Posts for zeromus


Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
no problem with SuperMarioBros2(J) SHA1:3B8C8998B4887D6DD676965943D69A320738AB9C MD5:882BB4E73658D38483078FA227D58183
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
The discussion in the retroarch thread seems pretty authoritative. I don't think we'll be doing anything about this. You can try loading retroarchs shaders if you want. The PNGs are broken in chrome because they use multiple IDAT chunks. I've never seen that before. I would like to know which program the author used to export it.
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
That looks a lot like a bsnes bug and not a bizhawk bug.
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
change between x86 and x64 when building
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
I've fixed bugs in trace logger since last release. Test on a fresh build.
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
http://cpubenchmark.net/CPU_mega_page.html Intel Core i5-3330 @ 3.00GHz : 1694 Intel Core i7-6700K @ 4.00GHz : 2331 37% speedup
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
That code has changed since the last release. I won't be debugging your crash. If the game's working at all, for now, that's pretty good by yabause standards. Just make sure your save data is working (you can manually flush it by the bizhawk file menu maybe)
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
Repair the cue file which contains C:\path\to\nonexistent\binfile
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
I think there are also problems with the vsync implementation in bizhawk, or else something's changed in drivers or windows recently that make it hard to do right. There's also a new option in more recent bizhawk builds which lets bizhawk try harder to make vsync work. You know, by default, bizhawk doesnt even try to vsync, right? The new option is config > display > display method > alternate vsync method
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
There is no designed mechanism to go to exclusive fullscreen mode and there is virtually no chance of it being supported in the near future. In the indefinite future, who can say? However, some AMD GPU drivers forcibly activate exclusive fullscreen mode (especially when GL display mode is selected) when it detects that a game has tried to go into windowed fullscreen mode. We counteract this with an option called, in 1.11.6, config > display > window > enable windows fullscreen hacks. This is enabled by default. By disabling it you might get exclusive fullscreen mode.
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
Alyosha wrote:
neshawk apparently passed some rather important tests through shear luck and cancelation of errors.
Can confirm, with both hands.
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
Based on the way the music behaves, you must understand the DKC2 provokes some dysfunctional timing behaviour out of bsnes. If youre going to TAS it, check your work a lot to make sure it syncs, and don't pin your hopes on it matching the console.
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
it makes your bizhawk code contain tabs instead of spaces
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
Feos, be my guest. I don't like the way it looks, and it's a speedhack, but that part of the emulator core is not likely ever to change again, so its a fine time to speedhack it. Just don't do it for the mappers first, that's too big a job.
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
Good work! 180 to 152 is fine with me. CPUs speed up over time, accuracy improves over time. NESHawk isnt made to be fast. But it's a bit worrisome if it continues. The architecture may not support this level of accuracy without the speed degrading to obscene levels. I hope we don't need to burn it all down and rebuild just for speed reasons. By the way can you please install https://visualstudiogallery.msdn.microsoft.com/c8bccfe2-650c-4b42-bc5c-845e21f96328
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
It works just fine. Check the state & rewind settings in detail. You may need to enable more things.
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
accurate lag is directly correlated to accurate timing. any time timing is made more accurate, lag is made more accurate. Whether a particular change makes nesbot sync is irrelevant unless that's the only data concerning whether or not the change is accurate. In the case of tests, whether the tests pass is data; nesbot is irrelevant.
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
Your system is broken. You said it yourself: your install is as old as windows 7 is. Seriously? That's too old. Windows installs accumulate bugs like a human body, and now yours has cancer. The visual c++ redist doesn't have any dependencies. It just gets broken sometimes. I think the only way this will be solved is if we meet on IRC to setup a teamviewer session. I don't have any further ideas.
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
which file are you even inspecting in dependency walker? we'll never debug it this way. If you can't spot it immediately, it's a waste of time. Try installing the installers individually: https://github.com/TASVideos/BizHawk-Prereqs/tree/master/dist
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
Those are all false alarms. Real errors give pop-up messages and question marks without an hour glass.
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
Then try uninstalling them both and then installing them. You can also try fiddling around with dependency walker to get some clues.
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
If you loaded a savestate in Tomba2 then it clobbered the save file you placed there from Tomba1. You will need to restart Tomba1 to do this--thats the normal way. If you don't want to do that, then you should be able to find a .mcr manager online and copy the slots into one .mcr. Load tomba1.saveram as a .mcr, and tomba2.saveram as a .mcr, and copy the slots into one file. Then boot tomba2 using that mcr as .saveram
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
Load N64 rom > N64 > Controller Settings
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
someone else has reported that. we did fiddle with all the memorydomains. we should fix that.
Editor, Emulator Coder, Experienced Forum User
Joined: 8/7/2008
Posts: 1156
If you're having trouble, follow step by step. "the one bizhawk creates". Can you find that one?