adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3570)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
TheAngryPanda wrote:
I'm having this issue as well with a SNES game, manually adding the folder did nothing for me. Letting it generate itself by using the quick movie creation still didn't solve the problem: http://i.imgur.com/ZNjIHD5.jpg http://i.imgur.com/t3S3OnN.jpg There's what EmuHawk's throwing as errors. If it matters, nothing is saved post-crash in settings, but the movie is saved at the frame is was crashed from. If it matters, Vista 64, unfortunately.
This is unrelated to AndyPanther's problem. With SNES though, there's always the possibility of these kinds of crashes. What game is it? Some games are known not to work (it was a tradeoff, either we have sysnc stability or 100% game compatibility, but not both). And congrats you found the new emergency save feature. The intent is if it crashes while recording a movie it gives you a chance to save (attempt to, obviously the emulator is in a state of crashing, depending on why it might not work). The intent is for the movie to save, not any other settings.
It's hard to look this good. My TAS projects
Player (72)
Joined: 5/28/2013
Posts: 99
It's Secret of Evermore. Haven't experienced any issues at all in previous versions. And yeah, I'm happy to see the emergency save works. :D edit: If I can provide any other info you might need, please let me know and I'll try to get what I can for you. In the mean time, I guess I'll just work from the previous version.
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
Experienced player (583)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Not sure what this means or how to report an error, but when I tried to load a savestate while recording pokemon gold, the program crashes and throws this error: http://puu.sh/5NdJA.png It did not use to do this and I could TAS normally. Edit: looking through the backup files, I noticed that a movie 30:12.38 is 63mb big. A later version that was at most a few minutes longer had a size of 126mb. These sizes seem a bit crazy for an input file.
Active player (365)
Joined: 4/13/2009
Posts: 18
adelikat wrote:
gui draw functions are done AFTER a frame is emulated, it was decided that is the most logical situation. However, ram viewing tools require to be updated BEFORE a frame is emulated. gui.text() is a nebulous hybrid of those two, so it isn't 100% clear which place to put it, but it was decided to happen BEFORE. If you need gui.text AFTEr a frame, use the events library: event.onframeend() to register a lua function that performs this task.
I think it seemes that gui.drawText() draws string which is on previous frame unlike gui.text(). And other functions named gui.draw*() draw a pattern which is on previous frame like drawText().
Masterjun
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Site Developer, Skilled player (1986)
Joined: 10/12/2010
Posts: 1185
Location: Germany
BizHawk (or EmuHawk idk) 1.5.3 broke the Trace Logger for me (for SNES games, GBC works though). It just isn't logging anything, I tested printing to window and writing to file. In 1.5.2 it works.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Sonia
She/Her
Joined: 12/6/2013
Posts: 435
Location: Brazil
I'm trying to play Rondo of Blood but I get this error: What should I do? I already have the bios file, but don't know where to put it.
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3570)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
That error message is actually outdated. Just put your bios in /Firmware Use config -> firmware to manage firmware files, instead of path config.
It's hard to look this good. My TAS projects
Sonia
She/Her
Joined: 12/6/2013
Posts: 435
Location: Brazil
Thanks, but I'm having a new problem with the game now. Like... after beating the game once, my progress went to 64%, and I managed to make a movie about it. But if I start recording again, the emulator resets my progress to 0%. The 64% keeps intact if I don't choose to record a new movie, though. I made a video about it that explains things better: http://www.2shared.com/video/8BhAXQHR/cvbug.html I have no idea what's causing this. How can I fix that so the game will keep at 64% if I choose to record a new movie?
