adelikat
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Truncated wrote:
I changed the BizHawk page here to put that download link first, with a short comment. I have gotten it running now.
Thanks, and awesome.
- I cannot assign frame advance to the right shift button. Is this intended? It's very helpful for keyboards that do not accept a lot of buttons at the same time.
Unfortunately it is intentional. But I have to let Zeromus and Vec defend that decision.
- When saving a named savestate from disk via hotkey, the game's sound goes in a short choppy loop. (This does not happen if loading a named state, or saving a named state via the menues.)
Nice catch, fixed.
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Editor, Emulator Coder
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Posts: 1156
It was complicated to add for various reasons and we decided to defer it. We may have had philosophical objections, I can't remember, but they were probably pretty weak given that other programs can handle this one way or another.
Dwedit
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Joined: 3/24/2006
Posts: 692
Location: Chicago
Quattro Adventure is broken. (Mapper 232 is not Mapper 71) Also, Zelda 2 has minor bugs in the title screen (bottom half of the screen should be scrolled 2 pixels higher). Zelda 2 does something weird (reads from 2007 a couple of times), and that makes the PPU advance to the next scanline on each 2007 read. Weird that the quirk works fine in another test ROM (Boing2k7 by Tepples), but not in Zelda 2. Also, still would really love to assign Left Shift to B and Z to A, because crappy laptop keyboards often restrict number of simultaneous keypresses, but for some reason, the shift keys aren't restricted.
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I personally don't think numbers mean things, so I appreciate your informing me that two different things are not the same thing. Zelda was broken because it wasnt using the increment-by-32 bit, and I had put in some speculative code which would do different increments during rendering in response to $2007 accesses, hoping to find a counterexample. Thanks for finding a counterexample. Now I do a vertical increment every time.
Dwedit
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Joined: 3/24/2006
Posts: 692
Location: Chicago
I only bring up the mapper numbers because you named the board for Mapper 232 "Camerica_Mapper071", and the emulator is behaving as if the game's Mapper was 71 (CAMERICA-BF9093) or 2 (UNROM), rather than Mapper 232 (CAMERICA-BF9096, or CAMERICA-ALGQ), which would run the game correctly. edit: I also see that there is no PAL or Dendy region support.
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Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
SVN 1891: I mapped my controller inputs using my PS3 controller with motion joy emulating a xbox 360 pad. The NES controls work fine when playing a game. If I try to play a TG16 game like Bonk III, there is major input delay on button presses and sometimes a button press is never recognized with all buttons. Also, a minor issue and hope this is added, BizHawk doesn't recognize the L2/R2 triggers for a 360 controller for mapping.
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Jungon
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Player (50)
Joined: 4/2/2009
Posts: 376
Location: Porto Alegre - Brazil
I've already marked 'Pause when menu activated' and 'Start paused' ... and unmarked 'Run in Background' and 'Accept Background Input' .. ... what do I have to do to make it keep paused when I put it on Frame Advance Mode, and not go back to 100% speed when I reactivate the window??? @________@ I just can't TAS with something that unpauses by itself all the time, where is the 'Absolute Pause' option??? x__x
*Jungon*/*Johnnyz* smilie weirdo =P ^^ o.o @__@ +D
adelikat
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Jungon wrote:
I've already marked 'Pause when menu activated' and 'Start paused' ... and unmarked 'Run in Background' and 'Accept Background Input' .. ... what do I have to do to make it keep paused when I put it on Frame Advance Mode, and not go back to 100% speed when I reactivate the window??? @________@ I just can't TAS with something that unpauses by itself all the time, where is the 'Absolute Pause' option??? x__x
This doesn't happen for me. And I've tested on no less than 4 computers running XP or Windows 7.
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Jungon
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Player (50)
Joined: 4/2/2009
Posts: 376
Location: Porto Alegre - Brazil
I'm using windows XP, .. does that mean this bug only happens to me? +__+ maybe I should stick to Dega ... >_> ...even if my Mickey Mouse Land of Illusion WIP conversion synched and I was almost continuing it.. >.>
*Jungon*/*Johnnyz* smilie weirdo =P ^^ o.o @__@ +D
adelikat
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Yes, you are the only one using Bizhawk who is reporting this issue. Can you make a video demonstrating this bug?
