Posts for zeromus


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No, it's common sense. Dozens of people every day completely new to emulation are able to piece it together from clues that are already there. Other people, when confronted by software asking for "X", need to be told every time to google "X"
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niamek, it means ask google about "gba bios" jlun, It means you didnt run the prerequisite installer, or the prerequisites it installs (direct3d web installer) are broken.
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The SMB block coin means it wasn't found in the gameDB. It's a question mark, so we don't know if it's a good or a bad dump. Since it's malfunctioning for you, it's probably a bad dump.
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You should go find the firmwares. NES, GBC, N64 don't require firmware. Thus, they work.
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1. That's weird. It doesnt seem to be a bug any more. Check it again in the next release. 2. I see three hydro thunders in the gameDB. Bizhawk tells you if its known to be a good dump in the bottom left corner.
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You begin by writing up a ticket for someone to add that feature
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Doesnt happen for me. Essentially the only thing that the code says should make the mouse cursor appear is moving or clicking the mouse.
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has been fixed since the last release. launch bizhawk with --gdi to workaround
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1. when it stops at the movie end, savestate, and then loadstate. if you in read+write mode then you are now appending to the end of the movie. 2. use savestates. close the emulator any time you want.
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dont pay attention to what mgba does. it's broken. no further research into the lua console is necessary. we know it's confusing and we have a plan for how to improve it.
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1. this hangs mGBA. You say it crashes vba-next. This is a core problem, not a bizhawk problem. Cores may always go bonkers if you break games. 2. feature request this and don't hold your breath 3. thanks for figuring that exact description, i'd been butting my head against this for a while now and hadnt cracked it. Anyway, I just fixed it
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bizhawk doesn't know anything about what kind of controller you're using. You need to research the configuration of your driver. Bizhawk supports directinput and xinput only.
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genesis > settings > non-sync > Pad screen to 320
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local variables arent stored in tables. that's why writing "local" all the time is the #1 top lua performance tip.
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Mugg, the speed of lua itself is not going to be a significant consideration for you, now that i've seen how slow it is just to make one call into the emulator. There's nothing to worry about unless youre doing serious number crunching in lua.
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What do you tell your grandma about clicking too good to be true offers in her email? Norton's treating you like you treat your grandma. Are you grandma? If you're grandma, wait until more than 5 Norton users have used it and it's a month old and whatever you use for advice stops warning you off. You know what I tell my family to keep them safe? You can't do anything fun on the internet. If it seems fun, it isn't safe. Happy gaming.
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Amaraticando, both issues fixed. These functions are all a big clusterfuck. I changed the documentation to more precisely describe what they do, but with the introduction of the padding modes, it should be insanely hard and confusing to figure out what's going on and how to use those functions to get what you want, since it wasn't all thought out from the beginning with a clear plan. Sorry about that, but I'm not sure how I feel about revising them all right now. Keep trying to forge ahead and find bugs so at least we're not confused by those too.
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Thanks for the good info, but I think we need to see this proved on a PS1. There may be differences in how undocumented behaviour works on a PS2. Alternatively, the mednafen author might look at a savestate (taken in the latest mednafen) as long as there's assurances that the steps taken are identical to the PS2 glitch. Forget the other PS1 emulators. You can use mednafen to debug the game. Mednafen has a debug verbosity config value, im sure it will print illegal opcodes. I'm sorry to be so obstinate here, but this could turn into a political topic and I want to be clear that we're not going to do anything except what a PS1 actually does.
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When I hear "glitch" and see a game going off the rails (the illegal instructions), I immediately think the game is _supposed_ to be hanging, and only mednafen is getting it right. Does this glitch happen on hardware? Until I have proof that it does, I'm going to have to count mednafen as doing it correctly. Just because PSXfin and pSX can forge through the brokenness doesn't mean theyre right to do that. Also, tell me more about that glitch.
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1. fixed 2. the console prints the return value of the expression you type. it's printing NULL because after it executes (the text is printed) there's no return value. I just changed it to print (no return) to make this clearer. If you want to print something from the lua console, type what you want to print, dont type print(what you want to print)
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there's a lot of problems with the retroarch shaders. main problem right now is the sampler must be named s_p. Other shaders have other problems. The retroarch common-shaders repository seemed completely derelict and I never had the enthusiasm to wade through it because I don't actually care about shaders. So I can't tell what's worth trying to save in there or get interested in figuring out what the retroarch folks even think should be working. Seriously, some of them seem totally bolloxed. Plus, I haven't implemented support for some of the other features (textures, parameters). It'd be nice to have someone go through there and become the subject matter expert though, and feed me things to fix one by one. My few experiences with retroarch shaders are someone says "this doesnt work" and I say "well, this is wrong, and this is wrong, and this is wrong. Once you fix it, it works". Retroarch appears to use some kind of telepathy algorithm to determine what you want the shader to do without actually having to compile it. I would be ok with shipping a shader library with bizhawk, if someone wants to stay on top of curating it.
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ReyVGM, google for the difference between bob and weave, theyre standard concepts. I have no idea what boboffset is, it's just something mednafen has and I exposed it. You can ask the mednafen psx docs for details. Deinterlacing styles is one of those opinions are like armpits things, so I just give you whatever options we already have and try not to inhale too deeply. Kurabupengin, looks like it failed compiling an "optional" shader. I didn't intend for that to happen. Optional shaders should be optional. I just committed some changes which should make it more optional.
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I had a hard time reproducing this issue precisely as written, but there was definitely something flaky going on and it looked a lot like what you were running into. I just fixed something that might have been causing it, let me know how it goes.
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I think you've either falsely generalized from "tastudio and something else" to "two open tools" since the exception you showed came from tastudio. If you havent falsely generalized, then please provide another exception.
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Yes, that's the point. Reconfigure everything until you find out what broke. If this upsets you then make a goddamn backup.