Jump to content
Visual Boy Advance-M

Zerowalker

Members
  • Content Count

    0
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Zerowalker

  • Rank
    Newbie
  • Birthday 01/01/1993
  1. Zerowalker

    Frametime and Sync to Audio.

    No multi-track for mic etc. And i actually have had bad experience with those recordings, not sure what it was, think they ran out of sync or something.
  2. Zerowalker

    Frametime and Sync to Audio.

    They work fine indeed, but the frametiming is all over the place sadly. And that's my issue. It's not that the Emulator itself runs badly, it's that the recording software runs bad. Which is why i made the case that the Emulator is Not at fault, but is trying to find some kind of "solution" if it's even possible. mostly i think it's incompatibility with MSI Afterburner cause it's very frame timing dependent, so even if it's 60fps all the time as far as i can tell, it will drop and stuff cause of those timings, as it records to VFR etc. Well it's all a mess. EDIT: Here is a video to demostrante it a bit, check the frametiming. https://fs09n3.sendspace.com/dl/37e369eb47dc3f7cb47b5c6d66c5ac5f/56b1bb2a31b67b89/fr2902/VisualBoyAdvance-M_2016_02_03_09_30_48_117.mkv And you can also check the framerate of the video to see that it drops, even if the game doesn't. But as said, Not the emulators fault per say as far as i can tell.
  3. Zerowalker

    Frametime and Sync to Audio.

    Hi, I have had big issued recording this Emulator with MSI Afterburner, and after ages i think i figured out why. It seems to be cause of Sync to Audio, it messes up the frame timing even with Vsync. Now why it does it is probably understandable, as it doesn't go by the Video Driver or anything when to produce a frame per say, it cares about the sync to the audio. And cause of this even if the framerate is 60fps, MSI Afterburner messes up and goes to 40-60 depending on the frametiming (as far as i can tell). Now, of course you shouldn't "fix" anything cause MSI Afterburner isn't compatible on this. But i have questions regarding it. Do you experience the same frame timing weirdness as i do? It basically can stay at about 16ms, but then jump to like 7ms-22ms or whatever. And is there a way to solve it, or is it just how that syncing works? The way i guess is to solve it is to just have Vsync. Problem is that Vsync != Audio Sync, even though it's probably very close i think (60fps)? If there was a way to figure out what the Audio is at one could just change the Hertz to equal it. Think that's kinda how Higan and such do it. I might be completely out of place with this, but i hope to get a better understanding about it and perhaps find a "solution" that works for me:) Thanks!
  4. Zerowalker

    Tearing and overlapping (Screenshots included)

    Ah that explains it:) But well i got the 1149 and went to the place where i find it easiest to produce the problem (ghosts) and well i got it. I did a save state for you. The game is, Legend of Zelda Link´s Awakening v1.2.(if the version matters). Where you able to reproduce the problem? It´s not there ALL the time, but if you watch the ghost, (easiest with the biggest) it will happen from time to time. You don´t really need to wait, it´s maybe normal for 1-2 sec, then flicker with overlapping/tearing, then it can be normal 1 sec etc, don´t know what it depends on, but i think it has to do with where everything else is placed (Sprites etc).
  5. Zerowalker

    Tearing and overlapping (Screenshots included)

    Really? When i load up Sourceforge it says: Looking for the latest version? Download VisualBoyAdvanceM1097.7z (1.0 MB) Can you link me the correct version? EDIT: Found it! But what is: cgb rendering? Should i wait for a new revision with the that fixed?
  6. Zerowalker

    2 Quesions - Delay and Sync

    Okay great! And another thing, i noticed that i get slowdown when much stuff are on the screen. For example in a Zelda game there was a minigame with many enemies. I had 60fps and all that, and music was correct, but the game went slow. Have happened alot on SNES, but not so often on GBA (VBA-M), but seem to happen in drastic situations. And i can guarantee that my CPU and GPU should be able to handle it. 4ghz Quad Core i5, and 6970 2gb ATI. If that´s not enough, than i don´t know what to say;P
  7. Zerowalker

    Tearing and overlapping (Screenshots included)

    It´s windows. I downloaded from Sourceforge latest. And it did fix a certain problem i had in the earlier version. It was that 1 height of a pixel at the bottom, across the entire width of the screen was, well wrong. It seemed to differ from games though, but in that game (in the screenshots), it was right over the white overlay (where sword etc is) and that 1 pixel height would be from a certain map and be stuck there. And it could change if i moved into a house etc (scene change, tile change etc maybe). Anyhow, that seemed to be solved. But i have had that overlapping issue a long time i think.
  8. Is it normal to get tearing and overlapping issues with the latest VBA M (1197)? Here are 2 examples. This isn´t just for this game or this particular sprite. It happens very often. I am not sure if it´s normal, i haven´t really cared, but it´s starting to get irritating when it´s flickering (overlapping and getting back to normal fast).
  9. Zerowalker

    2 Quesions - Delay and Sync

    Not sure if this is the place to ask it. But hope so. My 2 questions are Audio related, or well one of them is a bit off topic, depending on how you look at it, but here goes. Quesion 1: When i use the lowest Latency possible, it says 2 frames 33.3 ms. Does that mean that i will hear the Audio 33.3ms from when it´s produces (and in 33.3ms 2 frames is shown)? If i am then Recording the emulator with Fraps or Dxtory, Will it also have this delay. If so, by making a delay of -33.3ms afterwards, will it cure it? I currently think it does, but better of asking. Question 2: What are the best settings for sync and prevent sound stutter. It probably varies, but mind as well just ask. I must have Vsync, and as my screen is 60hz, it shouldn´t be any problem as Gameboy also is 60hz(or 59.xx i think). And i am not sure, but from my Emulating over the years, i always end up using Sync Audio, as it produces the cleanest audio. Probably from Project64 where you get jitter and cracks most of the time with Limit FPS. Now i don´t know how VBA M handles it, but should i use Vsync with Audio Sync? And is there any Rendering API you recommend, i currently use Direct3D. Also, I use triple buffering, which should be like the best of 2 worlds in regards to Input Lag, but i think it´s just for OpenGL that it always uses the latest frame, and Direct3D will always go in order, meaning it can be behind by 1 or more frames just to do it in the order the frames where supposed to be shown. Okay this got a bit messy, but hopefully you get what i am talking about. Thanks!
×