I'm pretty sure that this is to do with PAL games having more scanlines than NTSC. Whether this is a bug or those extra scanlines over the NTSC version should be filled in black or whatever, I don't know. Hopefully not, since I think the borders looks like ass on my real PAL TV.BlackJack wrote:Description of the bug: There seems to be a scaling/display error with these games, that starts at the beginning of the game. For whatever reason, you can see more graphics at the top and at the bottom of the screen than you get in any other game (or in the US version of this game). For example, you can see more sky and more ground.
Official Bug Topic
Moderator: ZSNES Mods
-
- Regular
- Posts: 317
- Joined: Tue Sep 14, 2004 12:48 am
- Location: In a small padded white room
- Contact:
Here's something I just noticed:Nach wrote:First I've heard of it as well. Who are these people? Howcome I've never seen them in the IRC channel or on the forum?jdratlif wrote:]This was sent to some list called zsnes-devel which I assume is official. It is part of the zsnes sf project, it looks. I have never heard of it though.
My guess is ZSNES has stuff on SF just like all other projects, and people who are used to doing things the SF way use that list.
Should that be changed? I'm just noticing this in the 10/24 WIP on Linux.$ zsnes
ZSNES v1.36 CVS (c) 1997-2004, ZSNES Team
Be sure to check http://www.zsnes.com/ for the latest version.
Please report crashes to zsnes-devel@lists.sourceforge.net.
http://jdrrant.blogspot.com/ - CODEpendent Blog
http://games.technoplaza.net/ - Emulation Goodies
http://games.technoplaza.net/ - Emulation Goodies
PAL Super Mario Allstars looks like that on the real SNES, with the extra lines. Strangely, it doesn't remove the black bars entirely, it just makes them smaller. But maybe that's just my TV.Clements wrote:I'm pretty sure that this is to do with PAL games having more scanlines than NTSC. Whether this is a bug or those extra scanlines over the NTSC version should be filled in black or whatever, I don't know. Hopefully not, since I think the borders looks like ass on my real PAL TV.BlackJack wrote:Description of the bug: There seems to be a scaling/display error with these games, that starts at the beginning of the game. For whatever reason, you can see more graphics at the top and at the bottom of the screen than you get in any other game (or in the US version of this game). For example, you can see more sky and more ground.
[size=75][b]Procrastination.[/b]
Hard Work Often Pays Off After Time, but Laziness Always Pays Off Now.[/size]
Hard Work Often Pays Off After Time, but Laziness Always Pays Off Now.[/size]
-
- ZSNES Shake Shake Prinny
- Posts: 5632
- Joined: Wed Jul 28, 2004 4:15 pm
- Location: PAL50, dood !
Super Mario All-Stars is one of the handful games properly ported to PAL50.
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
-
- ZSNES Shake Shake Prinny
- Posts: 5632
- Joined: Wed Jul 28, 2004 4:15 pm
- Location: PAL50, dood !
I don't have a list, but I think less than 10 games.
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
-
- Hero of Time
- Posts: 2646
- Joined: Fri Jul 30, 2004 2:49 am
- Location: In front of the monitor
- Contact:
Game name - Top Gear 2
Type of bug - If you try to play with 2 players, the screen turns black and nothing happens.
ZSNES version - Using the latest WIP version 10/24
Specs: Windows XP Home SP2/P4 1.5 GHZ/256 MB RAM/ATi Radeon 9100 128 MB/DX 9.0C
Type of bug - If you try to play with 2 players, the screen turns black and nothing happens.
ZSNES version - Using the latest WIP version 10/24
Code: Select all
Top Gear 2 (U).smc Header: Yes
TOP GEAR 2 TYPE:NORMAL
INTERLEAVED:No BANK:Lo CHKSUM:OK
VIDEO:NTSC CRC32:2B88BEE8
-
- Savestate Pimp
- Posts: 129
- Joined: Thu Jul 29, 2004 2:15 pm
- Contact:
Game: Super Turrican (U)
Bugs: Scrolling error in the intro? Some sounds are repeating (eg. "1 Up" in the first level, behind the pillar left of you).

Bugs: Scrolling error in the intro? Some sounds are repeating (eg. "1 Up" in the first level, behind the pillar left of you).

Code: Select all
---------------------Internal ROM Info----------------------
File: Super Turrican (U).smc
Name: SUPER TURRICAN Company: Seika Corp.
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 0x847A CRC32: 3A7E8215
--------------------------Database--------------------------
Name: Super Turrican
Country: USA Version: 1.0
Port 1: Gamepad Port 2: Gamepad
"Other people can give you more suggestions as I just lost all my motivation to respond further to this post."
