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Good to know it's not something I'm doing wrong :) Just give me a heads up once the color palette features are implemented so I can test it out.
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http://code.google.com/p/bizhawk/source/detail?r=3894 Looks like you can build imterims yourself, right snesmaster?
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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I don't think I have the programs required to compile the .cs files. What program is needed and is it free to download?
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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.
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
Being able to pick the backdrop color in the Graphics Debugger window is a big help. Thanks for taking the time to add that feature. Also the Ctrl+C will make life easier as well. Requests: 1. I have a request for a modification on the Ctrl + C feature. It seems there are two areas that can be copied. The color palate and the BG window. 99% of the time I will be copying from the BG window. It would save time if instead of having to have the mouse over the BG window to copy it, if the default was to copy the BG window and have it only copy the Palette window when the mouse is over that window. 2. I see you added the Sprites to the Graphics Debugger. Can they be displayed in their locations from the game. So when I copy the BG window with BG graphics and paste them in a Photoshop file and then copy the Sprites from that same window they will line up where they should be on the background. vSNES currently does this so let me know if it would be helpful for me to provide some screen shots as an example of what I'm requesting.
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1. im not sure thats a good idea, but ill play with it and see if it behaves weirdly 2. that's a separate mode, additional work over the baseline. its planned.
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1. If it does not work out I would say forgo the mouse over and just have Ctrl+C copy the BG window. In the rare case where I would need the Palette Window I could just use Alt+Print Screen to get it. 2. I look forward to seeing the new sprite mode once it is ready. Overall things are looking very good on this. I think the only two upgrades that are needed before I can start using this as my primary SNES Mapping Tool are: The ability to select the (snes9x / zsnes) color palette that would be displayed in the emulator and Graphics Debugger, and once the Sprite section is complete. Once it reaches that point I will start using it a lot, and I'm sure I will come up with a lot more suggestions or little things I run into while using it full time. Also at that point I will be using it to find codes for SNES games like stopping certain BG animation or walk through walls to make mapping the game easier. At that time I'm sure I will have some suggestions for the cheat code finder. The one for FCEUX works great for finding codes for NES games. However the zSNES one sucks real bad for finding codes on the SNES. I took a quick look and it looks like the one in BizHawk is much better then zSNES. Once I start using it I will provide some feedback on it.
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1. this isnt an option. there are other windows than just the two you listed, or there will be eventually. individual sprites and tiles.
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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.
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
I just downloaded version 1.3.0 Thanks for adding the palette selection feature. That seems to work great. I was wondering is it possible in the Graphics Debugger to have it show multiple background at the same time. For example in Breath of Fire it would be handy to show BG1 and BG2 at the same time where the transparencies in BG1 would show through to BG2 behind it. I would still want to be able to view them individually like it is now, but it would be nice to toggle multiple layers on and off so several can be on at the same time. Kind of like what can be done in the main emulator window. Also I get this error sometimes when opening the Graphics Debugger: It seems to happen at random. If I open and close the window about 5 times I normally get this error at least once. A window pops up with "Unhandled exception has occurred in a component in your application. If you click Continue, the application will ignore this error and attempt to continue. Object reference not set to an instance of an object. Details: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at BizHawk.MultiClient.SNESGraphicsDebugger.UpdateColorDetails() at BizHawk.MultiClient.SNESGraphicsDebugger.paletteViewer_MouseMove(Object sender, MouseEventArgs e) at System.Windows.Forms.Control.OnMouseMove(MouseEventArgs e) at System.Windows.Forms.Control.WmMouseMove(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.296 (RTMGDR.030319-2900) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- BizHawk.MultiClient Assembly Version: 1.3.0.4026 Win32 Version: 1.3.0.4026 CodeBase: file:///C:/VideoGames/EMU/BizHawk/Builds/BizHawk-1.3.0/BizHawk-1.3.0/BizHawk.MultiClient.exe ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.296 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Web Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.272 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Web/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Web.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.278 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.282 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- BizHawk.Emulation Assembly Version: 1.3.0.4026 Win32 Version: 1.3.0.4026 CodeBase: file:///C:/VideoGames/EMU/BizHawk/Builds/BizHawk-1.3.0/BizHawk-1.3.0/dll/BizHawk.Emulation.dll ---------------------------------------- SlimDX Assembly Version: 4.0.10.43 Win32 Version: CodeBase: file:///C:/VideoGames/EMU/BizHawk/Builds/BizHawk-1.3.0/BizHawk-1.3.0/dll/SlimDX.dll ---------------------------------------- Microsoft.VisualBasic Assembly Version: 10.0.0.0 Win32 Version: 10.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- Newtonsoft.Json Assembly Version: 1.3.0.0 Win32 Version: 1.3.0.0 CodeBase: file:///C:/VideoGames/EMU/BizHawk/Builds/BizHawk-1.3.0/BizHawk-1.3.0/dll/Newtonsoft.Json.dll ---------------------------------------- BizHawk.Util Assembly Version: 1.3.0.4026 Win32 Version: 1.3.0.4026 CodeBase: file:///C:/VideoGames/EMU/BizHawk/Builds/BizHawk-1.3.0/BizHawk-1.3.0/dll/BizHawk.Util.dll ---------------------------------------- LuaInterface Assembly Version: 2.0.4.24551 Win32 Version: 2.0.4.24551 CodeBase: file:///C:/VideoGames/EMU/BizHawk/Builds/BizHawk-1.3.0/BizHawk-1.3.0/dll/LuaInterface.dll ---------------------------------------- lua51 Assembly Version: 0.0.0.0 Win32 Version: CodeBase: file:///C:/VideoGames/EMU/BizHawk/Builds/BizHawk-1.3.0/BizHawk-1.3.0/dll/lua51.dll ---------------------------------------- Accessibility Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
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maybe possible, but it's absolute lowest priority as it's a ton of work.
