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.

Moderator: ZSNES Mods

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Overload
Hazed
Posts: 70
Joined: Sat Sep 18, 2004 12:47 am
Location: Australia
Contact:

Post by Overload »

Shogetsu wrote: I wonder if he tested it through a copier... because this could be caused by a bad dump, couldn't it?
Yes, Confirmed on a copier using my Super Famicon. Someone with a copy of the game will need to verifiy if the dump is bad. And yes the main character does disappear when you stand behind the invisible one.
hydr0x
Rookie
Posts: 45
Joined: Thu Oct 21, 2004 10:34 am

Re: Official Bug Topic

Post by hydr0x »

Fire Emblem - Thracia 776 (J)
Gfx bug
ZSNESW WIP 10.24.2004
Windows 2k, AXP 1900+, 512MB RAM, GeForce Ti4200, EPoX 8K9A7I

There's a gfx bug when the menu for moving/attacking and so on is shown... every menu item is just black

screenshot:
Image

Code: Select all

---------------------Internal ROM Info----------------------
       File: Fire Emblem - Thraki 776 (J) (V.ROM).smc
       Name: FIREEMBLEM5ROM         Company: Nintendo
     Header: Exists (type?)            Bank: LoROM
Interleaved: No                        SRAM: 256 Kb
       Type: Normal + Batt              ROM: 32 Mb
    Country: Japan                    Video: NTSC
  ROM Speed: 120ns (FastROM)       Revision: 1.0
   Checksum: Good 0xE390              CRC32: FC519952
        MD5: C3FD1CAD754256D7A013864D917F47FA
--------------------------Database--------------------------
   Name: Fire Emblem - Thracia 776
Country: Japan                  Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Unknown                 Genre 2: None

Code: Select all

---------------------Internal ROM Info----------------------
       File: NP Fire Emblem - Thracia 776 (J).sfc
       Name: FIREEMBLEM5            Company: Nintendo
     Header: NSRT                      Bank: LoROM
Interleaved: No                        SRAM: 256 Kb
       Type: Normal + Batt              ROM: 32 Mb
    Country: Japan                    Video: NTSC
  ROM Speed: 120ns (FastROM)       Revision: 1.0
   Checksum: Good 0xF756              CRC32: BC6162AE
        MD5: 26BE9C87AAC0CB3D3AF5DFFB4E6AA059
--------------------------Database--------------------------
   Name: NP Fire Emblem - Thracia 776
Country: Japan                  Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Unknown                 Genre 2: None
-------------------------NSRT Header------------------------
Version: 2.2
 Port 1: Gamepad                 Port 2: Gamepad

---------------------------------------------------------------------------

Super Black Bass 3
load/start "crash"
ZSNESW WIP 10.24.2004
Windows 2k, AXP 1900+, 512MB RAM, GeForce Ti4200, EPoX 8K9A7I

there's just a black screen when you load the game, nothing happens

Code: Select all

---------------------Internal ROM Info----------------------
       File: Super Black Bass 3 (J) (V1.1).smc
       Name: SUPER BLACK BASS 3     Company: Starfish
     Header: Exists (type?)            Bank: LoROM
Interleaved: No                        SRAM: 64 Kb
       Type: Normal + Batt              ROM: 32 Mb
    Country: Japan                    Video: NTSC
  ROM Speed: 120ns (FastROM)       Revision: 1.1
   Checksum: Good 0xAF2B              CRC32: 97AE0DF4
        MD5: EB4EEE0E4A9ABF9D1567AD6135E3F520
--------------------------Database--------------------------
   Name: Super Black Bass 3
Country: Japan                  Revision: 1.1
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Sports                  Genre 2: Fishing
---------------------------------------------------------------------------------

Jikkyou Power Pro Wrestling '96
Gfx bug
ZSNESW WIP 10.24.2004
Windows 2k, AXP 1900+, 512MB RAM, GeForce Ti4200, EPoX 8K9A7I

when in the arena there is a vertical line that doesn't look correct right in the middle of the screen, don't know if this happens in the real version too, sorry, someone's got to test that, doesn't look like it should be that way though

screenshot:
Image

Code: Select all

---------------------Internal ROM Info----------------------
       File: Jikkyou Power Pro Wrestling '96 - Max Voltage (J).smc
       Name: JIKKYOU-PROWRESTLING   Company: Konami
     Header: SWC                       Bank: LoROM
Interleaved: No                        SRAM: 64 Kb
       Type: Normal + Batt              ROM: 32 Mb
    Country: Japan                    Video: NTSC
  ROM Speed: 120ns (FastROM)       Revision: 1.0
   Checksum: Good 0xFE08              CRC32: 94C1D85C
        MD5: 1EAB10A5CE91E2E27E407D949C28B032
--------------------------Database--------------------------
   Name: Jikkyou Power Pro Wrestling '96
Country: Japan                  Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Unknown                 Genre 2: None
Last edited by hydr0x on Mon Oct 25, 2004 6:40 pm, edited 3 times in total.
Astxist
Rookie
Posts: 32
Joined: Wed Jul 28, 2004 12:40 pm

Post by Astxist »

ipher wrote:ok, only had a little time for bug testing today

Darius Force (J) - Confirmed... does this bug only happen on this one stage, or is it everywhere?
Well yes the screenshot of the boss is before the point at which I saved the zst, the zst is saved at the level after the boss. I'd play further through the game but the flashing is too bad.

