Joined: 7/17/2012
Posts: 543
Location: Switzerland
It must be a problem with Bizhawk I never tried on Direct3D9 in Bizhawk before 1.11.2, but that crash all the time with Direct3D9. So I stay in OpenGL, as I have always been on Bizhawk.
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
Experienced player (656)
Joined: 11/23/2013
Posts: 2230
Location: Guatemala
I have the same issue here. With same error screen and everything. That's too bad since I really wanted that speed boost from my crappy PC.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3570)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
I have you guys tried installing directx?
It's hard to look this good. My TAS projects
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
people with this error need to tell me which GPU model theyre using. I think I need to try to support older pixel shader versions.
Editor, Player (174)
Joined: 4/7/2015
Posts: 331
Location: Porto Alegre, RS, Brazil
adelikat wrote:
I have you guys tried installing directx?
DirectX11 is always here.
zeromus wrote:
people with this error need to tell me which GPU model theyre using.
I have Intel 82945G Express Chipset Family, which is basically null for graphics, so I don't blame the softwares.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
zeromus wrote:
people with this error need to tell me which GPU model theyre using. I think I need to try to support older pixel shader versions.
I am using Radeon R4. If I get my desktop back up and running, I will test it against an nVidia GTX 660.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Experienced player (656)
Joined: 11/23/2013
Posts: 2230
Location: Guatemala
I have an Intel Graphics Media Accelerator 3150, which bring me a lot of issues from other emulators such as Dolphin.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Joined: 7/17/2012
Posts: 543
Location: Switzerland
My DirectX is up to date, and I use IntelHD 4000, Geforce GT630M. No issues with DirectX mode in both Dolphin or PCSX2 for exemple.
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
Joined: 8/3/2009
Posts: 158
Just tried the new Bizhawk. Have a couple of bug reports: 1) I was testing the ability to take multiple screenshots at the same second, and I got this error if I press the key too fast. I changed between OpenGl and directx and same thing happened. Just in case it matters, I'm using Win7 64bit, i5, Geforce GT 640 2) PSX Gamepad option is not working. At the PSX controller/memory card settings options, if I select "Gamepad" from the P1 controller options, the controls won't work in the game. I can bind keys to it just fine, but in game, it won't work. If I switch to Dual Shock, it works fine though. However, I can't use anything other than "Gamepad" or else all my previous save states won't work. "Gamepad" option worked fine on the previous version. I tried binding the keys to the keyboard and it still doesn't work as long as "Gamepad" is selected. Also, if I select "Dual Analog", the entry resets to "Nothing" when I reboot the emu.
Experienced player (984)
Joined: 8/30/2012
Posts: 373
Paper Mario 64 still has a 6+ second pausing glitch.
Previous TASes: Frogger's Adventures: The Rescue Paper Mario: The Thousand-Year Door any% x 8 Paper Mario 64 Luigi's Mansion Sonic Heroes - Team Sonic Mario Kart Wii ILs
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
ReyVGM wrote:
J2) PSX Gamepad option is not working.
Man, I screwed up the gamepad config dialog massively. I just fixed it... but we're gonna need to push out another version pretty quick for this.
Joined: 8/3/2009
Posts: 158
zeromus wrote:
ReyVGM wrote:
J2) PSX Gamepad option is not working.
Man, I screwed up the gamepad config dialog massively. I just fixed it... but we're gonna need to push out another version pretty quick for this.
:P :P
Post subject: SPC7110 RTC backup
Joined: 9/22/2011
Posts: 11
Hello, RTC backup with Hudson SPC7110 is actually not working. Did I miss something about configuration? Game tested was Far East of Eden Zero. I actually got a .srm from an other emulator, it does the trick. WITHOUT .SRM WITH .SRM I am using v 1.11.2 Thanks for help!
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
I get "with .SRM" by pressing A at the main menu. Whether or not there's .srm seems to be irrelevant. The only problem I see is NG for "RTC BACKUP". Does this work on bsnes 0.87 or lsnes? I find it hard to believe bizhawk is doing anything different here than bsnes 0.87. I think you havent setup anything wrong.
Joined: 9/22/2011
Posts: 11
The test on bsnes is working actually. Okay now I got a fresh version of Bizhawk, and it is working. I'll try to remove some firmware until I find out which once is giving troubles. Edit: Firmwares do nothing, but even now deleting the srm file, game is working. Well, I won't complain then, I really don't understand what was giving troubles!
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
brunovalads wrote:
I have Intel 82945G Express Chipset Family, which is basically null for graphics, so I don't blame the softwares.
Next release should have reduced shader level requirements for d3d display method.
