Experienced player (588)
Joined: 2/5/2011
Posts: 1417
Location: France
shredwot wrote:
I still haven't been able to get SM64 to work in Bizhawk all I get is a black screen. Is there any particular settings that works 100%? I've tried with multiple versions of SM64 with nothing working. Other games like F-Zero X, OoT, MM all work fine but SM64 is the only one I'm having trouble with.
Maybe you're using an old version of bizhawk, try spamming A and START it should work, I got that for Rayman 2 too :p
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Post subject: being able to use Mupen until i finished my MM TAS
TAG
He/Him
Joined: 2/9/2014
Posts: 407
Location: In Oblivion
sorry if this is oos but am i allowed to use mupen instead of bizhawk, the reason why this is; is because of that jit debugging issue i have. i am honestly stressing over mupen being banned and i know how good biz hawk is but please will you guys give me enough time to get this TAS of MM done, at least lets say 2 years?
I’m sorry. Really I am... I am so sorry for what I did. Forgive me.
Post subject: Re: being able to use Mupen until i finished my MM TAS
Samsara
She/They
Senior Judge, Site Admin, Expert player (2238)
Joined: 11/13/2006
Posts: 2822
Location: Northern California
TAG wrote:
i am honestly stressing over mupen being banned and i know how good biz hawk is but please will you guys give me enough time to get this TAS of MM done, at least lets say 2 years?
Yeah, I agree. Withhold completely deprecating Mupen for two years because of one person who's more likely than not going to inevitably abandon a TAS of Majora's Mask. Don't even bother fixing the issue he has or working with him to get Bizhawk functional, just keep Mupen alive for two years. Okay. Real talk. If it's actually stressing you out, stop. Leave it be. Take a break. At no point should you be stressing out over something as trivial as TASing. It's not important. It shouldn't be important. If there's a hurdle you can't overcome, accept it and move on. Find something else. TAS on a different platform or something. Seriously.
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Post subject: Re: being able to use Mupen until i finished my MM TAS
TAG
He/Him
Joined: 2/9/2014
Posts: 407
Location: In Oblivion
Samsara Said Okay. Real talk. If it's actually stressing you out, stop. Leave it be. Take a break. At no point should you be stressing out over something as trivial as TASing. It's not important. It shouldn't be important. If there's a hurdle you can't overcome, accept it and move on. Find something else. TAS on a different platform or something. TAG Said but i don't know what games to TAS :( all i know is MM and OoT and Doom64
I’m sorry. Really I am... I am so sorry for what I did. Forgive me.
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
If for some reason, BizHawk is not working or not behaving or your missing something that muppen does, post about it on the bug reports. http://tasvideos.org/forum/viewtopic.php?t=12519
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Not sure where to post this, but why do graphical plugins seem to have an influence on whether games work on mupen? How do they cause gameplay differences? :o
Joined: 2/18/2010
Posts: 156
Location: home
jlun2 wrote:
Not sure where to post this, but why do graphical plugins seem to have an influence on whether games work on mupen? How do they cause gameplay differences? :o
Might be wrong on this, but I think the reason why plugins matter is an accuracy thing, working under the assumption that the plugin itself is what's handling the graphics processing of the emulator and not the emulator itself.
My user name is rather long, feel free to call me by htwt or tape.
Plush
Other
Player (157)
Joined: 9/1/2014
Posts: 235
Location: Italy
I'm not sure if this can be called a great improvement. Sure, it has some really useful option that the old 2005 Emulator didn't have (For example RAM Watching and Hex Editor). Some negative aspects I can't really afford are that (listed by importance): - Frame Advancing is not as responsive as Mupen64 0.5. -For some reason you decided to remove the TAS Input Plugin 0.6, which was flawless. In Biz when you make a savestate, for a brief time you can't move the analog stick. -The lazy turbo option is now useless because of lag frames -You can't hear the sounds by going frame per frame. They may be little problems, but overall I can't really TAS with Bizhawk. I'll probably stay with Mupen64 0.5 until Biz will eventually fix these "problems".
