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95.0 8.0 27.0 4.91 MB

Fork of https://github.com/sinamas/gambatte with Pokemon speedrunning-related changes.

License: GNU General Public License v2.0

Shell 0.12% C++ 83.74% C 15.33% QMake 0.81%

gambatte-speedrun's Introduction

This project has been superseded by the GSR emulator.


Gambatte-Speedrun

Fork of Gambatte (authored by sinamas), with local changes for Pokémon Speedruns, as well as other speedrunning communities. Under GPLv2.

Below is a brief list of the major differences between Gambatte-Speedrun and the upstream version of Gambatte.


Emulation core

  • Original Game Boy games playable in Game Boy Color mode (emulated properly)
  • Super Game Boy emulation (to match the SGB2 platform/framerate)
  • Cycle-based RTC option (for "proper" RTC behavior when using speedups/pauses/savestates)
  • Other various emulation fixes, improvements, and configuration options

Speedrun features

  • Timing parity with official consoles (bootroms required; GBP/SGB2 hard reset fades emulated)
  • Emulator version and ROM info displayed in the title bar, and in on-screen display after hard resets
  • Disabling of undesired functionality for speedruns (e.g. cheats, turbo, framerate changes, etc.)

Software updates

  • Updated to build using Qt5 (instead of Qt4)
  • Buildable as a shared library, for programmatic use of the emulation core

Building from source

Distributable binaries can be built on Windows using MSYS2 and the qt5-static package, or on macOS using Homebrew and the qt package with its macdeployqt tool. See INSTALL.md for detailed information on how to set up the build environment.

The amount of setup you need to do depends on what parts of the project you are planning to use.

Shared Library

If you only wish to build Gambatte-Speedrun's libgambatte shared library (for use in scripting, "botting", TASing, or other programming projects), and have the basic build environment set up, you can run the following from the project's root directory, regardless of platform:

$ sh scripts/build_shlib.sh

Gambatte-Speedrun (i.e. the full-blown emulator)

After completing all the Qt-specific build steps in INSTALL.md, running the following in the project's root directory should build the "PSR" version of Gambatte-Speedrun:

$ sh scripts/build_qt.sh

To instead build the "non-PSR" version, with additional selectable platforms (GB, GBC, GBA, SGB2), create gambatte_qt/src/platforms.pri with the following (before running build_qt.sh):

# platform support
# GBP is hardcoded
DEFINES += SHOW_PLATFORM_GB
DEFINES += SHOW_PLATFORM_GBC
DEFINES += SHOW_PLATFORM_GBA
DEFINES += SHOW_PLATFORM_SGB

Testrunner

To be able to run the upstream hwtests suite on Gambatte-Speedrun, you must acquire the DMG and CGB bootroms. Name the DMG bootrom bios.gb, the CGB bootrom bios.gbc, and move both into the test directory.

Run the following in a terminal from the project's root directory to assemble and run all hwtests:

$ (cd test && sh scripts/assemble_tests.sh)
$ sh scripts/test.sh

Note that the first line (with assemble_tests.sh) only needs to be run one time, or until the contents of the hwtests directory change.

gambatte-speedrun's People

Contributors

bentley avatar casualpokeplayer avatar dabomstew avatar entrpntr avatar gifvex avatar jangler avatar sarasmiseth avatar sinamas avatar stringflow avatar tikevin83 avatar

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gambatte-speedrun's Issues

Background input for Xbox 360 and Xbox One controllers

I've been trying to get background input for gamepads working - it's annoying to have to refocus the emulator when going to mark goals on a bingo card for example.

The only problem is that the SDL library used for gamepad input on windows is based on SDL1.5, which uses a very old api that doesn't seem to support background input out of the box. I tried some quick hacks to get it working (joystickCapture(...)) but that didn't really work.

In anycase I want to discuss what the best way forward is. There a few options that I can see:

  • Statically linked SDL2
  • Backport SDL2 joystick code into the current framework
  • Switch to using QT5's gamepad API

All of these options are a lot of work so I want to get everyone's feedback on what options to pursue - I'd rather work on an option that is most likely to be accepted in a pull request after all. Of course there may be other options I've missed as well...

