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endrift
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Emulator Coder
Joined: 12/14/2014
Posts: 161
Kurabupengin wrote:
endrift wrote:
Please try reproducing all of these in the latest standalone nightly. 0.5 is coming out soon and as much testing with a nightly as possible is great.
Just tested on the latest nightly build and both bugs still happen. This also happened on the Wii port.
I've fixed the Sonic Genesis bug, I'll try to take a look at the other one tomorrow (beyond just confirming that it reproduces on my end, which I've now done).
Editor, Expert player (2330)
Joined: 5/15/2007
Posts: 3933
Location: Germany
I tried the latest nightly, from 12th Oct 2016, but the issue I reported a while back is still happening.
Then I tried drag-dropping a ROM on the emulator but nothing happened. Then I tried to load a different ROM via "load ROM..." in the menu and the emu crashed again.
So I deleted the mgba folder in AppData. Then I reopened mgba and tried drag-dropping a ROM but nothing happened, again. And loading a ROM via "Load ROM..." crashes the emulator, again. I don't know why this is happening but I can't use your emulator. Any steps I should try?
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Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
MUGG wrote:
I tried the latest nightly, from 12th Oct 2016, but the issue I reported a while back is still happening.
Then I tried drag-dropping a ROM on the emulator but nothing happened. Then I tried to load a different ROM via "load ROM..." in the menu and the emu crashed again.
So I deleted the mgba folder in AppData. Then I reopened mgba and tried drag-dropping a ROM but nothing happened, again. And loading a ROM via "Load ROM..." crashes the emulator, again. I don't know why this is happening but I can't use your emulator. Any steps I should try?
What is your OS? It does not seem to be happening to others, so would that be a factor?
Editor, Expert player (2330)
Joined: 5/15/2007
Posts: 3933
Location: Germany
Windows 7 64bit I was able to use mgba on this PC at one point without problems. Edit: It seems the emulator now doesn't like ROM path to have öäü in it. (Dolphin doesn't either.) (It wasn't my idea to put one of those letters. This wasn't originally my computer.) After much downloading different versions and testing, I now got it to work like this: I got 0.5.1 and placed it in a non-äöü path. I set the display driver to "Softwate (Qt)". "OpenGL" shows only blackness for some reason. Things to wonder and to note: - Why could I use mgba without problems about 1~2 years ago on this same PC and now it has trouble with äöü in the file path? - Why does OpenGL show blackness? - I noticed outputting a video creates a file without an extension (such as .mp4 or .avi). How come? - It seems mgba has trouble when drag-dropping GB and GBA ROMs on it alternatedly. The game screen is sometimes messed up and uses a wrong resolution, such as GBA resolution when a GB game is loaded. This happened after I first drag-dropped Lady Sia (GBA), and then Volley Fire (GB).
endrift
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Emulator Coder
Joined: 12/14/2014
Posts: 161
I'll take a look into the accent mark weirdness soon and drag and drop stuff soon. As for OpenGL blackness, does your GPU support OpenGL 3.0? Try setting it to Force 1.x and seeing what happens. E] Both of these issues are now fixed.
Editor, Expert player (2330)
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"Force OpenGL 1.x" in mGBA 0.5.1 works. I guess I didn't catch that option back when I made my previous post.
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MUGG wrote:
in bizhawk, when doing action command glitch in mario & luigi (when the screen flickers), the audio pitch turns down a lot. That doesn't happen on console. Idk if it happens in the standalone mgba.
I still don't know if it happens in the standalone mgba. I have now made a Bizhawk issue page regardless. It has been a problem that occured in the Bizhawk-mgba for quite a while now. Fortunately it doesn't affect recorded AVI/WAVs. Maybe you can research it sometime..
Skilled player (1741)
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Hello. I tried mGBA-0.5.1-2016-10-05-win32 with the game 2221 - Ty the Tasmanian Tiger 3 - Night of the Quinkan (U)(Trashman).gba and it immediately crashed with the error: Jumped to invalid address: 10100808.
endrift
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Joined: 12/14/2014
Posts: 161
Please try with 0.5.2 or a nightly. It seems to work on my end.
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endrift wrote:
Please try with 0.5.2 or a nightly. It seems to work on my end.
It works on nightlies, thanks. :) It crashes on 1.11.9 mGBA core, but at least it works fine on the vba-next one.
endrift
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Joined: 12/14/2014
Posts: 161
Yeah, I'm sure the fixed version will get merged into BizHawk sooner rather than later.
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Just saying: The Mario & Luigi WIP I gave you a while ago seems to sync in the new Bizhawk 1.12.0.
endrift
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Joined: 12/14/2014
Posts: 161
I forget what that was. Is that good or bad?
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It basicly means there have been no timing changes between bizhawk 1.11.9.1 and 1.12.0. You said you wanted to try playing back the run on console, or something...
