mathewwi / bizhawk Goto Github PK
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Automatically exported from code.google.com/p/bizhawk
WHen opening a rom from an archive (such as .7z) with multiple entries, make an
algorithm to push the probably good results to the top and the bad ones to the
bottom.
For instance, [b] should be at the bottom, (U) [!] patterns should be
preferred, exact matches to the archive name are preferred, etc.
Original issue reported on code.google.com by [email protected]
on 4 Mar 2012 at 2:42
What steps will reproduce the problem?
1. Open Bizhawk, but do not load a ROM.
2a. Open the File => Screenshot submenu and/or:
2b. Press F12 (or whatever key you've assigned to taking a screenshot).
What is the expected output? What do you see instead?
The "Screenshot" menu item is disabled, but "Screenshot as", "Screenshot ->
Clipboard", "Make Animated GIF" and "Make Animated GIF as" are enabled. They
should be all disabled (or enabled, please be consistent).
Furthermore, I can bypass the disabled "Screenshot" menu item by using the
relevant accelerator (F12). The PNG is written to disk.
What version of the product are you using? On what operating system?
r2164
Please provide any additional information below.
Original issue reported on code.google.com by stop.squark
on 6 Apr 2012 at 10:18
What steps will reproduce the problem?
1. Open Super Mario Bros. 3 (U) (PRG1) [!].nes .
2. Import and play http://tasvideos.org/1558M.html . Note it the movie was made
on version PRG0.
What is the expected output? What do you see instead?
I expected some kind of indication that the checksum of the ROM and the
checksum of the ROM used to make the movie do not match. Instead, there is
nothing in the UI telling me that I am using the incorrect ROM.
I recorded and then played back a native Bizhawk movie in the same way and got
the same result.
Please also include a warning dialog stating that I should expect desyncs, do I
wish to continue [yes, no] when I click on the "Ok" button. Right now, it is
possible to play a SMB3 movie on a SMB1 ROM.
What version of the product are you using? On what operating system?
r2164
Please provide any additional information below.
Original issue reported on code.google.com by stop.squark
on 6 Apr 2012 at 9:10
Load Lua scripts through the command line.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 5:32
Sorting by Prev only works for the option "Since last Frame". Find a way to
integrate the various prev options.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 6:54
What steps will reproduce the problem?
1. Play any movie with frameCount > 10000.
2. Open TAStudio.
3. Wait until at least 10000 frames have been played.
What is the expected output? What do you see instead?
The framecount is displayed as 10..., 11..., etc. I expect to see the entire
framecount. Increasing the column width manually by dragging in the table
header works around this problem. The size of the column should accommodate
movies with frameCount ~ 1e6 at least.
What version of the product are you using? On what operating system?
r2098
Please provide any additional information below.
See comments on issue 13.
Original issue reported on code.google.com by stop.squark
on 30 Mar 2012 at 10:59
What steps will reproduce the problem?
1. Load a script that draws a shape (Tested with a rectangle).
2. Right click the script and click "Remove".
What is the expected output? What do you see instead?
I'd expect the shape to stop being drawn. Instead, it remains drawn at the
location it was at the time of removal. The script doesn't seem to actually
still be running as the script I used ties the rectangle to the location of a
character, and the box remained stationary after I removed it from the Lua
console.
What version of the product are you using? On what operating system?
r2274
Original issue reported on code.google.com by [email protected]
on 11 May 2012 at 8:49
For some reason in GDI mode when playing game gear games in larger screen
resolutions then x1 i get really bad screen tearing,i tried enabling the
"Display vsync" and that did nothing at first,had to go in the configuration
file and manually enable it from there,now i noticed when GDI mode is disabled
there is almost no screen tearing but theres the bilinear/antiscoptic filtering
which i dont really like,if it the screen tearing in GDI mode can be fixed then
then thank you greatly.
Alittle off top but also i am curious if the team is planning to maybe add in
wonderswan/wonderswan color an the neogeo pocket/neogeo pocket color?if so then
that would be awesome considering most of the emulators for the those four
above systems are accurate but also abit glitchy.