MBC3+RAM+RTC invalid rambank/rtc switches are more complicated than thought

I've talked about this on the PSR server, but essentially, there appears to be something within the MBC3 where if an invalid "bank switch" is sent to the chip, it will essentially lock itself and will not return any data (ie same behavior as locked SRAM). To be clear, I mean invalid combos physically sent to the chip, as all of bits 0-3 are connected to the MBC, with bits 2-3 exclusively connected to the RTC (they're connected to bits 0-1 too but that can also be shared with the rambanks). The normal mask bits 4-7 still applies as they are not connected to anything, it's just that bits 0-3 are all connected to the MBC and it does not like invalid combos being sent to it. Gambatte-Speedrun currently just masks bits 2-3 regardless and will just output data from an actual rambank, when this should not be the case.

Also, I don't believe this locking behavior should apply in the case of an MBC3 chip without RTC (as bits 2-3 would just not be connected to anything, like bits 4-7), although I don't have a way to test that so eh.

Revision number is out of sync with core revisions

Revision used for builds (e.g. resets/shown version) will correspond to the commit number of the gambatte-speedrun repo, missing core commits due to that being a submodule now. Possible solution is to get github actions to commit an update to the submodule each core commit on master.

make the fadeout upon hard reset optional

something that's bugging me since r614:

  • I'm still using r604 because the fadeout upon hard reset can't be turned on/off
  • I know the pokemon guys like the fadeout (for whatever reason...) but many other speedrun-communities don't need it

Thanks for a great emu nevertheless!

Star Trek 25th Anniversary: Misaligned Border

The border in the intro text screen is misaligned. You can see it in this video for example, where it's zoomed in and really obvious:

https://www.youtube.com/watch?v=KsthKsr_2Sw&t=32s

You can also see it in this video, where it appears to be played on a gameboy player:

https://www.youtube.com/watch?v=HCmIQ24AMgo&t=62s

However, there are 2 videos where the border is properly aligned, one is played on SGB:

https://www.youtube.com/watch?v=bEArrvHV6wQ&t=181s

The other I'm not sure about:

https://www.youtube.com/watch?v=K-4r30hHwsA

The game uses the Window in a non-standard way. The top few scanlines are part of the window, then it turns off the window and the normal background is used for the text part, then turns the window back on for the bottom of the screen.

If the background is emulated normally, then it is in fact misaligned. If you look at the 2 videos with proper alignment, there is a clear blank vertical line on the left side of the screen. So, for some reason the background is being shifted to the right one pixel for the alignment to work out.

I have confirmed on my own Gameboy Player that the border is mis-aligned. I don't have a SGB or original GB personally to test on.

Some games crash without proper open bus behavior

See TASEmulators/BizHawk#2482, but the gist is that due a bug within this game, the game will end up reading the SRAM area (this game has no RAM lol) and then write to whatever it read, so under the "always return FF for lack of/disabled sram reads" the game writes to FFFF and ends up disabling interrupts. This bug is however benign on (most? at least the GBP anyways) consoles due to the write ending up happening in 0A0A, which does nothing.

So we end up actually have a game where you need tr00 open bus emulation for it to work, fun:tm:

MBC30 or MBC3 with 4MB support

This is a notable feature solely to JP Crystal, but doesn't work well when other hacks try to take advantage of it. BGB seems to be the only emulator out there and supports this well.

WASAPI bugs OBS audio buffer

When using WASAPI engine, using any emulator function that pauses emulation (save/load states, load rom, pause, frame step, changing settings) causes audio buffer issues in OBS. After "max audio buffer" reached, I'm still able to hear the game audio and it appears in the audio bar in OBS, but the recording will not contain game audio. Below is an excerpt from my OBS log, the last few lines show the behavior. Using DirectSound seems to fix this issue for me.

21:35:10.884: [Loaded global audio device]: 'Desktop Audio'
21:35:10.884:     - filter: 'Gain' (gain_filter)
21:35:10.896: WASAPI: Device 'Microphone (2- Antlion USB Microphone)' [48000 Hz] initialized
21:35:10.896: [Loaded global audio device]: 'Mic/Aux'
21:35:10.920: adding 42 milliseconds of audio buffering, total audio buffering is now 42 milliseconds (source: Mic/Aux)

21:35:13.438: [game-capture: 'Gambatte'] attempting to hook process: gambatte_speedrun.exe
21:35:14.037: [game-capture: 'Gambatte'] d3d9 shared texture capture successful
21:35:14.054: [game-capture: 'Gambatte'] shared texture capture successful
21:35:33.529: Max audio buffering reached!
21:35:33.529: adding 917 milliseconds of audio buffering, total audio buffering is now 960 milliseconds (source: Desktop Audio)```

Questionable features to consider removing

Small list of features I don't see a point in keeping right now (subject to change, if there are compelling reasons to keep any of them)

  • Video filters (from bottom of Video Settings dialog) - most of them seem to have been broken at some point, and all of them prevent the fade effect on hard resets)
  • Full screen - doesn't keep the proper aspect ratio on any of my machines, and not sure why any users would want to use it in 2021
  • Quit hotkey - there were 1 or 2 reports of people closing the emulator on accident; not sure if this was the culprit in either case, but I also don't know why any of our users would ever want this binding set

Question: Possible to disable on-screen status messages?

