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Joined: 3/31/2010
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Star Fox seems to have a lag frame, every other frame. I know Star Fox has lag, but not this bad. Stunt Race FX seems to run at 50 FPS. Both are confirmed good dumps and U versions.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Joined: 1/23/2012
Posts: 82
hegyak wrote:
Star Fox seems to have a lag frame, every other frame. I know Star Fox has lag, but not this bad. Stunt Race FX seems to run at 50 FPS. Both are confirmed good dumps and U versions.
What's your CPU?
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Quad Core AMD 2.51 GHz . Radeon 5570. Other SNES games work fine. It's just those two that are odd.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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starfox is considering itself lucky if it can run at 30fps. usually (always?) its running worse. you shouldnt be surprised if its got as many lag frames as missed frames.
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zeromus wrote:
starfox is considering itself lucky if it can run at 30fps. usually (always?) its running worse. you shouldnt be surprised if its got as many lag frames as missed frames.
That's true. I know StarFox is a slow @$$ compared to Virtua Racing. Genesis does what Nintendon't.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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Record All in multitrack is not working. The "currently recording player" over laps with the FPS.
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hegyak wrote:
Quad Core AMD 2.51 GHz . Radeon 5570. Other SNES games work fine. It's just those two that are odd.
BSNES emulates all co-processors (SuperFX, Cx4, etc...) at the low level, so games that utilize them are considerably slower than games that don't. That's why.
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DarkKobold wrote:
The "currently recording player" over laps with the FPS.
Just move it to where you would like it from the Config -> Messages dialog
It's hard to look this good. My TAS projects
Editor
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Pasky13 wrote:
hegyak wrote:
Quad Core AMD 2.51 GHz . Radeon 5570. Other SNES games work fine. It's just those two that are odd.
BSNES emulates all co-processors (SuperFX, Cx4, etc...) at the low level, so games that utilize them are considerably slower than games that don't. That's why.
Well, Stunt Race FX doesn't lag that hard and it also uses the SuperFX chip. Yoshi's Island also uses the Super FX chip (though, it's a newer one).
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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Maybe it's when the chip is in use that they utilize even more cpu usage? Megaman X2 and X3 will get decent frame rates until they use the Cx4 to do their 3D processing I believe.
I think.....therefore I am not Barry Burton
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I've heard that X2 and X3 use the C4 for all their graphics, not just the wireframe stuff, but also plain old 2d sprite stuff. I guess the load really does depend on the amount of stuff the game asks from the chip.
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Ah, okay. Yes, maybe it's the load on the chips that causes the huge slowdown, seems logical.
I think.....therefore I am not Barry Burton
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Pitfall II won't load in Bizhawk
Exception during loadgame: System.InvalidOperationException: mapper not supported: DPC at BizHawk.Atari2600.HardReset() at BizHawk.Atari2600..ctor(GameInfo game, Byte[] rom) at BizHawk.Atari2600.MultiClient.MainForm.LoadRom(String path, Boolean deterministicemulation)
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Heisanevilgenius wrote:
Pitfall II won't load in Bizhawk
I don't think the mapper it uses is supported yet.
Player (164)
Joined: 4/14/2012
Posts: 25
Location: Japan
I've come accross defective emulation of graphics in GBC "Dragon Quest III - Soshite Densetsu e... (Japan)" after using a bug to enter debug mode. This game has a serious bug that we can go debug mode. When we use a bugged item called "なし"(nothing), junk data is written in RAM and we can sometimes go debug mode. On real console, the graphics are not broken, though on BizHawk, the graphics of the fields are broken. movie file: http://www.mediafire.com/?63gn1g4p1w5f2c7 (works on Bizhawk v1.1.1b and v1.2.0) http://www.nicovideo.jp/watch/sm19161625 (graphics broken from 5:25) VBA-M makes the same broken graphics too: movie file: http://tasvideos.org/userfiles/info/2162614622808571 The graphics are not broken on real GBC console: http://www.youtube.com/watch?feature=player_detailpage&v=oyjXuMf9nyI#t=594s (he uses GBASP?)
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Thanks for the bug report, and for the movie file that reproduces it. Unfortunately, we don't really have a GB emulation guru here. The core is from gambatte, and has only received minor changes in bizhawk. Does this bug also occur in gambatte itself? If so, you might take it up with the author of gambatte. If he makes a change to gambatte proper that fixes it, then we can easily add the change here in bizhawk.
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Randil wrote:
Hi again, I just opened up a .bkm-move for a GB game in a text editor and noticed that it contained
Force_DMG_Mode False
GBA_In_CGB False
Force_DMG_Mode False
GBA_In_CGB False
repeated 500 times or so... after digging a bit deeper into this, it seems Bizhawk appends this text to the movie header each time you stop playing a movie while in write mode. Sometimes it appends more than one instance of this message, so I think it's worth checking out how the code looks for writing this message to the bkm file.
Sorry but I can not reproduce this. I tried with GB and GBA games. And I used 1.1.1a as well as 1.2.0, and the latest SVN version.
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It might have been that I was switching between read-mode and write-mode a lot while recording... perhaps if you try that?
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Masterjun wrote:
If I use the Trace Logger in Tetris (NES) it somehow pauses the game by itself (even while movie playback)... there is also something strange going on with the sound after logging...
Will be fixed for next release
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Robocop 3 emulation in BH. Link to video
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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feos wrote:
Robocop 3 emulation in BH. Link to video
Video of the year. Sharing on Facebook.
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should have been broken since 19-aug-2012. memory map was accidentally implementing $1xxx reads as PPU register reads instead of internal ram reads, which caused the scroll regs to get glitched. could have been affecting a number of games since that date but accessing variables in that range is not typical behaviour. fixed in r3655
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Thanks. Though latest interim reports it's r3577 in the Help window instead of 3655. http://code.google.com/p/feos-tas/downloads/detail?name=BizHawk.zip
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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see if it works better now, i changed the revision number tracking batchfile to be more robust
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Location: Germany
I'm trying to capture an AVI file of the Space Invaders run, but can't get it to record audio. WAV and MKV also record only silence. (Here's my config.ini.) PS: According to 2k6specs.htm the framerate is controlled by the game, so would the one used for official timekeeping (TAS duration = framecount / fps) be NTSC's framerate, i.e. 60000/1001?