[i] - Nightcrawler[/i]
[url=http://www.geocities.com/illegal_eagle_2003/]vSNES v2.00[/url]: My SNES savestate viewer.
[i] - Nightcrawler[/i]
[url=http://www.geocities.com/illegal_eagle_2003/]vSNES v2.00[/url]: My SNES savestate viewer.
-
- Born to Rule... Impatiently
- Posts: 265
- Joined: Wed Nov 17, 2004 8:21 pm
- Location: Everywhere I want to be.
- Contact:
ZSNES-DOS sound issues
There are sound issues in the DOS version of ZSNES.
1. When sound is disabled on program exit, sound CAN'T be enabled next time (check box saves its setting, but changes nothing). Sound will only work if it is enabled when the program is closed after the previous use. (Switching on and off does work in the middle of use, though.)
2. The sound filter selection doesn't work. It always resets to Gaussian. The low-pass filters seem to work fine, though. Also, the Stereo/Mono setting isn't saved; it's always stereo when ZSNES is opened. I read in the forum some time ago that the Linux port was having these same problems.
3. Because my hardware is ancient, it seems to have some kind of incompatibility with ZSNES-DOS sound output of anything higher than 22 khz. After initially installing any recent version of ZSNES, this issue causes the sound to be disabled when the program is first loaded, but if I set a frequency of 32 khz or above, the emulator crashes and so does my computer. My request is that ZSNES make some kind of compatibility check before it starts outputting a new sound setting, and if it is a faulty setting, sound will be disabled.
Obviously I know how to work around it for my computer, but my thought was just that an error check could be helpful for others as well.
I have been using the 10/24 WIP, but these problems have been long-standing. #2 was not a problem in some earlier version(s)--perhaps 1.36?--But #1 & #3 have always been there, I think.
System Specs:
Windows 98 SE
166 Mhz (Not 100% sure on this, but it's a close estimate)
78 MB RAM
XpressAUDIO(TM) 16-bit sound (not sure if this is the card or the driver)
...?
I don't know a lot of the details of my system. I have another computer with Windows XP, but I like to use the lesser system for anything it can run, especially if the other OS can't run it (e.g. DOS).
I realize my system is a bit under par for running ZSNES, and that's why I often disable the sound or change the quality for a good mix of speed and general performance.
1. When sound is disabled on program exit, sound CAN'T be enabled next time (check box saves its setting, but changes nothing). Sound will only work if it is enabled when the program is closed after the previous use. (Switching on and off does work in the middle of use, though.)
2. The sound filter selection doesn't work. It always resets to Gaussian. The low-pass filters seem to work fine, though. Also, the Stereo/Mono setting isn't saved; it's always stereo when ZSNES is opened. I read in the forum some time ago that the Linux port was having these same problems.
3. Because my hardware is ancient, it seems to have some kind of incompatibility with ZSNES-DOS sound output of anything higher than 22 khz. After initially installing any recent version of ZSNES, this issue causes the sound to be disabled when the program is first loaded, but if I set a frequency of 32 khz or above, the emulator crashes and so does my computer. My request is that ZSNES make some kind of compatibility check before it starts outputting a new sound setting, and if it is a faulty setting, sound will be disabled.
Obviously I know how to work around it for my computer, but my thought was just that an error check could be helpful for others as well.
I have been using the 10/24 WIP, but these problems have been long-standing. #2 was not a problem in some earlier version(s)--perhaps 1.36?--But #1 & #3 have always been there, I think.
System Specs:
Windows 98 SE
166 Mhz (Not 100% sure on this, but it's a close estimate)
78 MB RAM

XpressAUDIO(TM) 16-bit sound (not sure if this is the card or the driver)
...?
I don't know a lot of the details of my system. I have another computer with Windows XP, but I like to use the lesser system for anything it can run, especially if the other OS can't run it (e.g. DOS).
I realize my system is a bit under par for running ZSNES, and that's why I often disable the sound or change the quality for a good mix of speed and general performance.
[url=http://board.zsnes.com/phpBB2/viewtopic.php?t=3298][color=brown]My [u]NES palette[/u][/color][/url] - better colors with any emulator.
"the more you know, and the more you can do... the more you are."
- [url=http://www.danielbohman.com][color=brown][u]daniel bohman[/u][/color][/url]
"the more you know, and the more you can do... the more you are."
- [url=http://www.danielbohman.com][color=brown][u]daniel bohman[/u][/color][/url]
-
- ZSNES Shake Shake Prinny
- Posts: 5632
- Joined: Wed Jul 28, 2004 4:15 pm
- Location: PAL50, dood !