I've looked through the settings and didn't find anything, but I figured I'd ask in case I missed something. For clarity, I'm referring to the messages in the lower left of the screen that display when performing a reset/creating or loading a save state.

The test ly00_mode1_2-C.gb should pass in GBA mode

Currently STAT mode becomes zero for 4 cycles in between mode 1 and mode 2 a scanline zero. This is incorrect (at least for GBP) as verified by the test in the title.

Maybe it is zero for some GBC models, but the GBP behaviour is needed for Castlevania The Adventure (JPN, GB) (and RC Pro AM) to be console verified.

RTC testrom fails

I talked a bit about this in the PSR server, but essentially an RTC test rom fails under Gambatte-Speedrun. RTC register writes fail, cycle based RTC appears to be broken in DMG/SGB2 mode (RTC goes at half the speed it's supposed to, note this is specific to cycle based RTC, real time based RTC is not broken), among other things

test rom can be found here https://github.com/aaaaaa123456789/rtc3test/releases

Can't compile. Instructions literally do not work.

README.md doesn't matter since not only do its contents not work, its predecessor, INSTALL.md doesn't complete. There's usually some error about "invalid crypto engines", it not being able to find "python2" ($ pacman -S perl ruby python2 mingw-w64-i686-toolchain mingw-w64-x86_64-toolchain), or any other number of errors of it not actually downloading or installing anything.

README.md mentioned being able to compile the core here for use in other emulators, I assume RetroArch or BizHawk. I wanted to do that since it's obviously a more up-to-date core than the ones featured in those emulators, but I can't.

Miscellaneous input handling bugs/issues

Miscellaneous input-handling issues (consolidated #50 and #51 here to reduce clutter):

  • Background inputs are dropped if the button is bound to both joystick and keyboard
  • Warning for bindings to Shift should only be displayed if the input was newly bound
  • Inputs bound to the Alt key should produce a warning (or possibly be disallowed)

Does not build on MacOS X with QT5 and SDL2

Fails earlier when XCode compilers are used (g++: error: unrecognized command line option ‘-Xarch_x86_64’) than when native CLang compilers are used (ld: symbol(s) not found for architecture x86_64). Tried both QT and SDL flavors.

Parent fork also fails to build in the same environment.

OS X Sierra (10.12) with freshly-installed scons, qt5, and sdl2.

Note that SDL1 support is ending.

Cannot build on Mac

I am trying to build this on MacOS Sierra 10.12.3, but I am getting getting the following error after running ./build_qt.sh:
./gambattesource.h:42:27: error: use of undeclared identifier 'GAMBATTE_QT_VERSION_STR' void reset() { gb_.reset(GAMBATTE_QT_VERSION_STR); }.

Toggle fast-forward?

It looks like this is the only fork of gambatte alive, so I'm asking here. Is it possible to toggle fast-forward instead of having to press a button to fire it?

Input is delayed during fade-out when you reset

Hi! I'm trying to do an Any% speedrun of Pokemon Yellow, and whenever the emulator fades out, the input is delayed. I press A to click YES to save the game, but whenever I do it during the fade-out, the A press is delayed.

Mac Version

How would I get this on Mac. I love running Pokemon Red but recently have found myself not able to compete with the OpenEmu version of Gambatte due to the Select+Up+B Nido Manip strat not working on that emulator (don't ask why, it just doesn't).

Audio output breaks when resetting

The audio output breaks when the emulator is Reset while a game is loaded. You get the below error as soon as you click Reset and the audio gets severely broken:


Sound engine failure

Failed to output audio. This may be fixed by changing the sound settings.

OK

Clicking Okay brings up the box to change audio device but the only option that will work is Null or Cancel, neither of which fix the broken sound. You must close the Emulator to fix the audio.

Windows 10 x64 v1809
ASUS P6T motherboard (integrated audio)

Tiny Toon Adventures - Babs Big Break has graphical issues in GBC mode.

