Posts for adelikat

adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
You have a number of options in BizHawk: 1) Autohold Go to config -> hotkeys, and map the autohold hotkey then hold that key and press one of the keys mapped to a controller button. That button will now be "sticky". Use this to free up repetitive buttons (such as the directional arrow you hold for many frames at once) and help get over your keyboard limitations. 2) Virtualpads Go to tools -> Virtualpads Then is essentially a graphical interface for the autohold feature, except you can also use it for 1 frame "clicks" and a variety of UI such as analog 3) Multitracking Go to config -> hotkeys -> movie tab Map all the Multitrack/MT hotkeys. Then toggle multitrack on, and select player 1 and create a savestate, tas a segment using the first player only. Then do the "Increment player" hotkey and load that state, now you will be recording player 2 while the movie is playing back the input of player 1. 4) Lua Scripts Lua script can press input programmatically, you can use some creative scripts to automate some input to free up your fingers 5) A better keyboard They are a bit pricey, but you can get a "Gamer's keyboard" for about 70USD that allows unlimited keys to be pressed at once. Obviously this option costs money as opposed to the other options :)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
The blunt truth is your computer and/or graphics card is too old. To support it we will need to put in a directx fallback. This is a LOT of work, to support very few computers still in use. I'm sorry, but that's hard to prioritize.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Looks like you are using the quicknes core. Try switching to neshawk by confing to config -> core -> uncheck nes in quicknes And let us know how it behaves then.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Will be corrected shortly. EDIT: Fixed, I changed the release to 1.7.3. It is the same build, just named differently. Sorry for the mix up.
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adelikat
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Joined: 11/3/2004
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this should fix all issues brought up here.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
BizHawk 1.7.3 is now released For full release notes and binaries see here EDIT: The release is called 1.7.3, my plans for a 4th number didn't agree with my compiler, so meh. Also, you will notice I changed and do not provide the windows binary in this post. Sorry, I get tired of linking the url twice. The main fixes here are related to issues brought up by khaz in sneshawk.
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adelikat
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Joined: 11/3/2004
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There is no "room" above, because the input display position is configurable, as is any OSD messages, so putting it above can clash with any custom settings.
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adelikat
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Joined: 11/3/2004
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To be fair, the "null" in the window text is unintended behavior.
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adelikat
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Joined: 11/3/2004
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Ah, right.
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adelikat
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Joined: 11/3/2004
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CoolKirby wrote:
adelikat wrote:
What would you suggest to do about it? I have no ideas that don't result in losing features
It doesn't do that when a movie is not being recorded. Could the same code that handles clearing the previous input outside of recording be used during movie recording?
Here's the problem. If you a movie loaded, input display shows you your previous frame in orange. Which is useful and nice. When you press a button, it shows you that button, which is nice too. If the button you press is a previous button, it "blends" into a light orange. This is all useful stuff, and works just like fceux and desmume for example, when the input is boolean. For analog, that blend isn't so nice, as you see. I could drop the previous frame input's analog input, which means you don't get to see some useful information. Or I could drop the immediate analog input, and again, you don't get to see some useful information. Which useful information would you rather not see? I have no ideas on how to deal with this logic without dropping useful information, and don't know what to drop. Hence, I've done nothing about it. Sorry my not knowing causes fire-kirbies to appear. I'm open to suggestions. It shouldn't be a big deal though, if you are in a situation where this is useful for you, then you are in a situation where the virtualpad is more helpful than the input display, most likely.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Your first problem is fixed as part of the 1.7.2b release, I recommend you go ahead and upgrade. The 2nd problem I am well aware of, I just didn't think it was impottant enough to fix yet.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Maybe you should read your error. To run TG-16 CD games, you need the TG-16 CD bios file. Go to config -> firmwares to get more information and a list of firmware files you have or don't have.
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adelikat
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Joined: 11/3/2004
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To follow up, we fixed the gamedb settings for this game, so the the "correct" parameters are set by default.