Currently im using rev.r1926
My system specs are the following:
MS Windows 7 Ultimate 64-bit
AMD Phenom II X4 960T @3.6 ghz(1.3v)
4.00 GB Dual-Channel DDR3 @ 1600 mhz
AMD Radeon HD 6670 1 Gb DDR3
977GB TOSHIBA TOSHIBA MK1059GSM ATA Device (sata)
(1024x768@60Hz)
Original issue reported on code.google.com by [email protected]
on 14 Mar 2012 at 5:32
According to some documents and FCEUX code, 6502 has some double read/write
behavior (for example, read-modify-write operations actually write twice).
FCEUX implements them, but BizHawk doesn't.
Unfortunately, I don't have skill to test them on real console. But I wrote a
test ROM (I think someone may have written similar testcases already):
http://www.mediafire.com/?q8u98rcy55v6kqg
Could you test this on real console, if possible?
Original issue reported on code.google.com by [email protected]
on 8 Mar 2012 at 3:54
Add memory.registerwrite to the Lua implementation. Presumably would be the
same concept as it is in FCEUX:
memory.registerwrite(int address, [int size,] function func)
Registers a function to be called immediately whenever the given memory address
range is written to.
size is the number of bytes to "watch". For example, if size is 100 and address
is 0x0200, then you will register the function across all 100 bytes from 0x0200
to 0x0263. A write to any of those bytes will trigger the function. Having
callbacks on a large range of memory addresses can be expensive, so try to use
the smallest range that's necessary for whatever it is you're trying to do. If
you don't specify any size then it defaults to 1.
The callback function will receive two arguments, (address, size) indicating
what write operation triggered the callback. If you don't care about that extra
information then you can ignore it and define your callback function to not
take any arguments. The value that was written is NOT passed into the callback
function, but you can easily use any of the memory.read functions to retrieve
it.
You may use a memory.write function from inside the callback to change the
value that just got written. However, keep in mind that doing so will trigger
your callback again, so you must have a "base case" such as checking to make
sure that the value is not already what you want it to be before writing it.
Another, more drastic option is to de-register the current callback before
performing the write.
If func is nil that means to de-register any memory write callbacks that the
current script has already registered on the given range of bytes.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 5:30
Label lag frames as such in movie files. This is currently implemented in NES
movies, but in the command mnemonic. It needs to be its own command.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 5:19
Implement message position as a variable.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 7:17
What steps will reproduce the problem?
1. Open Bizhawk but do not load a ROM.
2. Open the File => Movie submenu.
What is the expected output? What do you see instead?
The "Play Movie" and "Record Movie" menu items and "Recent" submenu should all
be disabled, thus preventing these actions when no ROM is loaded. Instead, I
can select and perform all of these actions.
What version of the product are you using? On what operating system?
r2164
Please provide any additional information below.
Original issue reported on code.google.com by stop.squark
on 6 Apr 2012 at 9:50
Add a "Go To Address" (Ctrl+G) feature for RAM Search.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 7:13
Add individual controls for each of the sound channels.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 5:24
Allow users to customize the background and text colors of the Hex Editor.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 6:11
Added by adelikat to the TODO. I have absolutely no idea what it's supposed to
mean.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 6:41
Fix loading of post movie savestates (savestates made while in movie finished
mode). Complete fix when in read-only. While in read+write it throws a
loadstate error. This isn't ideal but at least prevents possible movie
corruption.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 5:13
Many dialogs ask to save changes. Implement a flag to turn this feature off.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 4:54
Add emu.speedmode to the Lua implementation. Presumably would be the same
concept as it is in FCEUX:
emu.speedmode(string mode)
Set the emulator to given speed. The mode argument can be one of these:
- "normal"
- "nothrottle" (same as turbo on fceux)
- "turbo"
- "maximum"
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 5:28
Improve the implementation of turbo. Right now, the default turbo does not
frame-skip by default. Unthrottle can (I think) but it is a toggle, not a
button you hold down. We need a 'super turbo' hotkey, that when held down, does
max fps, max frame-skip and any sound bypassing.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 5:54
What steps will reproduce the problem?
1. Open Bizhawk
2. Open the Config => GUI submenu.
What is the expected output? What do you see instead?
The GUI submenu contains many items that have nothing whatsoever to do with the
GUI. In particular:
*"Enable Rewind", "Backup Savestates", "Auto Savestates" refer to
enabling/disabling various emulator tools and have nothing to do with the GUI.
*"Frame advance - skip lag frames" configures how frame advance works and has
nothing to do with the GUI.
