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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adventure_of_link
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Post by adventure_of_link »

As for the Zelda bug, I've played the NTSC version, and I've never seen anything like this, espeically since I've practically 0wn3d that game so much it ain't funny.
Edit: I've played so much on a REAL SNES. I've beat Zelda 3 a few times on my comp.
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NSRT here.
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Post by grinvader »

I never experienced the zelda PAL bug on my real snes the ~5 times I've finished it.
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Code: Select all

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A.S.P. Air Strike Patrol

Post by Murdock »

Well I already posted it before in a differnt thread, but if I read the first post correctly they want all bugs so here it goes...

---------------------Internal ROM Info----------------------
File: A.S.P. Air Strike Patrol (U).smc
Name: AIR STRIKE PATROL Company: Seta Co.,Ltd.
Header: FIG Bank: LoROM
Interleaved: No SRAM: 64 Kb
Type: Normal + Batt ROM: 8 Mb
Country: USA Video: NTSC
ROM Speed: 120ns (FastROM) Version: 1.0
Checksum: Good 0x028E CRC32: 05C0DA54
--------------------------Database--------------------------
Name: Air Strike Patrol
Country: USA Version: 1.0
Port 1: Gamepad Port 2: Gamepad

Unable to play the game past difficulty selection, on latest WIP (10/24).
IceFox did find a solution to this by forcing PAL emulation.
Last edited by Murdock on Thu Oct 28, 2004 1:51 am, edited 1 time in total.
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Re: Look maa No Boss

Post by jdratlif »

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

No Boss!
According to your status screen, you already have the fifth crystal. Did you already fight this boss? Cause he won't appear twice.

Image

I don't have any problem in 10/24 when I play the game:
Last edited by jdratlif on Thu Oct 28, 2004 11:37 am, edited 2 times in total.
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Astxist
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Re: Look maa No Boss

Post by Astxist »

jdratlif wrote:
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

No Boss!
According to your status screen, you already have the fifth crystal. Did you already fight this boss? Cause he won't appear twice.

Image

I don't have any problem in 10/24 when I play the game:

ZST:
Use URL tags when the link is fat, damnit. You're fubaring my windows.
- grinvader
I had no idea I had the fifth crystal, I just got there and there was no boss.


Astxist
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Re: Look maa No Boss

Post by Joe Camacho »

Astxist wrote:
jdratlif wrote:
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

No Boss!
According to your status screen, you already have the fifth crystal. Did you already fight this boss? Cause he won't appear twice.

Image

I don't have any problem in 10/24 when I play the game:

ZST:
Use URL tags when the link is fat, damnit. You're fubaring my windows.
- grinvader
I had no idea I had the fifth crystal, I just got there and there was no boss.


Astxist
Looks like someone was playing with your save.
*Sometimes I edit my posts just to correct mistakes.
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interface bugs...

Post by jdratlif »

Input Interface Bug:

When you specify input for a controller, you must use set key, or it won't change the CDV (don't know what that stands for).

So, if you use Player #3 for input (for PL1/2 as PL3/4), and choose KEYB/Joystick then hit Set Keys, it will allow you to set all the keys, but the CDV doesn't change. So it doesn't actually use these mappings.

You have to pick one the keys and hit set key. At that point it updates the CDV to KEYB/JOYSTICK and Bob's your uncle.

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

Recent ROMs list

It doesn't seem to place every ROM you play on the list. It looks like a problem in detecting the same ROM name.

Example: Start Super Mario World, then Super Mario World 2 - Yoshi's Island. The second one isn't listed. (e.g. it will list the first one you start, but not the second).

I've also seen this happen with BoF and BoFII, but I couldn't reproduce in this version with those particular ROMs.
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Re: Official Bug Topic

Post by Dmog »

Lorddamien wrote: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.
But we don't know if that's really an emulation bug or if the game acted like that on the Snes...Sometimes games really had kind of fucked up gfx in some parts.

