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Sappharad wrote:
I'm disappointed that he's basically replacing vecna's attempt at C# cores with more native code, but I guess it wasn't going to be fixed anytime soon anyway since he doesn't want to touch it anymore.
I'm disappointed at me too. But the show must go on. While we're here: Sega CD and Backup Ram. Remember that Bizhawk will give each individual Sega CD game its own copy of whatever backup ram is used. Knowing that, is there any problem if I standardize on a 64K bup cart (with the internal bup area set to disabled)? There's nothing that needs more, is there?
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Will it support the enhanced soundtracks of certain Genesis games that are supposed to be played when Sega CD is connected?
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If GPGX supports it, yes. Note that all Sega CD audio is currently disabled on bizhawk SVN.
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natt wrote:
Remember that Bizhawk will give each individual Sega CD game its own copy of whatever backup ram is used. Knowing that, is there any problem if I standardize on a 64K bup cart (with the internal bup area set to disabled)? There's nothing that needs more, is there?
We should use a 128 KB (1024 Kbit) Cart. According to Sega Retro, that allowed Shining Force CD to properly save it's game data. This is due to the Sega CD only containing 8KB (64 Kbits) of Internal Backup RAM. The Sega CD supports up to 512 KB of Backup RAM. More about the Sega CD's Technical Specifications: http://www.segaretro.org/Sega_CD#Technical_Specifications More on the Backup RAM for Sega CD: http://segaretro.org/CD_BackUp_RAM_Cart
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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I discovered the other half of the answer myself; with the BUP cart loaded at 128K, and the internal BUP ram disabled, sanic CD wouldn't save and load, as documented here: http://www.sega-16.com/forum/archive/index.php/t-20583.html I'm going to conduct some tests with Shining Force CD to make sure it works...
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Is there any reason you keep saying "sanic" instead of "sonic"?
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Saying 'Sonic' as 'Sanic' is a meme. Could just be a freudian slip.
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
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Natt likes to use his own spelling for things. He says moopen instead if mupen.
Projects: Interested in TASing N64 Mario Golf. GBA Mario Tennis: Power Tour is on hold.
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Is it going to be able to run Pier Solar? Most current Genesis emulator can't run it since it's in a 64MB cartridge. There was a modified dll released for GenesisPlus GX two months after the full rom was dumped. I tried the dll with RetroArch to run the .md file and it works fine. I recently find another packet of Pier Solar on TPB which comes with a .bin file(the game itself, probably the same with the .md file I got earlier) and a .iso file(enhanced audio for Sega CD). The uploader says he/she "play this on Genplus GX for the Wii." Not sure if the game has been officially supported by GPGX.
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Fortranm wrote:
Is it going to be able to run Pier Solar? Most current Genesis emulator can't run it since it's in a 64MB cartridge.
From what I read, Genplus GX on Wii works with the CD Audio. And we are using the same core (I think). We won't get the audio from the Sega CD, but we will get the game itself.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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hegyak wrote:
Fortranm wrote:
Is it going to be able to run Pier Solar? Most current Genesis emulator can't run it since it's in a 64MB cartridge.
From what I read, Genplus GX on Wii works with the CD Audio. And we are using the same core (I think). We won't get the audio from the Sega CD, but we will get the game itself.
If the GenPlusGX core it's using is from the official repository, it won't support Pier Solar because ekeeke hasn't included support for it. The game cart has some special hardware and someone made their own modifications to support it. I'm not sure how long it will be before he deems it old enough to support, since they're still doing production runs of the game.
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Sappharad wrote:
hegyak wrote:
Fortranm wrote:
Is it going to be able to run Pier Solar? Most current Genesis emulator can't run it since it's in a 64MB cartridge.
From what I read, Genplus GX on Wii works with the CD Audio. And we are using the same core (I think). We won't get the audio from the Sega CD, but we will get the game itself.
If the GenPlusGX core it's using is from the official repository, it won't support Pier Solar because ekeeke hasn't included support for it. The game cart has some special hardware and someone made their own modifications to support it. I'm not sure how long it will be before he deems it old enough to support, since they're still doing production runs of the game.
It runs pier solar. There's code for the specific mapper used in the repo. http://code.google.com/p/genplus-gx/source/detail?spec=svn715&r=715
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This was probably already asked before, but is it planned to properly emulate the N64 controller pack? Currently, there always is a controller present and you can't change that. However, there are games where it would be faster to play without. For example in Gex 64, I lose 38 frames compared to the published TAS at the very beginning, because the message that appears if you don't have a controller pack somehow removes tons of lag.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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A small test of how Sonic 1 sounds in: Gens-rr, Gens+GX under BizHawk, RetroArch and SDL frontend. http://rghost.ru/51130291 It's a bit interesting that while Gens-rr obviously has much high freqs, GPGXs differ from each other too! BizHawk and Retroarch sound nearly identically, but under SDL it has more low freqs and notably less high freqs. What can be a reason? EDIT: Added console recording. Sounds also almost identical to BH and Retroarch, but seems a bit more clear to me. BTW, first drumbeat pitch on console is closer to Gens-rr.