Pokota
He/Him
Joined: 2/5/2014
Posts: 779
I originally posted this to the dev thread but I think it's better discussed here. Basic Bot is not checking the values again every so many frames on a failed loadstate, rather once it fails to load state it just checks every frame. Is that an intended failure or an unintended failure? (My use of BB is probably an unexpected use in that I'm using more along the lines of RNG Plays X as opposed to trying to bot-find a solution Y optimized for ram value Z) EDIT: Partial replication of the issue described in Impossible to have TAStudio and Virtualpad at the same time? by phoenix1291. I was able to obtain the described crash using Octoshock running Civilization II (USA) [D25D7ECA Civilization II [SLUS-00792].cue] by opening TAStudio only and unpausing. Virtual Pad had no bearing on the crash in separate tests. I have not tested other PSX games at this time. Attempting to frame-advance Civ II within TAStudio yielded an unhandled exception, followed by the aforementioned crash:
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at BizHawk.Client.Common.TasMovie.RecordFrame(Int32 frame, IController source)
   at BizHawk.Client.Common.MovieSession.HandleFrameLoopForRecordMode()
   at BizHawk.Client.Common.MovieSession.HandleMovieOnFrameLoop()
   at BizHawk.Client.EmuHawk.MainForm.StepRunLoop_Core(Boolean force)
   at BizHawk.Client.EmuHawk.MainForm.FrameAdvance()
   at BizHawk.Client.EmuHawk.TAStudio.GoToFrame(Int32 frame)
   at BizHawk.Client.EmuHawk.TAStudio.GoToNextFrame()
   at BizHawk.Client.EmuHawk.PlaybackBox.FrameAdvanceButton_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at BizHawk.Client.EmuHawk.RepeatButton.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Also, I'm running into out of memory exceptions while attempting to test TAStudio within the context of crashing this within N64 while using Virtual Pad; checking with SM64 Chaos Edition shows 1013828K Private Bytes and 818108K Working Set as of frame 552. Disengaging TAStudio immediately resolves the memory issues (it drops to 444364K Private Bytes and 244180K Working Set). Majora's Mask crashes with an Out of Memory at Frame 479. Because of the crash I can't get a live number but pausing with TAStudio open and bringing it to frame 478 via frame advance shows 975260K Private Bytes and 786088K Working Set, and as soon as I try to advance out of 479 it crashes. Frame 479 every time, too. tl;dr: The issue seems to be with TAStudio, not with Virtual Pad. Partial replication under Octoshock. E: And yes I'm running the latest version, I just double-checked that.
Adventures in Lua When did I get a vest?
Joined: 8/3/2009
Posts: 158
This is something that has been happening for a while with the cheat dialog, but I hadn't bothered to report it because it's not a big deal, even though it is annoying. I've only tried the PSX core/cheats, and I always use MainRAM, 2 Byte, Hex. But I assume it would happen regardless of what core or type you use. Let me see how can I explain it... -Open the cheat dialogue -Add any cheat -Click/highlight the cheat, modify its value to whatever you want and hit edit (or even add) -Click on the same cheat again and you'll see the value being changed to 0000 without your consent. Like I said, no big deal, but it makes it extremely annoying when you're testing cheats and the value keeps changing to zero :P
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
I had a hard time reproducing this issue precisely as written, but there was definitely something flaky going on and it looked a lot like what you were running into. I just fixed something that might have been causing it, let me know how it goes.
Joined: 8/3/2009
Posts: 158
Alrighty, once the newer versions rolls out, I'll check it out.
Pokota
He/Him
Joined: 2/5/2014
Posts: 779
Following up on my previous report on the TAStudio crashes. PSX: Now more-or-less works as expected. Memory use does not return to expected levels upon closing TAStudio (remained over 1G Private Bytes and over 1G Working Set after closing TAStudio); is Garbage Collection not being run? Did not throw an out-of-memory exception. N64: Majora's Mask threw an out-of-memory exception after frame 399 when I switched from the PSX test directly to the N64 test. Upon checking from a clean program start, the exception did not occur.
Adventures in Lua When did I get a vest?
Pokota
He/Him
Joined: 2/5/2014
Posts: 779
ReyVGM wrote:
I've only tried the PSX core/cheats, and I always use MainRAM, 2 Byte, Hex. But I assume it would happen regardless of what core or type you use.
What game and address? There are certain addresses that can't be frozen because of reasons that I don't fully understand, you might be hitting one of those. I run into this problem all the time in GBA cheating.
Adventures in Lua When did I get a vest?
Post subject: Other Lua issues
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
1) When the display method is Direct3D9, some arithmetic operations go nuts. For instance, the following command will print false, not true, like it correctly did before.
Language: lua

console.log(0xffffffff == 0x1000000*255 + 0x10000*255 + 0x100*255 + 255)
This is responsible for messing up the colours I was using. Does not seem to be specific to any core and doesn't happen with OpenGL or GDI+ methods! 2) (old, but less problematic) When you print something using the console, the string "\nNULL" is appended at the end.
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
1. fixed 2. the console prints the return value of the expression you type. it's printing NULL because after it executes (the text is printed) there's no return value. I just changed it to print (no return) to make this clearer. If you want to print something from the lua console, type what you want to print, dont type print(what you want to print)
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
zeromus wrote:
I just changed it to print (no return) to make this clearer. If you want to print something from the lua console, type what you want to print, dont type print(what you want to print)
Thanks. Another thing: 1) The function client.SetGameExtraPadding(a, b, c, d) is causing problems to client.bufferheight() and client.bufferwidth(), whenever a, b, c or d are different from 0. Instead of returning the dimensions of the game area, they return 0. However, client.SetClientExtraPadding doesn't cause this. 2) Typos in the description:
int32 client.screenheight() Gets the current width in pixels of the emulator's drawing area int32 client.screenwidth() Gets the current height in pixels of the emulator's drawing area

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