Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
hegyak wrote:
For some reason, I got it to work after manually setting the Firmware path to where the files were (the File's full path). Pilotwings works now. Now to test other ROMs. For those that want to know, here's a list of games that use Custom chips for SNES: http://pastebin.com/XnNmwZeX SHA1 list for ALL DSP ROMs: (Please verify this list)
188d471fefea71eb53f0ee7064697ff0971b1014 *dsp1.rom
78b724811f5f18d8c67669d9390397eb1a47a5e2 *dsp1b.rom
198c4b1c3bfc6d69e734c5957af3dbfa26238dfb *dsp2.rom
558da7cb3bd3876a6ca693661ffc6c110e948cf9 *dsp3.rom
af6478aecb6f1b67177e79c82ca04c56250a8c72 *dsp4.rom
6472828403de3589433a906e2c3f3d274c0ff008 *st010.rom
fecbae2cec76c710422486baa186ffa7ca1cf925 *st011.rom
91383b92745cc7cc4f15409ac5bc2c2f699a43f1 *st018.rom
Unless you change it, the default expected path for the firmwares is <exedir>\SNES\Firmwares ; not sure how clear that is in the path config. those hashes are all correct
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
Mega Man X2 and X3 will not "load" properly. X3 is confirmed a good ROM. X2 is not. dsp4.rom is SHA1 confirmed as good and is in the same place as all the other DSP ROM files. On loading X3 the Emulator gives the same "SNES core is referencing a firmware file" error. The ROM does load, but gives an error of it's own. After pressing any button, the game proceeds to run. Though, I did not play the intro myself.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
hegyak wrote:
Mega Man X2 and X3 will not "load" properly. X3 is confirmed a good ROM. X2 is not. dsp4.rom is SHA1 confirmed as good and is in the same place as all the other DSP ROM files. On loading X3 the Emulator gives the same "SNES core is referencing a firmware file" error. The ROM does load, but gives an error of it's own. After pressing any button, the game proceeds to run. Though, I did not play the intro myself.
If you get the "referencing a firmware" error, the core didn't manage to load the firmware. Both mega men x2 and x3 work fine here, so I'm not sure what's going on. Double check your paths and whatnot.
Skilled player (1885)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Some things I've noticed when playing around with version 1.1.1b: 1. Under Config->Paths->SNES tab, clicking the folder symbol for "Save RAM" doesn't do anything. 2. I think the lua command savestate.load doesn't work. The lua script
ssname="test.State"

savestate.save(ssname)
savestate.load(ssname)
gives error message "LuaInterface.LuaScriptException: cannot resume non-suspended coroutine". Can someone confirm this, or am I doing something wrong? 3. (very minor thing) the version number wasn't updated for 1.1.1b but still says 1.1.1a under Help->About.
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Randil wrote:
Some things I've noticed when playing around with version 1.1.1b: 1. Under Config->Paths->SNES tab, clicking the folder symbol for "Save RAM" doesn't do anything. 2. I think the lua command savestate.load doesn't work. The lua script
both fixed on SVN. thanks for the bug reports, please keep them coming in!
Player (161)
Joined: 4/14/2012
Posts: 25
Location: Japan
i've started to make a movie tonight and found 2 problems. 1. BizHawk-1.1.1b doesn't save a GBC movie properly. When I stop recording a GBC movie, the recorded movie is full of no input. It works fine for me in a SMS game, so maybe the problem is yet another GBC problem. 2. savestate.loadslot doesn't load slots. savestate.saveslot works fine, though. This problem might be already fixed in latest SVN by the fix of savestate.load issue.
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
tetora_X wrote:
i've started to make a movie tonight and found 2 problems. 1. BizHawk-1.1.1b doesn't save a GBC movie properly. When I stop recording a GBC movie, the recorded movie is full of no input. It works fine for me in a SMS game, so maybe the problem is yet another GBC problem. 2. savestate.loadslot doesn't load slots. savestate.saveslot works fine, though. This problem might be already fixed in latest SVN by the fix of savestate.load issue.
2. should already be fixed for next revision. I can't seem to reproduce 1; if I open a GBC rom and record a simple movie, the resulting file contains input and plays back. Could you give me checksum details for the rom you're trying to record, as well as the resulting broken movie file, and possibly any special instructions to reproduce the bug?
Player (161)
Joined: 4/14/2012
Posts: 25
Location: Japan
natt wrote:
2. should already be fixed for next revision. I can't seem to reproduce 1; if I open a GBC rom and record a simple movie, the resulting file contains input and plays back. Could you give me checksum details for the rom you're trying to record, as well as the resulting broken movie file, and possibly any special instructions to reproduce the bug?
Sorry. It was on my side. dll or something should have missed here. after installing SVN and reinstalling v1.11b in the same folder, it does work.
Masterjun
He/Him
Site Developer, Skilled player (1970)
Joined: 10/12/2010
Posts: 1179
Location: Germany
If I use the Trace Logger in Tetris (NES) it somehow pauses the game by itself (even while movie playback)... there is also something strange going on with the sound after logging...