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
zeromus wrote:
maybe possible, but it's absolute lowest priority as it's a ton of work.
Yea, if it's a lot of work it's not a big deal, just something that would be nice but not at all necessary and by all means focus on more important things like the sprites :)
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in recent svn versions, sprite visualization is roughly in. still need a way to toggle them.
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
I found a problem with the Mouse Over and Ctrl+C to copy. It does not work if the Emulator is paused. It is important to do it while it is paused since I normally pause the game while I'm getting the screen shot. Is this something can can be easily fixed?
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works fine for me when the emulator is paused. does the confirmation message fail to appear, or does the bitmap just fail to make it to the clipboard?
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Location: Upstate, NY
The message comes up saying it has been copied to the clipboard, however it does not make it to the clipboard.
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snesmaster wrote:
The message comes up saying it has been copied to the clipboard, however it does not make it to the clipboard.
' what are your scanline/refresh options for the snes gfx debugger tool when this is happening? can you change those and get different results? are you 100% sure its related to whether the emulator is running or paused? the windows clipboard will routinely malfunction in much that way if youre using ati video drivers or if you have too many windows open. try closing some apps and checking again.
Joined: 11/15/2012
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Location: Upstate, NY
Scan line is set to "0". I don't see where the refresh options are. I set the scan line to "224" and that made no difference. However in testing it further I did notice something else. If the emulator is not paused, I can just tab over to the Graphics Debugger window do the mouse over copy and it works. When paused that does not work. However when it is paused if I click on the window before I copy it then it works, however I don't need to click on the window when the emulator is not paused. So when it is paused I must click in the window before copying, but I don't have to when it is not paused.
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found something flaky. should be fixed in r4110. not exactly what you described, but it was definitely the problem you were having
Joined: 11/15/2012
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Location: Upstate, NY
I just want to verify that this is the link to use for the latest build: http://code.google.com/p/feos-tas/downloads/detail?name=BizHawk.zip
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that's the link to use for feos's latest build. im not sure who else makes relatively recent builds. just because I say something is fixed in rXXXX doesnt mean anyone made a build for you. check the version on bizhawk.multiclient.exe from feos's site. the file version is X.X.X.4053 meaning its based on r4053. you cant always count on this working, but it works for bizhawk cos we set it up. you can see whats been going on in the source code lately at http://code.google.com/p/bizhawk/source/list
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feos-tas/downloads/detail?name=BizHawk.zip wrote:
This download is outdated. Use the SVN archive instead: http://code.google.com/p/feos-tas/source/browse/trunk/BizHawk.zip
Seems legit :P
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.
Joined: 11/15/2012
Posts: 67
Location: Upstate, NY
I just downloaded r4118 and the copy functionality for the Graphics Debugger seems to work a lot better now. I see you added the sprites option. This may still be in progress, but currently the "User Backdrop" mode does not work on the sprites, it currently just shows them on a black background. Also I notice now there are modes for "BG1 Screen" and "BG1". What is the difference between the two modes?
Joined: 11/15/2012
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Is there a way to enter Game Genie codes for the SNES using BizHawk? if so how, if not can that be added?
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There's no built in converter, but if you can find some downloadable app or web converter and turn the code into a DD:AAAAAA, then you can apply it as a freeze to the system bus (or better, map it to the appropriate place in ram or rom and apply a freeze to that directly). Yeah, not quite the greatest.