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Did you try to disable rewind feature? It can really help to run a game normally
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Hâthor wrote:
Did you try to disable rewind feature? It can really help to run a game normally
The rewind function is disabled by default.
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Joined: 10/23/2004
Posts: 706
I have three questions: 1. After I enable the rewind function, how do I actually rewind? 2. When using the Virtual Pads, is it possible to autofire one of the buttons? This used to be possible in the TAS input plugin by right-clicking. 3. Is it possible to interact with the Virtual Pads using a physical game pad? This was possible on the TAS input plugin. It was also possible to make any one axis behave differently from the other (e.g. make up and down slow to respond while left and right were not).
Current Project: - Mario Kart 64
adelikat
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Weatherton wrote:
1. After I enable the rewind function, how do I actually rewind?
Press the rewind hotkey. Go to config -> Hotkeys to map it
2. When using the Virtual Pads, is it possible to autofire one of the buttons? This used to be possible in the TAS input plugin by right-clicking.
In the next release you will be able to right-click to set autofire. However, you can also set autofire by mapping the autofire buttons in the controller config, or using the autofire hotkey
3. Is it possible to interact with the Virtual Pads using a physical game pad? This was possible on the TAS input plugin. It was also possible to make any one axis behave differently from the other (e.g. make up and down slow to respond while left and right were not).
Currently this behavior doesn't not happen. As for response, I"m not sure what you mean, but in the controller config you can set the sensitivity of X and Y separately, does this get what you are looking for?
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Experienced player (601)
Joined: 10/23/2004
Posts: 706
adelikat wrote:
As for response, I"m not sure what you mean, but in the controller config you can set the sensitivity of X and Y separately, does this get what you are looking for?
That may be what I'm looking for but I just realized that I'm having a bigger problem. When I map my analog stick on my controller (rather than using the virtual controller), no matter how much I press my control stick I either get a value of 0 or 127. Any idea what's going on here?
Current Project: - Mario Kart 64
adelikat
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Also, to be clear you are mapping it on the analog tab right? Not the "fake" analog buttons in the "Normal Controls", those are always 0 and 127
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adelikat wrote:
Also, to be clear you are mapping it on the analog tab right? Not the "fake" analog buttons in the "Normal Controls", those are always 0 and 127
Yea, that worked for me. I thought Analog was mapped in the main tab, not in the tab labeled "Analog" Dur...
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Experienced player (601)
Joined: 10/23/2004
Posts: 706
Yeah, same problem here. I think it would help to add a note under normal controls that those are digital mappings.
Current Project: - Mario Kart 64
nfq
Player (93)
Joined: 5/10/2005
Posts: 1204
OMG, Blast Corps works! Pretty interesting game to TAS, I remember JXQ said years ago that he would be interested to TAS it.
Wyster wrote:
Among the games i tested, most seem work just fine. However, I am getting problems when trying to start others. Some examples: Goldeneye 007 - Nothing happens, it's just a black screen forever Perfect Dark - The start screen pops up after a pretty long delay, then it stays there forever
Goldeneye works for me, but in Perfect Dark USA version I have the same problem as you. The European and Japanese versions work though.
adelikat
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BizHawk 1.5.1 Released Also, please try to post in the Bug reports thread general BizHawk bugs/issues. Actual emulation issues (I know the distinction can get murky) however, are welcome here because we are assessing the general state of mupen64plus/Bizhawk emulation vs mupen.
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nfq
Player (93)
Joined: 5/10/2005
Posts: 1204
Never mind what I said about Perfect Dark. The Japanese and European versions didn't work for me after all, they just took a little longer to freeze (about 1 minute into the game). I tested to do a movie recording of Goldeneye (recorded from save state) and that seemed to work really good though. I played for about 4 minutes and 15 rerecords and I didn't get any desync. With the old mupen-rr, I often got a desync in Goldeneye in less than 1 minute.