That's the problem with reporting (presumed) bugs from games that were only released in Japan...Nobody here (well almost nobody) has actually played the game on the original console :? Hey, anyone here from Japan?

Have you tested the game in Super Sleuth?
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Screensaver Bug

Post by jdratlif »

http://sourceforge.net/tracker/?group_i ... id=1052577

The screensaver disable seems to work fine for me in 10/24.

Windows XP SP2
zsnesw 10/24

I played Super Mario World all the way through Yoshi's Island and I have my SS set to go off in 1 minute.

What we really need is a power management disabler... (I have my monitor on 3 hour standby) (I know -- no feature requests here..., I'm just sayin')
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Re: Official Bug Topic

Post by hydr0x »

Dmog wrote: But we don't know if that's really an emulation bug or if the game acted like that on the Snes...Sometimes games really had kind of fucked up gfx in some parts.

That's the problem with reporting (presumed) bugs from games that were only released in Japan...Nobody here (well almost nobody) has actually played the game on the original console :? Hey, anyone here from Japan?

Have you tested the game in Super Sleuth?
he said disabling the new gfx engine helps so i'm pretty sure it's a bug, like he described it it would make no sense if it was meant that way imho

i've got the actual game though, how far is it into the game? maybe i can check it out...
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Re: interface bugs...

Post by blackmyst »

jdratlif wrote:Input Interface Bug:

When you specify input for a controller, you must use set key, or it won't change the CDV (don't know what that stands for).

So, if you use Player #3 for input (for PL1/2 as PL3/4), and choose KEYB/Joystick then hit Set Keys, it will allow you to set all the keys, but the CDV doesn't change. So it doesn't actually use these mappings.

You have to pick one the keys and hit set key. At that point it updates the CDV to KEYB/JOYSTICK and Bob's your uncle.

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

Recent ROMs list

It doesn't seem to place every ROM you play on the list. It looks like a problem in detecting the same ROM name.

Example: Start Super Mario World, then Super Mario World 2 - Yoshi's Island. The second one isn't listed. (e.g. it will list the first one you start, but not the second).

I've also seen this happen with BoF and BoFII, but I couldn't reproduce in this version with those particular ROMs.
Yes, I can second that. I noticed it when testing the E and U versions of Killer Instinct. Either one or the other would be placed in the list, never the two of them together. Does it read only the beginning of the filename?
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Re: Look maa No Boss

Post by illegal eagle »

jdratlif wrote:According to your status screen, you already have the fifth crystal. Did you already fight this boss? Cause he won't appear twice.

<img>http://games.technoplaza.net/zsnes/zelda_ss.png</img>

I don't have any problem in 10/24 when I play the game:

<url=http://games.technoplaza.net/zsnes/xxx>ZST at Fifth Crystal Boss</url>
Providing links to ROMs is not allowed, iirc.

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

Game: Hentai Columns (PD)
Type of bug: Controls and gameplay are not working properly.
System specs: same as before

picture

This seems to be a hacked game, so the priority of the bug is probably quite low. SNES9x runs it correctly though.

Code: Select all

---------------------Internal ROM Info----------------------
       File: Columns (PD).smc
       Name: Copyright 1993 Argona Company: Unlicensed
     Header: SWC                      Bank: LoROM
Interleaved: No                       SRAM: 0 Kb
       Type: Normal                    ROM: 4 Mb
    Country: USA                     Video: NTSC
  ROM Speed: 200ns (SlowROM)       Version: 1.0
   Checksum: Corrupt, Bad 0x9D2B     CRC32: B494BED9
--------------------------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.
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Post by hydr0x »

oh come one, pd games, those would probably have the same bugs on a real snes if you write them onto a cart, and i don't think anyone cares if a hentai pd game runs or not....
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Post by illegal eagle »

SNES9x runs it, so I'd check it on the real system first. It might work there.
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Re: Look maa No Boss

Post by jdratlif »

illegal eagle wrote:
jdratlif wrote:According to your status screen, you already have the fifth crystal. Did you already fight this boss? Cause he won't appear twice.

