I also was surprised to learn this fact. I originally thought that the current state of input would be stored along with each savestate, and that loading a savestate would replace the current input with what was stored. But in actuality, the input state is a kind of global property of the emulator, one that remains the same as various savestates are loaded, and is only "cashed in" to become a part of the input log after a frame is advanced.
At Post #532299 I talk about adding joypad state to a "savestate object" data type defined in Lua code, in order to make inputs be saved and restored alongside savestates, as I originally and wrongly guessed they would be.
I encountered a minor bug where input in TAStudio isn't displayed correctly at the top-most row for one frame.
https://i.imgur.com/rE8JWzs.png
1. In recording mode, advance a few frames. (A)
2. Then load a state from an earlier frame. (B)
3a. Press any button on this frame. It will be correctly shown (C1) but on the next frame the row will be shown as empty (C2).
3b. Don't press anything on this frame. The row will be empty (D1) but if you press anything on the next frame, the input will be shown for the current row as well as the top-most row (D2).
I noticed another minor bug with TAStudio where input of the last frame isn't displayed on the emulator screen.
The three A presses before the last one are displayed by "View→Display Input" on the emulator screen, but the last one is not even though it is executed.
In sega cd core cannot pass boot screen please fix it
You will need to give more info.
1. What version of BizHawk are you trying this with.
2. What game are you trying this with.
3. What is the hash of the CD files (the .bin files).
4. What is the hash of the BIOS file you are using.
You can find file hashes with 7zip (Right Click -> 7zip -> CRC SHA -> SHA-1) or just use some online hash website.
In sega cd core cannot pass boot screen please fix it
You will need to give more info.
1. What version of BizHawk are you trying this with.
2. What game are you trying this with.
3. What is the hash of the CD files (the .bin files).
4. What is the hash of the BIOS file you are using.
You can find file hashes with 7zip (Right Click -> 7zip -> CRC SHA -> SHA-1) or just use some online hash website.
I am having issues with the audio. Sometimes, the music disappears, and sometimes, the entire audio disappears as you can see in this linked video.
Link to video
Is there any way to fix this?
I am having issues with the audio. Sometimes, the music disappears, and sometimes, the entire audio disappears as you can see in this linked video.
Link to video
Is there any way to fix this?
Try using a different a core (Config -> Preferred Cores -> SNES)
I am having issues with the audio. Sometimes, the music disappears, and sometimes, the entire audio disappears as you can see in this linked video.
Link to video
Is there any way to fix this?
Try using a different a core (Config -> Preferred Cores -> SNES)
I went to Config -> Cores (didn't find anything that said Preferred Cores exactly) -> SNES, and went through four cores, which are Snes9x, Faust, BSNES, BSNESv115+, but they didn't fix anything.
This is probably just a bug with whatever romhack you're using. There's probably not much that can be done other than use really old emulators (which the hack might be relying on).
This is probably just a bug with whatever romhack you're using. There's probably not much that can be done other than use really old emulators (which the hack might be relying on).
Yeah, on the SMWCentral page, there is a complaint that the music breaks at the Yellow Switch. So the problem is the hack and not EmuHawk.
This is probably just a bug with whatever romhack you're using. There's probably not much that can be done other than use really old emulators (which the hack might be relying on).
Yeah, on the SMWCentral page, there is a complaint that the music breaks at the Yellow Switch. So the problem is the hack and not EmuHawk.
The hack I wanted to play was Kaos Islands, which was the hack with the above complaint. I was using a version of Super Kitiku Mario / Brutal Mario to show the problem the fastest way, and I assume the issue applies to said version.