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adelikat
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Joined: 11/3/2004
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1) gui.text() is working as intended. It draws in "client space", meaning the actual window that is being drawn in. Screen resizing affects the positioning of things drawn with gui.text(). This is intended behavior. And for best results, take advantage of the anchor parameter. gui.drawText() works in emulator space, meaning in the emulator core's frame buffer space. If the screen is resized, the text is recalculated just like the game's screen. What you are really compaining about is that the drawText() font is not pleasing. You are happy with its logical behavior, not what it looks like on screen. I changed the topic accordingly. There are fontsize, fontfamily, and fontstyle parameters, have you tried using those to find a font that is more pleasant for you? 2) I don't know what lsnes does, you will have to try it. Also, I don't like sneaking in 2's into a thread ^_^
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adelikat
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Joined: 11/3/2004
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Can you elaborate on what option fixed this? so others may benefit from this knowledge. My guess is that performance profile doesn't run the game, and compatibility does.
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adelikat
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Joined: 11/3/2004
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khaz, this report was very valuable and what we found is a nasty bug. All your problems (other than the play movie dialog) stem from this. To be clear this bug is only on sneshawk and only in the context of using the emulator after stopping a movie. To get you back to productive TASing until the next release, whenever you stop a movie, go to emulation menu and do reboot core. It is annoying, but will save you from all these bugs. And don't trust any non-movie savestate you have made previously, those are hosed. The play movie dialog can be worked around too. Just drag & drop a movie onto the window to quickly load it. Also, for TASing, it is faster to do file -> recent rom -> autoload and File -> movie -> recent -> autoload. This will save you a lot of time, and avoid play dialog crashes.
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adelikat
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Joined: 11/3/2004
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CoolKirby wrote:
When recording a movie of an Atari 7800 lightgun game, the input display will write over itself while the game is paused, making it very hard to tell what the current lightgun position is:
Ditto for N64 analog, and this has been true for a few releases. What would you suggest to do about it? I have no ideas that don't result in losing features
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adelikat
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Joined: 11/3/2004
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If that's what he means, there is a solution. File -> Recent Rom -> autoload. And File -> Load State -> Autoload Last State will achieve those results. However, I think he means that after every X frames he wants it to savestate. That too is achievable with rewind. EDIT: And thirdly, it can be done with a simple lua script.
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adelikat
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Joined: 11/3/2004
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Jabo is not supported! If you see an option at all in the gui, that was a mistake to expose it. Downloading it won't help you, it won't work yet anyway. Don't try to use it in this release. But I guess I did spoil the suprise, that jabo support is in the works
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adelikat
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Yet. I am in full support of this feature and would like a good reason to build it. However, it is controversial to do anything other than the default emulator behavior :(
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adelikat
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Buddybenj wrote:
This release looks awesome! Can the GBA core be accepted for submissions?
GBA is not officially released sorry for the confusion. As for submissions, the parser will accept GBA runs. However, if they are poorly emulated (including sound), they won't meet publication requirements.
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adelikat
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jlun2 wrote:
Supports peripheral recording (such as zappers, mouse, and light gun)
I haven't tested it yet, but does that also include the DIP switches for Nintendo World Championships?
You misunderstand. The rerecording system supports whatever. So it is a matter of what the core supports. NesHawk doesn't emulate the dip switches yet, I don't know if quicknes supports it, probably not
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Post subject: BizHawk 1.7.2 Released!
adelikat
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Joined: 11/3/2004
Posts: 4739
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BizHawk 1.7.3 has been released!
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adelikat
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Joined: 11/3/2004
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BizHawk 1.7.2a is now released This is a SIGNIFICANT movie related release. Firstly, it fixes the major desync bug in SNES rerecording. Secondly, it uses a new movie format, .bk2 Thirdly, peripherals such as mouse and zapper are now supported for rerecording! Fourthly, Virtualpads have been redone, and now represent the current controller configuration, and support things like Paddles, Zappers, etc with new virtualpad widget types. For full release notes see here
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adelikat
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Joined: 11/3/2004
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Location: Tennessee
zaphod77 is correct. And those vault movies that forgoe time-saving damage, would be obsoleted by movies that do (get on it TASers!)
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