Editor, Skilled player (1536)
Joined: 7/9/2010
Posts: 1319
Plush wrote:
- Frame Advancing is not as responsive as Mupen64 0.5. -For some reason you decided to remove the TAS Input Plugin 0.6, which was flawless. In Biz when you make a savestate, for a brief time you can't move the analog stick. -The lazy turbo option is now useless because of lag frames -You can't hear the sounds by going frame per frame.
- Every second frame is a lag frame. You can skip lag frames: Config -> Costumize -> Advanced -> Skip non input frames - It needs time to save the savestate, in this period of time you can't do any inputs. - It's not because of lag frame, it's because your pc is slow - Config -> Sound -> Mute on Frame Advance Learn to have a look at the Settings first before you say anyting that isn't true
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch
Plush
Other
Player (157)
Joined: 9/1/2014
Posts: 235
Location: Italy
TASeditor wrote:
Plush wrote:
- Frame Advancing is not as responsive as Mupen64 0.5. -For some reason you decided to remove the TAS Input Plugin 0.6, which was flawless. In Biz when you make a savestate, for a brief time you can't move the analog stick. -The lazy turbo option is now useless because of lag frames -You can't hear the sounds by going frame per frame.
- Every second frame is a lag frame. You can skip lag frames: Config -> Costumize -> Advanced -> Skip non input frames - It needs time to save the savestate, in this period of time you can't do any inputs. - It's not because of lag frame, it's because your pc is slow - Config -> Sound -> Mute on Frame Advance Learn to have a look at the Settings first before you say anyting that isn't true
-I like how it doesn't answer what I'm saying. I just said that the frame advancing is not as reactive as Mupen's. In Mupen I could mash the Frame Advance key and the emulator reacted immediately. Also you CAN move the analog stick while making a savestate, in Biz it just stops for a while. And I don't undertand why you're explaining me how to skip lag frames. (I already knew) -In Mupen it clearly takes less time. -No, it's not a matter of PC. It's just that for a lot of games (Like Super Mario 64) There's a lag frame every frame, so it would be like just holding A. -Sorry about that, I didn't notice that option. Also gotta love your superior attitude <3
Patashu
He/Him
Joined: 10/2/2005
Posts: 4043
Plush's concerns seem legitimate to me.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Plush
Other
Player (157)
Joined: 9/1/2014
Posts: 235
Location: Italy
Patashu wrote:
Plush's concerns seem legitimate to me.
Thank you sir, it means a lot to me. Also it's not a big deal if you don't fix these "issues". After 1 year of Mupen I can continue using it no problem. EDIT: However, I understand the fact that Bizhawk is a definately more accurate emulator than Mupen64. What I suggest is (And I will do it for my TASes) to make the TASes with Mupen64 and then convert them to .bkm.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Plush wrote:
- Frame Advancing is not as responsive as Mupen64 0.5.
What does this mean exactly? Given your interest in SM64, I'm guessing you want to skip lag frames like mupen would (well, it does something slightly worse than that, but that's the effect you will feel). Go to Config -> Customize -> Advanced, and check "Frame advance skips lag frames". Let me know if this is what you were looking for.
-For some reason you decided to remove the TAS Input Plugin 0.6, which was flawless.
This shows a rather big misunderstanding, there's nothing to remove. Bizhawk uses mupen64plus which does NOT support the tas input plugin. There's nothing to "remove". But I also don't see "bug" reported here, is there a behavior in the Virtualpad you find a problem?
In Biz when you make a savestate, for a brief time you can't move the analog stick.
Sounds like savestates are simply slow for you. Go to config -> rewind & savestates, and set the comrpession level from 5 (by default) to 0. That should improve things.
-The lazy turbo option is now useless because of lag frames
Autofire in bizhawk by default accounts for lag frames, in config -> autofire, you can turn this on or off.
convert them to .bkm.