Please place these menu items where a user is more likely to find them. (FCEUX
places them in Config => Enable, for comparison.)
What version of the product are you using? On what operating system?
r2164
Please provide any additional information below.
Original issue reported on code.google.com by stop.squark
on 6 Apr 2012 at 10:03
Add a tool strip for the Hex Editor.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 6:13
It might be a good idea to have Lua draw text on the emulator level instead of
the window level so that the positioning / size corresponds to a resized
window. As zeromus has said, this would require text to be drawn in the same
way as shapes; it currently uses the OSD system. If this is not implemented,
then the text should definitely calculate its window position based on the
scaling and possibly change the font accordingly.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 6:45
The Controller Config does not auto-focus on the first widget on dialog load.
It works properly when toggling controllers and settings.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 7:31
Basically, make TAStudio on par with FCEUX's TASEdit. Add the Genesis and
Gameboy virtual pad(s).
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 5:34
What steps will reproduce the problem?
1. Play a nes game like megaman 2
What is the expected output? What do you see instead?
I have very good speakers (and ears), and there is a lot of very high pitched
notes during emulation. It seems to happen when one of the channels is not
playing a scheduled note.
What version of the product are you using? On what operating system?
BizHawk 1.0
Please provide any additional information below.
Perhaps until the sound emulation is fixed, a lowpass filter might be a good
idea, ie, disallow sound output of frequencies higher than X.
Original issue reported on code.google.com by [email protected]
on 4 Mar 2012 at 5:19
What steps will reproduce the problem?
1. Load Rondo of Blood
2. Let the opening run (the one after the Konami logo)
Similarly:
1. Go to Sound Test
2. Select any song
What is the expected output? What do you see instead?
No music should play in the title screen. However, the intro music plays in the
title screen, which shouldn't happen.
Similarly, the next song starts to play when the selected one ends in the Sound
Test.
What version of the product are you using? On what operating system?
BizHawk 1.0 on Windows 7 Home Premium x64
Please provide any additional information below.
This is on a verified good dump.
The intro music won't play on the title screen if the opening is skipped.
It is likely that the theme for the next stage will play when the theme of the
current stage ends in-game.
Original issue reported on code.google.com by [email protected]
on 7 Mar 2012 at 7:07
NESHawk has a sound emulation bypass (hooked up to the sound on in sound
config). Add an option to turn this on while turboing / fast fowarding for a
nice speed boost. Still it is debatable whether this sound emulation bypass is
legitimate or not to begin with.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 5:53
Add a binary format for .bkm to complement the text version. There are a few
benefits to doing this, but whether or not it is worth including debatable.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 5:17
Make a checkbox to enable / disable the stacking effect of message label.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 7:21
Restore defaults doesn't restore the y value of whatever radio button is
checked in the Message Config.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 7:25
Add an on screen option for RAM Watch.
-A GUI interface for setting the x, y coordinates of the RAM Watch display.
-Allow each watch to be on or off screen, and on its own x, y.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 6:40
What steps will reproduce the problem?
1. Open the "Controllers" or "Hotkeys" menu
2. Select a key to rebind
3. Press one of the analog triggers on the Xbox 360 controller
What is the expected output? What do you see instead?
Expected output: The input is bound to pressing the trigger.
Actual output: Trigger press is not detected.
What version of the product are you using? On what operating system?
BizHawk v1.0 (March 3, 2012)
Windows 7 Professional x64
Standard Xbox 360 Wireless Controller
Please provide any additional information below.
Nestopia detects trigger presses as (joy 0) +z (for left trigger) and -z (for
right trigger), if this helps you handle the issue without access to a Xbox 360
controller or wireless receiver.
Original issue reported on code.google.com by [email protected]
on 4 Mar 2012 at 5:49
What steps will reproduce the problem?
1. Open Bizhawk
2. Load Aldynes ROM file (there's only one, no variants that I know of)
3. Wait for the game to start the story/intro sequence
What is the expected output? What do you see instead?
The intro sequence is supposed to play through and then fade out and go to the
title screen. What I see is the intro behinds, and part way through the
scrolling bombardment scene the video freezes but the music keeps playing. When
the music finishes the screen remains frozen and the game appears to not accept
input
What version of the product are you using? On what operating system?
1.0 on Vista 64-bit.
