Post v1.42 ZSNES WIPs

General area for talk about ZSNES. The best place to ask for related questions as well as troubleshooting.

Moderator: ZSNES Mods

Locked
Deathlike2
ZSNES Developer
ZSNES Developer
Posts: 6747
Joined: Tue Dec 28, 2004 6:47 am

Post by Deathlike2 »

pagefault wrote:This has nothing to do with DMA. It is caused by a typo in the code which made it into the WIP. Another reason to love WIPs.
I wonder how this infamous typo got in the first place... It's always good to find out what borks a working feature. :wink:

Pagefault, if you could comment on my last post on the following thread, it would be appreciated... http://board.zsnes.com/phpBB2/viewtopic.php?t=5794
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
adventure_of_link
Locksmith of Hyrule
Posts: 3634
Joined: Sun Aug 08, 2004 7:49 am
Location: 255.255.255.255
Contact:

Post by adventure_of_link »

EDIT: Nevermind, just retryed the game with the same configs, and the background is there now... -shrugs-
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
Deathlike2
ZSNES Developer
ZSNES Developer
Posts: 6747
Joined: Tue Dec 28, 2004 6:47 am

Post by Deathlike2 »

pagefault wrote:
Deathlike2 wrote:
creaothceann wrote:Isn't that the normal way of the game showing that you can't access that menu option?
I should've explained it better..

Of course the game does show the mosiac effect when you cannot select that menu option.. but look at the upper right hand corner and the left of Shadow's picture.. you will see some "white blocks" of some sort where there shouldn't be in the first place.
Mosaic rendering problem. See my other post for details.
Hopefully that fix comes soon then..

I have a related question... does this mosaic problem also affect Chrono Trigger.. the one where I've shown that the transparancy is lost on the menu in the mosaic effect when you run away... or is it a different problem altogether?

Edit: Is the typo bug the cause of the flicker in Chrono Trigger battles when there is some text that appears?
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
ipher
ZSNES Developer
ZSNES Developer
Posts: 269
Joined: Wed Jul 28, 2004 2:37 am
Contact:

Post by ipher »

For all you movie buffs...

2/26/06
ALL: Fixed loading of SD F-1 Grand Prix Sample (uses sa-1). [Nach]
ALL: DMA fix for Tetris Attack (and probably other games). [grinvader]
ALL: Fixed typo, fixes SA-1 games. [pagefault]
ALL: Changed NTSC sync value [pagefault]
ALL: Removed EWJ2 hack [grinvader]
W_S: Updated the Browser Launch code [Nach]
W_S: Added a "Documentation" button in the about box [Nach, ipher]
MOV: Movie encoding using mencoder!. [Nach]
MOV: Rates other than 32KHz now recorded properly too. [Nach]
MOV: Audio and Video files now saved in ZSNES launch directory [Nach]
GUI: Added more movie options [Nach]
GUI: Made error message appear if mencoder is not found [pagefault]
PSR: Allow more than one per app [Nach]
PSR: Overhauled Unified PSR. [grinvader]
TOL: Updated source counter tool a bit. [grinvader]
SRC: Directory /cvsroot/zsnes/zsnes/src/psrhead added to the repository [grinvader]
SRC: Unused CL param dropped and cleanup. [grinvader]
[url=http://www.ipherswipsite.com]ipher's WIP Site[/url]
Jipcy
Veteran
Posts: 768
Joined: Thu Feb 03, 2005 8:18 pm
Contact:

Post by Jipcy »

Thanks you!
[url=http://zsnes-docs.sf.net]Official ZSNES Docs[/url] | [url=http://zsnes-docs.sf.net/nsrt]NSRT Guide[/url] | [url=http://endoftransmission.net/phpBB3/viewtopic.php?t=394]Using a Wiimote w/ emulators[/url]
Starman Ghost
Trooper
Posts: 535
Joined: Wed Jul 28, 2004 3:26 am

Post by Starman Ghost »

Holy Awesome!
Deathlike2
ZSNES Developer
ZSNES Developer
Posts: 6747
Joined: Tue Dec 28, 2004 6:47 am

Post by Deathlike2 »

Hmm... are you sure the new options are there? Unless something was different between Nach's movie version and this version.. it doesn't appear to have the changes...

Nach's version has the X264 encoder feature.. this does not... unless there is some sort of detection mechanism in ZSNES to find out if mencoder is available and show the GUI option...
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
snkcube
Hero of Time
Posts: 2646
Joined: Fri Jul 30, 2004 2:49 am
Location: In front of the monitor
Contact:

Post by snkcube »

Thanks a bunch devs!
Try out CCleaner and other free software at Piriform
Image
Cobra

Post by Cobra »

ipher wrote: ALL: Fixed typo, fixes SA-1 games. [pagefault]
You sure about that? I'm having the same issues in SA-1 games as I did with the previous version.

They used to work just fine. Maybe I have bad roms, but I doubt it.
Jipcy
Veteran
Posts: 768
Joined: Thu Feb 03, 2005 8:18 pm
Contact:

Post by Jipcy »

Cobra wrote:
ipher wrote:ALL: Fixed typo, fixes SA-1 games. [pagefault]
You sure about that? I'm having the same issues in SA-1 games as I did with the previous version.