It is .bk2 these days.
It's hard to look this good. My TAS projects
Plush
Other
Player (157)
Joined: 9/1/2014
Posts: 235
Location: Italy
Thank you adelikat for showing me the existance of the autofire and rewind option, and I should inform myself before talking, I know :/ One thing wrong with the Virtual Pad is the fact that you can't turbo alternate 2 inputs. (Example: ABABABABAB, useful for text boxes when you're very lazy)
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Plush wrote:
One thing wrong with the Virtual Pad is the fact that you can't turbo alternate 2 inputs. (Example: ABABABABAB, useful for text boxes when you're very lazy)
To make sure you know, Right-clicking a button will set it to auto-fire (similar to how tas input plugin would). But now that I try it, you are right that if you press A on one frame and B on another, they don't alternate. That is a bug, thanks for pointing it out. Note: you can map buttons to autofire buttons in the controller config and get the lazy alternating. And is approximately as lazy.
It's hard to look this good. My TAS projects
Plush
Other
Player (157)
Joined: 9/1/2014
Posts: 235
Location: Italy
adelikat wrote:
Plush wrote:
One thing wrong with the Virtual Pad is the fact that you can't turbo alternate 2 inputs. (Example: ABABABABAB, useful for text boxes when you're very lazy)
To make sure you know, Right-clicking a button will set it to auto-fire (similar to how tas input plugin would). But now that I try it, you are right that if you press A on one frame and B on another, they don't alternate. That is a bug, thanks for pointing it out. Note: you can map buttons to autofire buttons in the controller config and get the lazy alternating. And is approximately as lazy.
I know I know, it was the same in Mupen64 too. I guess it's not a really important thing but it could be helpful.
Joined: 12/6/2008
Posts: 1193
Well if you want something complicated make a lua script.
Plush
Other
Player (157)
Joined: 9/1/2014
Posts: 235
Location: Italy
Slowking wrote:
Well if you want something complicated make a lua script.
w0t, nobody would want to make a lua script for 2 text boxes.
Pokota
He/Him
Joined: 2/5/2014
Posts: 779
Thumpa-bump. Using BizHawk for general play led to this happening. I know it has something to do with the video plugin stuff, but I'm not entirely sure how to reconfigure to correct this.
Adventures in Lua When did I get a vest?
homerfunky
He/Him
Active player (487)
Joined: 2/18/2015
Posts: 28
Location: France
i'm still having desyncs with this emulator with Ocarina of Time :(
Editor, Skilled player (1536)
Joined: 7/9/2010
Posts: 1319
Set Config->Profiles... to N64 Tool-assisted Speedrun.
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch
homerfunky
He/Him
Active player (487)
Joined: 2/18/2015
Posts: 28
Location: France
TASeditor wrote:
Set Config->Profiles... to N64 Tool-assisted Speedrun.
I already set N64 Tool-assisted speedrun before and while TASing . It doesn't fix the desync issue .
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
What game, and what plugin settings?
It's hard to look this good. My TAS projects
homerfunky
He/Him
Active player (487)
Joined: 2/18/2015
Posts: 28
Location: France
adelikat wrote:
What game, and what plugin settings?
The game is an Ocarina of Time hack wich is called "Petrie's Challenge" For the video plugin i use Glidemk2 with the default settings . For the RSP plugin i use Hle .
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
Is there a way to get Perfect Dark to run on Bizhawk? It would be really nice, because mupen64 has major desync issues with the game. In Bizhawk the game freezes with the default settings, but if you choose another graphics plugin, like Glide64mk2, it runs for about a minute and then freezes. Any way to fix that? It's been like that way for years, but I wonder if it could be that you just have to have the right settings everywhere. There's a million settings to choose from, so I haven't tried all of them (mostly just the default), and I have no idea what many of them do, so I don't know what I should choose. Or is the game simply just incompatible?