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Skilled player (1885)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
There's something I've been wondering for a while (maybe it's intentional): when opening a ROM, SNES ROMs aren't included in the "ROM files" category, rather you have to select the Super NES category to open an SNES ROM. Is there a reason for this?
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
Randil wrote:
There's something I've been wondering for a while (maybe it's intentional): when opening a ROM, SNES ROMs aren't included in the "ROM files" category, rather you have to select the Super NES category to open an SNES ROM. Is there a reason for this?
It's a problem with the list selection that was used on the Load File Dialog. There's no SMC or SFC for the "ROM Files" list. It's easy to fix in the code. Edit: The DSP4.rom file doesn't work right with Mega Man X3. Complains about a missing file, which shouldn't be true. I have that file. Unless there is another file I need to have as well? Top Gear 3000 doesn't load into a Race. Unsure if it's the ROM dump or the Firmware Dump. Every other game, except for Mega Man X2/X3 and Top Gear 3000 seem to work for me.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
MMX3 works fine for me, either your firmware is wrong or your path is not set.
I think.....therefore I am not Barry Burton
Site Admin, Skilled player (1235)
Joined: 4/17/2010
Posts: 11264
Location: RU
zeromus wrote:
feos wrote:
I couldn't find a backdrop color change menu for SNES. It's a critical feature for sprites and maps comunities as they have to hack savestates.
look harder. in the graphics debugger dialog. after r3505
Last build from EmuCR at any operation with backdrop color: http://pastebin.com/rgNWkr70 Also gamedb folder didn't exist.
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
emucr's builds are broken right now. not our fault.
Site Admin, Skilled player (1235)
Joined: 4/17/2010
Posts: 11264
Location: RU
Okay, I built it myself, and have 2 nitpicks: Some DLLs are still outside dll folder, also backdrop checkbox and user color aren't remembered on debugger exit.
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 (1885)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Hi again, I just opened up a .bkm-move for a GB game in a text editor and noticed that it contained
Force_DMG_Mode False
GBA_In_CGB False
Force_DMG_Mode False
GBA_In_CGB False
repeated 500 times or so... after digging a bit deeper into this, it seems Bizhawk appends this text to the movie header each time you stop playing a movie while in write mode. Sometimes it appends more than one instance of this message, so I think it's worth checking out how the code looks for writing this message to the bkm file.
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
The Pin*Bot bug I reported, is fixed in 1.2.0 Yea!
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3584)
Joined: 11/3/2004
Posts: 4738
Location: Tennessee
Randil wrote:
Hi again, I just opened up a .bkm-move for a GB game in a text editor and noticed that it contained
Force_DMG_Mode False
GBA_In_CGB False
Force_DMG_Mode False
GBA_In_CGB False
repeated 500 times or so... after digging a bit deeper into this, it seems Bizhawk appends this text to the movie header each time you stop playing a movie while in write mode. Sometimes it appends more than one instance of this message, so I think it's worth checking out how the code looks for writing this message to the bkm file.
Bleh, I just now read this, else I would have fixed this for the 1.2.0 release :/
It's hard to look this good. My TAS projects
Skilled player (1885)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
The lua command savestate.loadslot() doesn't work - it tries to load the state file QuickLoad.state when it should load QuickSave.state. I reckon (and hope!) this is easily fixed.
Player (136)
Joined: 9/18/2007
Posts: 389
The most recent SVN seems to fix the D3D-error I got. Good thing, one bug fixed. But for some reason, I have a horrible performance with BizHawk. All systems I tested run with 20 fps or less. Average is 10 fps (GDI) to 12 fps (Direct3D). lsnes gets 30 fps. I'll need a new computer before TASing with BizHawk is fun enough.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3584)
Joined: 11/3/2004
Posts: 4738
Location: Tennessee
You say all systems, but which did you try? NES & SNES are slow, and if you only get 30 on SNES, you dont' have a good system. However, SMS, PCE, and GB/GBC should be plenty fast. Also, turn off rewind.
It's hard to look this good. My TAS projects
Player (136)
Joined: 9/18/2007
Posts: 389
You're right, a single core Pentium M 1.5 GHz is not a good system... Turning rewind off increased my speed (still slower than realtime), then SNES got 20 fps. Moving the mouse cursor out of the game window finally increased it to 30 fps. So the perfomance penalty is about 30% for the mouse cursor, and 50% for the rewind feature. 30 fps, that's good enough. Ironically, SNES performance seems to be better than GB performance on my old laptop.
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
Sorry video drivers are probably to blame for that. You could turn off the shadow under your mouse cursor and it might help. We already know you have a shoddy video card or drivers, from the bug with the direct3d texture creation, since youre the only person ever to have run into it. Maybe a video driver upgrade/downgrade would solve a range of issues, from crashes to bad performance to weird mouse cursor performance degradations.
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
Here's a tiny and trivial bug. The Assembly Version listed inside the EXE file (you see this inside Windows Explorer) isn't the same version as what the program reports in the About screen. It still says it's version 1.0.1.3523.
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
fixed as of r3530 but i can't make any promises that it will stay that way as this is purely polish and may decay at any time. the revision part of the version number was always correct and thats all that really matters.