Author Topic: BizHawk emulator - mapping feature requests  (Read 72744 times)

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Offline feos

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BizHawk emulator - mapping feature requests
« on: October 19, 2012, 10:40:20 am »
EDIT:
You can talk to BH developers (zeromus, natt) at tasvideos
http://tasvideos.org/forum/viewtopic.php?t=13464
#tasvideos or #bizhawk on freenode
or just post in this thread, I will bring all requests before their eyes.

I compile interims here:
http://code.google.com/p/feos-tas/downloads/detail?name=BizHawk.zip

OLD POST:
BizHawk provides the most accurate SNES emulation (bsnes core) and TONS of features (still developed though). The must important for us is custom backdrop (canvas) color, available through Graphics Debugger dialog when SNES ROM is loaded. Doubleclick to change the color. Note that switching layers is possible via hotkeys. And screenshots can be saved to clipboard directly.

http://i1139.photobucket.com/albums/n547/feos-theos/GraphicsDebugger.png

Latest release:
http://code.google.com/p/bizhawk/downloads/list
Install prereqs at first:
http://code.google.com/p/bizhawk/downloads/detail?name=bizhawk_prereqs.zip

Request other features please!
« Last Edit: November 17, 2012, 03:11:25 pm by feos »

Offline TerraEsperZ

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Re: SNES mapping - backdrop color solved!
« Reply #1 on: October 25, 2012, 03:33:12 pm »
Great news, though I'm puzzled as to why it took so many years to get a half-decent SNES debugger. At this point, I've been using ZSNES for over 15 years and I'm really not feeling ready to jump ship yet.

From what I remember, the bsnes core was extremely accurate but quite CPU intensive back when I first heard of it. Is this still the case? Also, does it support all the additional chips that later games featured like the Super FX, the Cx4, the SA1 and S-DD1?
Current project:
Mega Man: Powered Up (PSP)

Offline feos

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Re: SNES mapping - backdrop color solved!
« Reply #2 on: October 25, 2012, 09:58:04 pm »
To speed up the emulator you need to disable things like Rewind, that take some of the powers. I managed to get full speed for snes. I don't know about additional chips, probably it does support them.

It took years because rerecording emulators were developed slowly, by few people, and independently from each other. BizHawk unites the comunity's powers, as well as platforms, to emulate as much as possible as well as possible. And it's currently VERY actively developed, features are implemented in days after you request them, so join in and request some.

Offline Peardian

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Re: SNES mapping - backdrop color solved!
« Reply #3 on: October 25, 2012, 10:03:49 pm »
Nice! It's a shame that SNES emulators still haven't quite caught up to the functionality of even VBA.


Changing the backdrop color will make ripping from Kirby Super Star a whole lot easier!
MM (10%) - SMA3 (33%) - DNS (0%)

Come check out the Nintendo 64 Mapping Workshop!

Offline feos

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Re: SNES mapping - backdrop color solved!
« Reply #4 on: October 26, 2012, 07:46:21 am »
Nice! It's a shame that SNES emulators still haven't quite caught up to the functionality of even VBA.
Did I mention BizHawk is BEING DEVELOPED right now? Probably I forgot to say:
REQUEST FEATURES!

Offline JonLeung

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Re: SNES mapping - backdrop color solved!
« Reply #5 on: October 26, 2012, 10:24:15 am »
Changing the backdrop color will make ripping from Kirby Super Star a whole lot easier!

Sounds like you're planning to map it...and if not, insert obvious request here.  :P

Offline Peardian

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Re: SNES mapping - backdrop color solved!
« Reply #6 on: October 26, 2012, 05:17:56 pm »
Considering the biggest reason I didn't attempt it was the black background... I might. ;)


@feos: A few features I'd like to see come to mind, though I don't know if any of these are already implemented. These are pretty much all VBA features.
-map viewing, since having to constantly use bgmapper is a pain
-tileset viewing
-palette viewing, though that looks like it might already be in
-sprite placement viewer (I know at least one DS emulator has that, but I don't know if the SNES works in a way to allow for it)
-a way to view/disable certain effects? For example, the black gradient at the bottom of Kirby Super Star levels, the gradient backgrounds in Yoshi's Island
MM (10%) - SMA3 (33%) - DNS (0%)

Come check out the Nintendo 64 Mapping Workshop!

Offline feos

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Re: SNES mapping - backdrop color solved!
« Reply #7 on: October 27, 2012, 12:54:07 am »
Looks like you didn't try to open Graphics Debugger. And what's "map viewing"?

Offline feos

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Re: SNES mapping - backdrop color solved!
« Reply #8 on: October 29, 2012, 09:13:07 am »
Additional chips are supported, just google the images.
http://tasvideos.org/Bizhawk/SnesFirmwares.html

Offline Peardian

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Re: SNES mapping - backdrop color solved!
« Reply #9 on: October 29, 2012, 05:26:45 pm »
I don't actually have the emulator. :P


And my map viewing I mean what you get when you open up the Map Viewer in VBA.
« Last Edit: October 29, 2012, 05:27:40 pm by Peardian »
MM (10%) - SMA3 (33%) - DNS (0%)

Come check out the Nintendo 64 Mapping Workshop!

Offline feos

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Re: SNES mapping - backdrop color solved!
« Reply #10 on: October 29, 2012, 09:53:34 pm »
I should have posted the whole thing :P

Offline Peardian

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Re: SNES mapping - backdrop color solved!
« Reply #11 on: October 29, 2012, 10:07:25 pm »
Oh! Well then. I guess it already has all that. :P


Oh, wait! I have an idea for a feature I haven't actually seen yet!

How about an option to export graphics (be it tilesets or maps) with the transparent color actually transparent? Every emulator I've seen always exports the colors completely solid, which can be a hassle to use sometimes. Having an option to export with proper transparencies (by reading how the game uses the palette? I dunno) would be really handy for mapping and sprite ripping. Here are two examples on where it would be really handy:

-tilesets that use multiple base colors for different parts of the same tileset (ex: Mario & Luigi)
-tilesets that use the same color as the base color AND in the graphic proper (ex: Kirby Super Star)
MM (10%) - SMA3 (33%) - DNS (0%)

Come check out the Nintendo 64 Mapping Workshop!

Offline feos

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Re: SNES mapping - backdrop color solved!
« Reply #12 on: October 30, 2012, 08:02:18 am »
I don't quite understand what you mean. It would be perfect if you registered at TASVideos and ask in the thread. Or at least at #tasvideos IRC! Ping adelikat there (may be BimmyLee atm). Or enter #tasemu and ask right away. Both on Freenode.

Offline TerraEsperZ

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Re: SNES mapping - backdrop color solved!
« Reply #13 on: October 30, 2012, 09:47:46 am »
About that Graphics Debugger screenshot, now *that* makes me want to try it out!
Current project:
Mega Man: Powered Up (PSP)

Offline feos

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Re: SNES mapping - backdrop color solved!
« Reply #14 on: October 30, 2012, 10:35:54 am »
I compile interims here:
http://code.google.com/p/feos-tas/downloads/detail?name=BizHawk.zip

And yes, freenode #tasvideos is a place to ask anything you wish.
« Last Edit: October 30, 2012, 10:37:23 am by feos »