Official Bug Topic

Found a bug? Please report it, but remember to follow the bug reporting guidelines.
Missing a sane feature? Let us know!
But please do NOT request ports to other systems.

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xamenus
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Post by xamenus »

And of course everybody knows about the SA-1 bugs in Mario RPG. The dialogue boxes flicker, sprites disappear when you enter an inn, etc.

Code: Select all

---------------------Internal ROM Info----------------------
       File: Super Mario RPG - Legend of the Seven Stars (U).SFC
       Name: SUPER MARIO RPG       Company: Nintendo
     Header: None                     Bank: LoROM
Interleaved: No                       SRAM: 256 Kb
       Type: SA-1 + Batt               ROM: 32 Mb
    Country: USA                     Video: NTSC
  ROM Speed: 200ns (SlowROM)       Version: 1.0
   Checksum: Good 0x3BB4             CRC32: 1B8A0625
--------------------------Database--------------------------
   Name: Super Mario RPG
Country: USA                    Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
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Post by grinvader »

IceFox wrote:And of course everybody knows about the SA-1 bugs in Mario RPG. The dialogue boxes flicker, sprites disappear when you enter an inn, etc.
I could swear pagefault completely fixed this before the last board crashed.
I'll go and check.

Edit: no flickering at all. Only trouble is that all sprites (mario and other chars) disappear while the location indicator is on.
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Joe Camacho
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Post by Joe Camacho »

grinvader wrote:
IceFox wrote:And of course everybody knows about the SA-1 bugs in Mario RPG. The dialogue boxes flicker, sprites disappear when you enter an inn, etc.
I could swear pagefault completely fixed this before the last board crashed.
I'll go and check.

Edit: no flickering at all. Only trouble is that all sprites (mario and other chars) disappear while the location indicator is on.
I also had that problem, enabling (or disabling, can't remember) the new gfx engine would stop the flickering.

Edit: Just tried SMRPG, no flickering. :?
Last edited by Joe Camacho on Sun Oct 24, 2004 6:33 am, edited 1 time in total.
*Sometimes I edit my posts just to correct mistakes.
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Post by snkcube »

I just tried Super Mario RPG and the flickering still appears even turning on or off the new GFX engine.
Try out CCleaner and other free software at Piriform
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Post by grinvader »

Build dependant bug ? No flickering on linux cvs, new graphic engine.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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snkcube
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Post by snkcube »

Using ZSNESW WIP 10/19.
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Post by Joe Camacho »

grinvader wrote:Build dependant bug ? No flickering on linux cvs, new graphic engine.
Well... I'm using July 9's WIP... :oops:

Edit: Zsnesw
*Sometimes I edit my posts just to correct mistakes.
Lorddamien
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Re: Official Bug Topic

Post by Lorddamien »

Game Name: Dragon Quest 6

Type of bug: graphic glitch

Tested on both zsnesW 1.36 and zsnesW WIP October 19

Specs: Windows XP pro SP2, 2,66 Ghz P4, 1GB Dual-Channel 266 Mhz ram, Geforce 4 Ti-4800, SB audigy, DX 9.0c

Description of the bug: In any place with both poisonous swamps and mist/clouds layer, the order the layers are displayed messes up and the cloud layer ends up under the floor layer (can be seen by disabling BG layer 2) whenever you walk in the poison. The effect remains when you get out of the swamp *only* if you keep walking horizontally, and fixes itself when you walk vertically. Disabling the new GFX engine fixes it.

NSRT output:

Code: Select all

---------------------Internal ROM Info----------------------
       File: dq6.smc
       Name: DRAGONQUEST6          Company: Enix
     Header: FIG                      Bank: HiROM
Interleaved: No                       SRAM: 64 Kb
       Type: Normal + Batt             ROM: 32 Mb
    Country: Japan                   Video: NTSC
  ROM Speed: 120ns (FastROM)       Version: 1.0
   Checksum: Good 0x5E8F             CRC32: 33304519
--------------------------Database--------------------------
   Name: Dragon Quest VI
Country: Japan                  Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
I tested the japanese rom to make sure the bug had nothing to do with the translation.

