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.Shogetsu wrote: I wonder if he tested it through a copier... because this could be caused by a bad dump, couldn't it?
Official Bug Topic
Moderator: ZSNES Mods
Re: Official Bug Topic
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:

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---------------------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
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---------------------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
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---------------------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:

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---------------------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
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.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?
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

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




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---------------------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
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---------------------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
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!

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

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---------------------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
Type of Bug: Sound
a lot of sounds are not played right or at all
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---------------------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

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

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

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
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

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
-
- ZSNES Shake Shake Prinny
- Posts: 5632
- Joined: Wed Jul 28, 2004 4:15 pm
- Location: PAL50, dood !
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.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.
This is normal behavior... but this should be checked on the real cart.
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
System:
Athlon XP 2400+
512 MB
Radeon 7000
Windows 2000 professional.
\____________________________________________________________
Yoshi's Island:
-graphics bug-

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.

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-

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.
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---------------------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).


In this savestate, press start to win the race.

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

-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.
\____________________________________________________________
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.

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-

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-

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-

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:

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
Hard Work Often Pays Off After Time, but Laziness Always Pays Off Now.[/size]
Confirmed, though I have some more information about this bug for ipher.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
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):
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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
Dirt Trax FX:
-gameplay bug-
Crashes quickly after starting. It worked in the previous version (albeit a bit messed).
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---------------------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
btw, there is a good Winter Gold FX rom out there, it's in the nsrt db
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).Agozer wrote:The Killer Instinct bug (the missing background) is fixed when you disable windowing.
Hard Work Often Pays Off After Time, but Laziness Always Pays Off Now.[/size]
Yeah, this is true. A sprite priority bug perhaps?blackmyst wrote: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).Agozer wrote:The Killer Instinct bug (the missing background) is fixed when you disable windowing.
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.grinvader wrote: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.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.
This is normal behavior... but this should be checked on the real cart.
Astxist
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- ZSNES Shake Shake Prinny
- Posts: 5632
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- Location: PAL50, dood !
Pausing the game doesn't change the fact that there's sprite overload.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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!
Look maa No Boss
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

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---------------------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
Re: Look maa No Boss
You were probably using cheats...admit it!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
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---------------------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

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

My utmost respect for all the awesome work you devs are doing.
Hard Work Often Pays Off After Time, but Laziness Always Pays Off Now.[/size]
Re: Look maa No Boss
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.Ichinisan wrote:You were probably using cheats...admit it!
Astxist
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- Posts: 317
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- Contact:
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
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---------------------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
http://games.technoplaza.net/ - Emulation Goodies