Skilled player (1247)
Joined: 8/29/2014
Posts: 302
Could neutral analog input be changed from "128" to being blank like the other inputs? This would make it much easier to tell where changes in analog input are when using tasTudio.
Joined: 7/29/2009
Posts: 55
Can savestates be made to contain a screenshot? It's very irritating to load a savestate and have an old image shown, especially if you load onto a lag frame and the image lingers for a while.
Skilled player (1247)
Joined: 8/29/2014
Posts: 302
Potato Stomper wrote:
Can savestates be made to contain a screenshot? It's very irritating to load a savestate and have an old image shown, especially if you load onto a lag frame and the image lingers for a while.
Config>Rewind & States...>check "Save a screenshot in savestates"
Joined: 7/29/2009
Posts: 55
Hetfield90 wrote:
Potato Stomper wrote:
Can savestates be made to contain a screenshot? It's very irritating to load a savestate and have an old image shown, especially if you load onto a lag frame and the image lingers for a while.
Config>Rewind & States...>check "Save a screenshot in savestates"
Thanks.
Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
I've been wondering for a while now, but is there a specific reason why BizHawk uses an older version of Higan? It seems it uses the bsnes v087 as opposed to the higan v101. Is it due to later versions being harder to run or is it something completely different?
fsvgm777
She/Her
Senior Publisher, Player (226)
Joined: 5/28/2009
Posts: 1213
Location: Luxembourg
v101 is literally only the accuracy core, which is heaps slower (heck, I can't even run it at full speed). I believe v087 is still used, because v088 and onwards went with the "cartridge folder" format (and would very likely require everyone to convert the games to that specific format)...which itself underwent changes somewhere between v093 and v095. For reference, the last version that contains the balanced core is v098.
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Besides the annoying and unintuitive game-pak format, I've rapidly browsed the changelog of each version and there're seems to be no relevant update to bsnes core. It's mostly GUI stuff, other systems and filters. V.085 movies are already known to be console verifiable.
Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Oh, well that's good to know! I tried downloading Higan v101 to test DKC but the frames kept dropping to 51-58 randomly. Whereas when played in BizHawk, they never drop below 60. Thanks for the info guys.
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
Standalone mGBA offers the option to disable/enable audio channels 1, 2, 3, 4, A and B, but I can't find such an option in Bizhawk. I'm requesting that you add it. I have created an issue for this.
Joined: 7/17/2012
Posts: 543
Location: Switzerland
Does anyone still work on the Virtu core in BizHawk? Is the implementation of the joystick emulation planned? It seems to me that many games use the joystick.
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1559
Well somebody might be tardy. The next release is past the deadline. It's December. There must be a schedule slip.
Spikestuff
They/Them
Editor, Publisher, Expert player (2642)
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
PikachuMan wrote:
Well somebody might be tardy. The next release is past the deadline. It's December. There must be a schedule slip.
Even though you're not (since you're 2009). You must be new here.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Version 1.11.9 has been released! Changelog: http://tasvideos.org/Bizhawk/ReleaseHistory.html#Bizhawk11191 Downloads: https://github.com/TASVideos/BizHawk/releases/tag/1.11.9.1 This release fixes mGBA memory domain reading. There is some nice additions to NESHawk including VS support! Also, as usual, lot's of improvements to TAStudio as well.
It's hard to look this good. My TAS projects
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Warning: if your scripts stop working, switch manually to proper memory domain, as since now, the default one is System Bus, where applicable.
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.
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
Bizhawk 1.11.9 mgba core, SRAM domain in hex editor still gives an exception ... https://github.com/TASVideos/BizHawk/issues/738
Post subject: Re: 1.11.9 Released
Joined: 3/11/2012
Posts: 149
Location: WI
adelikat wrote:
Version 1.11.9 has been released!
Excellent news, unlucky timing for me though. :-) I'll try to post a macOS build on Monday, currently flying out to PSX for the weekend.