Former player
Joined: 4/13/2011
Posts: 76
Location: Japan
I did various tests BizHawk 1.5.3's N64. There were fatal exception errors. ●I create a bkm doing Record Movie->Movie From->Now, and Stop Movie at a suitable length. Whenever I do Play Movie or Stop Movie on this bkm, the bkm state's binary becomes erased. When it is erased, an error occurs and it cannot be replayed. ●In Record Movie, if the check for "Make default author" is removed, the save data is reset. ●In Ram Watch, Freeze Address does not work. ●In Virtual Pads, the lower part of the N64 Analog window is cut off, and clicking cannot set it to -128 (only up to -108). . From here, these are option problems. ●Regarding Paper Mario freezing problem, selecting CPU Core in BizHawk's N64 solves the problem. I checked in mupen+, but Pure Interpreter is the one that solves the problem. ●BizHawk's N64 controller, Memory Pak is set to Auto ON. However, some games do not work with it. It is only a small fraction of games, but I would like an ON/OFF option. ●As for USB Controller reaction, it is allowed to put input exceeding the range of the possibility of a normal N64 controller, but it serves as a obstacle to one part of gameplay. I would like some kind of option (like a checkbox) to prevent exceeding the range. This is an individual matter, but is it possible to add the video plugin z64gl? When I try mupen+, there are a few games which work better with it than Rice or Glidemk2. The #1 Software Rendering "SoftGraphic HLE plugin v1.5" can be used, but since mupen+ has no plugin set, that is a different problem.
Operation related to TAS of N64/GC/Wii/PS2 emulator is often investigated.
Experienced player (588)
Joined: 2/5/2011
Posts: 1417
Location: France
●In Ram Watch, Freeze Address does not work. I already reported that to Adelikat
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Sonia
She/Her
Joined: 12/6/2013
Posts: 435
Location: Brazil
Why is the audio of Bizhawk so dreadfully low? I put the volume at 100 on the Emulator, plus almost at the max on my speakers and I still can barely hear the music. Is there not a way to circumvent this?
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
synnchan wrote:
Why is the audio of Bizhawk so dreadfully low? I put the volume at 100 on the Emulator, plus almost at the max on my speakers and I still can barely hear the music. Is there not a way to circumvent this?
What core and what game?
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
The game is "Cotton - Fantastic Night Dreams" (for PCE CD) The Bizhawk version I'm using is 1.5.3. And I dunno how to check the core. PCEHawk by vecna?
Fortranm
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Editor, Experienced player (877)
Joined: 10/19/2013
Posts: 1121
A file named mupen64plus.cfg appears in D:\ when Bizhawk runs N64 games.
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
synnchan wrote:
The game is "Cotton - Fantastic Night Dreams" (for PCE CD) The Bizhawk version I'm using is 1.5.3. And I dunno how to check the core. PCEHawk by vecna?
It appears to be mostly a PCE problem. I'm looking into it; might be hard to do anything for you; apparently the real hardware was kind of wonky when it came to this sort of thing.
Fortranm wrote:
A file named mupen64plus.cfg appears in D:\ when Bizhawk runs N64 games.
Reported, should be fixed soon, thanks.
Post subject: Some RAM Watch bugs
Editor, Experienced player (569)
Joined: 11/8/2010
Posts: 4034
In BizHawk 1.5.3, when I make and save a RAM Watch .wch file with ColecoHawk or SMSHawk and then load it up again later, all of the data types reset to Signed (though their sizes are kept). GBCHawk's RAM Watch gives this error when attempting to load a wch (but loads it anyway) and this error when you try to save said wch (but saves it anyway). Also, in Atari2600Hawk, something I did caused me to get this error while trying to save a watch file and the wch did not save. I haven't been able to reproduce it though.
Fortranm
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Editor, Experienced player (877)
Joined: 10/19/2013
Posts: 1121
Q: What's the difference between the MMC3 and MMC5 versions? A: The MMC5 version is technically superior. There is less slowdown and the charging sound doesn't interrupt the music. The author guarantees that the MMC5 version will work in FCEUX and that the MMC3 version will work in VirtuaNes. Other emulators may have issues, ranging from minor visual bugs to completely not working. Go ahead and try either version in your preferred emulator, but I personally recommend just playing the MMC5 version in FCEUX. MMC3 and MMC5 are chips that NES cartridges contained. The MMC5 is a later, more advanced chip. Mega Man 4 was originally made for the MMC3 chip, but PureSabe ported it to the MMC5 chip for his romhack to take advantage of its more advanced capabilities.