Game Name: Gradius III (U)

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

Bad flashing at boss (can't really see it in the screenshot but there is a bit missing of the boss if you look close). Also happens at other bosses.

http://home.pacific.net.au/~renaissance ... II_(U).zs1
Image

Code: Select all

---------------------Internal ROM Info----------------------
       File: Gradius III (U).SFC
       Name: gradius 3             Company: Konami
     Header: None                     Bank: LoROM
Interleaved: No                       SRAM: 0 Kb
       Type: Normal                    ROM: 4 Mb
    Country: USA                     Video: NTSC
  ROM Speed: 200ns (SlowROM)       Version: 1.0
   Checksum: Good 0x27A2             CRC32: CD973979
--------------------------Database--------------------------
   Name: Gradius III
Country: USA                    Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad

Astxist
Astxist
Rookie
Posts: 32
Joined: Wed Jul 28, 2004 12:40 pm

Post by Astxist »

Game Name: Donkey Kong Country 3 (E) & Donkey Kong Country 3 (U)

Type of Bug: Gfx

Zsnes Version: WIP October 24 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

Press Pause in the BAZZA'S BLOCKADE (Both savestates have the kongs on this level) and the background part of the reef disappears, saves a snapshot etc and it turns green!! Using the old gfx engine fixes the background problem but the backdrop turning green still happens. Weird huh?


http://home.pacific.net.au/~renaissance ... _3_(E).zst
http://home.pacific.net.au/~renaissance ... _3_(U).zst
Image
Image
Image
Image

Code: Select all

---------------------Internal ROM Info----------------------
       File: Donkey Kong Country (E).SFC
       Name: DONKEY KONG COUNTRY   Company: Nintendo
     Header: None                     Bank: HiROM
Interleaved: No                       SRAM: 16 Kb
       Type: Normal + Batt             ROM: 32 Mb
    Country: Euro/Asia/Oceania       Video: PAL
  ROM Speed: 120ns (FastROM)       Version: 1.0
   Checksum: Good 0xA109             CRC32: 7A33E836
--------------------------Database--------------------------
   Name: Donkey Kong Country
Country: Europe                 Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad

Code: Select all

---------------------Internal ROM Info----------------------
       File: Donkey Kong Country 3 (U).SFC
       Name: DONKEY KONG COUNTRY 3 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: 1.0
   Checksum: Good 0xB28C             CRC32: 448EEC19
--------------------------Database--------------------------
   Name: Donkey Kong Country 3
Country: USA                    Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad

Astxist
hydr0x
Rookie
Posts: 45
Joined: Thu Oct 21, 2004 10:34 am

Post by hydr0x »

Zsnes Version: WIP October 24 2004 Win32

System Specs:
OS: Windows 2000, German, SP4 incl. all Updates
CPU: Athlon XP 1900+
Memory: 512MB DDR 133
Video: Creative Labs 3D Blaster GeForce 4 Ti4200
Sound: Plantronics DSP 500 USB Headset (soundchip incl.)

----------------------------------------

Game Name: David Cranes Amazing Tennis (U) & ... (E)

Type of Bug: Gfx

When in gameplay, net and wall graphics are messed up!

Image

Code: Select all

---------------------Internal ROM Info----------------------
       File: David Crane's Amazing Tennis (E).sfc
       Name: AMAZING TENNIS         Company: Absolute Entertainment
     Header: None                      Bank: LoROM
Interleaved: No                        SRAM: 0 Kb
       Type: Normal                     ROM: 8 Mb
    Country: Euro/Asia/Oceania        Video: PAL
  ROM Speed: 120ns (FastROM)       Revision: 1.0
   Checksum: Good 0x9E49              CRC32: 42C25AC1
        MD5: CE45EFDC78995F4A2D2A440E1E4A0543
--------------------------Database--------------------------
   Name: David Crane's Amazing Tennis
Country: Europe                 Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Sports                  Genre 2: Tennis

Code: Select all

---------------------Internal ROM Info----------------------
       File: David Crane's Amazing Tennis (U).smc
       Name: AMAZING TENNIS         Company: Absolute Entertainment
     Header: NSRT                      Bank: LoROM
Interleaved: No                        SRAM: 0 Kb
       Type: Normal                     ROM: 8 Mb
    Country: USA                      Video: NTSC
  ROM Speed: 200ns (SlowROM)       Revision: 1.0
   Checksum: Good 0x5773              CRC32: CAAD18DC
        MD5: 8EFB09A5A3E58DA063572821F3FF9219
--------------------------Database--------------------------
   Name: David Crane's Amazing Tennis
Country: USA                    Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Sports                  Genre 2: Tennis
-------------------------NSRT Header------------------------
Version: 2.2
 Port 1: Gamepad                 Port 2: Gamepad
----------------------------------------

Game Name: Desert Strike (U)

Type of Bug: ??

