Where Has FEoEZ Gone?
Moderator: Dejap Staff
I'm still desperately trying to wrap up loose ends on my projects so that I can focus on FEoEZ exclusively ... I want to give it my full attention, as it's going to require a massive amount of reprogramming.
bsnes has eaten up pretty much 99% of my free time lately. With a new release out of the way, I should be at a good stopping point to finish up the loose ends on all of my other severely neglected projects (xkas, bview, hiro, etc.)
I'm hoping to get started on FEoEZ by January, but I know that's way too optimistic ... the good news is that I'm pretty fast at ROM hacking these days, so I doubt it's going to span several years like some of my other projects in the past.
I suppose if I'm not at a good stopping point by then, we can try and get the script extracted and worked on while I finish up other things.
bsnes has eaten up pretty much 99% of my free time lately. With a new release out of the way, I should be at a good stopping point to finish up the loose ends on all of my other severely neglected projects (xkas, bview, hiro, etc.)
I'm hoping to get started on FEoEZ by January, but I know that's way too optimistic ... the good news is that I'm pretty fast at ROM hacking these days, so I doubt it's going to span several years like some of my other projects in the past.
I suppose if I'm not at a good stopping point by then, we can try and get the script extracted and worked on while I finish up other things.
Tis okay, I'm in no rush. I've been tinkering with Tomato Adventure this past week, and lord knows I have plenty of other projects to keep my occupied until I'm 80 as it is. I'd like FEoEZ to be done slowly and surely, like a relaxing walk through a park compared to the mad dash across a giant, busy freeway that Mother 3 was 

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The website for YnT is at http://www.yntproject.net/ . You probably missed it because you were trying http://www.yntprojects.net/ which lead to a dead page.
That's right, I found your web site for you. ^_^
That's right, I found your web site for you. ^_^
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- "Your thread will be crushed."
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- Joined: Wed Jul 28, 2004 1:49 am
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ZSNES v1.42's debugger was DOS only, and barely adequate. The bugs added in the scons(?) port of it makes it unusable.
I also want something a lot more powerful. VRAM, OAM and CGRAM viewers, unused memory detection, read/write breakpoints to all memory types, direct masked tracing, the extended cycle timing information to benchmark my new routines and see how close I'm cutting it to the end of Vblank, etc etc.
I'm also going to be doing some stuff with the memory mapping (yes, it's necessary, you'll see why soon enough), and I'm not sure if other emulator authors will follow suit or not.
I also want something a lot more powerful. VRAM, OAM and CGRAM viewers, unused memory detection, read/write breakpoints to all memory types, direct masked tracing, the extended cycle timing information to benchmark my new routines and see how close I'm cutting it to the end of Vblank, etc etc.
I'm also going to be doing some stuff with the memory mapping (yes, it's necessary, you'll see why soon enough), and I'm not sure if other emulator authors will follow suit or not.
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Savestates, for sure, no. And here's why:The Doug wrote:hahuahuahau CoolGive it ~15 + (# of requests for updates * 3) months.![]()
But bsnes doesn't have save states? And a debugger?
Due to the way BSNES is programmed and its purpose (accurate SNES emulation down to the last Hz, etc) save states would be very difficult, if not impossible to implement.
Debugger, no idea.
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
NSRT here.
So I guess bsnes 0.048 will come as a shock to you.adventure_of_link wrote:Savestates, for sure, no. And here's why:The Doug wrote:hahuahuahau CoolGive it ~15 + (# of requests for updates * 3) months.![]()
But bsnes doesn't have save states? And a debugger?
Due to the way BSNES is programmed and its purpose (accurate SNES emulation down to the last Hz, etc) save states would be very difficult, if not impossible to implement.
Debugger, no idea.
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Note that the savestate (and cheat support) user interface will probably be different from what is described on that page.
vSNES | Delphi 10 BPLs
bsnes launcher with recent files list
bsnes launcher with recent files list
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don't mind the butar, it doesn't go out muchdfreer wrote:So I guess bsnes 0.048 will come as a shock to you.
I am interested in a deeper explanation of some of these for my personal agenda:byuu wrote:I also want something a lot more powerful. VRAM, OAM and CGRAM viewers, unused memory detection, read/write breakpoints to all memory types, direct masked tracing, the extended cycle timing information to benchmark my new routines and see how close I'm cutting it to the end of Vblank, etc etc.
'unused memory':
- as in, redundant due to mirroring ? or those chunks padded with garbage ?
- I assume by type you mean ROM, WRAM, SRAM, IRAM and co. and by R/W, "break on read from/write to *addr". if i'm wrong, please load MDR with correctitude bitchslap.
- elaborate on this one please, i can't even guess from the name.
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
It's fun abbreviating things for the masses :)
This leads to fireworks glitches, script engine crashes, etc.
By this feature, I mean a tool that keeps count of the number of writes to each WRAM address. Run the game for a few hours, try and uncover every event, and then scan the results to find memory that the game never uses.
It's this, or expand SRAM and use the new SRAM data as your scratch RAM.
[ X ] Read
[ ] Write
[ ] Execute
[ 0x55 ] Value
[ 0x028000 ] Addr
-> break when 0x55 is read from 0x028000.
ROM hackers often need their own RAM. The current method is to pick a spot that looks empty (eg lots of 0x00s) and hope the game isn't actually storing anything important there.'unused memory':
as in, redundant due to mirroring ? or those chunks padded with garbage ?
This leads to fireworks glitches, script engine crashes, etc.
By this feature, I mean a tool that keeps count of the number of writes to each WRAM address. Run the game for a few hours, try and uncover every event, and then scan the results to find memory that the game never uses.
It's this, or expand SRAM and use the new SRAM data as your scratch RAM.
Yes, standard rwxv breakpoints. Break on:'R/W breakpoints to all memory types':
I assume by type you mean ROM, WRAM, SRAM, IRAM and co. and by R/W, "break on read from/write to *addr". if i'm wrong, please load MDR with correctitude bitchslap.
[ X ] Read
[ ] Write
[ ] Execute
[ 0x55 ] Value
[ 0x028000 ] Addr
-> break when 0x55 is read from 0x028000.
Trace masking built into the emulator. Eg "we've already encountered the opcode at 0x208000, so don't disassemble it again to the trace log." And I'd like to further extend it to support ignoring only when PC matches the last N PC values to bypass those ~100,000 opcode "wait for NMI" loops that are oh-so-common, but not bypass the good stuffs.'direct masked tracing':
elaborate on this one please, i can't even guess from the name.