They used to work just fine. Maybe I have bad roms, but I doubt it.
Start a thread in ZSNES Talk or Bug Reports, and post your NSRT info.
[url=http://zsnes-docs.sf.net]Official ZSNES Docs[/url] | [url=http://zsnes-docs.sf.net/nsrt]NSRT Guide[/url] | [url=http://endoftransmission.net/phpBB3/viewtopic.php?t=394]Using a Wiimote w/ emulators[/url]
Deathlike2
ZSNES Developer
ZSNES Developer
Posts: 6747
Joined: Tue Dec 28, 2004 6:47 am

Post by Deathlike2 »

Jipcy wrote:
Cobra wrote:
ipher wrote:ALL: Fixed typo, fixes SA-1 games. [pagefault]
You sure about that? I'm having the same issues in SA-1 games as I did with the previous version.

They used to work just fine. Maybe I have bad roms, but I doubt it.
Start a thread in ZSNES Talk or Bug Reports, and post your NSRT info.
I think Cobra's right.. simply because some of the fixes/additions don't work...

The most obvious one is the added movie support..

Refer to this thread:
http://board.zsnes.com/phpBB2/viewtopic ... 627#100627

See the pic in that?

Look at the movie screen in the 2/26/06 WIP
Image

Tell me that Nach has somehow hidden/removed that feature.. I think the code for it is still not included (as well as some of the fixes noted in the changes.txt file)

Edit: I meant 2/27/06 WIP.. although in the changes.txt and ipher's post and the WIP internally says 2/26/06...
Last edited by Deathlike2 on Tue Feb 28, 2006 7:45 pm, edited 2 times in total.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
Aerdan
Winter Knight
Posts: 467
Joined: Mon Aug 16, 2004 10:16 pm
Contact:

Post by Aerdan »

I suspect it's CVS being broken again.
Deathlike2
ZSNES Developer
ZSNES Developer
Posts: 6747
Joined: Tue Dec 28, 2004 6:47 am

Post by Deathlike2 »

According to pagefault in the development thread...
http://board.zsnes.com/phpBB2/viewtopic.php?t=6425

CVS -> SVN

This sounds like a stupid question.. but what is PSR? In the changes.txt file, it just says PSR = PSR and I'm like wtf...
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
grinvader
ZSNES Shake Shake Prinny
Posts: 5632
Joined: Wed Jul 28, 2004 4:15 pm
Location: PAL50, dood !

Post by grinvader »

SVN isn't up, and devs have no issue checking out CVS.

Ipher might have built an older source or something... No blame intended.
皆黙って俺について来い!!

Code: Select all

<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Deathlike2
ZSNES Developer
ZSNES Developer
Posts: 6747
Joined: Tue Dec 28, 2004 6:47 am

Post by Deathlike2 »

grinvader wrote:SVN isn't up, and devs have no issue checking out CVS.

Ipher might have built an older source or something... No blame intended.
I don't blame ipher.. I figured as much.. I think there's some transitioning problem that needs to be addressed.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
pagefault
ZSNES Developer
ZSNES Developer
Posts: 812
Joined: Tue Aug 17, 2004 5:24 am
Location: In your garden

Post by pagefault »

Improvments in SPC are also in this release with the removal of some skipping code that was causing problems. The music in EWJ2 is fine now but the sound effects will require some extra work. You will notice differences in other games too, Top Gear, any game that plays very fast music.
Nach
ZSNES Developer
ZSNES Developer
Posts: 3904
Joined: Tue Jul 27, 2004 10:54 pm
Location: Solar powered park bench
Contact:

Post by Nach »

pagefault wrote:Improvments in SPC are also in this release with the removal of some skipping code that was causing problems. The music in EWJ2 is fine now but the sound effects will require some extra work. You will notice differences in other games too, Top Gear, any game that plays very fast music.
pagefault there was no release. You mean upcoming release.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
Insane Coding
pagefault
ZSNES Developer
ZSNES Developer
Posts: 812
Joined: Tue Aug 17, 2004 5:24 am
Location: In your garden

Post by pagefault »

Oh ok.
Kilo11
New Member
Posts: 8
Joined: Fri May 20, 2005 11:51 pm
Location: Yucaipa, CA
Contact:

Post by Kilo11 »

This my be way off topic, but I just noticed that it has been over a year since the last official release of ZSNES.
[img]http://img1.yoxio.com/img/156433.gif[/img]
kieran_
Mugwump
Posts: 824
Joined: Fri Jul 30, 2004 9:05 pm

Post by kieran_ »

There have been buttloads of Work In Progress releases though. I guess the developers have a certain criteria for what will constitute a full release, which has not yet been reached.
Pagefault made a list on this board a while back, I'm too lazy to find it.
Jipcy
Veteran
Posts: 768
Joined: Thu Feb 03, 2005 8:18 pm
Contact:

Post by Jipcy »

From November:
Nach wrote:
Palin wrote:what are the criteria for the next stable release?
Stability - Crush the core ramdomness once and for all.
Complete movie support (and it's needed sister features).
Complete new netplay support.
Graphics overhaul.
DSP-4 finishing touches.