Bizhawk can't run MMC5 version of Rockman 4 Minus Infinity.
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Joined: 5/11/2011
Posts: 1108
Location: Murka
Fortranm wrote:
Q: What's the difference between the MMC3 and MMC5 versions? A: The MMC5 version is technically superior. There is less slowdown and the charging sound doesn't interrupt the music. The author guarantees that the MMC5 version will work in FCEUX and that the MMC3 version will work in VirtuaNes. Other emulators may have issues, ranging from minor visual bugs to completely not working. Go ahead and try either version in your preferred emulator, but I personally recommend just playing the MMC5 version in FCEUX. MMC3 and MMC5 are chips that NES cartridges contained. The MMC5 is a later, more advanced chip. Mega Man 4 was originally made for the MMC3 chip, but PureSabe ported it to the MMC5 chip for his romhack to take advantage of its more advanced capabilities.
Bizhawk can't run MMC5 version of Rockman 4 Minus Infinity.
Fixed in r5984
Post subject: Re: Some RAM Watch bugs
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3570)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
CoolKirby wrote:
In BizHawk 1.5.3, when I make and save a RAM Watch .wch file with ColecoHawk or SMSHawk and then load it up again later, all of the data types reset to Signed (though their sizes are kept). GBCHawk's RAM Watch gives this error when attempting to load a wch (but loads it anyway) and this error when you try to save said wch (but saves it anyway). Also, in Atari2600Hawk, something I did caused me to get this error while trying to save a watch file and the wch did not save. I haven't been able to reproduce it though.
All these have been fixed in what would be a 1.6 release. For those reading this, a 1.6 release will feature GenesisHawk, but will disable TAStudio. If anyone was productively using that dialog (I can't imagine that being true), let me know, but for the time being it will have to be disabled. The only reason it hasn't been released is that googlecode is lame and removed the ability to add downloads, we are waiting for a good solution for tasvideos housing the release builds. But I may release and host it temporarily on dropbox, if anyone has opinions, please discuss.
It's hard to look this good. My TAS projects
Post subject: Re: Some RAM Watch bugs
Joined: 3/11/2012
Posts: 149
Location: WI
adelikat wrote:
The only reason it hasn't been released is that googlecode is lame and removed the ability to add downloads, we are waiting for a good solution for tasvideos housing the release builds. But I may release and host it temporarily on dropbox, if anyone has opinions, please discuss.
Github supports attaching binary downloads to a designated release, unless you want to stick with Google code. I'm willing to provide hosting for the binaries, but I assume hosting is not your problem. (I'll stop on IRC later to discuss if you want to know more.)
Editor, Experienced player (569)
Joined: 11/8/2010
Posts: 4034
You could also try SourceForge (where openMSX is hosted). Apparently they have a fast and easy Google Code importer that can move the entire project right over.
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3570)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
NO thanks, I won't be using sourceforge, ever again.
It's hard to look this good. My TAS projects
Editor, Experienced player (569)
Joined: 11/8/2010
Posts: 4034
Uh...okay. Then I support Sappharad's suggestion of GitHub.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3570)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Can't do github either, as I wont' be able to get support from other developers for using GIT. And GIT having a higher learning curve isn't helpful for trying to get good help. In summary, I don't intend to move from googlecode, just host the binaries elsewhere
It's hard to look this good. My TAS projects
Editor, Experienced player (569)
Joined: 11/8/2010
Posts: 4034
If you just need to host the binaries, Sappharad volunteered to host them for you above. Otherwise, there's always Dropbox (like you said) and MediaFire (where Dolphin builds used to be stored). MediaFire is also free and reliable (I've been using it for 5+ years now for general personal storage, including *.exe files).

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