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
Ok, seems like natt fixed SRAM in mGBA. I'm just waiting for 1.11.9.1 then.. (I don't want to use interim builds for TASing, though I'm gonna use it for testrunning and routing for the time being.) Edit: I had VBA-Next crash on me on Mario & Luigi's file select, but it was most likely the cause of me messing with the savegames, not an emulation error. Looks like VBA-Next SRAM is bugged in the same way as in previous versions. Not that I use it, but... Edit: mGBA toggling audio channels in Bizhawk is bugged. - If you set all channels to false, there is still audio playing, specifically, the channels that correspond to channel 2 and 3 in standalone mgba. Image for clarification - If you set all channels to false and then reboot core, all channels are active again (settings are ignored).
Post subject: Re: 1.11.9 Released
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
adelikat wrote:
Version 1.11.9 has been released! Changelog: http://tasvideos.org/Bizhawk/ReleaseHistory.html#Bizhawk11191 Downloads: https://github.com/TASVideos/BizHawk/releases/tag/1.11.9.1 This release fixes mGBA memory domain reading. There is some nice additions to NESHawk including VS support! Also, as usual, lot's of improvements to TAStudio as well.
Sorry, but is it just me or is the download link dead? Edit: Ok, downloaded from http://tasvideos.org/Bizhawk/ReleaseHistory.html#Bizhawk11191 Edit2: Ok, for real, this is what I did. 1. Open BizHawk 1.11.9.1 2. Open the Rom Keitai Denjuu Telefang 2 - Speed (Japan).gba 3. Load this savestate https://drive.google.com/file/d/0B-2O13fpsnI4ZlNlZ3ZZOC1sYUk/view?usp=sharing (either drag it or place it on folder) 4. Press "A" to start the battle 5. Press "A" to get into battle: 6. Click the menu bar -> GBA -> GPU Viewer 7. Click the "sprites" under "available widgets, then click "refresh" button. You should get this: It doesn't occur when the trainer occurs; only once the monster is summoned. No idea why. Edit3: Works fine on VBA-next, so it's mgba core. Edit4: Viewing tiles in the mgba emulator itself (not BizHawk) seems fine. Hm.
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
@jlun2: Coincidentally, I reported a similar thing here 2 days ago (though the problem had been present for months). I'm also curious if we're getting a "1.11.9.1" soon, because I can't really start on my M&L TAS otherwise.
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
MUGG wrote:
mGBA toggling audio channels in Bizhawk is bugged. - If you set all channels to false, there is still audio playing, specifically, the channels that correspond to channel 2 and 3 in standalone mgba. Image for clarification - If you set all channels to false and then reboot core, all channels are active again (settings are ignored).
Still bugged in 1.11.9.1 Assuming natt's fix wasn't included in 1.11.9.1, I attempted to make changes to 1.11.9.1 myself to include the fix. But: When I download output/dll/mgba.dll and replace 1.11.9.1's dll, there seems to be no effect. And when I download output64/dll/mgba.dll and replace 1.11.9.1's dll, I get the "a core accepted the ROM but threw an error" message.
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
I'm not sure if this is related to BizHawk or the individual GBA cores, but for some reason, in Keitai Denjuu Telefang 2 - Speed, the chest here http://imgur.com/a/n5Y1p On the area to the right of the first village, whenever I use vba-next core, freezing the address in IWRAM associated with said chest's item (0x358C or 0x360C, may hop around elsewhere), it changes the item along with the sprite that shows up too. On mgba, it changes the item obtained, but the sprite remains the same as the original item in the chest. In other words, freezing the same value, on the same occasion, but on different cores give different (visual) results. Anyone else have this happened?
Post subject: Re: 1.11.9 Released
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
jlun2 wrote:
adelikat wrote:
Version 1.11.9 has been released! Changelog: http://tasvideos.org/Bizhawk/ReleaseHistory.html#Bizhawk11191 Downloads: https://github.com/TASVideos/BizHawk/releases/tag/1.11.9.1 This release fixes mGBA memory domain reading. There is some nice additions to NESHawk including VS support! Also, as usual, lot's of improvements to TAStudio as well.
