gonetogo
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What's actually the problem with Dolphin? I'm using Dolphin 3.5-367 in dual-core mode and I just finished the Krystal part?
Apart from the missing text in the beginning and a slightly different way from Thorntail Hollow to the shopkeeper, I haven't noticed any differences yet. Do you know whether it's really the full game? |
gonetogo
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Originally posted by koolaidman
Originally posted by gonetogo What's actually the problem with Dolphin? I'm using Dolphin 3.5-367 in dual-core mode and I just finished the Krystal part?
Apart from the missing text in the beginning and a slightly different way from Thorntail Hollow to the shopkeeper, I haven't noticed any differences yet. Do you know whether it's really the full game?
Post your settings plz. Also do you have "Use Panic Handlers" enabled?
I use the standard settings unless something went wrong with "Use Panic Handlers" disabled. Is there any way to extract the setting details so I can post them. It's pretty much the first time for me to use Dolphin as my PC is way too slow. Played through the Arwing mission and the Ice Mountain mission at 15fps (and less). Also started the main game and I just got the staff in Thorntail Hollow. Had a crash once and disabled "Use Panic Handlers" afterwards (despite knowing what it really does, just based on your recommendation). |
gonetogo
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Originally posted by koolaidman
Hm, when you disable "Use Panic Handlers" it hides any error pop up message so you can still play. However with this game in particular, there are a ton of shader error logs that get generated even when the setting is turned off. With Use Panic Handlers enabled it'll allow to go through and look at each error message individually. But with it turned off it'll spam a ton of log files into your /User/Dump directory. I'd check that folder if I were you just to make sure that there aren't like a bazillion bad_ps_####.txt files. If there aren't any and yet you were able to play with Use Panic Handlers disabled then maybe you're on to something in your other settings.
Yes, you are right. After my session with the game, I had 3GB and about half a million error logs. But to be honest, I don't think this is a huge problem unless for me, though I don't like that deleting these files takes ages. As long as the game works, it's ok. |
gonetogo
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Originally posted by Sik Does the emulator complain if it can't write to the log? Moving it to a small RAM drive may be a good idea (assuming the log file path can be changed, that is) Alternatively, make the file read only.
An incredibly easy way. Thanks, now the Dump folder is read only and it works better. |
gonetogo
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So this is really strange now. All of a sudden, the game does not start in dual-core mode anymore. However, making the Dump folder read-only, solved the issue with the error logs for me.
Are we sure that it includes the full Starfox Adventures game? I played through 3 of the 4 options now (partially in single core mode):
Full game: Ends after handing over the gift to the Warpstone
Ice Mountain: Ends after the race
Arwing Mission: Ends after the mission
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gonetogo
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Guys, you are great.
Just a few bits of information:
- hdimbossgut: dimboss refers to the boss in the Dark Ic Mines:
-LinkK - Nik Test: refers to Nik Palmer.
-Not Used - BOSS Kamerian D: final boss? |
gonetogo
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| I guess the tilt controls are still in this game. Is it somehow possible to get those working? I mean I have a game with the tilt sensor that was supposed to be used in this title. Is there any way to get the game on that cartridge to replace the original? |
gonetogo
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Originally posted by Kak64
Originally posted by gonetogo I guess the tilt controls are still in this game. Is it somehow possible to get those working? I mean I have a game with the tilt sensor that was supposed to be used in this title. Is there any way to get the game on that cartridge to replace the original?
As said on the wiki, while the game does recognize if the tilt controls are used, no emulator supports them.
A custom GBA cart would be required.
While it IS possible to hack the controls (see WarioWare Twisted controls patch), that's a different story (and it doesn't show how the tilt controls are handled).
So there's actually no way to have an emulator access the tilt sensor on the cartridge? Is there any way to remove the original game from the cartridge, put the prototype on it, and then use the tilt controls? I'm sorry about these perhaps stupid questions but I really don't have a clue about how this works.
