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The commit where it started crashing upon converting bk2 to tasproj. Build can be obtained for each commit by clicking the green checkmark and going to Artifacts: https://github.com/TASVideos/bizhawk/commits/master
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.
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Looks like it started in 1.11.6.526.
Site Admin, Skilled player (1236)
Joined: 4/17/2010
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Thank you! Fixed/committed.
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.
Skilled player (1219)
Joined: 8/29/2014
Posts: 301
Rebooting the core loads the currently selected savestate slot instead of resetting unless the current slot is empty. This also occurs when playing a movie.
Player (170)
Joined: 7/1/2016
Posts: 263
"Allow more than 8 sprites per scanline" doesn't work in NesHawk
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11268
Location: RU
Hetfield90 wrote:
Rebooting the core loads the currently selected savestate slot instead of resetting unless the current slot is empty. This also occurs when playing a movie.
Current slot is a config thing, dunno if it should be reset. Ask in #bizhawk.
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.
Alyosha
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Editor, Expert player (3522)
Joined: 11/30/2014
Posts: 2728
Location: US
Koh1fds wrote:
"Allow more than 8 sprites per scanline" doesn't work in NesHawk
Seems to be working to me (ex. Soltice intro.) Can you give an example?
Player (170)
Joined: 7/1/2016
Posts: 263
I try everything (reloading the core, rebooting emulator). It doesn't work. I try old version (first one after you fix sound of fds). It doesn't work too. Link to video
Editor, Player (163)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
The "Changes" column is the only one that doesn't appear in RAM Search: (I'm using version 1.11.9.1, and this also happens in version 1.11.8.2)
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
Alyosha
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Koh1fds wrote:
I try everything (reloading the core, rebooting emulator). It doesn't work. I try old version (first one after you fix sound of fds). It doesn't work too.
This was an interesting bug. Should be fixed now. Please try Dev Build.
Player (170)
Joined: 7/1/2016
Posts: 263
Alyosha wrote:
This was an interesting bug. Should be fixed now. Please try Dev Build.
Seems like it works now. Thank you so much!
Joined: 10/31/2006
Posts: 134
brunovalads wrote:
The "Changes" column is the only one that doesn't appear in RAM Search: (I'm using version 1.11.9.1, and this also happens in version 1.11.8.2)
Works for me, was on by default when I opened ram search. The bug seems that once you enable Settings->Mode->Fast you can never really get back to "Detailed" mode, thus never able to see the Change Column again. And now I'm stuck with that problem too, will look at config files to see if I can fix it. Edit: It comes back when you click on Options->Restore Default Option.
Editor, Player (163)
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Location: Porto Alegre, RS, Brazil
Master of Puppets wrote:
It comes back when you click on Options->Restore Default Option.
Somehow when re-opened BizHawk the issue was gone, but thanks for this tip!
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, Skilled player (1410)
Joined: 12/28/2013
Posts: 396
Location: Rio de Janeiro, Brasil
I tried to open TAStudio, but instead of the input list, the window displays only a red 'X' in a write background.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
MarbleousDave
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Posts: 1555
Pokemon Stadium 2 can be a bit unstable when TASing. Use the DynaRec core type so the game won't crash at a Pokemon's cry.
MarbleousDave
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Player (12)
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Posts: 1555
We fixed many crash bugs, but there's still that one that didn't get fixed. The "BizHawk.Client.EmuHawk has stopped working" bug is caused by doing too many things at once like while recording.
MarbleousDave
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Posts: 1555
Ever since 1.11.7, the notification for the newest version doesn't display when it supposed to.