<img>http://games.technoplaza.net/zsnes/zelda_ss.png</img>

I don't have any problem in 10/24 when I play the game:

<url=http://games.technoplaza.net/zsnes/xxx>ZST at Fifth Crystal Boss</url>
Providing links to ROMs is not allowed, iirc.
I zipped the wrong files. It was supposed to be my save state before the boss, but somehow I got the ROM and the wrong save state in there.

It's gone now. Thanks.
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Re: Official Bug Topic

Post by Lorddamien »

hydr0x wrote:
he said disabling the new gfx engine helps so i'm pretty sure it's a bug, like he described it it would make no sense if it was meant that way imho

i've got the actual game though, how far is it into the game? maybe i can check it out...
Well I'm not sure where the first place you can see this bug is at but my savestate was in the shrine of Dhama. That's not exactly the beginning of the game but the place remains accessible the whole game so any save you have past the part where you revive the shrine would allow you to test it out.
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Re: interface bugs...

Post by Ichinisan »

jdratlif wrote:Input Interface Bug:

When you specify input for a controller, you must use set key, or it won't change the CDV (don't know what that stands for).

So, if you use Player #3 for input (for PL1/2 as PL3/4), and choose KEYB/Joystick then hit Set Keys, it will allow you to set all the keys, but the CDV doesn't change. So it doesn't actually use these mappings.

You have to pick one the keys and hit set key. At that point it updates the CDV to KEYB/JOYSTICK and Bob's your uncle.
"CDV" means "Current Device". If it is set to "NONE", it actually *emulates* a disconnected controller for games that were designed to detect this (including Super Mario World). It has already been fixed in the recent WIP See ya. I'll let ya know when I send it versions to restrict button assignments until the controller is enabled for the specific input device (socket).
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Re: interface bugs...

Post by jdratlif »

Ichinisan wrote:
jdratlif wrote:Input Interface Bug:

When you specify input for a controller, you must use set key, or it won't change the CDV (don't know what that stands for).

So, if you use Player #3 for input (for PL1/2 as PL3/4), and choose KEYB/Joystick then hit Set Keys, it will allow you to set all the keys, but the CDV doesn't change. So it doesn't actually use these mappings.

You have to pick one the keys and hit set key. At that point it updates the CDV to KEYB/JOYSTICK and Bob's your uncle.
"CDV" means "Current Device". If it is set to "NONE", it actually *emulates* a disconnected controller for games that were designed to detect this (including Super Mario World). It has already been fixed in the recent WIP See ya. I'll let ya know when I send it versions to restrict button assignments until the controller is enabled for the specific input device (socket).
How recent are you talking about? I noticed these problems still with the 10/24 version.

Sorry I forgot to mention that above... I thought this topic was for 10/24 bugs... Guess I should mention I test zsnesw 10/24.

Not sure if this is what you mean, but I don't think it should restrict assignments until the CDV is assigned. You should be able to click KEYB/JOYSTICK and then hit Set Keys. It should set the CDV then to KEYB/JOYSTICK, like it does if you choose to alter a specific assignment.

I guess I don't care if you have to hit SET first, I just want consistency. Either you should have to hit SET before you do a single key assignment too, or you should not have to hit SET before you do a SET KEYS all keys assignment.
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Post by Nach »

You have to click set, which was always a requirement.
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Post by jdratlif »

Nach wrote:You have to click set, which was always a requirement.
But you don't. You can set a single key assignment by selecting KEYB/JOYSTICK from the top and changing a single key. It will set the CDV for you then. But if you choose SET KEYS, it will not.

So is this wrong? I just tried it under the windows 10/24 WIP.
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Post by Nach »

Click set then set keys, will look into the single key issue when I have a chance.
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Post by jdratlif »

Nach wrote:Click set then set keys, will look into the single key issue when I have a chance.
No worries, mate.

