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The preferred form for mega cd games is cue\bin, although I'll try to sort out what's going on there
Fortranm
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Super Tempo results in black screen right after the Sega Saturn intro finishes. Mega Man X4 and Mega Man 8 result in black screen after Capcom intro finishes. "Yabooze dun goofed" windows pop up at certain points when running Mega Man X3. The game is playable, but the graphics of the hero are glitchy. All games mentioned are on Sega Saturn.
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What is the text you are getting in the "Yabooze dun goofed" messagebox?
Fortranm
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"Slave SH2 invalid opcode" The lower part is not the same for each window. It seems that one window pops up right after a movie clip ends. I tried to upload a screen capture of it, but... crap, ImageShack begins to ask me for money.
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I think this is a bug but I don't know if the error is on my end. I am currently using Pokemon Gold ("Pokemon - Gold Version (UE) [C][!].gbc"), but, when the in-game option uses Stereo mode instead of Mono, the resulting sound sounds like one side of Stereo sound output being played mono (on both sides), rather than the two sides of Stereo sound output being played stereo as it should be.
Fortranm wrote:
I tried to upload a screen capture of it, but... crap, ImageShack begins to ask me for money.
Try Photobucket.com. There may be other (better) ones out there, but that's the one I use.
Fortranm
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Thanks for helping :)
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Thanks, but debugging yabause core errors isn't something that is likely to be picked up any time soon :(
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FractalFusion, .bins are always bad dumps. They're garbage. We should do something better than crash, and we will eventually, but don't expect a plain .bin to ever load in bizhawk. Use .cue instead.
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If the bin really is an iso and you want to load it as such, rename it to .iso Otherwise, you should be loading the associated .cue I don't want to be fielding "SANIC CD MUSAK NO WERK" bugs all day because people are loading CD images without the corresponding audio tracks.
adelikat
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Just food for thought here: As a multi-platform environment, how would expect us to be able to figure out what platform a given .bin is for? Almost every platform commonly have roms in .bin format. Also, Saturn emulation issues should be reported to the Yabause team, as we don't directly deal with that core. (Super Tempo for instance has never worked sadly, as I've been wanting to TAS that for quite some time now)
It's hard to look this good. My TAS projects
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FractalFusion wrote:
I think this is a bug but I don't know if the error is on my end. I am currently using Pokemon Gold ("Pokemon - Gold Version (UE) [C][!].gbc"), but, when the in-game option uses Stereo mode instead of Mono, the resulting sound sounds like one side of Stereo sound output being played mono (on both sides), rather than the two sides of Stereo sound output being played stereo as it should be.
Fortranm wrote:
I tried to upload a screen capture of it, but... crap, ImageShack begins to ask me for money.
Try Photobucket.com. There may be other (better) ones out there, but that's the one I use.
Fixed the GB stereo thing in SVN.
Patashu
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adelikat wrote:
Just food for thought here: As a multi-platform environment, how would expect us to be able to figure out what platform a given .bin is for? Almost every platform commonly have roms in .bin format.
Load it in every core until one of them doesn't throw an exception? :)
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creaothceann
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FractalFusion wrote:
Try Photobucket.com. There may be other (better) ones out there, but that's the one I use.
http://imgur.com http://minus.com
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Patashu wrote:
adelikat wrote:
Just food for thought here: As a multi-platform environment, how would expect us to be able to figure out what platform a given .bin is for? Almost every platform commonly have roms in .bin format.
Load it in every core until one of them doesn't throw an exception? :)
We were actually discussing that in #bizhawk a few hours ago. A problem is that cores don't necessarily throw an exception given bad input, because there's no way to know in many cases that the input was bad. Illegal opcodes activate BRK vectors, and the emulated core bounces around nonsensically in what is garbage code to it, but no exception.
Techokami
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I was playing this ROM hack in BizHawk 1.6.0, and during the first stage of the fourth level (Ocean Catacombs Act 1, taking place of Labyrinth Zone Act 1), the emulator suddenly closed and this popped up: Yes, I was abusing rewinds quite a bit. This is not a very friendly hack.
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was fixed after 1.6.0 in r6112
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So, I have a movie of Majora's Mask that syncs from a savestate, but doesn't sync from earlier states or the beginning. Is that just a fluke or could that point to a small bug in savestate handeling?
Joined: 10/14/2013
Posts: 335
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I've got two bugs both present on the using Banjo Tooie (U) rom. There appears to be a slight sound glitch, possibly related to the game's timing. If you watch the demo reel at the start (viewable simply but running the game and not hitting anything) and reach the fourth demo it becomes apparent at the start. It's also noticeable in the 6th. There was a similar problem in earlier versions of Bizhawk with the "King Jingaling Gets Zapped" cutscene however that problem has since been corrected, so it could be something similar. I'm aware this is something miniscule but thought I'd bring it up anyway. It's present in any resolution and in both playback and video dumps, so it shouldn't be hard to re-create the problem. Also when dumping video I'll occasionally get this error: It's happened in pretty much every N64 title at one point or another but the frequency varies. I think it's happened once in Banjo Kazooie, whereas it happens frustratingly frequently in Tooie. These are just example games, it's present in others too. Bizhawk's fantastic overall though!
I'm not as active as I once was, but I can be reached here if I should be needed.
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Assorted notes: . sound bug is probably mupen's fault and out of our control. . Let's use SwappableDisplaySurfaceSet in VideoCopy; it's overkill but it'll get caught with the other uses in refactoring, and this can definitely easily be fixed.
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One bug which is annoying is it seems to have great trouble recognizing my keyboard properly. When configuring hotkeys, it thinks "=" is 'Previous Track', it thinks "]" is LEFT bracket, with "[" being 'AT'? Just what's going on there? Edit: Upon checking those keys in FCEUX 2.1.4a, all keys are properly recognized. But checking out Gens Rerecording v11a, Project64 v1.6, gives similar problem, thinking "=" is 'Previous Track', and that "[" is '@' etc. Are they just incorrectly assuming some US layout or something? I'm in UK.
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bind those keys in desmume and/or fceux and tell what happens
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Tried using the new release to play some Genesis titles. I've been having issues with certain inputs getting stuck after releasing the corresponding keys, and staying stuck until I press the same key again. I have no hotkeys set for "Autohold", so I don't think it is that. No issues with playing Playstation games.
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Buddybenj
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Browsing for additional files to load a movie gives an error. For me at least. It's the super mario bros. TAS. EDIT: I had to reconvert the FCEUX movie, apparently converted movies must be reconverted to be used for 1.6.0a.
Projects: Interested in TASing N64 Mario Golf. GBA Mario Tennis: Power Tour is on hold.
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Couple more: - If I have an Untitled (not yet saved) RAM Watch list with some watches in it and attempt to close RAM Watch, it will ask whether to save. Clicking yes closes it without saving (unless it is saved somewhere secret that I don't know of). - gui.drawText appears not to work at all (as in, no text is displayed) in 1.6.0a. It works in 1.5.3. Edit: -It says on http://tasvideos.org/Bizhawk/LuaFunctions.html regarding gui.alert:
void gui.alert(int x, int y, string message, [string background], [string forecolor], [string anchor]) Functions the same as gui.text() but shows the message in the alert font.
But that's not what it does for me. All it does is throw an exception (to the log window) with whatever message you pass it as parameter.
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In the Record Movie dialog, clicking the folder icon and then typing a name for the movie and clicking Save will return to the Record Movie dialog with the File field blank (as in, it doesn't return the string you typed as the file name).