Posts for zeromus


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That isnt what you were just told to try
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seems like cleartype undoubtedly. Not sure if you notice it because it's at 2x or because .. the rgb order is backwards. Who knows why. But welcome to my world. Now imagine seeing cleartype anywhere you look. Therefore it is my privilege to introduce to you the brand new r7940, with cleartype on drawText disabled. But let's be clear about one thing. By enabling cleartype on your system, you have requested that ostensibly perfectly white 1's never actually be perfectly white.
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Sure you can encode. Just leave it running overnight.
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it takes an extraordinary amount of effort to repair bsnes so that it's usable in a rerecording emulator. with two cores already done, there is less priority on a third. Your parenthetical comment about desync and lag can't be analyzed. It doesnt make sense without more detail. Those cores aren't expected to be desyncing right now.
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To see the exact difference, check the code. You're a casual gamer.
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You're the first person to play pier solar in bizhawk. Please write back after completing the game to let us know how it worked out for you.
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1. I've heard of this before. seems like a fault between your GPU drivers and the n64 graphics plugin. Nothing we can do about that. The involvement of a movie must be a coincidence. 4. poking floats works fine for me. the way those textboxes replace what you enter is disconcerting though. 3. this does seem confusing. There's no way to independently set the signedness for hex values. Signed is getting assumed, and no signed 32bit hex can exceed 0x80000000. I think I will change this. Btw, there are no such plans, but then again, there are no plans not to.
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its doubtful youre doing anything wrong, although you could have a broken rom. impossible to determine without studying the rom. try showing up on irc
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ok, then it does sound like the links are applicable. I've fixed the links. They were incorrectly wiki'd. You should tyr using vsync. That should probably work even if the clock sync doesnt. If you test some other open source emulators thoroughly with respect to their different sync modes (bearing in mind the differences between clock and vsync limiting) and find one that seems to work OK for you, perhaps we can study it's methods. Also, there's something I can try in the code (bizhawk has two different methods, but theres no way to choose between them, it auto-selects), so if you come on IRC I can help you test that.
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do you have this problem in fceux? we use the same throttling code basically as fceux. if fceux works but bizhawk doesnt, then you might have hit a hotkey to increase the emulation speed.
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What's happening is bsnes is going apeshit and never exiting. Bsnes is known to be prone to this. Bizhawk is waiting for bsnes to return, and so it never stops waiting. Odds are low we'll be able to fix bsnes. I dont think I'll even try. I'll consider whether we can add a 'watchdog timer'. So, for example, when bsnes doesnt return from emulating a frame within 1 second, bizhawk will consider it crashed and sort of suspend it until a core reboot or loadstate etc. happens. Does that make sense and sound like it will help?
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redgreensonic, bizhawk only works with that version of jabo, and in fact in the next release jabo will be included, like every other plugin, and only included plugins are supported.
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you need to elaborate what you want. bizhawk and bsnes shouldnt be crashing. the only other kind of crash is the game program 'crashing' by which you must mean freezing. theres nothing for bizhawk to do, in that case. it will faithfully freeze. if you have the bizhawk or bsnes process actually crashing, then we'll debug that.
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The logic isn't very shaky. it's certainly not solid, but it's probably a good guess. Your logic about priorities is much less sound. I already explained bizhawk's job here: it's to emulate as good as and no better than the original n64 emulators. Our job is to bolt a bearable frontend on them. We dont have the expertise or time to fix n64 emulation bugs. The 'low priority' mentioned earlier probably means a low priority on studying which combination of hacks results in that particular scene working better. That's your job, if you care about that scene; and nobody else's, if they don't. What now? nothing more than what I've already suggested.
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This was the first suggestion "Extracted to a new folder with nothing in it?" in the thread mentioned in the first reply to your question.
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I had already corrected myself, but OK. If theres no similar bugs in mupen64plus, nor in jabo in pj64, then it's a candidate for bizhawk debugging. But it sounds a lot like an emergent bug between mupen64plus and jabo that we wont be able to fix and at any rate I doubt it's gonna be debugged at all unless someone delivers a savefile.
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He who cares most should test most. Er.. test jabo in project64, where it originally came from. I misspoke earlier. You can't be certain the problem lies in bizhawk+jabo until you test mupen64plus on its own and jabo in its native environment. It takes a high amount of lore to get those games to emulate well in any emulator. If you had enough lore to be fairly certain, youd be fully certain. It looks like save files should be portable between mupen64plus and bizhawk, but I havent confirmed that.
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Furthermore, we should have a separate thread for SM64, OOT, and MM. Anyway, if you can't verify the behaviour in mupen64plus, then there's nothing we can do. It is bizhawk's job to emulate exactly like mupen64plus. No better and no worse. But there is a large amount of lore about MM in mupen64plus, so perhaps you can find out what the state of the art is without having to test it yourself.
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every opengl version of bizhawk has been requiring 2.0 run eventvwr.msc. theres no guarantee theres anything interesting there, but look for things with a timestamp matching when bizhawk crashed
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we need to start a separate thread for n64 aesthetic emulation fails, with a sticky stating the rules for the thread 1. test what happens in mupen64plus 2. if it's jabo, test what happens in mupen64 using jabo as well. did i get that right?
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then it's an entirely different problem. look in windows application log for clues, and say which games youre playing.
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I thought bizhawk 1.7.4 would be having the same opengl requirement, so I'm not sure why that would have worked for you. However, opengl 2.0 is the intended requirement. In the future, bizhawk's opengl requirement will be lifted, but don't hold your breath. What video card do you have? Please look for some option in the video driver settings like multicore optimizations and try changing its setting. To clarify: we really expect any systems which ran 1.7.4 to run 1.8.1, so we're interested in debugging why this isnt happening.
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upgrade/downgrade your video drivers. read the thread " [Notice] If BizHawk failes to launch correctly " Check for relevant messages in windows application log
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no
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theres no option you could possibly pick that would speed up your system enough to fix that, so it's time to give up.