Posts for zeromus


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config > display > display method change around those options, being aware that if your system is broken suck, some them might not stick when you restart emuhawk to apply them
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Ok, so you DIDNT read something that said "the way to get bugfixes is to download the git and build it yourself", you just invented it. The bizhawk homepage has lists of other things to download including developer builds of the most recent commit. Anyway, why are you people still debugging it? I fixed it.
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Those tools which could be ported to bizhawk for a cigarette butt bounty by a lua hobo sure do make it more enjoyable to produce a desyncing movie
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That's your clue that there is no information other than whatever you can find natt writing because it's natt's invention. MDF and MDS is not supported. Only cue+bin and ccd is supported.
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From which information source did you draw that understanding
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well, what a coincidence. the global base path handling didnt make any senses to me. I just clobbered it all and started over and committed what fixes your problem and maybe breaks something else.
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Importing movies is for people about to edit those movies and who are willing to put in the time to fix the sync breakage. Sync breakage should be expected. In fact it can be guaranteed. For casual viewing, give up.
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settings > mode > detailed
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Your image captions are a lie. Those are not 2x windows, they're 1x windows. Bizhawk's view menu says 2x because it's trying to make a 2x window but your monitor is not large enough.
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I don't know what "Documents\Bizhawk" is. That does not seem like a legal path; it isn't c:\ and it isnt %somethingwithccolonbackslash% and it isn't .\ nor ..\ It is not clear what that should turn into fully qualified. Where should the documents directory be? It could be anywhere. Seems bizhawk gives up and ignores it and treats it as .\
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Sounds like a bug for endrift. Looks easily reproducible in 20 seconds from a save file. Can you test it in mgba and post it to endrift if its bugged?
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bizhawk supports multipass shaders. The shaders not working for you are not working for reasons outlined in the wiki page where I explain what shaders are supported. Here are some problems 1. I'm converting CG shaders to HLSL, which is a buggy process. I should be running them as HLSL directly. 2. I'm converting CG shaders to GLSL, which is a buggy process. I should be supporting GLSLs directly. 3. The CG shaders are not the cutting edge of development anymore; theyre a legacy format. In a few years, if I fully support CG shaders, youll be saying "dang I cant use these new slang or glsl shaders") 4. The shaders are generally broken and non-conformant to their own specifications anyway, and only work in retroarch because of accidental leniency 5. Many shaders use features we don't support yet The reasons for 1-3 above are due to the shader support in bizhawk being old and retroarch having moved on a bit. Now they have an automated process for converting cg to glsl (isnt that done with cgc though?) and are wishing nobody would use CG; and eventually theyll wish nobody was using GLSL. They have a new slang shader format that I dont even know what to do with. Bizhawk is not cutting edge in this department and probably never will be. Maybe you could change to the opengl display method and have slightly higher compatibility. -------- I've fixed the savestates in interlaced mode
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Sorry for your misconception. Max filesize of *something* is 128KB. Filesize of bizhawk's (and mupen's) complete dump of all potentially relevant RAM used for saving things (colloquially known as "save ram") from various sources is 290KB. This will be a helpful reference for your hex editing. https://github.com/TASVideos/BizHawk/blob/master/libmupen64plus/mupen64plus-core/src/memory/pif.c#L613
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sorry. fixed.
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ReadDelegates[addr] = new ReadMemoryDelegate(ReadRAMMirrors); //creates a new delegate ReadDelegates[addr] = TheOnePreCreatedReadRAMMirrorsDelegate; //does not create a new delegate
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create exactly one delegate for every function, not one delegate per address.
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Through the menu. Specifically the one that appears when you open a rom for that system.
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Steps for bringing your xenogears save file from mednafen to bizhawk 1. load xenogears, select one memory card in bizhawk and close it. 2. select what-mednafen-named-it.mcr 3. rename to what-bizhawk-wants-it-named.saveram 4. place that where-bizhawk-wants-it. 5. run bizhawk
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Try not creating a 64K delegates. Reuse a smaller number. I don't expect that will help much, but it isn't a fair comparison to fceux codebase until then.
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Put it on the bug tracker
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That doesnt work in the general case. In the general case there are dozens of buttons for multiple players. The original request is for the gamepad, which is much more sensible.
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Neither mine nor link_7777 's suggestions seem to work in 1.11.6
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Bind frame advance to your gamepad, hold down the buttons you want, and then hit frame advance?