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Erroneous high pitches in NES sound emulation

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

Main: GUI submenu contains unrelated menu items

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

Aldynes (SGX) freezes during intro sequence

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

DoUndo() fix for RAM Search

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

Text drawn by Lua on the emulator level instead of the window level

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

Archive dialog - prioritize rom results

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

TAStudio enhancements

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

Fix loading of post movie savestates

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

Program crashes when USB joypad is disconnected

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

Strange sound tone/Noise after fast forward

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

Save IsLag to movie files

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

Lua GUI items flicker when multiple scripts are running at once

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

6502 - some double read/write emulation

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

Controller/Hotkey bindings do not accept Xbox 360 controller triggers

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

Improve the implementation of turbo

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

Main: Add ROM information dialog

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

Strange "White noise" sound during 1943 (USA) intro

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

GDI screen tearing (game gear games so far)

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

Drawing remains drawn after removing a script

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

emu.speedmode

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

On screen option for RAM Watch Enchancements

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

Sound emulation bypass for turbo

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

Main: Can open/record movie when no ROM loaded

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

Main: Can take screenshot when no ROM loaded

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

TAStudio: default frame column size is too small

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

Intro music plays in Rondo of Blood title screen & next song starts to play when selected one ends in Sound Test

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

TAStudio ArgumentOutOfRangeException at read-only movie end

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

memory.registerwrite

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

Binary movie format

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

when can for to emualte palystatio

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:

Play movie: missing indication of checksum mismatch

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

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