I don't know if it is an error in BizHawk, my PC or if there is something else, but when I open BizHawk (the latest version, 2.9.1 and others like 2.8 or 2.0) I get this message: "EmuHawk needs Microsoft Visual C++ 2010 SP1 Runtime (x64) in order to run! See the readme on GitHub for more info. (EmuHawk will now close.) Internal error message: %1 is not a valid Win32 application."
My PC is x64 but it asks me to install MV C++ 2010, but even though I already install it, the same thing still appears, even though I tried with previous versions. Can anyone help me?
By the way, I have already tried restarting the PC, reinstalling Microsoft Visual, reinstalling BizHawk and the same thing still appears.
Also install the prereq installer
While routing/testing in Kirby & The Amazing Mirror (Japanese ROM), I encountered an audio bug where some sound effects would not play, while playing on Bizhawk 2.7 (mgba version 0.8). The "scratch noise" when getting hit is missing as well as the "bling" when an ability star breaks. This problem would start occuring for no apparent reason, but usually at some point during gameplay. It can be fixed (temporarily) by soft-reset.
I'm not certain what causes this problem.
I did not encounter this in the latest Bizhawk 2.9.1 (mgba version 0.10) yet, but I can't be certain if it is fixed.
HI! It's me again, after a long time... ummmm, well, I was just chilling out playing MvsC: Clash of Super Heroes on PSX when I got this error, and not just on PSX, but on all cores like the SNES. Does anyone know what to do? I have some people recommending me to install Arch Linux.
The error indicates the Rewinder could not allocate the memory it was set to.
Most likely you raised the Rewinder memory setting way past the default 512MiB.
Joined: 8/30/2020
Posts: 108
Location: Sydney, Australia
Meta: Do we need a stickied thread anymore? Is there any benefit to that over having people create a new thread for each problem/inquiry?
I contribute to BizHawk as Linux/cross-platform lead, testing and automation lead, and UI designer. This year, I'm experimenting with streaming BizHawk development on Twitch. nope
Links to find me elsewhere and to some of my side projects are on my personal site. I will respond on Discord faster than to PMs on this site.
Bug report: After using Basic Bot the messages disappeared permanently. Messages like "Saved state: QuickSave6" does not appear. Restarting emulator did not help. Deleting config file helped. (I also got like a thousand messages saying that something was wrong with savestates but I did not have time to read what the messages said, but it looked like a loop that tried to load a savestate that does not exist...? Using BizHawk 2.9.1. )
Feature request: Please allow using Basic Bot input with a hotkey in regular play. It could work exactly like autofire and autohold, and it could be called autorandom. When the hotkey is toggled, then autorandom input is applied, but it should not override player input, so that we can augment our manual input with random noise. (Now Basic Bot requires a movie, so I can't fool around with it while playing regularly or while trying to replicate glitches manually. I suppose autorandom could be done with a Lua script also, so if it is easy implement please include it as a default Lua script.)
Thank you for an amazing emulator!
I tested the latest stable versions and bizhawk devs, with Dragon Ball Gt Final Bout, when you don't record a movie it seems to be okay, but if you record a movie, the game goes into an infinite loop of lag After charachter selection.
Joined: 8/30/2020
Posts: 108
Location: Sydney, Australia
CNR with a dev build from today, rom partial hash CRC32:15601450, full hash CRC32:24433280. Are you sure it is an infinite loop i.e. the frame counter is still increasing? The disc load doesn't seem to be that slow but I still have to ask. In any case, please post a movie, because I couldn't get it after a few attempts.
I contribute to BizHawk as Linux/cross-platform lead, testing and automation lead, and UI designer. This year, I'm experimenting with streaming BizHawk development on Twitch. nope
Links to find me elsewhere and to some of my side projects are on my personal site. I will respond on Discord faster than to PMs on this site.
I used Virtual Pad in Bizhawk to keep certain buttons pressed.