I think WarioWare Twisted/Yoshi's Universal Gravitation use a different type of sensor though; both games only let you tilt to the left or right. |
gonetogo
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Originally posted by Cuber456
Originally posted by Kak64 I have just checked it. You still need the controls patch to make WarioWare Twisted playable, as even through there are some motion controls capabilities on VBA ReRecording, they don't work yet.
This means we can't have a last word until someone can test this game on a special AGB-013 flash cart, but do they exist? 
Doing a quick google search, I can't find such flash carts although I may not be searching right. I say just apply the WarioWare Twisted patch to the DKP ROM :specialed:!
Also, during my quick search, I found some pictures of what the original cartridge may have looked like here.
Yes, the outer part of the cartridge looks like that of Koro Koro Puzzle! I think only that game, Wario Ware Twisted, and Yoshi's Universal Gravitation made use of the sensor. While WarioWare Twisted used a different cartridge altogether due to also featuring a rumble motor, the cartridge of Yoshi's Universal Gravitation looked slightly different:
 |
gonetogo
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| AGB-013 is also the cartridge used by Boktai, correct? |
gonetogo
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People thought this was related to the gyration sensor inside the cartridge. And well, the European cartridge of Yoshi's Universal Gravitation does indeed look different - though I don't know whether the inner parts were different.
Anyway, Wario Ware Twisted was delayed for so long that the final releasedate was canned. By then, the DS had been out for almost a year. |
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Always getting this error when starting the programme, so I can't even try using it:
___________________________________________
ERROR in
action number 1
of Create Event
for object main:
Error defining an external function.
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gonetogo
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| So now I can decompress the bin-file, but to what directory are the decompressed files saved? |
gonetogo
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While I don't get an error popup, I find this error message after the decompression in the log:
___________________________________________
ERROR in
action number 1
of Step Event
for object main:
In script main_step:
Error in code at line 21:
LZO version: "+gmlzo_version_string()+"
^
at position 17: Wrong type of arguments to +.
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gonetogo
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Originally posted by Hugo_Peters
Originally posted by gonetogo So now I can decompress the bin-file, but to what directory are the decompressed files saved?
The files are saved to the original BIN file's directory, though judging by your new error, the DLL isn't functioning properly... Not sure what's going on. What Windows version are you using? Have you tried running KC as admin?
Windows 7 64bit, started in admin mode
Too bad I can't get it running properly :/ |
gonetogo
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All final apart from the snowbike? |
gonetogo
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| It's not from the file actually. I have no clue about programming or extracting these things (as you might've noticed before). Those images were originally animated, but abload.de doesn't seem to support that. I don't exactly remember where I found them but it was some developer's portfolio (I must've downloaded them in 2008 based on the time stamp). |
gonetogo
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Originally posted by Hugo_Peters
Originally posted by gonetogo It's not from the file actually. I have no clue about programming or extracting these things (as you might've noticed before). Those images were originally animated, but abload.de doesn't seem to support that. I don't exactly remember where I found them but it was some developer's portfolio (I must've downloaded them in 2008 based on the time stamp).
Damn it, you got me excited there for a second. 
I just tracked that guy down again. Do you think it's worth asking him about it? Neither Rare nor Nintendo seem to care after 12 years anymore. |
gonetogo
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Originally posted by Hugo_Peters
Originally posted by gonetogo
Originally posted by Hugo_Peters
Originally posted by gonetogo It's not from the file actually. I have no clue about programming or extracting these things (as you might've noticed before). Those images were originally animated, but abload.de doesn't seem to support that. I don't exactly remember where I found them but it was some developer's portfolio (I must've downloaded them in 2008 based on the time stamp).
Damn it, you got me excited there for a second. 
I just tracked that guy down again. Do you think it's worth asking him about it? Neither Rare nor Nintendo seem to care after 12 years anymore.
Pass me the link if you like (or through PM), I have some connections already which makes it easier for me to contact other team members 
Check your Tumblr messages. Couldn't find a PM option in this forum. |
gonetogo
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Not sure if these are of any use:
All from that early 2001 version, shortly after the game was moved to GCN. |