Sorry, but is it just me or is the download link dead? Edit: Ok, downloaded from http://tasvideos.org/Bizhawk/ReleaseHistory.html#Bizhawk11191 Edit2: Ok, for real, this is what I did. 1. Open BizHawk 1.11.9.1 2. Open the Rom Keitai Denjuu Telefang 2 - Speed (Japan).gba 3. Load this savestate https://drive.google.com/file/d/0B-2O13fpsnI4ZlNlZ3ZZOC1sYUk/view?usp=sharing (either drag it or place it on folder) 4. Press "A" to start the battle 5. Press "A" to get into battle: 6. Click the menu bar -> GBA -> GPU Viewer 7. Click the "sprites" under "available widgets, then click "refresh" button. You should get this: It doesn't occur when the trainer occurs; only once the monster is summoned. No idea why. Edit3: Works fine on VBA-next, so it's mgba core. Edit4: Viewing tiles in the mgba emulator itself (not BizHawk) seems fine. Hm.
Fixed. It was actually a frontend issue. The game asks for sprites that creep slightly past the end of VRAM, and the viewer didn't bounds check, so it read a little pixel garbage off of the end of VRAM. Depending on the memory layout though, that could be in an invalid host memory area and trigger an access violation.
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Thanks! Also, every now and then, for the latest BizHawk version, the hotkeys for poking and freezing a RAM watch/search address, control+P and control+F doesn't seem to work after a while. It works initially however. Anyone else have this problem? Edit: Closing, then reopening both seems to make it work again.
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
I ended up testing some gameboy games for 2-player compatibility in Bizhawk's Multi-disk Bundler. Crashes: Volley Fire Master Karateka Tennis Works: Dr. Mario Hyper Lode Runner Battle City Tetris Mogura De Pon!
Post subject: Improvements to Bizhawk
blackbombchu
He/Him
Joined: 1/7/2017
Posts: 1
Bizhawk should provide it's own tutorial on how to use it that's easy for anyone to understand. It should emulate all games properly and the emulation should not have glitches that the original game didn't have. Not only should it have the feature of being able to save or load a state. There should also be a way to suddenly switch to TAS mode in the middle of game play by opening TAS studio which already exists but TAS mode should work in a different way. There should be a way to start recording your gameplay when ever you want by clicking a certain option. You should be required to have your gameplay be in the middle of getting recorded in order to enter TAS mode. Once you enter TAS mode, it should list the entire sequence of controller inputs since you started recording and you should be able to see what the game looks like on a specific frame by clicking that frame making it be the only highlighted one. When you make an edit to the sequence of controller inputs, nothing should happen until you click "Save changes" and after you do so, the earliest frame that changed should be the one highlighted. There should also be a button to play the movie in the TAS studio, but if you haven't saved the changes you made to the sequence of controller inputs, a box should open up asking you if you'd like to save those changes and if you pick no, they should be lost. Exiting TAS studio should also make you play in real time from the highlighted frame but once you reenter TAS studio, the change in controller inputs as a result of exiting TAS studio should be treated like a single edit that can be undone. Finally, TAS studio should also have a button for saving the video you're making and for closing it in a way that deletes the temporary record of what edits you made to the video and enables you to start making another video in the same way. Clicking "Save changes " should really save changes in the sense of saving a video. It should just change the temporary record of what edits you made to the sequence of controller inputs. Once you open a video you already made, you should also be able to edit that video and save it with a different file name without deleting the video you already made. The tutorial should give long instructions on how to use that version of Bizhawk that anyone can understand and actually learn how to do what ever they want to do in that program and there should be a clear warning to people before they download it that they will probably completely know how to use it if they take the time to read the big long tutorial and that they might even end up accidentally losing an edit that they regret losing if they don't read the whole thing. They should also have tutorial on how to download it and there should be a simpler way to download it so that there won't have to be as long a tutorial on how to download it that peo ple who aren't computer experts can understand. It should also be possible to load a gamecube controller profile just like in Project 64. Bizhawk should provide a tutorial on how to create one and there should be a way to create one in Bizhawk so that the tutorial won't have to be as long and still be understandable to people who aren't computer experts. There should also be a way to save a screenshot as a PNG image file. Also, also files that were a saved state that wasn't saved in Bizhawk itself should be able to be converted into a PNG image. I think tasvideos.org should get help from a high level research group to figure out how to make an even better version of Bizhawk.

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