Posts for zeromus


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That's barely useful information but even using that none of my questions are answered.
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1. did you turn on vsync and try setting the speed to 200% currently a bug makes that scenario not work. 2. are you using the opengl display method? your video driver may forcibly enable vsync. change to gdi+ display method 3. maybe youre just barely able to get 100% performance and fast forwarding cant possibly help with untouched options, the tab key should be fastforwarding.
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sorry, can't make any sense out of that. sounds like youre complaining about emucr builds and then reporting what you'll test once you get a build that works? we dont make emucr builds. Why dont we have a buildbot yet?
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it sounds like he's saying freezing doesnt work (well) without telling us what platforms, games, addresses, or sizes arent freezing
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Freezes suck and dont always work in this emulator due to being 'pulse-based cheats'. Moreover, it's possible that our implementation of pulsed cheats does not work correctly in GPGX in some video modes due to the architecture of that emulator caching a lot of stuff. I don't know what "mode 5" is but it's possible the sprite table is not poked correctly in that mode. We might need to use vdp_bus_w(). But I have no firm explanation for why the X coord works when the Y doesnt, except to say that Y coordinates and X coordinates are very different when it comes to sprite renderers and may be handled completely differently by such an overly clever emulator core.
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ok disk switching is messed up on latest svn. check it in r9021. I'm only testing in FF7, I dont have a succinct list of easy disc switching games. You mentioned one, but didnt give any passwords. You dont need to wait 5 minutes while testing. 10 seconds should be enough.
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Sure, it could be done. It's just a big headache. Actually I've thought about doing this approach once and for and applying it to several emulators, maybe trying to make a bit of a standard out of it. So one CLI frontend could capture the output from several programs. I mostly say this in case anyone else has heard of such a thing and so can save me the effort.
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No useful options for that. There's no way to force stdout, blame microsoft for that one. Useful information will often find its way to event viewer. If you got a config.ini dumped then you can change DispMethod to 1 instead of 0 to make gdi+ try to startup instead. Theres no commandline option for that for long complicated reasons.
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AmaizumiUni, first, stop fooling around with the savestates. Next, you must allow some time to pass with no disc inserted in order for the new disc to get picked up. The amount of time varies by game and by mode. Try waiting a long time.
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why are you playing tricks with savestates. that will mess things up.
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search
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use .m3u
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this is the same procedure in every emulator. Let bizhawk create a .saveram. Close bizhawk and copy it off. Copy in your .srm and name it to what bizhawk created. Check that it's the same size as the .saveram bizhawk created. If it isn't, then there's going to be some problem. If it's the same size, then there wont be any problem. Now launch bizhawk, and the data will be there.
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different games control the video chip differently. it may be the only game that does that, and that may be 100% normal. theres no way to use a virtual drive and there will never be. it's unusual to get the error you got. maybe your security software is interfering with the operation of the ffmpeg.exe which game with bizhawk. see if you can run it manually.
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12:05 - discovered sound bug in game X 12:12 - discovered sound bug in game Y 12:15 - discovered sound bug in game Z 12:22 - discovered sound bug in Aero Fighters Assault 12:34 - wrote on forum "discovered sound bugs in some games and aero fighters assault"
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disc loading is broken. dont need bug reports.
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works fine for me in windows 10 9841. We'll hear more about this I'm sure when it's not a beta OS anymore. Sounds more like an OS bug than a bizhawk bug anyway.
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The idea was for you to read '0xoo', imagine a dr seuss character, smile, think about what it means, and figure it out. Now all the joy's been sucked out of it.
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try a newer svn build
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No, there must not be. I dont trust a guy who writes 440 and 435 instead of 44100 to know anything about what there "must be" in audio or to understand what he's hearing and dislikes well enough to judge what's needed to fix it. I'm sure you're hearing something you don't like though. Maybe you have perfect pitch and were using 440 as in A440 is sounding a bit flat? If so, that won't be believed unless A/B tested with hardware. Perhaps youre playing a PAL game and it sounds different or theres a pitch-related bug with that in the emulator. But your dataless conclusion jumping wont be accepted.
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The option isn't windowed fullscreen. We don't have a true fullscreen mode, so windowed fullscreen is all that's available. That option prevents windows from forcibly turning it into a 'fullscreen' mode on some video cards. Some systems will never go fullscreen, so describing that option as controlling fullscreen is untruthful. This situation isnt simple, so theres a lot of text. There are many X window sizes which have no differences. It differs by platform and your AR settings. Unfortunately it is _impossible_ to provide simple 1x/2x scales with some AR settings due to the solutions of the math being chaotic. In the future I intend to make the meaning of 1x/2x not be strict but instead choose values which result in a steady increasing grade of window size. It regularly confuses me the way it is right now. Default bindings for gamepads are illogical. Every one is different. IMO we shouldn't even have them except for xbox pads but I got overruled long ago. This doesnt count as a bug. I've never seen the whitenoise/nowhitenoise function fail to work and have no clue why it wouldn't for you.
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this has been worked on recently. state the version youre using
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this is a real bug. delete/move sequences like this are never safe. it causes this exact problem unpredictably. we need to change the code to wait for the delete or move to succeed.
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that kind of stuff has been worked on heavily in svn
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ok, we can fix that bug anyway. im sure you can see why its the kind of thing that wouldnt come up during testing of retail roms