When using fast forward key the rotor of the helicopter doesn't move anymore, don't know if that's even a real bug ;)

Code: Select all

---------------------Internal ROM Info----------------------
       File: Desert Strike (U).sfc
       Name: Desert Strike: Return  Company: Electronic Arts
     Header: None                      Bank: LoROM
Interleaved: No                        SRAM: 0 Kb
       Type: Normal                     ROM: 8 Mb
    Country: USA                      Video: NTSC
  ROM Speed: 200ns (SlowROM)       Revision: 1.0
   Checksum: Good 0x75A3              CRC32: 4CE26787
        MD5: 73D7D5B5088B67DE482CFCEA40640D40
--------------------------Database--------------------------
   Name: Desert Strike
Country: USA                    Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Unknown                 Genre 2: None
hydr0x
Rookie
Posts: 45
Joined: Thu Oct 21, 2004 10:34 am

Post by hydr0x »

Game Name: Weaponlord (U)

Type of Bug: Sound

a lot of sounds are not played right or at all

Code: Select all

---------------------Internal ROM Info----------------------
       File: Weapon Lord (U).sfc
       Name: WeaponLord             Company: Namco Ltd.
     Header: None                      Bank: HiROM
Interleaved: No                        SRAM: 0 Kb
       Type: Normal                     ROM: 24 Mb
    Country: USA                      Video: NTSC
  ROM Speed: 120ns (FastROM)       Revision: 1.0
   Checksum: Good 0x87DD              CRC32: 0E7E7102
        MD5: 71213DA150AE5E01641DC4035565C6F2
--------------------------Database--------------------------
   Name: Weapon Lord
Country: USA                    Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Fighting                Genre 2: Weapons Based
----------------------------------------

Game Name: Front Mission Gun Hazard (J)

Type of Bug: Gfx

After the last fix, the menus are still not displayed correct, the marker is in the same line as the text now but the lines are slightly to high on the

screen

Image

Code: Select all

---------------------Internal ROM Info----------------------
       File: Front Mission - Gun Hazard (J).sfc
       Name: GUN HAZARD             Company: Square
     Header: None                      Bank: HiROM
Interleaved: No                        SRAM: 64 Kb
       Type: Normal + Batt              ROM: 24 Mb
    Country: Japan                    Video: NTSC
  ROM Speed: 120ns (FastROM)       Revision: 1.0
   Checksum: Good 0x89D9              CRC32: FD3FDBAC
        MD5: 2FE3C9AF984BD684E1FE681D2901587E
--------------------------Database--------------------------
   Name: Front Mission - Gun Hazard
Country: Japan                  Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Unknown                 Genre 2: None
----------------------------------------

Game Name: Sim Earth (J)

Type of Bug: Gfx

Map is not displayed at all in game, no idea if this is also the fact in the other versions of the game

Image

Code: Select all

---------------------Internal ROM Info----------------------
       File: Sim Earth (J).swc
       Name: SIMEARTH               Company: Imagineer Co.
     Header: SWC                       Bank: LoROM
Interleaved: No                        SRAM: 64 Kb
       Type: Normal + Batt              ROM: 8 Mb
    Country: Japan                    Video: NTSC
  ROM Speed: 200ns (SlowROM)       Revision: 1.0
   Checksum: Good 0x6F7A              CRC32: B3E856A5
        MD5: B68ABB628307785F13AC6A1DA4BCA5A1
--------------------------Database--------------------------
   Name: Sim Earth
Country: Japan                  Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Simulation              Genre 2: None
hydr0x
Rookie
Posts: 45
Joined: Thu Oct 21, 2004 10:34 am

Post by hydr0x »

Game Name: Clayfighter (E)

Type of Bug: freeze

Game freezes as soon as the battle should start (in battle screen already), sprites disappear, sound hangs, some things are still moving though

Code: Select all

---------------------Internal ROM Info----------------------
       File: Clay Fighter (E).sfc
       Name: CLAYFIGHTER            Company: Interplay
     Header: None                      Bank: HiROM
Interleaved: No                        SRAM: 0 Kb
       Type: Normal                     ROM: 16 Mb
    Country: Euro/Asia/Oceania        Video: PAL
  ROM Speed: 120ns (FastROM)       Revision: 1.0
   Checksum: Good 0x1E1C              CRC32: B581E100
        MD5: 5D281DEDAB8BCB63624810B333DA261A
--------------------------Database--------------------------
   Name: Clay Fighter
Country: Europe                 Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Fighting                Genre 2: Hand To Hand
----------------------------------------

Game Name: Clayfighter 2 (E)

Type of Bug: freeze

Game freezes in the screen where you see the pics of the two opponents before the battle

Code: Select all

---------------------Internal ROM Info----------------------
       File: Clay Fighter 2 (E).sfc
       Name: ClayFighter 2          Company: Interplay
     Header: None                      Bank: HiROM
Interleaved: No                        SRAM: 0 Kb
       Type: Normal                     ROM: 24 Mb
    Country: Euro/Asia/Oceania        Video: PAL
  ROM Speed: 120ns (FastROM)       Revision: 1.0
   Checksum: Good 0x6304              CRC32: CAA9ABF1
        MD5: 50909F84102DC99AF61E9532DCCC8CC7
--------------------------Database--------------------------
   Name: Clay Fighter 2
Country: Europe                 Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Fighting                Genre 2: Hand To Hand
----------------------------------------

