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Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
I forgot to report this, but while TASing Sailor Moon R for the GB, for some odd reason, if you make a savestate during the lag frames before a boss encounter, then load an overworld stage savestate and back to the boss savestate, a frame of lag would randomly disappear. Then if you enter read-only mode, load a savestate at the beginning of the stage, then playback/fastforward all the way back to the boss, the lag frame would reappear, causing desync.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4035
jlun2 wrote:
I forgot to report this, but while TASing Sailor Moon R for the GB, for some odd reason, if you make a savestate during the lag frames before a boss encounter, then load an overworld stage savestate and back to the boss savestate, a frame of lag would randomly disappear. Then if you enter read-only mode, load a savestate at the beginning of the stage, then playback/fastforward all the way back to the boss, the lag frame would reappear, causing desync.
This has happened to me a few times too with another game (so it's not just Sailor Moon R), though it happened when loading the same savestate a few times. This isn't a major bug, but it is kind of annoying.
Joined: 10/31/2006
Posts: 134
When entering full screen mode and then exiting, you can't resize the window using the mouse by dragging the border afterward. (It does work before going full screen) Fixed by changing line 3517 in MainForm.cs from
FormBorderStyle = FormBorderStyle.FixedSingle;
to
FormBorderStyle = FormBorderStyle.Sizable;
fsvgm777
She/Her
Senior Publisher, Player (225)
Joined: 5/28/2009
Posts: 1213
Location: Luxembourg
SGB mode doesn't work at all in 1.4.1. Followed by libsneshawk-32-compatibility crashing (translated, since I use a French Windows 7): Problem signature: Problem event name: APPCRASH Application name: libsneshawk-32-compatibility.exe Application version: 0.0.0.0 Application timestamp: 50dbfb90 Defective module name: ntdll.dll Defective module version: 6.1.7601.17725 Defective module timestamp: 4ec49b8f Exception code: c00000fd Exception delay: 00036289 System version: 6.1.7601.2.1.0.768.3 Locale identifier: 1134 Additional information n. 1: 052c Additional information n. 2: 052cf328a30b43fecf76baa985e4e807 Additional information n. 3: 43ea Additional information n. 4: 43eaea2b5173927767fc2c9d5dd5421f To reproduce, just attempt to run any GB game in SGB mode. Note that only the SNES core crashes, but BizHawk still runs. For the record: SNES ROMs as well as GB ROMs (when not run in SGB mode) work fine.
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Joined: 10/31/2006
Posts: 134
Windows 8's default settings at Control Panel\All Control Panel Items\Display "Change the size of all items" is set to 125% by default (wtf?) This make the highlighting in the hex editor offset by, I'm assuming 25%. Ignore the OS specification on the side, that was for my initial bug report before I realized default font size were not the same. Switching it back to 100% makes everything fine, so not a big deal, but I was getting used to 125% size (without my consent). Edit: Tried to fix this, found you can find windows DPI setting using
			// find windows DPI settings for selection offset
			Graphics graphics = this.CreateGraphics();
			winDPIpercent = (int)(graphics.DpiX * 100) / 96;
			fontHeight = fontHeight * winDPIpercent;
			fontWidth = fontWidth * winDPIpercent;
setting the fontHeight/Width as double instead of int, and modifying every instance of those variable being called to include a Math.Round( blabla, 0) at the latest possible point in the calculation. Results were not concluant, the highlight offset was much better, but not good enough to be used as a fix
autofire
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Joined: 4/7/2013
Posts: 10
I can't load N64 games. Bizhawk throws an exception every time I try to do so. This has persisted even after compiling the latest source (as of writing, SVN4386).
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
autofire wrote:
I can't load N64 games. Bizhawk throws an exception every time I try to do so. This has persisted even after compiling the latest source (as of writing, SVN4386).
I didn't know that Bizhawk did N64 games yet. There was talk about adding a core (support) for it but nothing was done yet last I checked.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Joined: 10/31/2006
Posts: 134
autofire wrote:
I can't load N64 games. Bizhawk throws an exception every time I try to do so. This has persisted even after compiling the latest source (as of writing, SVN4386).
Roms need n64, z64 or v64 extension, its also in early stage, don't expect anything to work the way its supposed to.
Emulator Coder, Player (69)
Joined: 10/4/2005
Posts: 197
autofire wrote:
I can't load N64 games. Bizhawk throws an exception every time I try to do so. This has persisted even after compiling the latest source (as of writing, SVN4386).