here's a savestate of one place where the problem is seen. Just walk in the swamp.
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Post by hydr0x »

Evan wrote:Zero The Kamikaze Squirrel: The main character sprite glitches when you move the character
bug confirmed for these versions too

Code: Select all

---------------------Internal ROM Info----------------------
       File: Zero the Kamikaze Squirrel (E)(R1.1).sfc
       Name: Zero the Kamikaze     Company: Sunsoft
     Header: None                     Bank: LoROM
Interleaved: No                       SRAM: 0 Kb
       Type: Normal                    ROM: 16 Mb
    Country: Euro/Asia/Oceania       Video: PAL
  ROM Speed: 120ns (FastROM)       Version: 1.1
   Checksum: Good 0x446E             CRC32: F4830329
        MD5: 8E3C8F4883C9A523A9A2750FFBDEC319
--------------------------Database--------------------------
   ROM wasn't found in the database (possible bad dump).
   You can try using -fix or -findover to see if the
   file has been slightly altered and rectifiable.

Code: Select all

---------------------Internal ROM Info----------------------
       File: Zero the Kamikaze Squirrel (E).smc
       Name: Zero the Kamikaze     Company: Sunsoft
     Header: NSRT                     Bank: LoROM
Interleaved: No                       SRAM: 0 Kb
       Type: Normal                    ROM: 16 Mb
    Country: Euro/Asia/Oceania       Video: PAL
  ROM Speed: 120ns (FastROM)       Version: 1.0
   Checksum: Good 0x496C             CRC32: 64D7B231
        MD5: D50E311A55D041A2E921272389EF2416
--------------------------Database--------------------------
   Name: Zero the Kamikaze Squirrel
Country: Europe                 Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
-------------------------NSRT Header------------------------
Version: 2.2
 Port 1: Gamepad                 Port 2: Gamepad
don't be confused by the fact that the first one is not recognized by nsrt, the current nsrt does recognize it, i just wanted to give you the 3.3 rc1 output as that's what everyone's using
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Post by Nach »

hydr0x wrote: don't be confused by the fact that the first one is not recognized by nsrt, the current nsrt does recognize it, i just wanted to give you the 3.3 rc1 output as that's what everyone's using
If you look at ipher's and Nightcrawler's posts, you'd see it's not what everyone is using. You have the latest for a reason.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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hydr0x
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Post by hydr0x »

Nach wrote: If you look at ipher's and Nightcrawler's posts, you'd see it's not what everyone is using. You have the latest for a reason.
yeah well, there's not that much difference between the wip and rc output for this game so i figured it doesn't matter, if needed i can of course also post latest wip output
captain puke
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Post by captain puke »

here are some more from the old board that i have checked on the 10/19 wip
and verified on NSRT 3.3

Ace wo Nerae! (J) net and court dont look right

Air Cavalry (U) enemies pass right thru your chopper

Williams Arcades Greatest Hits (E) and (U) sound and music are stuffed

Virtual Bart (E) and (J) and (U) the E version is missing laser sound on the Sculptured screen and messed up graphics flash up quickly after that scrren

First Queen - Ornic Senki (J) intro runs too fast then on the options screen and during game flashing lines all over screen

Yossy no Kuruppon - Oven de Cookie (J) on the title screen there is black flashing lines in the oven


Hisshou 777 Fighter II - Pachi-Slot Maruhi Jouhou (J) on the first screen with all the lightning in the background words are supposed to be scrolling across (in Sneese disable background 2 and you can see it scrolling )
Last edited by captain puke on Wed Oct 27, 2004 9:43 am, edited 4 times in total.
hydr0x
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Post by hydr0x »

captain puke wrote: Ace wo Nerae! (J) net and court dont look right
oh yeah, David Cranes Amazing Tennis is also wrong iirc
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Post by Astxist »

Game Name: Darius Force (J)

Type of Bug: Gfx

Zsnes Version: WIP October 19 Win32

System Specs:
OS: WinXP Professional 5.1 Service Pack 2 (Build #2600)
CPU: AMD Athlon XP 2000+, 1.67 GHz
Memory: 512MB
Video: ATi SAPPHIRE Radeon 9200SE ATLANTIS 128MB
Sound: NVIDIA(R) nForce(TM) Audio