While TASing this game in BizHawk, I noticed any time the screen transitions, there is junk on the screen like this:

Tiny Toon Adventures - Babs' Big Break (USA, Europe) 2020-05-29 16 51 18

I tested this in the latest upstream for GSR and the issue is there as well. I also tested this with BizHawk's GBHawk and this doesnt happen in its GBC mode.

and keep in mind, this only affects GBC mode, it is not present in GB mode.

Sprite priority is wrong for GB games on GBC

See test sprite_priority from Mooneye GB.

It's pretty apparent in games with lots of sprites, It makes comparison with video from console difficult because screens don't look the same.

Windows build crashes on Qt 5.11 or higher with MSYS2

Using Homebrew
Using scons v3.0.1 from Homebrew
Using qt5 v5.12.1 from Homebrew

Compiled by running scripts/build_qt.sh from a clean state

Application fails to launch, and produces the following error dump:

Process:               Gambatte Qt [12860]
Path:                  /Users/USER/*/Gambatte Qt.app/Contents/MacOS/Gambatte Qt
Identifier:            com.yourcompany.Gambatte-Qt
Version:               0
Code Type:             X86-64 (Native)
Parent Process:        ??? [1]
Responsible:           Gambatte Qt [12860]
User ID:               501

Date/Time:             2019-03-07 17:08:05.497 -0500
OS Version:            Mac OS X 10.14.3 (18D109)
Report Version:        12
Anonymous UUID:        C9F66028-2DCD-20ED-D931-71F1A0EB1351


Time Awake Since Boot: 12000 seconds

System Integrity Protection: enabled

Crashed Thread:        0  Dispatch queue: com.apple.main-thread

Exception Type:        EXC_BAD_ACCESS (SIGSEGV)
Exception Codes:       KERN_INVALID_ADDRESS at 0x0000000000000068
Exception Note:        EXC_CORPSE_NOTIFY

Termination Signal:    Segmentation fault: 11
Termination Reason:    Namespace SIGNAL, Code 0xb
Terminating Process:   exc handler [12860]

VM Regions Near 0x68:
--> 
    __TEXT                 000000010a8f7000-000000010a9a9000 [  712K] r-x/rwx SM=COW  /Users/USER/*/Gambatte Qt.app/Contents/MacOS/Gambatte Qt

Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0   com.yourcompany.Gambatte-Qt   	0x000000010a90cf67 MainWindow::moveEvent(QMoveEvent*) + 7
1   org.qt-project.QtWidgets      	0x000000010aaa212d QWidget::event(QEvent*) + 1117
2   org.qt-project.QtWidgets      	0x000000010abb30f5 QMainWindow::event(QEvent*) + 277
3   org.qt-project.QtWidgets      	0x000000010aa662ed QApplicationPrivate::notify_helper(QObject*, QEvent*) + 269
4   org.qt-project.QtWidgets      	0x000000010aa676f2 QApplication::notify(QObject*, QEvent*) + 594
5   org.qt-project.QtCore         	0x000000010b729fa4 QCoreApplication::notifyInternal2(QObject*, QEvent*) + 212
6   org.qt-project.QtWidgets      	0x000000010aac0444 0x10aa56000 + 435268
7   org.qt-project.QtWidgets      	0x000000010aa662ed QApplicationPrivate::notify_helper(QObject*, QEvent*) + 269
8   org.qt-project.QtWidgets      	0x000000010aa676f2 QApplication::notify(QObject*, QEvent*) + 594
9   org.qt-project.QtCore         	0x000000010b729fa4 QCoreApplication::notifyInternal2(QObject*, QEvent*) + 212
10  org.qt-project.QtGui          	0x000000010b02f2d4 QGuiApplicationPrivate::processGeometryChangeEvent(QWindowSystemInterfacePrivate::GeometryChangeEvent*) + 516
11  org.qt-project.QtGui          	0x000000010b02f999 QGuiApplicationPrivate::processWindowScreenChangedEvent(QWindowSystemInterfacePrivate::WindowScreenChangedEvent*) + 265
12  org.qt-project.QtGui          	0x000000010b00ecc3 bool QWindowSystemInterfacePrivate::handleWindowSystemEvent<QWindowSystemInterface::SynchronousDelivery>(QWindowSystemInterfacePrivate::WindowSystemEvent*) + 115
13  libqcocoa.dylib               	0x000000010d60a1f6 0x10d5ee000 + 115190
14  libqcocoa.dylib               	0x000000010d603cf2 0x10d5ee000 + 89330
15  libqcocoa.dylib               	0x000000010d60377b 0x10d5ee000 + 87931
16  org.qt-project.QtGui          	0x000000010b0384cc QWindowPrivate::create(bool, unsigned long long) + 140
17  org.qt-project.QtWidgets      	0x000000010aa8f811 QWidgetPrivate::create_sys(unsigned long long, bool, bool) + 1201
18  org.qt-project.QtWidgets      	0x000000010aa8e4c6 QWidget::create(unsigned long long, bool, bool) + 326
19  org.qt-project.QtWidgets      	0x000000010aa9014d QWidget::winId() const + 61
20  com.yourcompany.Gambatte-Qt   	0x000000010a90d83b MediaWidget::MediaWidget(MediaSource&, QWidget&) + 107
21  ???                           	0x0000600003d81ea0 0 + 105553180761760

