Super Mario RPG Freeze

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atatassault
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Super Mario RPG Freeze

Post by atatassault »

Hello all.

SMRPG seems to be a taxing game. Whenever there are a lot of items on screen the game slows down a lot. I got to the point where I collect the fifth star or so and the game freezes in the middle of showing me all the stars I have. Im not sure if this is because my computer doesnt have the necessary hardware or if its an emulation oddity.

Win XP (5.1, build 2600)
Intel Celeron 2.6GHz
760 MB RAM
Page File: 223 MB used, 1636 MB available
Realtek AC97 Audio
Intel 82845G/GL/GE/PE/GV Graphics Controller (ugh, integrated graphics, why do my parents have to buy preconfigured computers?)

Thanks in advance.
Last edited by atatassault on Sun Mar 11, 2007 6:03 pm, edited 1 time in total.
adventure_of_link
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Post by adventure_of_link »

for your specs, http://board.zsnes.com/phpBB2/viewtopic.php?t=8982

look under step five.
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
creaothceann
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Post by creaothceann »

An in-game save file (*.srm) would be useful, too.
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atatassault
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Post by atatassault »

creaothceann wrote:An in-game save file (*.srm) would be useful, too.
Hmm? What do I do with that?
atatassault
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Post by atatassault »

I've uploaded my save file and save state (right before the freeze).

Save File: http://rs43.rapidshare.com/files/205303 ... rioRPG.srm

Save State: http://rs12.rapidshare.com/files/205312 ... rioRPG.z60
Deathlike2
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Post by Deathlike2 »

Consider using ZSNES 1.42... timing tweaks were made since 1.42 and 1.51, but not quite right for SA-1...
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Kajuru
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Post by Kajuru »

I also have this very problem, but in the Dos port. After beating Johnny, when the stars are spinning, the game freezes. I got past that point by using the Super Optimized build.

There's a bug in 8bit modes when entering a new screen that makes the sprites completelly covered by the Window layer in NewGfxEng(disabling either solves the problem).

Also, the menu freezing often happens when in dungeons, but only in the item screen(you don't need a dozen items, it happens even with an empty menu). Going to the item screen in Booster Tower is a instant lock(not freeze, the music and background act as normal, but the pointer gets frozen).

My LOWEND specs:
Windows 98SE(using DOS port)
Pentium 200MMX
128mb ram
10gb hd
2mb video
SB16
SDD for Vesa2
Good checksum rom

Sorry for the bad english.
creaothceann
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Post by creaothceann »

Kajuru wrote:There's a bug in 8bit modes when entering a new screen that makes the sprites completelly covered by the Window layer in NewGfxEng(disabling either solves the problem).
Is that a transparency effect? If so then that's not a bug.
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Deathlike2
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Post by Deathlike2 »

This is probably it is a 8-bit graphics engine limitation. Please don't report those kinds of bugs since the SNES was working on a 15-bit palette (not 8-bit). It is almost like reporting sound is awful in 8-bit mono @ 8KHz.
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Kajuru
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Post by Kajuru »

creaothceann: No, it's not like the fog in CT, the screen looks normal, except the sprites(none of them) will appear. Pressing either 8 or 9 will make them appear, so it's either a New Gfx Engine or Window priority problem.

Deathlike2: Sorry for any inconvenience. But from the 3 problems I reported, only the Sprite layer is related to 8Bit modes. The one refering to the pointer in the item screen, and the other about the spinning Stars after Johnny, apply to both 8 and 16bit modes, any resolution. In 640x480x16 Vesa2, I've tried disabling everything, enabling Scanlines, HiRes, SmallScreen, VSync, TripBuff, Super2xSAI/SuperEagle, percentege of execution, Enabling/disabling sound and sound interpolations, running in Windows Dos prompt and pure Dos...everything, one at a time, and it always hangs.

I know the DOS port will be droped very soon, but if those issues could be fixed, it would get a decent goodbye
Kajuru
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Post by Kajuru »

Just 2 minutes ago I found out that it also hangs when Lakitu takes you to Bowser's Keep(in the map, when the screen closes).
Deathlike2
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Post by Deathlike2 »

Have you tried toggling between the New+Old gfx engine (and if you are using the old graphics engine, toggle the alternative old engine option).

If none of that works out, upload a screenshot+savestate+srm.
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Kajuru
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Post by Kajuru »

Deathlike2: This topic refers to the same problem: http://board.zsnes.com/phpBB2/viewtopic.php?t=9593

I'm posting the savestate there. Close this topic, please.
Deathlike2
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Post by Deathlike2 »

Duplicate threads are bad.

Also, I clearly didn't read parts of the reply. The 8-bit engine limitations have specific issues, so the sprite thing won't be fixed ever anyhow (IIRC, it is part of the add/sub routines that the 16-bit modes deal with).
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
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