Game Name: Dragon - The Bruce Lee Story (E)

Type of Bug: Gfx

Texts are not shown correct, intro screens, menu and so on, see pic

Image

Code: Select all

---------------------Internal ROM Info----------------------
       File: Dragon - The Bruce Lee Story (E).sfc
       Name: DRAGON - Bruce Lee     Company: Virgin Interactive Entertainment
     Header: None                      Bank: HiROM
Interleaved: No                        SRAM: 0 Kb
       Type: Normal                     ROM: 16 Mb
    Country: Euro/Asia/Oceania        Video: PAL
  ROM Speed: 120ns (FastROM)       Revision: 1.0
   Checksum: Good 0x3A26              CRC32: 038212EA
        MD5: 931C9BAFF50537C97C69F0B54DD2B3D5
--------------------------Database--------------------------
   Name: Dragon - The Bruce Lee Story
Country: Europe                 Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Unknown                 Genre 2: None
----------------------------------------

Game Name: Mortal Kombat (E)

Type of Bug: Sound

there is a wrong sound every time someone falls to ground

Code: Select all

---------------------Internal ROM Info----------------------
       File: Mortal Kombat (E).sfc
       Name: MORTAL KOMBAT          Company: Acclaim
     Header: None                      Bank: LoROM
Interleaved: No                        SRAM: 0 Kb
       Type: Normal                     ROM: 16 Mb
    Country: Euro/Asia/Oceania        Video: PAL
  ROM Speed: 120ns (FastROM)       Revision: 1.0
   Checksum: Good 0x690B              CRC32: A81657D3
        MD5: BCF52B016559D371EEFCD216781F40CD
--------------------------Database--------------------------
   Name: Mortal Kombat
Country: Europe                 Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Fighting                Genre 2: Hand To Hand
hydr0x
Rookie
Posts: 45
Joined: Thu Oct 21, 2004 10:34 am

Post by hydr0x »

Game Name: Smurfs 2 (E)

Type of Bug: Gfx

background flickers in first level (didn't test other levels)

Code: Select all

---------------------Internal ROM Info----------------------
       File: Smurfs 2, The (E).sfc
       Name: SMURFS 2               Company: Infogrames
     Header: None                      Bank: LoROM
Interleaved: No                        SRAM: 0 Kb
       Type: Normal                     ROM: 10 Mb
    Country: Euro/Asia/Oceania        Video: PAL
  ROM Speed: 120ns (FastROM)       Revision: 1.0
   Checksum: Good 0x7898              CRC32: 22947169
        MD5: 5E2C747B0B106DF325E3D5904DB66615
--------------------------Database--------------------------
   Name: Smurfs 2, The
Country: Europe                 Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Unknown                 Genre 2: None
----------------------------------------

Game Name: World Masters Golf (E)

Type of Bug: Gfx

in game gfx are totally screwed up

Image

Code: Select all

---------------------Internal ROM Info----------------------
       File: World Masters Golf (E).sfc
       Name: WORLD MASTERS GOLF     Company: Virgin Interactive Entertainment
     Header: None                      Bank: LoROM
Interleaved: No                        SRAM: 0 Kb
       Type: Normal                     ROM: 16 Mb
    Country: Euro/Asia/Oceania        Video: PAL
  ROM Speed: 120ns (FastROM)       Revision: 1.0
   Checksum: Good 0x8187              CRC32: E0EE681F
        MD5: 205D25F1763B969A85A7B16C7F749737
--------------------------Database--------------------------
   Name: World Masters Golf
Country: Europe                 Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Sports                  Genre 2: Golf
----------------------------------------

Game Name: Not Game related

Type of Bug: Crash

if you change Sound Interpolation to 8-Point while a game is running zsnes crashes and goes to windows
grinvader
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Posts: 5632
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Location: PAL50, dood !

Post by grinvader »

Astxist wrote:Game Name: Gradius III (U)

Type of Bug: Gfx
Bad flashing at boss (can't really see it in the screenshot but there is a bit missing of the boss if you look close). Also happens at other bosses.
Iirc (don't have the cart anymore, played on a friend's) Gradius was really full of sprites, resulting in slowdowns and sprite overflow galore.
This is normal behavior... but this should be checked on the real cart.
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
blackmyst
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Posts: 1161
Joined: Sun Sep 26, 2004 8:36 pm
Location: Place.

Post by blackmyst »

All these games were tested on the october 24th WIP of the windows port.

System:

Athlon XP 2400+
512 MB
Radeon 7000
Windows 2000 professional.
\____________________________________________________________


Yoshi's Island:

-graphics bug-


Image

Check this state, press A to enter the level. This bug only seems to appear in level segments that have the "dizzy" effect in them at some point, so select a different level if you want to see how it should really look.

-graphics bug-

Also, the dizzy effect involves the ground getting all wavy, but on ZSNES that effect is stuttery and shivvery in a way unlike the real game. The ground is supposed to wave nice and smoothly. :P Here's a state just before encountering the fuzzies.