But when I close the Virtual Pad window, those buttons still kept getting pressed.
When re-opening Virtual Pad, the buttons on the window didn't indicate that the controller buttons were held down.
I think no buttons should be held when closing Virtual Pad.
Not sure if this happens in any other cores but on mGBA, when I select hard-reset from the menu and then load a different state, the emulator will still perform the hard-reset which I think it should not do after loading a state.
Clicking hard reset in the menu just presses the '"Power" button for the current frame. It's still going to hard reset if you load a savestate on that same frame.
I encountered a problem with TAStudio.
Worked on it playing game A.
The next day I tried to open it in game B, when loading a state/branch it would say "it is throwing a fatal exception, would you like to save (depending on what caused the error, this may or may not succeed)?"
Since I was still oblivious to the fact that I'm on the wrong game, I confirmed to save, thinking it might export a bk2 instead.
Now when I'm trying to open the tastudio file on the correct game, it doesn't accept any branch loads and the beginning is ruined so it doesn't actually progress through the game.
Since I have made backups, the loss is not significant but I want to bring to your attention that tastudio should probably not throw exceptions when loading bad states/branches.
Also, instead of saving over the problematic file, it should save a second file...
@CasualPokePlayer
I'm saying when loading a state it should "forget" that I inputted a hard-reset.
Loading a state should rewind to the exact situation I was in before.
TAStudio is not throwing exceptions here, it is the core throwing such for being given bad states/branches. If this happens here, there isn't a good graceful way to handle such (ignoring the exception would just lead to even more exceptions down the line, not to mention the core is likely completely hosed at this point), the best that can be done is to try to save whatever progress is present.
Savestates do not hold your current input.
This reply is a bit terse, so I'm confused.
From reading this discussion about hard-reset, I'm guessing that the menu option presses it in a way where it's "sticky", where it will will stay pressed even though a literal button isn't being held, in contrast to most other standard emulated controller inputs?
From a bit of casual testing, I can see the menu press is custom and independent of other interactions like virtual pad. I also notice the UI is entirely disabled when TAStudio is open, which I find interesting (I can imagine the reasoning).
But if it's just an input, is there any reason why it couldn't just be reset when a savestate is loaded? At the very least there should be a way to unpress power if the game is paused and you realize you didn't want to press it? This seems to me an architectural limitation, not an inherent limitation of how power presses work.
I'm saying when loading a state it should "forget" that I inputted a hard-reset.
Loading a state should rewind to the exact situation I was in before.
Savestates do not hold your current input.
From a bit of casual testing, I can see the menu press is custom and independent of other interactions like virtual pad.
It uses ClickyVirtualPadController, which is used with a few other things (Basic Bot, TI83 Keypad UI, FDS Disk Controls). Basic Bot notably would seem to rely on such button presses not being cleared on Load State judging from its code.
Even so, consider the other way around: if you press the Reset button, savestate, advance some frames, then loadstate, should the Reset button be pressed on the load state? If we want to restore everything exactly the same as the savestate, including inputs, then the answer would be yes. I would say it should not be done.
If you press the Reset button by accident, there is already a method for undoing inputs you did not intend to do: rewind.
Loading a savestate should discard any presses that would be applied the next frame (i.e., the power press). To retain it seems like a misfeature on the user UI end. To me, retaining the power press as a special case here is just obviously unintuitive behavior, (Broadly speaking, maybe it's not that significant because you can load state again to avoid having the power button pressed, but it still is a source of confusion).
Rewind... literally can't work in the scenario we're describing. You've loaded a savestate; your rewind buffer is going to be clear.
Storing actively pressed inputs in the savestate seems like a non-sequitur: I'm not suggesting savestates contain these presses.
Loading a savestate should discard any presses that would be applied the next frame (i.e., the power press).
To be clear, it is a press which applies to the current frame, which is just yet to be emulated (it probably should be cleared, although other places (i.e. Basic Bot) would need testing to avoid issues).
