Posts for zeromus


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it seems like an older version of your rom doesnt have save ram, and a newer version does. bizhawk finds the save ram (its keyed to filename) and tries to load it, but the old version hasn't mounted any save ram. is this a possibility with the history of your rom?
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write which platform you want it for, since the code to do the hashes differs by platform, and consider it a feature request.
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you should probably check whether your performance is any better in lsnes
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feature request it
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next time, google the numbers and youll find other sites which are telling you whether theyre GG or PAR or whatever, and you could see that the first code was GG and then just used the GG code entry
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heres what I did. I loaded up bizhawk 1.9.1 and rocket knight adventures (usa). I went to the cheats menu and changed domain to MD ROM (you seem to have known to do this since you talked about rom sizes) I started up a level. I set the cheat size to 2 bytes (you could not have possibly thoroughly attempted to enter the cheat without having done this since the cheat value box will defeat you otherwise) I fought with the cheat value box to enter 0x6004 I entered 0xF54A in the address box and clicked ADD. I played the level and observed that I seemed not to take damage. So figure out which step you messed up. Regarding FFC040, you seem to have ignored the part where the code was listed as Pro Action Replay. There are multiple cheat devices and they work in multiple ways. The Pro Action Replay devices can work by editing RAM. Therefore whether theyre in the sensible range of a ROM is irrelevant. Guessing numbers to delete from the cheat codes doesn't seem like a good strategy for success, in any case. It looks like those codes are a "system bus" style address, which for some reason hasn't been exposed for the genplus-gx core. Therefore, you should give up, unless you're an expert and can figure out how to apply your knowledge of the genesis memory map to convert a system bus address to a 68k ram address, since the bizhawk UI doesnt say "pro action replay" and therefore it isn't supported.
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huh, this most likely isn't rewind-related. I know it may not be fun, but try running with rewind enabled for a while, and libsneshawk-32-performance.exe should still be crashing. Now why is it crashing in the first place? Check your cpu overclock/heat/power settings, it may be that bsnes heats it up real hard when it's playing. Although, the game being paused has nothing to do with anything. This game should produce almost as much heat when its paused as it does when it's running. At any rate, the game being paused doesnt affect the rewinding at all--the rewinding is still running. You say 3-5 minutes, or maybe 2 hours. Which is it? Are you actually rewinding a lot during these 3-5 minutes or are you just letting the rewind buffer accumulate (without using it?). Maybe its your issuing the rewind command which is overheating it. There's a chance there's a bug in the communication between bsnes and bizhawk which gets stressed extra hard by the rewind, but most of us are running with rewind enabled, so.... Since your story confused me, tell me if this is true or not: In order to make your bug happen, I should play super mario world for 3-5 minutes and rewind frequently to fix mistakes
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we don't have a systematic method for gathering crash reports right now. check event viewer and you can find more information sometimes.
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MB and KB arent the same thing. you just wrote the values for 'state size definition', not 'Max Buffer Size' which defaults to what I wrote
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rewind shouldnt crash unless youve configured it to use an absurd amount of memory relative to how much is available on your system. since it's defaulting to 128MB, I think you must be encountering an unknown bug.
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just make sure you understand what was going on
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enable medium savestates
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cdda playback "works" for all games with bugs since the psx core isnt released yet
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no. it isn't possible for a disc-based system to be cycle-accurate, as it isn't clear how long disc operations should take.
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no. the only way it could be affecting it is by issuing reset hotkeys to the emulator, which you would see happening (and theyd be recorded faithfully)
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I gave a quick look through the code and dont see how this could be happening. Try using an older version of the emulator or not x64, and try using a shorter movie filename (try c:\poop.dsm) There shouldnt be a 2 getting into the input log unless you see a reset happening. If youre wrestling with a movie infested by these, just try zapping them all 0 in your text editor and maybe you can eradicate it for good.
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make sure youre not using the JIT/recompiler
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0.9.10 sucks, dont use it. its full of 'error saving' errors
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samlaptop, any intention i had of ever making that feature is going to get deleted if you keep on begging for it.
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The firmware ROM could be replaced with one that just boots the game without splashy graphics. When youve got that taken care of, then bizhawk wont need special support for it, you can just use that same firmware file
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spikestuff, thanks for the report. many people have cue+bin+sbi so we had to support that. its good to know CCDs with copy protection were already working. "games that use audio tracks are offset by 2 seconds" is not true. maybe CCDs ripped by this guy are offset by 2 seconds. send him or schlauchi with more detail.
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as of r8750 SBI files are supported. I used a slightly different approach than mednafen, so the results might not align perfectly.. in other words, maybe youll find a game who's copy protection is still triggering. I can switch to mednafen's method if we find proof it's needed, but I think mine is more likely to be theoretically correct. as of r8756, the lag flag / counter is supported
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I didnt say its infeasible. I can save you the trouble of your next reply: ok, so who should I mention it to, to make sure I get what I want? The answer is: nobody who cant read it here in this thread already.
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another test case, the explosions on the doki doki panic title screen sound pretty awful in neshawk right now nsfplay looks licensed OK, although i suspect the code is probably extremely cryptic.
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nestopia and neshawks licenses are incompatible, so this is extremely difficult. Maybe someone can revisit the FDS sound, but nes sound emulation is a dark art.