Code: Select all

---------------------Internal ROM Info----------------------
       File: Super Mario World 2 - Yoshi's Island (E).SMC
       Name: YOSHI'S ISLAND        Company: Nintendo
     Header: NSRT                     Bank: LoROM
Interleaved: No                       SRAM: 256 Kb
       Type: Super FX2 + Batt          ROM: 16 Mb
    Country: Euro/Asia/Oceania       Video: PAL
  ROM Speed: 200ns (SlowROM)       Version: 1.0
   Checksum: Good 0xE10B             CRC32: 857980B2
--------------------------Database--------------------------
   Name: Super Mario World 2 - Yoshi's Island
Country: Europe                 Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
\____________________________________________________________


Dirt Racer:

-gameplay bug-


Works fine until you press start a few times, then it goes into 1-2 fps

(you still get the screen with the disconnected cartridge (error message?))

Code: Select all

---------------------Internal ROM Info----------------------
       File: Dirt Racer (E).SFC
       Name: DIRT RACER            Company: Elite
     Header: NSRT                     Bank: LoROM
Interleaved: No                       SRAM: 256 Kb
       Type: Super FX                  ROM: 4 Mb
    Country: Euro/Asia/Oceania       Video: PAL
  ROM Speed: 200ns (SlowROM)       Version: 1.0
   Checksum: Good 0xA1DC             CRC32: 0354F4B1
--------------------------Database--------------------------
   Name: Dirt Racer
Country: Europe                 Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
\____________________________________________________________


Dirt Trax FX:

-gameplay bug-


Crashes quickly after starting. It worked in the previous version (albeit a bit messed).

Code: Select all

---------------------Internal ROM Info----------------------
       File: Dirt Trax FX (E).SFC
       Name: DIRT TRAX FX          Company: Acclaim
     Header: NSRT                     Bank: LoROM
Interleaved: No                       SRAM: 512 Kb
       Type: Super FX                  ROM: 4 Mb
    Country: Euro/Asia/Oceania       Video: PAL
  ROM Speed: 200ns (SlowROM)       Version: 1.0
   Checksum: Good 0x81C6             CRC32: 9DBC2330
--------------------------Database--------------------------
   Name: Dirt Trax FX
Country: Europe                 Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
\____________________________________________________________


Doom:

-graphics bug-


Image

See the little square on the top right? Artifacts like that only appear in some areas. Here's a savestate. Walk around a little to see it appear and disappear.

Code: Select all

---------------------Internal ROM Info----------------------
       File: Doom (U).SFC
       Name: DOOM                  Company: Tradewest
     Header: NSRT                     Bank: LoROM
Interleaved: No                       SRAM: 512 Kb
       Type: Super FX2                 ROM: 16 Mb
    Country: USA                     Video: NTSC
  ROM Speed: 200ns (SlowROM)       Version: 1.0
   Checksum: Good 0xB564             CRC32: 09E85EA6
--------------------------Database--------------------------
   Name: Doom
Country: USA                    Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
\____________________________________________________________


Starfox:

-gameplay bug-


(it's a well-known bug, but you said to post even these ;))

This seems to be a problem for most SuperFX (2) games, but I'll use Starfox as an example. The 3D segments simply move too fast. Proof: the first boss of the easy route is not supposed to open its bay doors until the intro tune is over. On ZSNES, the battle is already halfway once the intro music finishes. Here's a savestate just before the battle.

Code: Select all

---------------------Internal ROM Info----------------------
       File: Star Fox (U).SFC
       Name: STAR FOX              Company: Nintendo
     Header: NSRT                     Bank: LoROM
Interleaved: No                       SRAM: 256 Kb
       Type: Super FX (MC1)            ROM: 8 Mb
    Country: USA                     Video: NTSC
  ROM Speed: 200ns (SlowROM)       Version: 1.0
   Checksum: Good 0xF6B9             CRC32: 0BAE0941
--------------------------Database--------------------------
   Name: Star Fox
Country: USA                    Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
\____________________________________________________________


Stunt Race FX:

-graphics bug-


Some palette bug on the cars on the select screen.

-graphics bug-

Some corruption after finishing a race (not present in the previous WIP).

Image

Image

In this savestate, press start to win the race. :P

Code: Select all

---------------------Internal ROM Info----------------------
       File: Stunt Race FX (E).SFC
       Name: Stunt Race FX         Company: Nintendo
     Header: NSRT                     Bank: LoROM
Interleaved: No                       SRAM: 512 Kb
       Type: Super FX + Batt           ROM: 8 Mb
    Country: Euro/Asia/Oceania       Video: PAL
  ROM Speed: 200ns (SlowROM)       Version: 1.0
   Checksum: Good 0xFFDC             CRC32: 24935769
--------------------------Database--------------------------
   Name: Stunt Race FX
Country: Europe                 Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
\____________________________________________________________


Winter Gold FX:

-graphics bug-


Like with Stunt Race FX (on the last version - the latest WIP plays Stunt Race FX perfectly :)), there is vertical screen tearing (I don't know what else to call it).

-gameplay bug-

The intro works fine, but ZSNES simply exits the moment the gameplay demo starts (or when you try to start a game).