You've loaded a savestate; your rewind buffer is going to be clear.
In the test I did before I made that post, I was on latest dev version, rewind was enabled, and I couldn't rewind after loading a savestate. It doesn't work when a movie is loaded, but I guess it could technically work if no movie was loaded.
If a movie is loaded then that's a completely different matter, you already have input constantly available anyways. Although if that's not clearing out the input in that case that's probably a bug in itself?
Joined: 8/30/2020
Posts: 108
Location: Sydney, Australia
MUGG wrote:
I encountered a problem with TAStudio.
Worked on it playing game A.
The next day I tried to open it in game B, when loading a state/branch it would say "it is throwing a fatal exception, would you like to save (depending on what caused the error, this may or may not succeed)?"
Since I was still oblivious to the fact that I'm on the wrong game, I confirmed to save, thinking it might export a bk2 instead.
Now when I'm trying to open the tastudio file on the correct game, it doesn't accept any branch loads and the beginning is ruined so it doesn't actually progress through the game.
Which version of EmuHawk were you using?
I contribute to BizHawk as Linux/cross-platform lead, testing and automation lead, and UI designer. This year, I'm experimenting with streaming BizHawk development on Twitch. nope
Links to find me elsewhere and to some of my side projects are on my personal site. I will respond on Discord faster than to PMs on this site.
Hey look buddy, I'm an engineer. That means I solve problems. Not problems like "What is software," because that would fall within the purview of your conundrums of philosophy. I solve practical problems. For instance, how am I gonna stop some high-wattage thread-ripping monster of a CPU dead in its tracks? The answer: use code. And if that don't work? Use more code.
@YoshiRulz
I'm using Bizhawk 2.9.1.
RetroEdit PM'd me to inquire about my workflow but I couldn't confirm the steps that I wrote down.
Sorry. Maybe I wasn't paying enough attention when the problem happened.
MUGG's reply to RetroEdit wrote:
I couldn't reproduce the issue I described :/
Maybe I wasn't paying enough attention in the "heat of action".
I can reproduce a different issue though. (Using Bizhawk 2.9.1 with mGBA core)
1) Start game Mario & Luigi Superstar Saga (US)
2) Open TAStudio
3) Advance a few frames
4) Move -> Stop Movie (save as "somefile.tasproj")
5) Start game Mario & Luigi Superstar Saga (JP) (TAStudio is still open at this point)
6) Drag & Drop somefile.tasproj on the emulator
7) Exception ("core rejected the savestate")
Depending when you close or reopen TAStudio or switch the ROM, it's possible to get a different exception error (still "core rejected the savestate" but with a red cross sign).
If I figure out how I originally did it, I will PM again.
A different minor issue:
Selecting RAM Watch while it is already open but hidden behind other windows will not make it come into focus (i.e. it will not be shown on top of the other windows).
This does not occur with RAM Search and Hexeditor, but I have not tested anything else.
Joined: 8/30/2020
Posts: 108
Location: Sydney, Australia
MUGG wrote:
Selecting RAM Watch while it is already open but hidden behind other windows will not make it come into focus (i.e. it will not be shown on top of the other windows).
This does not occur with RAM Search and Hexeditor, but I have not tested anything else.
Well that doesn't work at all on Linux so someone else will have to look into it.
But for the TAStudio bug, I suspect it's already fixed in 2.10 RC1.
I contribute to BizHawk as Linux/cross-platform lead, testing and automation lead, and UI designer. This year, I'm experimenting with streaming BizHawk development on Twitch. nope
Links to find me elsewhere and to some of my side projects are on my personal site. I will respond on Discord faster than to PMs on this site.
Hey look buddy, I'm an engineer. That means I solve problems. Not problems like "What is software," because that would fall within the purview of your conundrums of philosophy. I solve practical problems. For instance, how am I gonna stop some high-wattage thread-ripping monster of a CPU dead in its tracks? The answer: use code. And if that don't work? Use more code.