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3585)
Joined: 11/3/2004
Posts: 4738
Location: Tennessee
That is because I've been forgetting to update the page it checks. I fixed that now. I didn't realize anyone even used that feature :)
It's hard to look this good. My TAS projects
Editor, Player (163)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
When using the SMW Utilities script, it runs normally. But when I untoggle and re-toggle (not the reload button) I get the following error:
LuaInterface.LuaException: unprotected error in call to Lua API (0)
   in LuaInterface.Lua.PanicCallback(IntPtr luaState)
   in lua_error(lua_State* )
   in LuaInterface.ObjectTranslator.throwError(IntPtr luaState, Object e)
   in LuaInterface.Lua.SetPendingException(Exception e)
   in LuaInterface.LuaMethodWrapper.SetPendingException(Exception e)
   in LuaInterface.LuaMethodWrapper.call(IntPtr luaState)
   in LuaInterface.MetaFunctions.runFunctionDelegate(IntPtr luaState)
   in lua_resume(lua_State* , Int32 )
   in BizHawk.Client.EmuHawk.EmuLuaLibrary.ResumeScript(Lua script)
   in BizHawk.Client.EmuHawk.LuaConsole.<>c__DisplayClass3c.<ResumeScripts>b__35()
   in BizHawk.Client.Common.EnvironmentSandbox.Sandbox(Action callback)
   in BizHawk.Client.Common.LuaSandbox.Sandbox(Action callback, Action exceptionCallback)
I get this with v.1.12.0, but not with previous versions. Also, this error doesn't happen with non-modular scripts (this SMW one has a lot of modules). Maybe it's related with how BizHawk handles modules, by not closing them when the script is off/reloading.
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
MarbleousDave
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Posts: 1555
I found the root of the root of the problem! If Store movie working data on disk instead of RAM is checked, your input might get erased when frames are being added. If Store movie working data in extended > 1GB RAM is checked and Store movie working data on disk instead of RAM is not checked. A fatal exception will even if you max out the metadata settings. Do not use these until we get a fix. Otherwise you’ll experience frustration I was having too.
Editor, Player (163)
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Posts: 330
Location: Porto Alegre, RS, Brazil
PikachuMan wrote:
If Store movie working data on disk instead of RAM is checked, your input might get erased when frames are being added. If Store movie working data in extended > 1GB RAM is checked and Store movie working data on disk instead of RAM is not checked. A fatal exception will even if you max out the metadata settings. Do not use these until we get a fix. Otherwise you’ll experience frustration I was having too.
I recommend you start reporting issues directly to their repository issue page, describing the problem as better as you can.
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
ehw
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Joined: 4/22/2016
Posts: 6
I found a weird crash when the Code Data Logger is enabled and you play a certain sound in the sound test of a prototype of Panorama Cotton ("Panorama Cotton (Japan) (Beta) (1993-11-27)"). Play sound 6F in the sound test (in the option screen) while the Code Data Logger is enabled and the following error will appear:
System.IndexOutOfRangeException: Index was outside the bounds of the array. at BizHawk.Emulation.Cores.Consoles.Sega.gpgx.GPGX.CDCallbackProc(Int32 addr, CDLog_AddrType addrtype, CDLog_Flags flags) at BizHawk.Emulation.Cores.Consoles.Sega.gpgx.LibGPGX.gpgx_advance() at BizHawk.Emulation.Cores.Consoles.Sega.gpgx.GPGX.FrameAdvance(Boolean render, Boolean rendersound) at BizHawk.Client.EmuHawk.MainForm.StepRunLoop_Core(Boolean force) at BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop() at BizHawk.Client.EmuHawk.Program.SubMain(String[] args)
This error doesn't appear if the Code Data Logger is not activated. I encountered this bug with 1.12.0. Also, a while back I mentioned another weird 'bug' with the CDL for Genesis games where the cdl doesn't seem to identify DAC samples for certain games for some reason. For instance, Golden Axe III doesn't identify the drum set DACs and the character/enemy death DAC samples. You can see for yourself by going into the OPTIONS and play SFX 69 to 74 while CDL is enabled that the only thing that seems to be identified are the pointers to the sample but not the sample itself. I have notes about the sound driver for this game that was written by ValleyBell if you'd like to read more on the game's sound driver: http://pastebin.com/SQaDAYzb This seems affect a lot of samples in Genesis games, like drum samples.
MarbleousDave
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Player (12)
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Posts: 1555
Disabling the audio device associated with the emulator causes a fatal exception. I would like it to freeze the emulator instead of crashing it and re-enabling the device to unfreeze the emulator. Simple as cherry pie.
Player (170)
Joined: 7/1/2016
Posts: 263
If you set "Allow more than 8 sprites per scanline" in NesHawk and then reboots core in last interim build
Alyosha
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^Fixed, not sure how this escaped notice for so long