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Alyosha
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The screen doesn't update immediately because I didn't want to put the entire screen state in the savestate. If it's really preventing you from doing something I can add it in, but I'd prefer not to. Can you clarify the desync? Did it play differently when you were TASing it and then when you replayed it it was different (i.e. savestate de-sync) or is it just the desync between the 2 consoles like in the video (link desync)?
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While TASing, I paid attention only to the left screen, I then noticed the right screen didn't match up. The desync happens when playing back the movie file I linked. I used the latest Bizhawk build (whichever it was, about 2 hours ago) When I proceeded from before the desync for another hour, it didn't desync again. Here is the new video: https://www.youtube.com/watch?v=lqEVQ1LxSAs
Alyosha
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Interesting. I think I found a flaw in the link logic, so I'll post a fix. (It will break savestates so you'll have to export to BK2, but it should still sync.) Anyway that's probably the most intense game of GB Tennis ever played! Pretty cool stuff.
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Thanks Alyosha!
The screen doesn't update immediately because I didn't want to put the entire screen state in the savestate. If it's really preventing you from doing something I can add it in, but I'd prefer not to.
Well, I'm used to this behavior from pretty much any other emulator. For the sake of optimization, it is a good feature to have. Imagine you have jumped around a corner in two different ways, if you want to compare the two cases just by looking, you could load both savestates back and forth to compare. I'm working on Master Karateka 2 player and noticed: When I savestate 10 frames before the menu becomes visible and load that state, it will show the menu (or whatever the screen was before loading the state) and stay that way for those 10 frames. It does not update the screen in those 10 frames.
Alyosha
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Ah ok now I understand. For some reason I was confusing two ideas about the screen state in my head. Should be fixed in the most recent commit. Thanks for being persistent.
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I'm logging into speedrun.com for the first time in weeks, and I barely skimmed through new posts. Anyway, something was said about GBHawk running faster than it should, so I thought I should bring this to your attention.. Not that I'm involved or anything, just saying. https://www.speedrun.com/kdl/thread/8saqh
Alyosha
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I notice that is a kirby's dreamland thread. Yeah that game turns off the screen a lot, so it will appear to run fast. GBHawk isn't really build for RTA anyway so I'm not that worried about it.
Post subject: Save RAM Issue
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I'm not sure if this is the right place to post this, but I just noticed that GBHawk isn't automatically flushing the Save RAM when the emulator or ROM is closed on the latest version of BizHawk, while Gambatte still does this behavior. Manually flushing the Save RAM still works on GBHawk, though.
Alyosha
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Do you have GB -> settings -> sync settings -> use existing save ram selected? The intent of this setting is to allow for play without having to worry about accidently modifying your working save ram file.
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Ah, that was it! Thank you!
Pokota
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Alyosha wrote:
Yeah that game turns off the screen a lot, so it will appear to run fast.
I noticed something similar with the Zelda Oracles games. Why does turning off the screen cause this?
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Frames on the GB are counted as a certain number of cycles spent while the LCD is on. This means that the concept of frame length breaks down when the LCD is disabled and causes discrepancies between EMU frame count and real time.
Alyosha
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I could make a version that always runs a constant number of cycles, in fact that is what GBHawklink does by necessity. However I don't like how this makes input frames disconnected from video frames, so I'm willing to live with slight anomolies when the screen is off instead. As I've said in the past, I might make a constant cycle count version when everything is more mature and finalized, but for now it's not a priority.
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Super Mario Land DX (Hack of Super Mario Land) don't work.
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Alyosha
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Can you give any more details aout what you are seeing? Does it work in gambatte?
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I found out what's the problem. You have to rename the patched file from .gb to .gbc, otherwise Bizhawk will treat it like a normal GB game, which makes it look like this:
Alyosha
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you can run GB games in GBC mode by picking it in 'console mode' under sync settings.
TiKevin83
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Yes but unless you have both the GB and GBC firmware you won't be able to load the GB ROM to make the switch
Alyosha
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Yes that is a big weakness of the current setup that I have thought about how to fix but haven’t come up with a satisfying solution for. I’ve had that happen to me too when downloading a dev build or something and forgetting to add firmware , and it is quite annoying.
Alyosha
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Is there someone who can please test kirby's tilt 'n tumble on GBHawk and let me know what they think of the controls? If someone can just do a quick test and make sure nothing is broken I would appreciate it (I can't do it myself at the moment.) (you need to set the controller to tilt in the GB -> sync settings menu and reboot the core first.) tilt X should be bound to mouse X tilt Y should be bound to mouse Y (maybe inverted.)
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I could try to take on the test tonight. EDIT : I'm able to play Kirby's tilt 'n tumble with GBHawk, including the pop feature that causes him to jump on the enemy after doing a quick swipe with the mouse. I am able to do that jump to the north and south, but can't to the east and west (I don't remember on an actual GBC if you could do that) Also, I've noticed that the Game Boy Color boot's jingle is much higher pitched than it should (or even on Gambatte or a real GBC)
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Alyosha
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Ok thanks for testing. Pretty sure there is no left-right jump.
Chamale
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Is it possible to record a TAS of three Gameboy Color games, with no more than two games linked at any one time? Either directly with the multi-disk bundler, or by somehow using a lot of movies that start from savestates in order to switch connected games.
Alyosha
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Chamale wrote:
Is it possible to record a TAS of three Gameboy Color games, with no more than two games linked at any one time? Either directly with the multi-disk bundler, or by somehow using a lot of movies that start from savestates in order to switch connected games.
Not currently, what exactly are you trying to do? This is something that could theoretically be done, but would be quite a bit of work. Edit: actually I guess it wouldn’t be that hard , maybe I can look into it.
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Alyosha wrote:
Not currently, what exactly are you trying to do? This is something that could theoretically be done, but would be quite a bit of work. Edit: actually I guess it wouldn’t be that hard , maybe I can look into it.
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