Maybes:
DSP-3.
BS-X.
Sound overhaul.
Improved archive support (do not ask for details, read FAQ).
Mapping improvements.
More porting.
[url=http://zsnes-docs.sf.net]Official ZSNES Docs[/url] | [url=http://zsnes-docs.sf.net/nsrt]NSRT Guide[/url] | [url=http://endoftransmission.net/phpBB3/viewtopic.php?t=394]Using a Wiimote w/ emulators[/url]
Deathlike2
ZSNES Developer
ZSNES Developer
Posts: 6747
Joined: Tue Dec 28, 2004 6:47 am

Post by Deathlike2 »

Jipcy wrote:From November:
Nach wrote:
Palin wrote:what are the criteria for the next stable release?
Stability - Crush the core ramdomness once and for all.
Complete movie support (and it's needed sister features).
Complete new netplay support.
Graphics overhaul.
DSP-4 finishing touches.

Maybes:
DSP-3.
BS-X.
Sound overhaul.
Improved archive support (do not ask for details, read FAQ).
Mapping improvements.
More porting.
Core randomness.. I have still yet to figure how you can identify it and what part of it is affected..

Nach's already included his improved movie support, so that's probably complete..

I have no idea who is dealing with the netplay, but I suppose that is being hindered by the core randomness..

With the graphics overhaul.. I only know that the mosiac effect has to be redone by pagefault.. but otherwise I know no other effects that need work. There's more likely to be others that I'm not aware of, but I think there is a need to improve Mode 7 support (Illusion of Gaia intro) and Windowing (TOP battles)

I have no idea how the progress with (that game) is going... but I do believe that's the only game that uses DSP-4.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
grinvader
ZSNES Shake Shake Prinny
Posts: 5632
Joined: Wed Jul 28, 2004 4:15 pm
Location: PAL50, dood !

Post by grinvader »

Deathlike2 wrote:Core randomness.. I have still yet to figure how you can identify it and what part of it is affected..
The same input from the same state leads to different outcomes. That's how you identify it. What part of the core is affected isn't exactly known, and that's part of the trouble in fixing it.
This must be crushed for movies and netplay to be desync-less.
Nach's already included his improved movie support, so that's probably complete..
Not exactly. Back then, we were in a coding fury and made huge improvements almost everyday. But when we reached frame-by-frame input, every movie we made to test stuff started desyncing.
Movie features were halted until that was fixed, but several features thought up back then are still not in.
I have no idea who is dealing with the netplay, but I suppose that is being hindered by the core randomness..
Exact. We didn't even start on it because testing would be a total hassle as long as unexpected results happen on a single machine (so with 2+ machines on a network, psshhh...).
皆黙って俺について来い!!

Code: Select all

<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Deathlike2
ZSNES Developer
ZSNES Developer
Posts: 6747
Joined: Tue Dec 28, 2004 6:47 am

Post by Deathlike2 »

grinvader wrote:
Deathlike2 wrote:Core randomness.. I have still yet to figure how you can identify it and what part of it is affected..
The same input from the same state leads to different outcomes. That's how you identify it. What part of the core is affected isn't exactly known, and that's part of the trouble in fixing it.
This must be crushed for movies and netplay to be desync-less.
Hmm, are there any particular games that would generally expose this? I've done a lot of savestate loading/saving and been able to cause different outcomes (either by time or different input or even a combination of both).. I don't think I've come across it unless there's a particular game or genre that has it (games that cause it I can at least look into it more)

Note that most of my testing are on RPGs, but it is not limited to it.

Also, if you could tell me which version (WIP) probably started this?
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
grinvader
ZSNES Shake Shake Prinny
Posts: 5632
Joined: Wed Jul 28, 2004 4:15 pm
Location: PAL50, dood !

Post by grinvader »

Deathlike2 wrote:I've done a lot of savestate loading/saving and been able to cause different outcomes (either by time or different input or even a combination of both).
That's not the issue, this kind of difference is normal and necessary for TASes (it's 'luck manipulation').
unless there's a particular game or genre that has it (games that cause it I can at least look into it more)
If we knew, that'd help. So far there's an added problem of feature-based randomness:
- skipping frames is bad. Forcing autoframe rate with a max speed of 1x and 0 max frameskip would be a solution, though hackish.
- step-by-step... completely breaks most movies. Unusable so far. Recording just 1 frame in step-by-step is enough to break movies for some games.
- and the last one I found, rewind states. When zsnes saves a rewind state, "something" happens and makes it go differently compared to if zsnes didn't save that state. Standard states do not seem to have that behaviour.

So, if you record a movie with 0 frames skipped, rewinds states set at 0, and never using step-by-step you'll never(?) desync. At least I never got a desync in ~500 test movies when using the same version of zsnes the movie was made with.
皆黙って俺について来い!!

Code: Select all

<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Locked