Re: ZSNES-DOS sound issues
I thought it was normal behaviour.AspiringSquire wrote:1. When sound is disabled on program exit, sound CAN'T be enabled next time (check box saves its setting, but changes nothing). Sound will only work if it is enabled when the program is closed after the previous use. (Switching on and off does work in the middle of use, though.)
On earlier releases, there was a small warning message, like 'Any change to these options won't be applied until ZSNES restarts'. So, if you disable sound, quit zsnes, then restart it, sound will be disabled, whatever you do.
If you enable it, quit, then restart, the sound should work.
The change takes effect on relaunch, so that looks quite normal to me.
[btw, nice avatar]
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
-
- Born to Rule... Impatiently
- Posts: 265
- Joined: Wed Nov 17, 2004 8:21 pm
- Location: Everywhere I want to be.
- Contact:
Re: ZSNES-DOS sound issues
That's exactly what I was talking about. I already knew how to work with it; it's just a bit annoying.grinvader wrote:I thought it was normal behaviour.
On earlier releases, there was a small warning message, like 'Any change to these options won't be applied until ZSNES restarts'. So, if you disable sound, quit zsnes, then restart it, sound will be disabled, whatever you do.
If you enable it, quit, then restart, the sound should work.
The change takes effect on relaunch, so that looks quite normal to me.
Hmm... now that I think about it, I remember that warning message, but I'm not sure it was specific enough for me to know at the time which options it was talking about.
If it is the intended behavior, then I suppose there isn't a problem, unless it is linked to any of the other issues I mentioned.
Thanks.grinvader wrote:[btw, nice avatar]

[It comes from Threads of Fate, a PS1 action-rpg that I really like.]
[url=http://board.zsnes.com/phpBB2/viewtopic.php?t=3298][color=brown]My [u]NES palette[/u][/color][/url] - better colors with any emulator.
"the more you know, and the more you can do... the more you are."
- [url=http://www.danielbohman.com][color=brown][u]daniel bohman[/u][/color][/url]
"the more you know, and the more you can do... the more you are."
- [url=http://www.danielbohman.com][color=brown][u]daniel bohman[/u][/color][/url]
-
- ZSNES Shake Shake Prinny
- Posts: 5632
- Joined: Wed Jul 28, 2004 4:15 pm
- Location: PAL50, dood !
Re: ZSNES-DOS sound issues
Dear Mint and her dreams of world domination...AspiringSquire wrote:Thanks.grinvader wrote:[btw, nice avatar]
[It comes from Threads of Fate, a PS1 action-rpg that I really like.]

皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
-
- Lumberjack
- Posts: 110
- Joined: Sat Jul 31, 2004 4:59 pm
- Location: The Land of Trees, PA
Re: ZSNES-DOS sound issues
and fear of pun'kinsgrinvader wrote:Dear Mint and her dreams of world domination...AspiringSquire wrote:Thanks.grinvader wrote:[btw, nice avatar]
[It comes from Threads of Fate, a PS1 action-rpg that I really like.]
It is my job to teach the dumb.
[url=http://free.grisoft.com/freeweb.php/doc/2/]Free Antivirus Scanner[/url]
[url=http://www.lavasoft.de/software/adaware/]Free Adware Scanner[/url]
[url=http://www.spybot.info/en/index.html]Free Spyware Scanner[/url]
[url=http://free.grisoft.com/freeweb.php/doc/2/]Free Antivirus Scanner[/url]
[url=http://www.lavasoft.de/software/adaware/]Free Adware Scanner[/url]
[url=http://www.spybot.info/en/index.html]Free Spyware Scanner[/url]
-
- Lurker
- Posts: 110
- Joined: Sat Sep 04, 2004 7:55 pm
- Location: USA
As for the extra scanlines/black bars issue, I think what SNES9x 1.42 and later do (i.e., always render 239 or 478 scanlines, with the black bar for 224 or 448 modes entirely on the bottom) has been proven correct to the real SNES (except for the extra scanlines outside the 239/478 addressable, which are unimportant to an emulator anyway). I understand that further changes in the full-screen aspect-ratio code may be hard to implement, so don't take this as a feature request.
This signature intentionally contains no text other than this sentence.
-
- Born to Rule... Impatiently
- Posts: 265
- Joined: Wed Nov 17, 2004 8:21 pm
- Location: Everywhere I want to be.
- Contact:
ZSNES SRAM File - Unnecessary Modifying
In ZSNES DOS, every time a game with a save file is loaded, the file's "modified" date is updated, whether or not any changes were made. I know this didn't happen before... so I think it needs to be fixed sometime. The SRAM Check & Save option still works, though, so when I load a state with different save data, it won't overwrite what was already there.
Edit: I tested this with the Windows version also (10/24 WIP), and the same thing happens.