Code: Select all

---------------------Internal ROM Info----------------------
       File: Winter Gold FX (E).smc
       Name: FX SKIING NINTENDO 96 Company: Unlicensed
     Header: None                     Bank: LoROM
Interleaved: No                       SRAM: 512 Kb
       Type: Super FX2 + Batt          ROM: 16 Mb
    Country: Euro/Asia/Oceania       Video: PAL
  ROM Speed: 200ns (SlowROM)       Version: 1.0
   Checksum: Good 0x9D86             CRC32: 45417117
--------------------------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.
All Winter Gold FX roms I've found (including the one from the fruity website) give the same output. Neither -fix or -findover seem to make any difference.
\____________________________________________________________



Final Fantasy 3/6:

-sound bug-


Another well-known one, obviously. It's the same as in most square games, in FF3 it's most noticable in the wind effect. Just fastforward the intro until you get to the snowy peak. It sounds like an alarm instead of the way it's supposed to sound in the real game, namely like wind. :P

Code: Select all

---------------------Internal ROM Info----------------------
       File: Final Fantasy III (U).SFC
       Name: FINAL FANTASY 3       Company: Square
     Header: NSRT                     Bank: HiROM
Interleaved: No                       SRAM: 64 Kb
       Type: Normal + Batt             ROM: 24 Mb
    Country: USA                     Video: NTSC
  ROM Speed: 120ns (FastROM)       Version: 1.0
   Checksum: Good 0x5F32             CRC32: A27F1C7A
--------------------------Database--------------------------
   Name: Final Fantasy III
Country: USA                    Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
\____________________________________________________________


Super Mario World:

-sound bug-


Again, just a single example of an extremely common (and well-known) bug in many games. Simply try Mario's spinning jump, and you'll notice that the sample of which that sound effect is made up, is only played a few times, as opposed to a whole lot of times like it should. Am I right in guessing this has something to do with two instances of the same sound effect being unable to overlap? Or is it simply SPC timing?

Code: Select all

---------------------Internal ROM Info----------------------
       File: Super Mario World (U).SFC
       Name: SUPER MARIOWORLD      Company: Nintendo
     Header: NSRT                     Bank: LoROM
Interleaved: No                       SRAM: 16 Kb
       Type: Normal + Batt             ROM: 4 Mb
    Country: USA                     Video: NTSC
  ROM Speed: 200ns (SlowROM)       Version: 1.0
   Checksum: Good 0xA0DA             CRC32: B19ED489
--------------------------Database--------------------------
   Name: Super Mario World
Country: USA                    Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
\____________________________________________________________



Super Puyo Puyo 2 Remix:

-graphics bug-


Image

There's a little block missing on the right portrait. This only seems to occur on the second level of enemies. Might have something to do with the tower, which gets shorter as you play. >savestate

Code: Select all

---------------------Internal ROM Info----------------------
       File: Super Puyo Puyo 2 Remix (J).SFC
       Name: ½°Êß°ÌßÖÌßÖ³ ØÐ¯¸½   Company: Square
     Header: NSRT                     Bank: LoROM
Interleaved: No                       SRAM: 0 Kb
       Type: Normal                    ROM: 16 Mb
    Country: Japan                   Video: NTSC
  ROM Speed: 120ns (FastROM)       Version: 1.0
   Checksum: Good 0xD80C             CRC32: 61F903F8
--------------------------Database--------------------------
   Name: Super Puyo Puyo 2 Remix
Country: Japan                  Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
\____________________________________________________________


Killer Instinct:

-graphics bug-


Image

There should be a background, obviously. I haven't seen this bug on any other levels. The screenshot and this [url=httphttp://home.wanadoo.nl/blackmyst/Killer%20Instinct%20(V1.1)%20(U).zst]savestate[/url] are from the v1.1 US version.

When disabling windowing, the background reappears. However, then, the punching bags are drawn in front of the characters and text (which they aren't on the real hardware), and also, the characters' shadows will disappear unless you disable the new gfx engine.

-graphics bug-

Image

The bottom of the screen is cut off. Both versions, when using ZSNES' screencap function, show this. For the US version, this accurately reflects what you see in ZSNES. However, that is not the case for EU version, for the EU version the screencap and what you actually see are different:

Image

As you can see, the EU version doesn't cut the bottom of the screen.

Code: Select all

---------------------Internal ROM Info----------------------
       File: Killer Instinct (V1.1) (U) [!].smc
       Name: KILLER INSTINCT       Company: Nintendo
     Header: SWC                      Bank: HiROM
Interleaved: No                       SRAM: 0 Kb
       Type: Normal                    ROM: 32 Mb
    Country: USA                     Video: NTSC
  ROM Speed: 120ns (FastROM)       Version: 1.1
   Checksum: Good 0x757A             CRC32: 09E9A04E
--------------------------Database--------------------------
   Name: Killer Instinct
Country: USA                    Version: 1.1
 Port 1: Gamepad                 Port 2: Gamepad



---------------------Internal ROM Info----------------------
       File: Killer Instinct (E).SFC
       Name: KILLER INSTINCT       Company: Nintendo
     Header: NSRT                     Bank: HiROM
Interleaved: No                       SRAM: 0 Kb
       Type: Normal                    ROM: 32 Mb
    Country: Euro/Asia/Oceania       Video: PAL
  ROM Speed: 120ns (FastROM)       Version: 1.0
   Checksum: Good 0x850A             CRC32: 3D7252D4
--------------------------Database--------------------------
   Name: Killer Instinct
Country: Europe                 Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
\____________________________________________________________
Last edited by blackmyst on Tue Oct 26, 2004 11:13 am, edited 3 times in total.
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Hard Work Often Pays Off After Time, but Laziness Always Pays Off Now.[/size]
zidanax
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Location: USA

Post by zidanax »

hydr0x wrote: Game Name: Not Game related

Type of Bug: Crash

if you change Sound Interpolation to 8-Point while a game is running zsnes crashes and goes to windows
Confirmed, though I have some more information about this bug for ipher.