Very bad artifacts when firing primary weapon.

http://home.pacific.net.au/~renaissance ... ce_(J).zst
Image

Code: Select all

---------------------Internal ROM Info----------------------
       File: Darius Force (J).SFC
       Name: DARIUS FORCE          Company: Taito
     Header: None                     Bank: HiROM
Interleaved: No                       SRAM: 0 Kb
       Type: Normal                    ROM: 8 Mb
    Country: Japan                   Video: NTSC
  ROM Speed: 120ns (FastROM)       Version: 1.0
   Checksum: Good 0x1C31             CRC32: 3E828E49
--------------------------Database--------------------------
   Name: Darius Force
Country: Japan                  Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
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xamenus
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Post by xamenus »

Graphics in The Itchy and Scratchy Game shake/flicker as the screen scrolls. Win32 port, latest WIP. It fixes when I disable the new gfx engine.

Code: Select all

---------------------Internal ROM Info----------------------
       File: Itchy & Scratchy Game, The (U).SFC
       Name: ITCHY&SCRATCHY        Company: Acclaim
     Header: None                     Bank: LoROM
Interleaved: No                       SRAM: 0 Kb
       Type: Normal                    ROM: 8 Mb
    Country: USA                     Video: NTSC
  ROM Speed: 120ns (FastROM)       Version: 1.0
   Checksum: Good 0x5D87             CRC32: 95B65DFE
--------------------------Database--------------------------
   Name: Itchy & Scratchy Game, The
Country: USA                    Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad

Thanks to minkster for reporting at this EmuTalk thread: http://emutalk.net/showthread.php?t=24377
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Post by badinsults »

captain puke wrote:here are some more from the old board that i have checked on the 10/19 wip
and verified on NSRT 3.3

Ace wo Nerae! (J) net and court dont look right

Adventures of Dr Fanken, The (E) and (U) on the options screen as the options scroll up they are messed up

Air Cavalry (U) enemies pass right thru your chopper

Arcades Greatest Hits - The Atari Collection (U) battlezone screen all messed up

Williams Arcades Greatest Hits (E) and (U) sound and music are stuffed

Virtual Bart (E) and (J) and (U) the E version is missing laser sound on the Sculptured screen and messed up graphics flash up quickly after that scrren

Sports illustrated Football and Baseball the srceen goes blank on baseball and after the first tackle in football the game freezes

Fire Emblem Thracia 776 (J) missing little golden hand off the options

First Queen - Ornic Senki (J) intro runs too fast then on the options screen and during game flashing lines all over screen
Please follow the proper bug report methods outlined in the first post of the thread.
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Post by Cecil »

Game: Daffy Duck - The Marvin Missions (U)
Bug: When moving around, the background flickers almost constantly. Also, the framerate is choppy, even with tripple buffering and/or vsync enabled and auto frame rate on and set to zero. Happens on most levels, incuding the first.

NSRT output:

Code: Select all

---------------------Internal ROM Info----------------------
       File: Daffy Duck - The Marvin Missions (U).SMC
       Name: DAFFY DUCK: MARV MISS Company: Sunsoft
     Header: None                     Bank: LoROM
Interleaved: No                       SRAM: 0 Kb
       Type: Normal                    ROM: 8 Mb
    Country: USA                     Video: NTSC
  ROM Speed: 120ns (FastROM)       Version: 1.0
   Checksum: Good 0xD059             CRC32: 5F02A044
--------------------------Database--------------------------
   Name: Daffy Duck - The Marvin Missions
Country: USA                    Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
System Specs:

2.2GHz Athlon64 X2 4400+, 2GB DDR 400 SDRAM
EVGA Geforce 7600GT 256MB
Realtek AC '97
Microsoft Windows Vista Home Premium
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Post by zidanax »

Game Name: Inindo: Way of the Ninja (U)
Type of Bug: Graphical
ZSNES Version: 10/24/04 WIP, Windows version

Computer Specs:
  • Computer Model: Dell Dimension L700cx
    Processor: Celeron 700Mhz
    Chipset: Intel i810e
    Sound: Sounblaster PCI 64V
    Motherboard: Intel Cayman CA810
    Memory: 128MB PC133 SDRAM
    OS: Windows 98SE
    DirectX Version: 9.0b
Bug Desciption: In Inindo, when you enter or leave a location, you should get a "box-in" effect, and then a "box-out" effect to reveal what you went into/out to. (I have the cartridge, so I'm pretty sure of this!) However, in Zsnes, the screen will simply "black out" and then redraw the screen from top to bottom in chunks to reveal what you went into/out to. If you switch to the old GFX engine, the game does the "box-in, box-out" effect like it does on the real SNES.