Just making sure what the intended behavior should be and if that's different from the actual behavior (which it seems to be).
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Re: Official Bug Topic

Post by Dmog »

hydr0x wrote:
Dmog wrote: But we don't know if that's really an emulation bug or if the game acted like that on the Snes...Sometimes games really had kind of fucked up gfx in some parts.

That's the problem with reporting (presumed) bugs from games that were only released in Japan...Nobody here (well almost nobody) has actually played the game on the original console :? Hey, anyone here from Japan?

Have you tested the game in Super Sleuth?
he said disabling the new gfx engine helps so i'm pretty sure it's a bug, like he described it it would make no sense if it was meant that way imho

i've got the actual game though, how far is it into the game? maybe i can check it out...
You got a DQ6 cart? :shock:

Anyway, just because the gfx appears less messed up (from the user's pov) while disabling new gfx engine doesn't prove that there is an emulation bug in the first place. Disabling the new gfx could inadvertanly "fix" so to speak a bug that happened on the original console. Improbable, but not impossible.

There's many things that programmers "didn't intended"...but it happened anyway. Some games had bugs. Because of that, the importance of testing things on real hardware.
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Post by Bent »

Game name: Super Metroid

Type of bug: graphical



Using the 10/24 WIP, the top line of the playing field can become glitched, obscuring the very bottom of the map, and may become garbled. This seems to happen only when there is a moving background, such as the rain outside at the start, or the falling debris in Brinstar. It may happen more, but this was as far as I played.

http://www.csl.mtu.edu/~btenglis/images/metroid.JPG

Code: Select all

---------------------Internal ROM Info----------------------
       File: Super Metroid (JU) [!].sfc
       Name: Super Metroid         Company: Nintendo
     Header: None                     Bank: LoROM
Interleaved: No                       SRAM: 64 Kb
       Type: Normal + Batt             ROM: 24 Mb
    Country: Japan                   Video: NTSC
  ROM Speed: 120ns (FastROM)       Version: 1.0
   Checksum: Good 0xF8DF             CRC32: D63ED5F8
--------------------------Database--------------------------
   Name: Super Metroid
Country: Japan & USA            Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad




Game name: Super Mario World 2 - Yoshi's Island

Type of bug: graphical


In stage 2-4, when entering the room with the lava and moving blocks, the lava is displayed when the screen is supposed to be black, during the fade-in effect (for lack of a better name) when you go through the pipe. it is as if the background is displayed in the foreground.

Code: Select all

---------------------Internal ROM Info----------------------
       File: Super Mario World 2 - Yoshi's Island (U) (V1.1).sfc
       Name: YOSHI'S ISLAND        Company: Nintendo
     Header: None                     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

System Specs: 1GHz Athlon, Windows XP, 512MB RAM, and a 128MB NVIDIA GeForce4 Ti 4200


I know the super metroid one has been mentioned before, but I don't think anyone noticed that it happened when there was a moving background.
~Bent
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Post by blackmyst »

Bent wrote:Game name: Super Mario World 2 - Yoshi's Island

Type of bug: graphical


In stage 2-4, when entering the room with the lava and moving blocks, the lava is displayed when the screen is supposed to be black, during the fade-in effect (for lack of a better name) when you go through the pipe. it is as if the background is displayed in the foreground.

Code: Select all

---------------------Internal ROM Info----------------------
       File: Super Mario World 2 - Yoshi's Island (U) (V1.1).sfc
       Name: YOSHI'S ISLAND        Company: Nintendo
     Header: None                     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
Here's a savestate of what he's talking about (of the european version though). It's the same bug I mentioned earlier. The intro effect letting the background shine through where it shouldn't, and also the flickering/stuttering where the effect is used with the displacing vertical segments of the foreground. It looks like the same function is used for the moving stones, the lava, and the "dizzy" effect in other levels.
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