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Tried playing back the Mario & Luigi WIP in bizhawk 1.12.2, and it desynced in the Koopa Cruiser, 21000 frames into the run. Just as a FYI. Bizhawk 1.11.7 (mGBA-0.4.0) --> WIP was started on this version Bizhawk 1.11.9.1 (mGBA-0.5.0) --> WIP still syncs Bizhawk 1.12.1 (mGBA-0.5.0) --> WIP still syncs Bizhawk 1.12.2 (mGBA-0.5.2) --> desync EDIT: added link to WIP.
Skilled player (1741)
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MUGG wrote:
Tried playing back the Mario & Luigi WIP in bizhawk 1.12.2, and it desynced in the Koopa Cruiser, 21000 frames into the run. Just as a FYI. Bizhawk 1.11.7 (mGBA-0.4.0) --> WIP was started on this version Bizhawk 1.11.9.1 (mGBA-0.5.0) --> WIP still syncs Bizhawk 1.12.1 (mGBA-0.5.0) --> WIP still syncs Bizhawk 1.12.2 (mGBA-0.5.2) --> desync EDIT: added link to WIP.
Was it due to extra lag frame(s), or did something changed value/behaved differently? Hope it's fixable/respliceable.
Editor, Expert player (2330)
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I haven't looked into it yet. But I have provided the means that others can look into it if they want. Just download the WIP and play it back on Bizhawk...
  • 1.12.0 or 1.12.1
  • 1.12.2
and check for differences somewhere at framecount 21000. I have my doubts it can be resynced, but who knows.
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Joined: 12/13/2016
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I can also confirm/report having desyncs in WIPs made prior to the mGBA 0.5.2 change. At least in Golden Sun (Sonic Advance appears to be fine); it seems to be fixable by lag adjustment, though I am still somewhat concerned. What's new that caused this?
Skilled player (1741)
Joined: 9/17/2009
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Just checked finally. While my Sabre Wulf WIP works still, that joke "Telefang 2 Cheats playthrough" desyncs at 60k frames in (overworld npc behaves differently, causing encounter). Not sure how at the moment, given it syncs for all other battles and drops before that section. Edit: I'm talking about this wip posted on google drive. 60k frames corresponds to around this part, where that pink NPC at the bottom right corner moved a bit off, catching me in the lastest BizHawk edition compared to the video.
Editor, Expert player (2330)
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I looked into the desync. There is a lagframe at frame 16180 in Bizhawk 1.12.0, which is no longer there in Bizhawk 1.12.2. Next difference after fixing that is at frame 22845 where the in-battle dialogue takes 2 frames longer to start. I didn't check thoroughly, but I saw ingame timer ended up being behind by 1 frame in Bizhawk 1.12.2. I think RNG probably wouldn't comply later on so I'm giving up on trying to convert the WIP.
Skilled player (1741)
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Post #456550 Post #456563 There's a post about "Astro Boy" that it desyncs when playing back with savestates on mGBA core, but I'm not sure if it's this core's fault, or the savestate implementation. Posting this here in case it leads to something.
Post subject: dumb question
Experienced player (690)
Joined: 11/23/2013
Posts: 2233
Location: Guatemala
Hi endrift. I know this question is coming out of nowhere but... Does Beast Fighter run on mGBA? It's a bootleg GB game published by Sachen and I've only been able to run it on an emulator called hhugboy. This emulator also runs Yong Yong's Rockman 8 bootleg somewhat decently too.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Skilled player (1741)
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Just posting this here, since I noticed it does not affect vba-next: From this post:
jlun2 wrote:
1. Select m-gba core 2. Open SpongeBob SquarePants - Lights, Camera, Pants! (USA).gba 3. Open TAStudios 4. Open this file in TAStudios: https://drive.google.com/open?id=0B-2O13fpsnI4akZwMWJ3ZFd2QUk 5. Play it until frame 1500 or so; you should see: 6. In the piano roll, click on frame 1158 or so and make a marker. (Do not change the input!) 7. Click on the marker to go back to the frame in step 6. 8. Play the movie to 1500 or so again. This time this message appears: Even though literally nothing was changed. No idea what happened, but loading a savestate in TAStudios completely changed the result.
I think something went wrong with savestates for that game. Edit: Tried mgba 0.6.1; seems fine there, so ignore this please, sorry.
Fortranm
He/Him
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Joined: 10/19/2013
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The iQue logo screen of Chinese version of Metroid Zero Mission (Miteluode - Lingdian Renwu (China)) is glitched.
endrift
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Emulator Coder
Joined: 12/14/2014
Posts: 161
Yet another instance of that cursed DMA bug...still haven't managed to figure out what conditions it happens in :/ E] I finally figured it out. It’s fixed in master now.
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