Posts for zeromus


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I checked one game in a wav export and saw nothing amiss. I wasnt able to get 60fps.
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Now that you see your FPS isn't 60, and you can't ever expect good sound from an emulator if you don't have full framerate, you understand why your sound is bad. We don't remember anything about 1.7.4, so we wouldn't know whether 1.8.1 has a fix for this. Generally there isn't a "fix" for poor performance, except to "fix" your computer up with faster stuff or blow the dust out of it. Bizhawk is full of options, try ones related to SNES which talk about affecting performance, and ones related to rewinding.
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I would suspect he's using an ancient version of bizhawk since his system has no opengl support.
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add a record to gamedb_user.txt with the appropriate mapper specification based on the records in gamedb_a2600.txt. I think .a26 files dont specify which mapper they use. If you run it in stella, it might tell you which mapper it uses. If it doesnt run in stella, then find out what the heck it's supposed to run in.
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It was speeded up again, as fast as it's ever been (which is not very fast, but should be OK) in r7784
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don't expect this to stay the same forever. this works by accident, and it isnt ideal to have to stash textures there. At some point we may reprogram the plugin to pull textures from an emuhawk directory.
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you can self-service your question by downloading process monitor and watching which files emuhawk.exe accesses
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theres an 90% chance that its your gpu driver actually crashing. bizhawk handles many shader compilation errors, although it will probably fail to launch if the most utterly basic shader it does for the screen drawing fails to compile. GPU drivers commonly crash while trying to compile shaders. Supposedly that card supports opengl2.1 which I think should work with bizhawk.
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it slowed down in r5966. it will be repaired in the future.
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redgreensonic, if you push the stick all the way one direction, then youll be feeding the game maximum analog input. if the game has you moving full speed immediately, then you have an issue with the game. you can determine whether bizhawk is at fault, or your understanding of the game, by turning on input display and watching the numbers that correspond to different positions of your joystick.
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no, that's the message that popped up when you tried running the exe straight from the archive. extract it to another directory first.
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rewinding snes games is very slow right now. theres nothing you can do about it.
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It should be forcing the SkipBios=false. It isn't working. We intended to force you to watch the bios screen, so start your TAS with that.
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asutoro, what does the n64 config box tell you when you try to change to the jabo plugin? blazephlozard, It says it's forced to false for movie recording. Therefore, you don't have a choice. So what are you worried about? Who cares what the default is? It's been chosen for gamers, not tasers.
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No, z64gl isn't supported yet. It takes about 1000 man hours of work to support a new n64 plugin. Someone thinks jabo is the bees knees, so now we have jabo. If someone else thinks z64gl is the cat's pajamas, then they can wait until 1000 more man hours.
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CoolKirby wrote:
Will Atari2600Hawk be getting this option too?
You mean, the option that restores the timing to an older configuration, after it was changed in an effort to improve it, which generated pushback? But that hasn't happened for a2600, so what sense does an option make?
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I gave you a direct answer.
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Oops, I gave him the benefit of the doubt. And that was my last one, too.
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hegyak, maybeFullPath is in .net internals, so it isnt in our code. TAG, which bizhawk version are you using? the rom doesnt matter, but what is the rom filename? perhaps we're trying to build a filename from a rom with a weird filename. rename the rom to arfarf.ext where .ext is the extension it already was. maybe your path configuration is invalid and it's trying to save to a nonexistent network share or something like that. maybe you can see what's wrong in the bizhawk path configuration, or maybe you can use process monitor to see what directory it's trying to put the .bkm in.
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bsnes has problems with savestates. We have gone to extreme lengths to fix them. Perhaps we have made mistakes. You can discover whether this is a bsnes bug or a savestate bug by playing through to that point without rewinding or loadstating. If it's bsnes's bug, we're not gonna be fixing it. If it is a corruption in the game's internal state due to loadstating, things get more interesting.
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feos, there are many possible reasons. We havent comprehensively analyzed the codebase for excessive allocations of memory because none of our computers are that marginal. But when .net apps burn through memory, they can freeze occasionally, that's a fact.
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sounds like youve got rewind enabled. the memory should hardly be changing if youre not using rewinding
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That's a question that would best be addressed to someone who wondered which option people preferred, instead of a person who said it was ideal to have all options.
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I have no idea how you managed to set it to 256 other than using an old ini file on a new bizhawk or editing the ini yourself, but the maximum was intended to be 256 anyway, and now is in r7459
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slowking, half of our users are using computers twice that old which cost half that much when they bought them. encoding videos of that resolution will burn through 1GB in 2 seconds. If .net falls behind in GC for just a split second, boom, the memory's run out. It's unacceptably stressful to .net no matter how much ram you have.