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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feos wrote:
EDIT: Added console recording. Sounds also almost identical to BH and Retroarch, but seems a bit more clear to me. BTW, first drumbeat pitch on console is closer to Gens-rr.
You don't mention which console you used for the console recording, and that's fairly important since the Genesis/Megadrive 2 is significantly different from the Gen/MD 1, enough that Sega provided both options in the recent 3DS re-release of Sonic 1.
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Is it planned to implement Playstation core (PSXjin or PCSX-rr) in Bizhawk? It will be great, because the video export is not great on both emulators, each time I have problems with sound. It is not in sync with the video. But the Playstation emulation is very stable. We have Saturn in Bizhawk, then it must be possible to implement the Playstation, right? Thank you in advance for your answers.
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
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phoenix1291 wrote:
Is it planned to implement Playstation core (PSXjin or PCSX-rr) in Bizhawk? It will be great, because the video export is not great on both emulators, each time I have problems with sound. It is not in sync with the video. But the Playstation emulation is very stable. We have Saturn in Bizhawk, then it must be possible to implement the Playstation, right? Thank you in advance for your answers.
PSXjin and PCSX-rr are both quite terrible emulators, the game compatibility is quite low, the amount of hacks in the emulators is scary... and so on and so on... We're all waiting for a PSX core in BizHawk but it's better to wait and get a good core than rush it with a terrible one. Saturn is not Playstation. It's surely possible to add a PSX core, but just because there's a Saturn core now, doesn't mean we can currently have a PSX core. It all depends on the quality of the emulator chosen as core. If you know a GOOD open source PSX emulator, that will increase the chances of it being added as a core at some point.
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Sappharad wrote:
feos wrote:
EDIT: Added console recording. Sounds also almost identical to BH and Retroarch, but seems a bit more clear to me. BTW, first drumbeat pitch on console is closer to Gens-rr.
You don't mention which console you used for the console recording, and that's fairly important since the Genesis/Megadrive 2 is significantly different from the Gen/MD 1, enough that Sega provided both options in the recent 3DS re-release of Sonic 1.
It was from SDA run encode, so I have no idea. Don't own Genesis, otherwise I would provide more recordings.
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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@feos: I'm pretty sure, the sample "console.wav" you provided in your soundtest is actually from the Sonic Mega Collection, i.e. it's from an emulator and not from the original console.
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Warepire wrote:
phoenix1291 wrote:
Is it planned to implement Playstation core (PSXjin or PCSX-rr) in Bizhawk? It will be great, because the video export is not great on both emulators, each time I have problems with sound. It is not in sync with the video. But the Playstation emulation is very stable. We have Saturn in Bizhawk, then it must be possible to implement the Playstation, right? Thank you in advance for your answers.
PSXjin and PCSX-rr are both quite terrible emulators, the game compatibility is quite low, the amount of hacks in the emulators is scary... and so on and so on... We're all waiting for a PSX core in BizHawk but it's better to wait and get a good core than rush it with a terrible one. Saturn is not Playstation. It's surely possible to add a PSX core, but just because there's a Saturn core now, doesn't mean we can currently have a PSX core. It all depends on the quality of the emulator chosen as core. If you know a GOOD open source PSX emulator, that will increase the chances of it being added as a core at some point.
Good answer. To be a bit more specific, the core we've been considering is the Mednafen-PSX core, which will be ready for TAS when it's ready. As far as I know, it's the only PSX core in existence which is: 1) Open source 2) Not just another hack of the aged PCSX code base 3) Not completely awful
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Tee-N-Tee wrote:
@feos: I'm pretty sure, the sample "console.wav" you provided in your soundtest is actually from the Sonic Mega Collection, i.e. it's from an emulator and not from the original console.
I doubt games for SDA get recorded from emulators.
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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feos wrote:
Tee-N-Tee wrote:
@feos: I'm pretty sure, the sample "console.wav" you provided in your soundtest is actually from the Sonic Mega Collection, i.e. it's from an emulator and not from the original console.
I doubt games for SDA get recorded from emulators.
Well, if you took the sample from the current SDA run (15:05 by Charles Griffin), I'm right, you can read it in the comments where he states, that he played it on Sonic Mega Collection, iirc the GC version on a Wii.
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Oh wow! Then we need some serious console recording! If anyone can, just let the intro play and demo start and end.
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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SDA accepts games from official emulators, such as Wii Virtual Console or any collection-type games. Unofficial emulators are still a no-no though.

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