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In the latest commit, and one I have from May 31 (before zeromus' Hex Editor fix), Ram Watch's values appear to freeze upon loading a savestate, and will remain frozen until the core is rebooted.
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someone else has reported that. we did fiddle with all the memorydomains. we should fix that.
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If you use mednafen 0.9.38.7 or BizHawk 1.11.6 with PSX redump game "Little Princess - Marl Oukoku no Ningyouhime 2 (Japan)", then some loading the game will stay with a black screen and music. This bug seem random but frequent. Tested also with BizHawk build included patch for "Fantastic Pinball Kyutenkai".
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So... I've been trying to get Saturn Sonic 3D Blast (U) to work on the latest Bizhawk and getting this error: Yes, I loaded the .cue. Not the .bin. I know this game works on BizHawk [URL=https://www.youtube.com/watch?v=SxRD0Y6UIFs]because at least one person made a video with it.[/URL] How can I fix this?
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Repair the cue file which contains C:\path\to\nonexistent\binfile
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For those not aware, this is what a cuesheet looks like on the inside.
FILE "KH1.BIN" BINARY
  TRACK 01 MODE1/2048
    INDEX 01 00:00:00
The file entry should just name the associated bin file. If it gives an absolute path to the bin file, that's bad (as moving the files around will break it).
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It's working now. Thanks. By the way, when I close the emulator while playing this game (either from the red X or dropdown menu), this error happens: is that normal?
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Well, it's exceptional.
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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)
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On Baseball Simulator 1.000, trying to watch a game will crash. It happens when both computerized players pick their pitcher. Also, it crashes when you select slip. These happen only when some cheats are enabled.
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PikachuMan wrote:
On Baseball Simulator 1.000, trying to watch a game will crash. It happens when both computerized players pick their pitcher. Also, it crashes when you select slip. These happen only when some cheats are enabled.
Don't we need to know the specific cheats you have enabled to reproduce the crash, then?
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How can we know for sure that it's BizHawk's fault and not the fault of the enabled cheats, anyway? Does everything work fine without cheats? If so, then it's not a bug.
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Bug: Version 1.11.6, Game Gear core When using Trace Logger, if a file is selected and being written to, it continues to write to that file regardless of the state of the "Logging" button. There may also be some problems with RAM Watch/Search not updating correctly for this core, but I need to further investigate if there is something else happening toward the end of those frames. Currently there is a discrepancy between some values shown in the trace log and those shown in RAM Watch.
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I've fixed bugs in trace logger since last release. Test on a fresh build.
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On loading Super Mario World 64 in interim: http://i.imgur.com/5We98gT.png Normal build works, loading other games work.
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change between x86 and x64 when building
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Super Drakkhen / Dragon View graphic bug in a random battle event: Should be I think ?
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That looks a lot like a bsnes bug and not a bizhawk bug.
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Actually that looks like the game enables pseudo-hires mode (512 pixels per line), just like KD3 or JP.
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This is how it looks like on higan v098 (with blurring enabled in Settings -> Video Emulation): It likely looks like this on a TV as well. If I disable blurring, I get the first screenshot orugari posted. EDIT: What creaothceann said is correct, by the way. The game uses pseudo-hires for transparency effects. Here's a small AviSynth sample script:
Language: Avisynth

AVISource("Dragon View (USA)_1.avi") #load hi-res'd AVI Blur(1.00) #apply blurring required
Result: (obviously, it also makes the status bar blurrier) ...or downscale it to 256x224 with LanczosResize:
Language: Avisynth

AVISource("Dragon View (USA)_1.avi") LanczosResize(256, 224)
EDIT 2: For the record, orugari's second screenshot was taken on ZSNES, which is notoriously inaccurate at everything.
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I can't see orugari's images even in Chrome.
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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.
creaothceann
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fsvgm777 wrote:
Here's a small AviSynth sample script:
Language: Avisynth

AVISource("Dragon View (USA)_1.avi") #load hi-res'd AVI Blur(1.00) #apply blurring required
Only horizontal blurring needed:
Language: Avisynth

AVISource("Dragon View (USA)_1.avi") BilinearResize(Width / 2, Height).PointResize(Width, Height)
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Ouch I see. I couldn't check with an original cartridge. This is a weird choice but now I understand. So zsnes is that crappy, got it. Screenshots are based from emulator.
creaothceann
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Set ZSNES' output to 512x448 / 512x478 and it might show the same screen.