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 11 Mar 2012 at 3:47
Fix Single Instance Mode (currently can't dispose in single instance mode so it
crashes on emulator close)
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 4:51
What steps will reproduce the problem?
1. Load 1943 Battle for Midway (USA)
2. During the intro a high pitch white noise sound occurs
3.
What is the expected output? What do you see instead?
Noise should not be present.
What version of the product are you using? On what operating system?
SVN1955
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 15 Mar 2012 at 10:03
Currently the NES Core does not emulate fourscore.
Original issue reported on code.google.com by [email protected]
on 4 Mar 2012 at 2:44
What steps will reproduce the problem?
1. open "ROM"
2. encudiar un buton
3.
What is the expected output? What do you see instead?
Can u choose ISO??
What version of the product are you using? On what operating system?
verson 1.0
Please provide any additional information below.
SARY FOR NOT ENGLIS!!!
Original issue reported on code.google.com by [email protected]
on 4 Apr 2011 at 6:16
Attachments:
Deal with typing into Numerics properly.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 7:24
What steps will reproduce the problem?
1. Start Bizhawk with an Xbox 360 controller connected.
2. While the program is running, disconnect the controller.
3. Wait one second or so.
What is the expected output? What do you see instead?
Expected output: The emulator should (obviously) be no longer able to accept
input from that device.
Actual output: A generic "BizHawk.MultiClient has stopped working" message box
appears, and BizHawk closes once it is dismissed.
What version of the product are you using? On what operating system?
BizHawk v1.0 (March 3, 2012)
Windows 7 Professional x64
Standard Xbox 360 Wireless Controller
Please provide any additional information below.
I don't know if this issue is specific to this controller, or to game
controllers in general. Controller was disconnected by removing the battery
pack.
Original issue reported on code.google.com by [email protected]
on 4 Mar 2012 at 5:57
When sorting, the "Prev value as change" option is not taken into account.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 6:20
Make DoUndo() set the previous value to the current value. It would be better
would be to keep a previous value undo list and restore that (UndoPrev), but
this is adequate for preventing crashes.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 7:13
Add a find text box. It should autohighlight the matches and calculate the
total.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 6:03
Add a way to check and later log frame mismatches between the movie and the
emulator. This could be great for debugging core sync changes / bugs.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 5:23
Add memory.registerread to the Lua implementation.
Original issue reported on code.google.com by [email protected]
on 12 May 2012 at 5:31
What steps will reproduce the problem?
1. Open a movie in read-only mode. For testing purposes, I used
http://tasvideos.org/1715M.html .
2. Open TAStudio.
3. Wait until end of input.
What is the expected output? What do you see instead?
At end of input, an ArgumentOutOfRangeException is thrown; see
http://bayimg.com/mAndLAAdg . After closing the exception dialog, Bizhawk
crashes.
What version of the product are you using? On what operating system?
r1957, Win7 x64
Please provide any additional information below.
Original issue reported on code.google.com by stop.squark
on 19 Mar 2012 at 2:33
What steps will reproduce the problem?
1. (Tested with adventures of lolo 3) load LoLo 3
2. Press fast forward and a strange tone occurs
What is the expected output? What do you see instead?
Tone is not supposed to be present.
What version of the product are you using? On what operating system?
SVN 1955 (win 7 x64)
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 15 Mar 2012 at 10:02
Please add a ROM information dialog to the file menu which provides filename,
checksums, internal name, manufacturer, region and NTSC/PAL, ROM size and other
relevant debugging information if available (compare Snes9x-rr).
Both the entire table and individual cells should be copyable -- this makes
everybody's life easier, especially when it comes to reporting and reproducing
bugs.
Original issue reported on code.google.com by stop.squark
on 6 Apr 2012 at 9:14
What steps will reproduce the problem?
1. Run a script that draws a shape (Tested with a rectangle).
2. Run another script that writes text on the screen.
What is the expected output? What do you see instead?
Instead of showing consistently, the rectangle flickers a lot. It's more often
invisible than not.
What version of the product are you using? On what operating system?
r2274
Please provide any additional information below.
This also works the other way around, but it's far more noticeable with having
the shape loaded first. You can also have two scripts that draw text or shapes
and it will work similarly. The order in which you load them definitely has a
connection to which flickers more / at all.
Original issue reported on code.google.com by [email protected]
on 11 May 2012 at 8:58
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