NSRT Output:

Code: Select all

NSRT v3.3 RC1 - Nach's SNES ROM Tools

---------------------Internal ROM Info----------------------
       File: Inindo (U).SWC
       Name: ININDO                Company: KOEI
     Header: SWC                      Bank: LoROM
Interleaved: No                       SRAM: 64 Kb
       Type: Normal + Batt             ROM: 8 Mb
    Country: USA                     Video: NTSC
  ROM Speed: 200ns (SlowROM)       Version: 1.0
   Checksum: Good 0xD52E             CRC32: 543F3327
--------------------------Database--------------------------
   Name: Inindo
Country: USA                    Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
Also, I will send you a savestate, ipher. Just walk into the castle-town and you'll see the effect. (and also when you walk out)
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Post by Overload »

Shogetsu wrote:Game Name: Traverse - Starlight & Prairie

Bug 3: In one of the houses at the first town there is a who doesn't appear, although if you disable the first and second bg layers you can see it, although it is badly drawn (this isn't fixed with the old GFX engine, and it happens in both ZSNES 1.36 and Super Sleuth too). Here are a couple of screenshots:
Confirmed, this also happens on the hardware.
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Post by ipher »

Overload wrote:
Shogetsu wrote:Game Name: Traverse - Starlight & Prairie

Bug 3: In one of the houses at the first town there is a who doesn't appear, although if you disable the first and second bg layers you can see it, although it is badly drawn (this isn't fixed with the old GFX engine, and it happens in both ZSNES 1.36 and Super Sleuth too). Here are a couple of screenshots:
Confirmed, this also happens on the hardware.
The guy is invisible on a real SNES? if so, i guess he is supposed to be a "ghost" or somthin... if so, can you check if the "invisible" sprite go over top of the main character, making the bottom of the guy go invisible

screenshot
Image
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ipher
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Post by ipher »

ok, only had a little time for bug testing today

Adventures of Dr Fanken - Confirmed
Arcades Greatest Hits - The Atari Collection (U) - Confirmed
Darius Force (J) - Confirmed... does this bug only happen on this one stage, or is it everywhere?
The Itchy and Scratchy Game - Confirmed
Daffy Duck The Marvin Missions - Already reported

ill try to test the rest of them tomarrow
[url=http://www.ipherswipsite.com]ipher's WIP Site[/url]
grinvader
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Post by grinvader »

ipher wrote:
Overload wrote:
Shogetsu wrote:Game Name: Traverse - Starlight & Prairie

Bug 3: In one of the houses at the first town there is a who doesn't appear, although if you disable the first and second bg layers you can see it, although it is badly drawn (this isn't fixed with the old GFX engine, and it happens in both ZSNES 1.36 and Super Sleuth too). Here are a couple of screenshots:
Confirmed, this also happens on the hardware.
The guy is invisible on a real SNES?
I had a hunch it would be the case... the whole 'wrong palette for 1 sprite only' isn't what you usually get in case of zsnes graphical bugs...
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Re: Official Bug Topic

Post by illegal eagle »

game: Donkey Kong Country 1
type of bug: gfx (maybe HDMA)
ZSNES version(port): ZSNESW WIP 2004/10/24
OS: Win2k
description: In Cranky's Cabin the text is not displayed correctly. picture