Thread 1:
0   libsystem_pthread.dylib       	0x00007fff70df23f8 start_wqthread + 0
1   ???                           	0x0000000054485244 0 + 1414025796

Thread 2:
0   libsystem_pthread.dylib       	0x00007fff70df23f8 start_wqthread + 0
1   ???                           	0x0000000054485244 0 + 1414025796

Thread 3:
0   libsystem_pthread.dylib       	0x00007fff70df23f8 start_wqthread + 0
1   ???                           	0x0000000054485244 0 + 1414025796

Thread 4:
0   libsystem_pthread.dylib       	0x00007fff70df23f8 start_wqthread + 0
1   ???                           	0x0000000054485244 0 + 1414025796

Thread 5:
0   libsystem_pthread.dylib       	0x00007fff70df23f8 start_wqthread + 0
1   ???                           	0x0000000054485244 0 + 1414025796

Thread 6:
0   libsystem_pthread.dylib       	0x00007fff70df23f8 start_wqthread + 0
1   ???                           	0x0000000054485244 0 + 1414025796

Thread 0 crashed with X86 Thread State (64-bit):
  rax: 0x00007ffee5308a58  rbx: 0x00007fcb9970df30  rcx: 0x0000000000000000  rdx: 0x000000010aaa211d
  rdi: 0x00007ffee5308a58  rsi: 0x00007ffee5308228  rbp: 0x00007ffee5307db0  rsp: 0x00007ffee5307ce8
   r8: 0x00000000fffffc4c   r9: 0x00000000fffffe41  r10: 0x000000010aa566b0  r11: 0x000000010b729ff0
  r12: 0x00007fcb9970df30  r13: 0x00007ffee5308a58  r14: 0x00007ffee5308201  r15: 0x00007ffee5308228
  rip: 0x000000010a90cf67  rfl: 0x0000000000010207  cr2: 0x0000000000000068
  