This happens to me too, though it seems to depend on whether or not there is music playing, because I didn't get any crashes when there was no music playing. I tested with Bahamut Lagoon, and got Zsnes to crash if I enabled any type of interpolation when no form of interpolation was already enabled and there was music playing in-game.
If any type of interpolation is already enabled, though, I can't seem to get it to crash by switching to another type of interpolation, or by disabling it then switching to another type, even if there's music playing in-game. I have to disable interpolation, resume the game, THEN reenable interpolation to get it crash.
I also tested with Contra III and Inindo and got the same results. I also noticed with these games that I had to wait for music to play, just like in Bahamut Lagoon.
I also noticed that if sound output is disabled, either by un-checking "enable sound", or by disabling SPC emulation beforehand(and leaving the "enable sound" box checked or un-checked - it doesn't matter as long as SPC emulation is disabled), the bug is fixed.

In a nutshell: if music is playing in-game, sound is enabled,and no form of interpolation is currently enabled, and you enable any form of interpolation, ZSNES crashes.

EDIT: If I crash Zsnes with this bug, while in a window, I get a "This program has performed an illegal operation..." window, and this is one of the dumps I got after a crash, if it helps (note that a few of these values varied when I crashed the game a few times, though a lot stayed the same):

Code: Select all

ZSNESW caused an invalid page fault in
module <unknown> at 0000:00002b12.
Registers:
EAX=ffffffef CS=017f EIP=00002b12 EFLGS=00210246
EBX=02d80000 SS=0187 ESP=00bdef1c EBP=00000000
ECX=00000000 DS=0187 ESI=00000000 FS=6207
EDX=00000004 ES=0187 EDI=013221e0 GS=0000
Bytes at CS:EIP:
08 04 00 00 00 75 06 ff 1e c0 0a 72 28 80 0e e0 
Stack dump:
00200246 00621701 0062252d 00423399 0204dbeb bfc0580d 00bdefa8 00bdef4c 00000000 00000000 00000554 00000200 0204dbeb bfc0580d 00bdefa8 00bdef6c
hydr0x
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Post by hydr0x »

[quote="blackmyst"]
Dirt Trax FX:

-gameplay bug-


Crashes quickly after starting. It worked in the previous version (albeit a bit messed).

Code: Select all

---------------------Internal ROM Info----------------------
       File: Dirt Trax FX (E).SFC
       Name: DIRT TRAX FX          Company: Acclaim
     Header: NSRT                     Bank: LoROM
Interleaved: No                       SRAM: 512 Kb
       Type: Super FX                  ROM: 4 Mb
    Country: Euro/Asia/Oceania       Video: PAL
  ROM Speed: 200ns (SlowROM)       Version: 1.0
   Checksum: Good 0x81C6             CRC32: 9DBC2330
--------------------------Database--------------------------
   Name: Dirt Trax FX
Country: Europe                 Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
this one has another bug too, in the first intro screens that do not crash gfx are garbled at the top of the screens

btw, there is a good Winter Gold FX rom out there, it's in the nsrt db
Agozer
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Post by Agozer »

The Killer Instinct bug (the missing background) is fixed when you disable windowing.
whicker: franpa is grammatically correct, and he still gets ripped on?
sweener2001: Grammatically correct this one time? sure. every other time? no. does that give him a right? not really.
Image
blackmyst
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Post by blackmyst »

Agozer wrote:The Killer Instinct bug (the missing background) is fixed when you disable windowing.
Ah, I see. But in that case, the punching bags go in front of the characters, instead of behind them the way they're supposed to be (I just checked on my KI cart).
Last edited by blackmyst on Tue Oct 26, 2004 11:13 am, edited 1 time in total.
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Agozer
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Post by Agozer »

blackmyst wrote:
Agozer wrote:The Killer Instinct bug (the missing background) is fixed when you disable windowing.
Ah, I see. But in that case, the punching bags go in front of the characters, instead of behind them the way they're supposed to be (I just checked on my KI cart).
Yeah, this is true. A sprite priority bug perhaps?
whicker: franpa is grammatically correct, and he still gets ripped on?
sweener2001: Grammatically correct this one time? sure. every other time? no. does that give him a right? not really.
Image
Astxist
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Post by Astxist »

grinvader wrote:
Astxist wrote:Game Name: Gradius III (U)

Type of Bug: Gfx
Bad flashing at boss (can't really see it in the screenshot but there is a bit missing of the boss if you look close). Also happens at other bosses.
Iirc (don't have the cart anymore, played on a friend's) Gradius was really full of sprites, resulting in slowdowns and sprite overflow galore.
This is normal behavior... but this should be checked on the real cart.
If you pause the game at the boss in the sreenshot certain parts of it will flash on and off when it's paused, somehow I don't think that should happen.