Code: Select all

---------------------Internal ROM Info----------------------
       File: Donkey Kong Country (U) (V1.2) [!].smc
       Name: DONKEY KONG COUNTRY   Company: Nintendo
     Header: None                     Bank: HiROM
Interleaved: No                       SRAM: 16 Kb
       Type: Normal + Batt             ROM: 32 Mb
    Country: USA                     Video: NTSC
  ROM Speed: 120ns (FastROM)       Version: 1.2
   Checksum: Good 0x2BCC             CRC32: 762AF827
--------------------------Database--------------------------
   Name: Donkey Kong Country
Country: USA                    Version: 1.2
 Port 1: Gamepad                 Port 2: Gamepad
The cabin should be reachable after playing the first two levels of the game.
-------------------------------------------------------------------------
game: Super Mario World 2 - Yoshi's Island
type of bug: gfx (offset-per-tile modes)
description: In the first boss stage of world 6, the platforms don't scroll correctly. picture

Code: Select all

---------------------Internal ROM Info----------------------
       File: Yoshi's_Island_(V1.1)_(U).smc
       Name: YOSHI'S ISLAND        Company: Nintendo
     Header: Exists (type?)           Bank: LoROM
Interleaved: No                       SRAM: 256 Kb
       Type: Super FX2 + Batt          ROM: 16 Mb
    Country: USA                     Video: NTSC
  ROM Speed: 200ns (SlowROM)       Version: 1.1
   Checksum: Good 0x5E32             CRC32: CF98DDAA
--------------------------Database--------------------------
   Name: Super Mario World 2 - Yoshi's Island
Country: USA                    Version: 1.1
 Port 1: Gamepad                 Port 2: Gamepad
You can use this SRAM file to access all levels.
Btw. SNES9x displays it correctly.
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Re: Official Bug Topic

Post by grinvader »

illegal eagle wrote:game: Super Mario World 2 - Yoshi's Island
type of bug: gfx (offset-per-tile modes)
description: In the first boss stage of world 6, the platforms don't scroll correctly. picture

Code: Select all

---------------------Internal ROM Info----------------------
       File: Yoshi's_Island_(V1.1)_(U).smc
       Name: YOSHI'S ISLAND        Company: Nintendo
     Header: Exists (type?)           Bank: LoROM
Interleaved: No                       SRAM: 256 Kb
       Type: Super FX2 + Batt          ROM: 16 Mb
    Country: USA                     Video: NTSC
  ROM Speed: 200ns (SlowROM)       Version: 1.1
   Checksum: Good 0x5E32             CRC32: CF98DDAA
--------------------------Database--------------------------
   Name: Super Mario World 2 - Yoshi's Island
Country: USA                    Version: 1.1
 Port 1: Gamepad                 Port 2: Gamepad
You can use this SRAM file to access all levels.
Btw. SNES9x displays it correctly.
This happens with the E version, too.

Code: Select all

---------------------Internal ROM Info----------------------
       File: Yoshi's_Island.smc
       Name: YOSHI'S ISLAND         Company: Nintendo
     Header: None                      Bank: LoROM
Interleaved: Super FX                  SRAM: 256 Kb
       Type: Super FX2 + Batt           ROM: 16 Mb
    Country: Euro/Asia/Oceania        Video: PAL
  ROM Speed: 200ns (SlowROM)       Revision: 1.0
   Checksum: Good 0xE10B              CRC32: 857980B2
--------------------------Database--------------------------
   Name: Super Mario World 2 - Yoshi's Island
Country: Europe                 Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Action                  Genre 2: Platform
A better description would be 'when the screen is scrolling left or right, the edges blink alternatively like on eagle's pic and like they should be'.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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Shogetsu
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Post by Shogetsu »

ipher wrote:
Overload wrote:
Shogetsu wrote:Game Name: Traverse - Starlight & Prairie

Bug 3: In one of the houses at the first town there is a who doesn't appear, although if you disable the first and second bg layers you can see it, although it is badly drawn (this isn't fixed with the old GFX engine, and it happens in both ZSNES 1.36 and Super Sleuth too). Here are a couple of screenshots:
Confirmed, this also happens on the hardware.
The guy is invisible on a real SNES? if so, i guess he is supposed to be a "ghost" or somthin... if so, can you check if the "invisible" sprite go over top of the main character, making the bottom of the guy go invisible
I wonder if he tested it through a copier... because this could be caused by a bad dump, couldn't it?
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