Logical CPU:     2
Error Code:      0x00000004
Trap Number:     14


Binary Images:
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    0x7fff6f239000 -     0x7fff6f23afff  liblangid.dylib (128.15.1) <663D0A24-7260-31D1-9BFE-74D67B6F72F6> /usr/lib/liblangid.dylib
    0x7fff6f23b000 -     0x7fff6f253fff  liblzma.5.dylib (10.200.3) <9A52A949-0CB1-39B6-9244-D079FB609559> /usr/lib/liblzma.5.dylib
    0x7fff6f26b000 -     0x7fff6f31bfff  libmecab.1.0.0.dylib (779.24.1) <590BC39C-2A3E-368B-9499-C808B84C4955> /usr/lib/libmecab.1.0.0.dylib
    0x7fff6f31c000 -     0x7fff6f559ff7  libmecabra.dylib (779.24.1) <22BFD5A8-EA42-3DC3-8910-F27DCFB1B631> /usr/lib/libmecabra.dylib
    0x7fff6f731000 -     0x7fff6fa89ffb  libnetwork.dylib (1229.240.1) <F99593DA-3089-3008-BE5B-5AC096EBF3A3> /usr/lib/libnetwork.dylib
    0x7fff6fb1b000 -     0x7fff702a1fe7  libobjc.A.dylib (750.1) <804715F4-F52D-34D0-8FEC-A25DC08513C3> /usr/lib/libobjc.A.dylib
    0x7fff702b4000 -     0x7fff702b8ffb  libpam.2.dylib (22.200.1) <85253002-89F2-3872-9C8A-1801303A2EBB> /usr/lib/libpam.2.dylib
    0x7fff702bb000 -     0x7fff702f1ff7  libpcap.A.dylib (79.200.4) <6D25197A-2F7C-3147-A45A-F6F13E55909F> /usr/lib/libpcap.A.dylib
    0x7fff7040b000 -     0x7fff70423ffb  libresolv.9.dylib (65.200.2) <A1A77B4E-1AF0-3039-9945-D05440494E00> /usr/lib/libresolv.9.dylib
    0x7fff70477000 -     0x7fff7064efe7  libsqlite3.dylib (274.22) <B30E3B7E-E22E-37A0-A3EB-EA333ADEE13E> /usr/lib/libsqlite3.dylib
    0x7fff708db000 -     0x7fff708deffb  libutil.dylib (51.200.4) <10C5E165-0939-363A-9D13-7076F3B513EC> /usr/lib/libutil.dylib
    0x7fff708df000 -     0x7fff708ecfff  libxar.1.dylib (404) <16E875B3-CF89-3059-87BB-36D301B32E7B> /usr/lib/libxar.1.dylib
    0x7fff708f1000 -     0x7fff709d4fff  libxml2.2.dylib (32.8) <3E7875AC-3195-3800-AC48-8AA3B7BE51E4> /usr/lib/libxml2.2.dylib
    0x7fff709d5000 -     0x7fff709fdff3  libxslt.1.dylib (16.1) <D6EBFEBB-F88E-398F-B1B5-66F413C2CD32> /usr/lib/libxslt.1.dylib
    0x7fff709fe000 -     0x7fff70a10ffb  libz.1.dylib (70.200.4) <15F7B40A-424C-33BB-BF2C-7E8195128B78> /usr/lib/libz.1.dylib
    0x7fff70a81000 -     0x7fff70a85ff3  libcache.dylib (81) <704331AC-E43D-343A-8C24-39201142AF27> /usr/lib/system/libcache.dylib
    0x7fff70a86000 -     0x7fff70a90ff3  libcommonCrypto.dylib (60118.220.1) <9C865644-EE9A-3662-AB77-7C8A5E561784> /usr/lib/system/libcommonCrypto.dylib
    0x7fff70a91000 -     0x7fff70a98fff  libcompiler_rt.dylib (63.4) <817772E3-E836-3FFD-A39B-BDCD1C357221> /usr/lib/system/libcompiler_rt.dylib
    0x7fff70a99000 -     0x7fff70aa2ff3  libcopyfile.dylib (146.200.3) <5C5C4F35-DAB7-3CF1-940F-F47192AB8289> /usr/lib/system/libcopyfile.dylib
    0x7fff70aa3000 -     0x7fff70b27fdf  libcorecrypto.dylib (602.230.1) <C78D1A87-5543-3561-BEB4-3B480BA94ECB> /usr/lib/system/libcorecrypto.dylib
    0x7fff70bae000 -     0x7fff70be8ff7  libdispatch.dylib (1008.220.2) <2FDB1401-5119-3DF0-91F5-F4E105F00CD7> /usr/lib/system/libdispatch.dylib
    0x7fff70be9000 -     0x7fff70c18ff3  libdyld.dylib (655.1) <90C801E7-5D05-37A8-810C-B58E8C53953A> /usr/lib/system/libdyld.dylib
    0x7fff70c19000 -     0x7fff70c19ffb  libkeymgr.dylib (30) <A4EFD9A4-2EF3-3E18-B325-F527E3821939> /usr/lib/system/libkeymgr.dylib
    0x7fff70c1a000 -     0x7fff70c26ff7  libkxld.dylib (4903.241.1) <D039B38D-E8E6-3011-94F5-A21CD3D59526> /usr/lib/system/libkxld.dylib
    0x7fff70c27000 -     0x7fff70c27ff7  liblaunch.dylib (1336.240.2) <D5F0014D-CF46-3B04-9DE0-A1466DA14A2C> /usr/lib/system/liblaunch.dylib
