Editor, Experienced player (607)
Joined: 11/8/2010
Posts: 4012
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.
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
someone else has reported that. we did fiddle with all the memorydomains. we should fix that.
Post subject: Bug Reporting
Joined: 6/16/2016
Posts: 1
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".
Sonia
She/Her
Joined: 12/6/2013
Posts: 435
Location: Brazil
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?
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
Repair the cue file which contains C:\path\to\nonexistent\binfile
Pokota
He/Him
Joined: 2/5/2014
Posts: 778
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).
Adventures in Lua When did I get a vest?
Sonia
She/Her
Joined: 12/6/2013
Posts: 435
Location: Brazil
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?
creaothceann
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
Well, it's exceptional.
Editor, Emulator Coder
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)
MarbleousDave
He/Him
Player (12)
Joined: 9/12/2009
Posts: 1554
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.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4000
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?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Samsara
She/They
Expert player, Senior Judge, Site Admin (2121)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
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.
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Player (33)
Joined: 2/16/2012
Posts: 282
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.
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
I've fixed bugs in trace logger since last release. Test on a fresh build.
Editor, Experienced player (807)
Joined: 5/2/2015
Posts: 671
Location: France
On loading Super Mario World 64 in interim: http://i.imgur.com/5We98gT.png Normal build works, loading other games work.
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
change between x86 and x64 when building
Joined: 9/22/2011
Posts: 11
Super Drakkhen / Dragon View graphic bug in a random battle event: Should be I think ?
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
That looks a lot like a bsnes bug and not a bizhawk bug.
creaothceann
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
Actually that looks like the game enables pseudo-hires mode (512 pixels per line), just like KD3 or JP.
fsvgm777
She/Her
Player, Senior Publisher (221)
Joined: 5/28/2009
Posts: 1180
Location: Luxembourg
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.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
Site Admin, Skilled player (1234)
Joined: 4/17/2010
Posts: 11251
Location: RU
I can't see orugari's images even in Chrome.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Editor, Emulator Coder
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.
creaothceann
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
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)
Joined: 9/22/2011
Posts: 11
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
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
Set ZSNES' output to 512x448 / 512x478 and it might show the same screen.