Joined: 10/14/2013
Posts: 335
Location: Australia
The only problems I've noticed mostly seem to be plugin related: 1 - Banjo Tooie, if you watch all of the demos through from start to the last one at Jolly's lagoon with Glidemk2 it'll freeze midway during this demo, whereas with Glide or Rice this doesn't happen. 2 - Chameleon Twist 2 - doesn't matter which of the three plugins I use, I don't get any sort of picture other than a black or white square box. There is also a game or two that refuses to start (the original Chameleon Twist for instance) due to not supporting the controller pack. In most cases this is something that'd we'd want enabled, but for this game and a few others they simply function incorrectly if it's present. A toggle or an automatic game detection / turn off might be something to look in to. And lastly, I don't have any real graphical problems or sound problems (especially if I capture to avi, I commend you on making this pretty much flawless) except in one or two cases. For instance in Banjo Tooie, if I were to play (or even play and dump to avi) the opening movie works without a hitch, but if I run the second movie there's clearly something slightly off about the audio and video as if they're out of sync. This is present on any throttle with any amount of frame skips, however generally I set frame skips to zero and the throttle to clock throttle. Here's a savestate for Banjo Tooie (U), with all the movies unlocked to show you what I mean: http://www.mediafire.com/?1brm22m9ae2bfgd All the roms in question were the North American ones. I'm pretty sure a lot of what I mentioned is either previously known (whether towards Bizhawk or Mupen) or has an easy fix I'm overlooking, but I figured I'd post with as much information as I could just in case!
I'm not as active as I once was, but I can be reached here if I should be needed.
Post subject: Time for mupen-rr vs bizhawk
Buddybenj
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Posts: 166
Location: USA
mkdasher wrote:
I made .bkm files for both Super Mario 64 0 stars and 120 stars: http://www.mediafire.com/download/3q4cqufd8dia7q5/SM64_TAS_BKM.rar 0 star time is 5:04.88 (it was 5:02.25 on Mupen-rr) 120 star time is 1:20:45.40 (it was 1:20:41.52 on Mupen-rr) It's funny how a 5 min run is 2 seconds slower, but then a 80 mins run is just 4 seconds slower.
I'm confused. The 120 star TAS was 290491 frames. That should be the same through all emulators. But the time should be slightly different on real console because it is not in perfect conditions always 60 fps. But emulators assume perfect conditions with no lag (except for the games lag frames). But 290491/60 (290491 frames / 60 fps) seconds is equal to 1:20:41.52 exactly (290491/60 is about 4841.5166 seconds). Doesn't that mean BizHawk is wrong. Also if we deprecate mupen64-rr how will we compare times when they are different across emulators? That will create some confusion. That is why frames are usually the best for timing TASes. The timing for mupen64-rr is the only one that makes sense to me. Also Super Mario Bros. (FCEUX) is 17868 frames. 17868/60 = 297.8 seconds. 297.9 seconds is 4:57.8. The time on the submission is 4:57.31. That makes no sense! I know I'm late to join the thread btw.
Projects: Interested in TASing N64 Mario Golf. GBA Mario Tennis: Power Tour is on hold.
Patashu
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The reason why the same TAS can be different speeds when converted to different emulators is because they emulate lag and loading times differently - not because of (or not necessarily because of) differing FPSes. Also, the reason why SM64 TASes sync so well on console is because the N64 only polls during input frames, so you can program your bot to only send input when it polls - then it doesn't matter how lag emulation differs from the real thing!
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
Editor, Experienced player (608)
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The time for Super Mario Bros., as with all NES runs published on the site, is calculated at the NES' frame rate of ~60.098814 fps (or more likely a less precise number). Here is an SDA article that gives precise frame rates for various consoles (with the math used to find them).
adelikat
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CoolKirby wrote:
Tis calculated at the NES' frame rate of ~60.098814 fps (or more likely a less precise number).