    0x7fff70c28000 -     0x7fff70c2dfff  libmacho.dylib (921) <6ADB99F3-D142-3A0A-B3CE-031354766ACC> /usr/lib/system/libmacho.dylib
    0x7fff70c2e000 -     0x7fff70c30ffb  libquarantine.dylib (86.220.1) <58524FD7-63C5-38E0-9D90-845A79551C14> /usr/lib/system/libquarantine.dylib
    0x7fff70c31000 -     0x7fff70c32ff3  libremovefile.dylib (45.200.2) <BA53CA8A-9974-3A43-9265-B110B1AE470F> /usr/lib/system/libremovefile.dylib
    0x7fff70c33000 -     0x7fff70c4aff3  libsystem_asl.dylib (356.200.4) <33C62769-1242-3BC1-9459-13CBCDECC7FE> /usr/lib/system/libsystem_asl.dylib
    0x7fff70c4b000 -     0x7fff70c4bfff  libsystem_blocks.dylib (73) <152EDADF-7D94-35F2-89B7-E66DCD945BBA> /usr/lib/system/libsystem_blocks.dylib
    0x7fff70c4c000 -     0x7fff70cd4fff  libsystem_c.dylib (1272.200.26) <D6C701A2-9F17-308D-B6AC-9E17EF31B7DF> /usr/lib/system/libsystem_c.dylib
    0x7fff70cd5000 -     0x7fff70cd8ff7  libsystem_configuration.dylib (963.200.27) <94898525-ECC8-3CC9-B312-CBEAAC305E32> /usr/lib/system/libsystem_configuration.dylib
    0x7fff70cd9000 -     0x7fff70cdcff7  libsystem_coreservices.dylib (66) <10818C17-70E1-328E-A3E3-C3EB81AEC590> /usr/lib/system/libsystem_coreservices.dylib
    0x7fff70cdd000 -     0x7fff70ce3ffb  libsystem_darwin.dylib (1272.200.26) <07468CF7-982F-37C4-83D0-D5E602A683AA> /usr/lib/system/libsystem_darwin.dylib
    0x7fff70ce4000 -     0x7fff70ceaff7  libsystem_dnssd.dylib (878.240.1) <5FEA5E1E-E80F-3616-AD33-8E936D61F31A> /usr/lib/system/libsystem_dnssd.dylib
    0x7fff70ceb000 -     0x7fff70d37ff3  libsystem_info.dylib (517.200.9) <54B65F21-2E93-3579-9B72-6637A03245D9> /usr/lib/system/libsystem_info.dylib
    0x7fff70d38000 -     0x7fff70d60ff7  libsystem_kernel.dylib (4903.241.1) <CA10BC3A-5B09-32CE-B74F-BAD01755AA37> /usr/lib/system/libsystem_kernel.dylib
    0x7fff70d61000 -     0x7fff70dacff7  libsystem_m.dylib (3158.200.7) <AF25F8E8-194C-314F-A2D3-A424853EE796> /usr/lib/system/libsystem_m.dylib
    0x7fff70dad000 -     0x7fff70dd1ff7  libsystem_malloc.dylib (166.220.1) <4777DC06-F9C6-356E-82AB-86A1C6D62F3A> /usr/lib/system/libsystem_malloc.dylib
    0x7fff70dd2000 -     0x7fff70dddff3  libsystem_networkextension.dylib (767.240.1) <4DB0D4A2-83E7-3638-AAA0-39CECD5C25F8> /usr/lib/system/libsystem_networkextension.dylib
    0x7fff70dde000 -     0x7fff70de5fff  libsystem_notify.dylib (172.200.21) <65B3061D-41D7-3485-B217-A861E05AD50B> /usr/lib/system/libsystem_notify.dylib
    0x7fff70de6000 -     0x7fff70deffef  libsystem_platform.dylib (177.200.16) <83DED753-51EC-3B8C-A98D-883A5184086B> /usr/lib/system/libsystem_platform.dylib
    0x7fff70df0000 -     0x7fff70dfafff  libsystem_pthread.dylib (330.230.1) <80CC5992-823E-327E-BB6E-9D4568B84161> /usr/lib/system/libsystem_pthread.dylib
    0x7fff70dfb000 -     0x7fff70dfeff7  libsystem_sandbox.dylib (851.230.3) <D6469A17-C13C-3538-A300-D6517BB7F249> /usr/lib/system/libsystem_sandbox.dylib
    0x7fff70dff000 -     0x7fff70e01ff3  libsystem_secinit.dylib (30.220.1) <5964B6D2-19D4-3CF9-BDBC-4EB1D42348F1> /usr/lib/system/libsystem_secinit.dylib
    0x7fff70e02000 -     0x7fff70e09ff7  libsystem_symptoms.dylib (820.237.2) <487E1794-4C6E-3B1B-9C55-95B1A5FF9B90> /usr/lib/system/libsystem_symptoms.dylib
    0x7fff70e0a000 -     0x7fff70e1fff7  libsystem_trace.dylib (906.220.1) <4D4BA88A-FA32-379D-8860-33838723B35F> /usr/lib/system/libsystem_trace.dylib
    0x7fff70e21000 -     0x7fff70e26ffb  libunwind.dylib (35.4) <EF1A77FD-A86B-39F5-ABEA-6100AB23583A> /usr/lib/system/libunwind.dylib
    0x7fff70e27000 -     0x7fff70e57fff  libxpc.dylib (1336.240.2) <EE0CDA53-6FF9-3B4E-A571-335A5FF6B6F4> /usr/lib/system/libxpc.dylib

