks? I have no idea. Regarding 4do, I told you it was flaky.
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he wants to bind a faster speed to the fast forward key