Ye of little faith. For NES, the site uses 60.098813897440515532 for NTSC and 50.006977968268290849 for PAL
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Editor, Experienced player (608)
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Why do we need numbers that precise for NES movies if runs of GBx/GBA games are only calculated at 59.7275 fps?
FractalFusion wrote:
this site calculates with 59.7275fps.
Post subject: Nice numbers
Buddybenj
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adelikat wrote:
CoolKirby wrote:
Tis calculated at the NES' frame rate of ~60.098814 fps (or more likely a less precise number).
Ye of little faith. For NES, the site uses 60.098813897440515532 for NTSC and 50.006977968268290849 for PAL
How did you calculate it that exact? Did you look at it and say it was about 60.098813897440515532 fps?
Projects: Interested in TASing N64 Mario Golf. GBA Mario Tennis: Power Tour is on hold.
Post subject: Re: Nice numbers
Buddybenj
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Buddybenj wrote:
adelikat wrote:
CoolKirby wrote:
Tis calculated at the NES' frame rate of ~60.098814 fps (or more likely a less precise number).
Ye of little faith. For NES, the site uses 60.098813897440515532 for NTSC and 50.006977968268290849 for PAL
How did you calculate it that exact? Did you look at it and say it was about 60.098813897440515532 fps?
In all seriousness how did they calculate that? Also what numbers do we use for N64? I'm assuming 60 exactly because that's what gives you 1:20:41.52. In that case BizHawk is less accurate.
Projects: Interested in TASing N64 Mario Golf. GBA Mario Tennis: Power Tour is on hold.
adelikat
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Right now the site and BizHawk calculate at exactly 60, I haven't ever been told a precise number to use instead. Plus, it is kind of silly to go that precise when the N64 emulators are WAY off in timing accuracy anyway. As the console verified movies show.
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Post subject: Re: Nice numbers
Patashu
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Buddybenj wrote:
Buddybenj wrote:
adelikat wrote:
CoolKirby wrote:
Tis calculated at the NES' frame rate of ~60.098814 fps (or more likely a less precise number).
Ye of little faith. For NES, the site uses 60.098813897440515532 for NTSC and 50.006977968268290849 for PAL
How did you calculate it that exact? Did you look at it and say it was about 60.098813897440515532 fps?
In all seriousness how did they calculate that?
The NES CPU has an exact Hz and there's an exact number of cycles between each frame on the NES CPU. (Some more knowledgeable in the field than me could provide the numbers, I'd check nesdev for example)
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
Post subject: Mupen64 getting banned
TAG
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man am i gonna have nightmares, Mupen feels less complicated then Bizhawk.
I’m sorry. Really I am... I am so sorry for what I did. Forgive me.
Post subject: does bizhawk have a debugger feature?
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Is there a debugger? I can't find it.
Post subject: Re: Nice numbers
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Patashu wrote:
Buddybenj wrote:
Buddybenj wrote:
adelikat wrote:
CoolKirby wrote:
Tis calculated at the NES' frame rate of ~60.098814 fps (or more likely a less precise number).
Ye of little faith. For NES, the site uses 60.098813897440515532 for NTSC and 50.006977968268290849 for PAL
How did you calculate it that exact? Did you look at it and say it was about 60.098813897440515532 fps?
In all seriousness how did they calculate that?
The NES CPU has an exact Hz and there's an exact number of cycles between each frame on the NES CPU. (Some more knowledgeable in the field than me could provide the numbers, I'd check nesdev for example)
Still, the accuracy of the underlying crystal isn't more than 7 significant figures, and if rendering is ever turned on and off (a very common occurrence on VRAM carts), you lose another 2 significant figures because of PPU dot skipping (or lack thereof).
Joined: 12/18/2012
Posts: 22
Location: Australia
I still haven't been able to get SM64 to work in Bizhawk all I get is a black screen. Is there any particular settings that works 100%? I've tried with multiple versions of SM64 with nothing working. Other games like F-Zero X, OoT, MM all work fine but SM64 is the only one I'm having trouble with.