BizHawk Emulator Development


EZGames69
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InfamousKnight wrote:
Did you see the DSHawk thread on bizhawk page?
does that page say that it's almost complete?
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
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From the looks of it yes. But nothing on there says "almost complete".
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InfamousKnight wrote:
From the looks of it yes. But nothing on there says "almost complete".
So... yes, but no?
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Post subject: BizHawk 2.4 Released!
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BizHawk 2.4 Released This is a hotfix release. Oddly it's also a major version update! This officially releases the vetrex core (mistakenly not officially released last release). In addition some major lua and tastudio bugs were fixed. 2.3.3 should be abandoned promptly.
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endrift
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Dang, if I knew you were going to be doing a hotfix I'd have asked to pull new master from mGBA, since there were some timing changes in the meantime.
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I havent managed to run anything in mamehawk. I even tried btoads.zip and it didnt run. Just crashes. I did use open advancsd, didnt extract the archive like it said as well. Speaking of mame, the newest release has some cool computer emulation updates. Like running symbian os and windows nt.
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It's not released, and I didn't bother disabling the dialog. And it will only have arcade machines supported, because other systems are most of the time either poorly emulated or are a pain to set up and use.
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InfamousKnight wrote:
Speaking of mame, the newest release has some cool computer emulation updates. Like running symbian os and windows nt.
Just because it’s emulated, it doesn’t mean it’s accurate or suitable for tases.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
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Odyssey 2 emulation is almost ready for release. Anyone interested in TASing please test the dev build for bugs, particularly commercial games (I'm aware of some homebrew bugs but not as concerned right now.)
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I have a fork going which pulls in Sinamas' refactor of Gambatte and other improvements from Gambatte-Speedrun. I got BizHawk's libgambatte building with the changes over the weekend but it's currently booting to only a white screen in BizHawk. If anyone wants to help debug it would be greatly appreciated. https://github.com/TiKevin83/BizHawk
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if (!prefetched_) { PC_READ(opcode); } ^ comment out that read in cpu.cpp line 544. You already read the opcode above with pc_read_first. I'm not 100% sure of the intent so you might want another solution. But it runs fine after I commented that out. EDIT: well, it runs but savestates are broken and cause a crash. It's a start though.
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Ok thanks for pointing me in the right direction. I was able to play back the known good Blue, Yellow, and Crystal Glitchless movies as of the latest commit, but yeah savestating changes appear to have broken, probably with respect to the sound channels.
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Cool, I'll try to look at savestates this weekend if they aren't fixed by then. I vaguely remember working through them before so hopefully tracking down errors wont be too bad.
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Natt was around in IRC and walked me through how he set up BizHawk-Gambatte's savestates, and they appear to be fixed properly now
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https://runs.tas.bot/GBA.html Documentation for attempting console verification of GBA games
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I took some time today to redo the vectrex display algorithm. It now looks MUCH better. It's a bit slower now, but I think it's worth the great increase in display quality. Getting that characteristic vectrex glow is still really hard though, I think this is as good as I can get for now.
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Alyosha wrote:
I took some time today to redo the vectrex display algorithm. It now looks MUCH better. It's a bit slower now, but I think it's worth the great increase in display quality.
Is there any chance that Vectrex could ever have a scalable display algorithm like an SVG? Or is that difficult to do with the current codebase?
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After a quick google search of that is, I would say no. internally everything is a pixel array.
Post subject: BizHawk 2.4.1 Released!
adelikat
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Windows Binary Release notes This release includes a number of bug fixes, performance improvements and core updates. In addition, GBHawk now has subframe and 4 player link support.
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GBHawkLink is still missing virtual pads...
A Gameboy saveram splitter/combiner tool will be very useful for the 1st gen and 2nd gen Pokémon games.
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I downloaded Bizhawk version 2.4.1 and the Gambatte core is not working, only GBHawk. I know that GBHawk is recommended, but I liked Gambatte too (and this one is operating normally in version 2.4.0).
I love games and love to record videos (longplays). Visit my Youtube channel https://www.youtube.com/user/xRavenXP
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Need to install the latest Prereq installer
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TiKevin83 wrote:
Need to install the latest Prereq installer
Thanks man! I can play with Bizhawk 2.4.1 flawlessly! Now everything is working perfectly.
I love games and love to record videos (longplays). Visit my Youtube channel https://www.youtube.com/user/xRavenXP
Post subject: BizHawk 2.4.2 Released
adelikat
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Windows Binary Release notes A small bug fix release that fixes some regressions in 2.4.1 as well as some other fixes.
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Alyosha
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An update was made today to Gambatte that fixes a VRAM access bug that prevented a run of WarioLand II from syncing on console. Thanks go to TIKevin83 and the gambatte devs for putting everything together and making a test ROM. jlun2 had posted the issue in the game thread less then a month ago, so seeing this wrapped up quickly and advancing console verification is pretty cool I think.