Can you post a screenshot of the exception so that we can look into it?
autofire
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Joined: 4/7/2013
Posts: 10
micro500 wrote:
autofire wrote:
I can't load N64 games. Bizhawk throws an exception every time I try to do so. This has persisted even after compiling the latest source (as of writing, SVN4386).
Can you post a screenshot of the exception so that we can look into it?
Here you go:
Emulator Coder, Player (69)
Joined: 10/4/2005
Posts: 197
autofire wrote:
Here you go:
Thanks. It looks a DLL problem. I'll add some better error checking next chance I get so we can debug it.
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
For some reason, attempting to load The Incredible Crash Dummies for NES causes an error.
Exception during loadgame: System.Exception: unhandled chr size of 256 at BizHawk.Emulation.Consoles.Nintendo.NES.NESBoardBase.Assert_memtype(Int32 value, String name, Int32[] valid) at BizHawk.Emulation.Consoles.Nintendo.NES.NESBoardBase.AssertChr(Int32[] chr) at BizHawk.Emulation.Consoles.Nintendo.TxROM.Configure(EDetectionOrigin origin) at BizHawk.Emulation.Consoles.Nintendo.NES.FindBoard(CartInfo cart, EDetectionOrigin origin) at BizHawk.Emulation.Consoles.Nintendo.NES.Init(GameInfo gameInfo, Byte[] rom, Byte[] fdsbios) at BizHawk.Emulation.Consoles.Nintendo.NES..ctor(CoreComm comm, GameInfo game, Byte[] rom, Byte[] fdsbios) at BizHawk.MultiClient.MainForm.LoadRom(String path, Boolean deterministicemulation)
SHA1 of ROM used: 936d7a6451d00b6a523ae9a880d5c257c3c7b268 *Incredible Crash Dummies The (U).nes
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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Joined: 5/11/2011
Posts: 1108
Location: Murka
hegyak wrote:
For some reason, attempting to load The Incredible Crash Dummies for NES causes an error.
retry on r4506, please
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natt wrote:
retry on r4506, please
How can I get a hold of that version? Through the SVN?
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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Posts: 1108
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if you have svn and have it set up to compile and whatnot, yeah. if you don't have that setup, then i can get you a build
Editor
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Posts: 1466
Location: Not playing Puyo Tetris
natt wrote:
if you have svn and have it set up to compile and whatnot, yeah. if you don't have that setup, then i can get you a build
I don't have an SVN client installed, so a build would be quite welcome.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3570)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
It's hard to look this good. My TAS projects
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http://www.mediafire.com/?2bcym2r9neqrodd I wouldn't recommend this build for normal use.
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natt, adelikat, the Build r4507 works fine.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
WJY
Joined: 4/7/2013
Posts: 11
BizHawk 's compatibility with ASM hacks doesn't look good. BGM of many SMB hacks can't be played properly. Tiles of Mario Adventure(SMB3 hack) are completely glitched. Super Mario World The Secret of the 7 Golden Statues can't be emulated properly, but it is the only SMW hack (I tested) that is not compatible so far. There are weird lines through the Pokemon and trainer pics in Pokemon Brown(Pokemon Red hack).
creaothceann
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Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
WJY wrote:
ASM hacks' compatibility with hardware doesn't look good.
fixed
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Posts: 1108
Location: Murka
tiles of super mario adventure is a case of a garbage rom doing stuff that no hardware MMC3 ever did. i can fix it, but i'm not sure of the best way to go about it. as far as SMB hacks and BGM, could i have an example rom?
WJY
Joined: 4/7/2013
Posts: 11
natt wrote:
tiles of super mario adventure is a case of a garbage rom doing stuff that no hardware MMC3 ever did. i can fix it, but i'm not sure of the best way to go about it. as far as SMB hacks and BGM, could i have an example rom?
Extra Mario Bros: sound effect of Mario's death is played after push START; no BGM after game starts VS Air Man: sound effect of Mario's death is played on the title screen; everything else looks fine U.N.owen is her can't be emulated at all.
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WJY wrote:
natt wrote:
tiles of super mario adventure is a case of a garbage rom doing stuff that no hardware MMC3 ever did. i can fix it, but i'm not sure of the best way to go about it. as far as SMB hacks and BGM, could i have an example rom?
Extra Mario Bros: sound effect of Mario's death is played after push START; no BGM after game starts VS Air Man: sound effect of Mario's death is played on the title screen; everything else looks fine U.N.owen is her can't be emulated at all.
Extra Mario Bros shows similar glitching in both FCEUX and Nemulator, so no plans to fix that.
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I've fixed Mario Adventure in SVN.

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