Astxist
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Post by grinvader »

Remember in Super Metroid, (on the real cart) if you do the Murder Beam glitch, that'll do it.
Pausing the game doesn't change the fact that there's sprite overload.
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
ipher
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Posts: 269
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Contact:

Post by ipher »

Ok, i am almost caught up on adding the bugs to the tracker, with the exception of Astxist's Gradius bug, and the last group of bugs submitted by blackmyst, we have 19 Pending bugs (ones that i still need to verify),

We have 68 open bugs, which 16 are crash bugs (3 emulator crash, 11 rom freeze, 2 from unemulated special chips) 33 games with graphic bugs (7 prevent you from playing the game, 18 are noticable, 8 "hardly noticable"), 3 GUI bugs, 3 games with sound bugs, 5 "other" bugs, and i need to find the last 11 that are still unclassified.

I guess i underestimated how many people hoarded bug reports! LOL

I am going to be replacing my motherboard, and formatting my HDD tonight, so i may not be back for a little while. Keep those bugs a comin!
[url=http://www.ipherswipsite.com]ipher's WIP Site[/url]
Astxist
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Look maa No Boss

Post by Astxist »

Game Name: Legend of Zelda, The - A Link to the Past (U)

Type of Bug: Not sure really

Zsnes Version: WIP October 24 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

No Boss!

http://home.pacific.net.au/~renaissance ... st_(U).zst
http://home.pacific.net.au/~renaissance ... st_(U).srm
Image

Code: Select all

---------------------Internal ROM Info----------------------
       File: Legend of Zelda, The - A Link to the Past (U).SFC
       Name: THE LEGEND OF ZELDA   Company: Nintendo
     Header: None                     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 0xAF0D             CRC32: 777AAC2F
--------------------------Database--------------------------
   Name: Legend of Zelda, The - A Link to the Past
Country: USA                    Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad

Astxist
Ichinisan
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Re: Look maa No Boss

Post by Ichinisan »

Astxist wrote:Game Name: Legend of Zelda, The - A Link to the Past (U)

Type of Bug: Not sure really

Zsnes Version: WIP October 24 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

No Boss!

http://home.pacific.net.au/~renaissance ... st_(U).zst
http://home.pacific.net.au/~renaissance ... st_(U).srm
Image

Code: Select all

---------------------Internal ROM Info----------------------
       File: Legend of Zelda, The - A Link to the Past (U).SFC
       Name: THE LEGEND OF ZELDA   Company: Nintendo
     Header: None                     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 0xAF0D             CRC32: 777AAC2F
--------------------------Database--------------------------
   Name: Legend of Zelda, The - A Link to the Past
Country: USA                    Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad

Astxist
You were probably using cheats...admit it! ;)
blackmyst
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Post by blackmyst »

ipher wrote:I guess i underestimated how many people hoarded bug reports! LOL
Heh, I guess a little encouragement goes a long way. :D

My utmost respect for all the awesome work you devs are doing.
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Hard Work Often Pays Off After Time, but Laziness Always Pays Off Now.[/size]
hydr0x
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Post by hydr0x »

about that zelda bug, now that i see the screenshot i can remember i experienced that one too, interesting this is i'm not sure wether it was on zsnes or the real game, i finished zelda once on zsnes and three times on my real snes so chances are this might be a bug present in the real game, somone has got to test it...
Astxist
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Re: Look maa No Boss

Post by Astxist »

Ichinisan wrote:You were probably using cheats...admit it! ;)
None at all actually I've never bothered learning how. Iv'e never seen it happen on the actual snes, but I was playing the Pal version. I've had it happen more than once on zsnes.

Astxist
Shogetsu
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Post by Shogetsu »

I finished Legend of Zelda on the 25/5 WIP without problems... are there any changes since then that could make this possible? maybe something related to the battery bugs? I finished the game several times on a real SNES back in the day, and I never suffered a bug like that... I played the PAL version tho.
I'll tell you the meaning of life: It's not to live, but to die
jdratlif
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Contact:

Post by jdratlif »

The Breath of Fire II timing bug still exists.

I found this: http://sourceforge.net/tracker/?group_i ... aid=475892

But it says the bug was deleted.

ZST demoing the bug

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

Code: Select all

---------------------Internal ROM Info----------------------
       File: Breath of Fire II (U) [!].smc
       Name: BREATH OF FIRE 2      Company: Capcom
     Header: SWC                      Bank: HiROM
Interleaved: No                       SRAM: 64 Kb
       Type: Normal + Batt             ROM: 24 Mb
    Country: USA                     Video: NTSC
  ROM Speed: 120ns (FastROM)       Version: 1.0
   Checksum: Good 0x7C7D             CRC32: 67CDACC5
--------------------------Database--------------------------
   Name: Breath of Fire II
Country: USA                    Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
Last edited by jdratlif on Thu Oct 28, 2004 6:13 am, edited 1 time in total.
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