BizHawk Emulator Development


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scrimpeh wrote:
We in there.
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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. If TASing is meta-play, TASVideos Movie Rules are meta-meta-play!
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Yay! Dooty and I can re-TAS Abe's Oddysee 100% now. Woo-hoo!
Enjoys speedrunning, playing and TASing Oddworld games! Has TASed: Oddworld: Abe's Oddysee in 12.06.13 (with Dooty) Oddworld: Adventures II in 20.03.78 (with Dooty) Oddworld: Abe's Exoddus 100% in 2:08:28.4 (with Dooty) Oddworld: Abe's Oddysee 100% in 1:05:01.65 Oddworld: Abe's Exoddus in 37:18 Oddworld: Abe's Exoddus in 37:15 Oddworld: Abe's Exoddus 100% in 2:!5.44.12 Oddworld: Abe's Oddysee any% in 13:01.3 Oddworld: Abe's Oddysee any% in 12:59.95 Oddworld: Abe's Oddysee 100% in 1:04:16.27 Currently working on: Oddworld: Abe's Exoddus 100% (version 3.0)
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OMG, it's happening! Thanks BizHawk team.
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So regearding to updating the old PCSX submissions, if I'm going to imrpveo the Oddysee any% by 2 frames, will the BIOS sill count to the movie time?
Enjoys speedrunning, playing and TASing Oddworld games! Has TASed: Oddworld: Abe's Oddysee in 12.06.13 (with Dooty) Oddworld: Adventures II in 20.03.78 (with Dooty) Oddworld: Abe's Exoddus 100% in 2:08:28.4 (with Dooty) Oddworld: Abe's Oddysee 100% in 1:05:01.65 Oddworld: Abe's Exoddus in 37:18 Oddworld: Abe's Exoddus in 37:15 Oddworld: Abe's Exoddus 100% in 2:!5.44.12 Oddworld: Abe's Oddysee any% in 13:01.3 Oddworld: Abe's Oddysee any% in 12:59.95 Oddworld: Abe's Oddysee 100% in 1:04:16.27 Currently working on: Oddworld: Abe's Exoddus 100% (version 3.0)
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Samlaptop wrote:
So regearding to updating the old PCSX submissions, if I'm going to imrpveo the Oddysee any% by 2 frames, will the BIOS sill count to the movie time?
No.
Amaraticando
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Regarding the new PSXHawk, I noticed two minor things: 1) Config > Path configuration doens't have the PSX options. 2) The PSX page says: Unreleased, not approved for TASVideos submissions Ported from mednafen to Bizhawk by zeromus last edited by zeromus on 2015-07-15 00:02:34 So, is it approved or not? Edit: by the way, what is the official name of this core, PSXHawk or Octoshock?
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Amaraticando wrote:
1) Config > Path configuration doens't have the PSX options.
Oops, we will need to fix that
2) The PSX page says: Unreleased, not approved for TASVideos submissions Ported from mednafen to Bizhawk by zeromus last edited by zeromus on 2015-07-15 00:02:34 So, is it approved or not?
It is approved, the wiki hasn't been updated yet.
Edit: by the way, what is the official name of this core, PSXHawk or Octoshock?
imo, it is PSXHawk
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psXXXhawk yo. good work devigods
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While we're on the subject... With bizhawk, it's useful to reference the implementation of an emulator core in bizhawk, independently of the core itself, because we've usually essentially forked it. Now, I called the PSX work `octoshock` because it's an important enough core that it needs its own name and writing mednafen/psx was annoying. I can envision a future where it takes on a life of its own outside mednafen, so I gave it a ready-made name. I consider the work I did to fork it essential enough that it isn't a -hawk fork, it's its own thing. So what do we call it in bizhawk? I dunno, whatever adelikat says. PSXHawk is fine. "PSXHawk is bizhawk's octoshock (the name of mednafen's PSX core, because it needed a name)" is how I would put it.
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In a devbuild, you had to manually flush SRAM (or Memory Card) data for PSX games. Has that been addressed?
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To zeromus: Thank you for taking your time in implementing PSHawk/Octoshock/PSXHawk
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+fsvgm777 never censoring anything.
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Spikestuff wrote:
To zeromus: Thank you for taking your time in implementing PSHawk/Octoshock/PSXHawk
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. If TASing is meta-play, TASVideos Movie Rules are meta-meta-play!
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At this point, we can no longer say it's happening. IT'S HAPPENED.
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Beed28 wrote:
In a devbuild, you had to manually flush SRAM (or Memory Card) data for PSX games. Has that been addressed?
It's supposed to be happening when the emulator shuts down or the core/rom gets closed. Like every other core. This hasn't been addressed or changed whatsoever since december. The only thing that makes it different from any other core in bizhawk is that loading a state won't clobber the .saveRAM stored on disk unless the game actually edits the contents.
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feos wrote:
Spikestuff wrote:
To zeromus: Thank you for taking your time in implementing PSHawk/Octoshock/PSXHawk
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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OMG. PSX HAWK. I want to cry here. T~T Thank you so much, devs!
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got4n wrote:
Spikestuff wrote:
To zeromus: Thank you for taking your time in implementing PSHawk/Octoshock/PSXHawk
ars4326
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EXCELLENT work, guys! Been looking forward to seeing PSXHawk released. Btw, is there a donation page set up for emulator development? I'd like to donate an amount in that direction.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
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Awesome new version, guys! And seconding the thanks to zeromus for putting a ton of work into PSXHawk, for all for us.
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Ryphecha made this emulator core. I just pooped on it a bit and jammed it inside our box.
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2 questions 1. Does PSX now support disc swapping for movies? 2. Can anyone mirror latest BizHawk somewhere? SourceForge is giving mirror errors.
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1. yes. i dont know if anyone's tested it yet. I suggest you try a short movie with vib-ribbon or such to make sure it works until someone can tell you authoritatively. 2. google is your friend http://en.osdn.jp/projects/sfnet_bizhawk/downloads/BizHawk/BizHawk-1.11.0.zip/
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nevermind
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There's also something weird with MGS Intergral and Dual Analog virtual analog pads. When using an Xbox 360 gamepad, the analog sticks are all aligned in the right direction, but using the TAS tools for analog control, the sticks are not aligned and everything is topsy-turvy (e.g. moving Up on the stick makes Snake move right).
My current project: Something mysterious (oooooh!) My username is all lower-case letters. Please get it right :(