Posts for zeromus


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You play every other coleco game and there's no sound. Fixed on r9295
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look in the bizhawk's gamedb directory, you can surely do it
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Woah, good work. CG certainly isnt supported now, we shipped some lousy tool to convert them. In the future we'll try to load .cg directly using the CGC installed on the system and fail otherwise. I'll look into why the integer nonsense
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This doesnt sound like a bug, but actually it is. I think TasStateManager, which is known not to be fully robust yet about things like this, slows down in StateToRemove as the movie gets longer due to needing to access every frame of the movie, not to mention, the work in there covering a lot of hidden bloated engineering. Every time I break into the code that's where it is, but I didnt do detailed profiling.
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Which post a few days ago? I can't find it. Edit it into your post.
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emu.frameadvance is special and can only be run from the lua main loop. basically "emu.frameadvance" is equivalent to "exit lua and run for a frame and then return to lua". This is nonsense from the context of a button event, and consequently it got coded in such a way that when you tried it, it just crashed. Don't expect this basic execution model to change any time soon, so don't expect this to work any time soon. You should work around this by using emu.yield or emu.emuyield or some such in a loop so that your lua script doesnt exit. then when the button is pressed, set a flag. pick that flag up in the main loop in your lua script.
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there are always some features not yet built into everything
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Youre using main window hotkeys while using tastudio--mixing feature sets. That shouldn't even really be supported. Only use features of tastudio. You want the 'frame rewind' hotkey which as far as I can tell hasn't been built yet.
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Yeah, it's possible that if someone hooks up the lua, the canvas extension will automatically work. However, it's tricky, and I can't promise it will be bug-free or even kept in the long run, if it's too problematical. Basically in r9262 I changed it to work like the r9261 notes suggested: the emulator output is extended by the specified padding (using what color????) before proceeding further into the display pipeline, which is in turn before lua gets access to it. So then lua has some (what color?????) space to draw on. What color???? is probably black, but I don't know. Let's see how it works first.
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we have such a thing in the bizhawk repository, and we additionally like the idea of shipping them with bizhawk as a kind of standard library of perks, although this would need further evaluation if they began having 3rd party dll dependencies and big databases of images and such. There are probably several similar repositories elsewhere, but I dunno.
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you need to setup a source code repository somewhere
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Ive got no problem calling people out for being noobs, but this is a pretty noob reason to call someone a noob.
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we DO switch to GDI+ automatically. some video cards are SO BROKEN that they crash anyway. We can't display a message. The process crashes IN THE VIDEO DRIVER. I should probably try writing the ini back out before initializing opengl. We're talking about unfinished code here, like literally everything else I've ever put into bizhawk. When its finished, we'll be using d3d again instead and all this will be moot.
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yes. cgp support is garbage right now, consider it dead. just wait for it to get straightened out. nominally it works but its extraordinarily difficult to get working, plus youd need to use the converter tool we supplied.
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You could edit the config file instead of downloading it. You could issue --gdi on the commandline.
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lsnes uses a newer lua. it may be a limitation of lua as a language (version). if you run into actual bugs in _bizhawk_ and not vba, let us know.
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1. I think it's for orthogonality with signed/unsigned memory reads, which is an imperative issue. Is there a scenario where it actually matters? As far as I can tell, if it ever matters, then that may be a bug. 2. Because you cant always get what you want as the default, and some other people think other defaults are better 3. because nobody asked hard enough for it and/or maybe it isn't easy in GDI+ I'm not seeing a mess here, but I'm not saying there isnt one. Your complaints serve to get specific issues fixed. Your general complaints that it's a mess accomplish nothing. I dont think anybody put their stamp on it and said BEST LUA EVAR. DONE.
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Just so you know, I think all that lua stuff is very nearly half-assed to just to get the bulk of the needs out of the way and crudely compatible with several other older emulators which predate lsnes innovations. A document written up from the point of view of criticising the "design" won't make any sense and maybe won't even be read. Write it up from the point of view of actually designing it as heres-how-it-should-ideally-be. In other words, none of the stuff is "designed" the way it is because anyone particularly wants it that way, it's how it is because that's what was easiest and we have a million other things to do and there is an ordering to the technical dependencies for superior lua drawing which must be satisfied or else effort is wasted. So you might write 1000 things to which the reply to all of them is "of COURSE, eventually"
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Good thing you didnt click things like Enable Rewind (whatever) without completely understanding them in your effort to control enabling rewinding or else your computer might have blowed up. Always practice safe computing.
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so you say you want to configure rewinds? Start with the config menu, then look for rewind.
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As if things arent confusing enough, he tells us all about his insane workarounds and then tells us that things seem fixed anyway.
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Danfun64 wrote:
I ran lsnes in order to watch an lsmv and had the same can't speed up problem. Maybe there is an issue with vsync.
lsnes may be slow for other reasons. Not a great test, but youre probably right. Try running a blazing fast emulator. Maybe the windows build of mednafen using the PCE or NES cores, since mednafen uses opengl.
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We'll tell you on august 23
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by trying other opengl stuff in wine and seeing if you can get them to run without vsync
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We can't rule out your system forcibly enable vsyncing. gdi+ may run slow because wine emulation is sometimes just slow. try some other opengl stuff in wine and see if you can get them to run without vsync