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Jungon
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Player (50)
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Posts: 376
Location: Porto Alegre - Brazil
....which program should I use to record the video? I don't think I have one already .. x_x
*Jungon*/*Johnnyz* smilie weirdo =P ^^ o.o @__@ +D
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
No more input delay on the TG16 games using revision 1918. Looking forward to using this emulator more :).
I think.....therefore I am not Barry Burton
ventuz
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Player (125)
Joined: 10/4/2004
Posts: 940
Is this the place to report inaccuracy emulation? I tried first nes rom, The Addams Family and saw line flickering at bottom right of play screen, it shouldn't be there. http://youtu.be/Z697wLjinJ4 youtube video example.
RachelB
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Joined: 12/3/2011
Posts: 1579
Bizhawk is using 20% of my (3 core) cpu while doing nothing (either paused, or no rom loaded).
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this emulator will use cpu while idle to animate the gui. this is similar to desmume. i know some people don't like it.
RachelB
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My concern was with how much cpu is used. Also, what part of the gui is animated...?
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messages disappear after a certain period of time. try making a savestate. Please state what you consider an appropriate level of cpu usage.
RachelB
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zeromus wrote:
Please state what you consider an appropriate level of cpu usage.
I would say no more than a third of what it is now, when not playing anything, and preferably less if possible. It is extremely excessive right now.
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If someone who is routinely using a Gamecube/Wii emulator (rog, that's you, right?) is complaining about CPU usage of this emulator when idle, then that pretty much rules out my use of this thing. My computer is not all that powerful, and it would mean trouble navigating through other things while I leave the emulator in the background, paused. What, exactly, is it doing, anyway? If it's so that an EmuLua function known as gui.register can work while paused, this is something I will both appreciate and hate at the same time. There are other ways to implement "run Lua while emulation is paused" methods to use. I certainly am enjoying around 0 CPU usage from lsnes when it is paused, while still able to run bits of lua code I like (which of course takes CPU, but it's zero until I hit a key that triggers the Lua hook). As it stands, though, the high reported CPU usage on idle is a hurdle that I will have trouble getting over.
RachelB
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FatRatKnight wrote:
If someone who is routinely using a Gamecube/Wii emulator (rog, that's you, right?) is complaining about CPU usage of this emulator when idle, then that pretty much rules out my use of this thing.
Dolphin uses no more than 1-2% of my cpu (and usually 0%) when idle. Bizhawk is using more cpu while idle than any other nes emulator does while running (at 60 fps.). I cannot even begin to imagine what it is even doing. And for playing games? Dolphin can play (but not tas) some wii games faster than bizhawk runs nes games. I could understand that if it was just extremely accurate, but after testing it yesterday, that doesn't seem to be the case.
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I think putting "NES" in the paragraph
"Discussions about Bizhawk, the preferred NES, SMS/GG/SG-100, PCE/PCE-CD/SGX, TI-83 Emulator"
is untimely.
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.
adelikat
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feos wrote:
I think putting "NES" in the paragraph
"Discussions about Bizhawk, the preferred NES, SMS/GG/SG-100, PCE/PCE-CD/SGX, TI-83 Emulator"
is untimely.
I don't think this is a bug report about the emulator itself, but fair enough. Fixed.
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rog wrote:
I could understand that if it was just extremely accurate, but after testing it yesterday, that doesn't seem to be the case.
Its called: Laying Groundwork. An emulator isnt accurate just because its slow. But it can't be fast if it's going to be accurate. So step one is to make it slow.
rog wrote:
I cannot even begin to imagine what it is even doing.
Can you try imagining it doing bloat, junk, cruft, brokenness, bugs, and not having a chance to give a crap yet? Then you may understand better.
adelikat
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To summarize zeromus, he committed a fix that makes BizHawk use less CPU while idle :P Unfortunately this fix did not make it into the release today however.
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adelikat wrote:
To summarize zeromus, he committed a fix that makes BizHawk use less CPU while idle :P Unfortunately this fix did not make it into the release today however.
Ah, thank you for explaining. It's hard to understand him sometimes.

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