External Modification Summary:
  Calls made by other processes targeting this process:
    task_for_pid: 0
    thread_create: 0
    thread_set_state: 0
  Calls made by this process:
    task_for_pid: 0
    thread_create: 0
    thread_set_state: 0
  Calls made by all processes on this machine:
    task_for_pid: 8973
    thread_create: 0
    thread_set_state: 0

VM Region Summary:
ReadOnly portion of Libraries: Total=385.7M resident=0K(0%) swapped_out_or_unallocated=385.7M(100%)
Writable regions: Total=588.1M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=588.1M(100%)
 
                                VIRTUAL   REGION 
REGION TYPE                        SIZE    COUNT (non-coalesced) 
===========                     =======  ======= 
Accelerate framework               256K        2 
Activity Tracing                   256K        2 
CG backing stores                 1600K        5 
CoreImage                           32K        5 
CoreServices                      4608K        2 
CoreUI image data                  156K        3 
CoreUI image file                  404K        6 
Foundation                           4K        2 
Kernel Alloc Once                    8K        2 
MALLOC                           185.8M       28 
MALLOC guard page                   32K        9 
MALLOC_NANO (reserved)           384.0M        2         reserved VM address space (unallocated)
STACK GUARD                       56.0M        8 
Stack                             11.0M        8 
VM_ALLOCATE                         76K       11 
__DATA                            24.8M      247 
__FONT_DATA                          4K        2 
__LINKEDIT                       219.4M       14 
__TEXT                           166.4M      246 
__UNICODE                          564K        2 
mapped file                       52.2M       19 
shared memory                      640K       14 
===========                     =======  ======= 
TOTAL                              1.1G      617 
TOTAL, minus reserved VM space   724.0M      617 

Cannot bind +/- on a controller axis to the same input

void InputDialog::joystickEvent(SDL_Event const &ev) {

https://discordapp.com/channels/88066218971385856/686674807093198916/692590795986960395

If you bind the + and - on an axis to the same input (namely binding Select to LT/RT, to match Gamecube functionality), only the second one will work.

A temporary array of booleans used to not "unset" and "set" in the same for loop could fix it?

Various flicker issues in Link's Awakening

  1. When learning the Song of Awakening from Wart the whole screen flashes black every other frame (very obvious & obnoxious).
  2. Text during the end-game credits were flickering every other frame and sometimes appear corrupted (very obvious & obnoxious).
  3. possibly related, but during Turtlerock (Level 8) I encountered a situation where the game disagreed on brightness level and was cycling brightness back & forth every 3~ seconds and the Sword graphic on the HUD was flashing at an inconsistent speed during this (I was under the influence of a Piece of Power/Acorn). Began as I exited to the right from the bottom left room (images sourced from an online website):
    image

Gameboy Colour and Gameboy Advance modes tested.
Link's Awakening EU, USA revision B.
Redux hack was used: https://www.romhacking.net/hacks/4672/

  • Sprite and text uncensoring
  • Link’s Awakening DX VWF
  • Photo Album Translation + optional component
  • Quality of Life Improvements + optional component

Pokémon Blue randomizer stuck in pre-title loop, even after hard resets; controller not working after closing and reopening ROM

After soft resetting during a Pokémon Blue randomizer, I got stuck in a loop in the pre-title screen segments and was unable to get back into the game proper, even after hard resetting (Ctrl+R) multiple times. Closing the ROM and re-opening it via the File menu fixed that problem, but then my controller wasn't recognized at all (not detected in Settings->Input). Things were fine after closing gambatte and opening a new instance.

Recording: https://www.twitch.tv/videos/374931855

Using r649 PSR on Linux. Let me know if there's any more information I should provide.

HuC3 implementation incomplete/possibly broken on edge cases

From https://twitter.com/liji32/status/1262661004678311937 :

"I had a look and it seems very hardcoded for Robopon, and also misses a command used by Pocket Family, so it won’t work for that game. (Also timing is wrong in both it and SameBoy so it invalidates TASes)"

"I’m not even sure how accurate it is for Robopon right now, I think there might be some edge case where it breaks."

See about cross-referencing SameBoy's implementation to patch these issues up. Probably not worth bothering with the alarm clocks though.

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