Edit: I tested this with the Windows version also (10/24 WIP), and the same thing happens.
Last edited by AspiringSquire on Wed Nov 24, 2004 7:01 am, edited 1 time in total.
[url=http://board.zsnes.com/phpBB2/viewtopic.php?t=3298][color=brown]My [u]NES palette[/u][/color][/url] - better colors with any emulator.
"the more you know, and the more you can do... the more you are."
- [url=http://www.danielbohman.com][color=brown][u]daniel bohman[/u][/color][/url]
"the more you know, and the more you can do... the more you are."
- [url=http://www.danielbohman.com][color=brown][u]daniel bohman[/u][/color][/url]
-
- ZSNES Shake Shake Prinny
- Posts: 5632
- Joined: Wed Jul 28, 2004 4:15 pm
- Location: PAL50, dood !
System specs:
P4 1.8GHz
448 MB ram
GeForce4 MX440
Tested: ZsnesW Wip 10/24 on Win98se + ZsnesL SDL CVS (time of this post) on linux gentoo 2.4.26-r9
#1
Game: Gradius 3...
Bug type: graphical
Description: the first row of sprite tiles is missing while scrolling vertically.
Switching to old Gfx engine fixes the bug.
The bug happens during the intro demo of Gradius 3.
#2&3
Game: Super Aleste
Type: graphical & graphical
Description: in Area 5, the background should be constantly snaking like a flowing river. This is the case for a moment, then it suddenly stops moving, then it restarts... and so on. Snes9x 1.43WIP1 does it ok. Changing gfx modes doesn't fix it, but it changes which part is moving and which isn't. Disabling offset mode completely switches off background movement.
State
The first line of tiles have some garbled sprites, but not all. Switching to old gfx engine doesn't fix this.
Pic1 - explosion (top-left)
Pic2 - shield part (top-right)
#4
Game: Wonder Project J
Type: graphical ?
Description: The save pod in which Pino lies misses a part of the top-left lightbulb. Even snes9x displays it like this, but I believe older versions of zsnes displayed the full bulb.
Never played the actual cart, so can't really say. Just let the demo play to see it.
#5
Game: F-Zero
Type: sound
Description: the engine noise is horribly wrong. Snes9x 1.43WIP1 does it right. Sounds a lot like the Square hardware rape issue, but F-Zero is one of the first games released for the SNES, and made by nintendo...
Just start any race and run.
#6
Game: BS Treasure Conflix
Type: graphical
Description: All sprites are garbled, at least in the beginning of the game.
NSRT outputs:
Note: "snes9x 1.43WIP1 does it right' implies they're maybe using a hack.
Edit: forgot to add the links, duh.
P4 1.8GHz
448 MB ram
GeForce4 MX440
Tested: ZsnesW Wip 10/24 on Win98se + ZsnesL SDL CVS (time of this post) on linux gentoo 2.4.26-r9
#1
Game: Gradius 3...
Bug type: graphical
Description: the first row of sprite tiles is missing while scrolling vertically.
Switching to old Gfx engine fixes the bug.
The bug happens during the intro demo of Gradius 3.
#2&3
Game: Super Aleste
Type: graphical & graphical
Description: in Area 5, the background should be constantly snaking like a flowing river. This is the case for a moment, then it suddenly stops moving, then it restarts... and so on. Snes9x 1.43WIP1 does it ok. Changing gfx modes doesn't fix it, but it changes which part is moving and which isn't. Disabling offset mode completely switches off background movement.
State
The first line of tiles have some garbled sprites, but not all. Switching to old gfx engine doesn't fix this.
Pic1 - explosion (top-left)
Pic2 - shield part (top-right)
#4
Game: Wonder Project J
Type: graphical ?
Description: The save pod in which Pino lies misses a part of the top-left lightbulb. Even snes9x displays it like this, but I believe older versions of zsnes displayed the full bulb.
Never played the actual cart, so can't really say. Just let the demo play to see it.
#5
Game: F-Zero
Type: sound
Description: the engine noise is horribly wrong. Snes9x 1.43WIP1 does it right. Sounds a lot like the Square hardware rape issue, but F-Zero is one of the first games released for the SNES, and made by nintendo...
Just start any race and run.
#6
Game: BS Treasure Conflix
Type: graphical
Description: All sprites are garbled, at least in the beginning of the game.
NSRT outputs:
Code: Select all
---------------------Internal ROM Info----------------------
File: Gradius_3.smc
Name: gradius 3 Company: Konami
Header: SWC Bank: LoROM
Interleaved: No SRAM: 0 Kb
Type: Normal ROM: 4 Mb
Country: USA Video: NTSC
ROM Speed: 200ns (SlowROM) Revision: 1.0
Checksum: Good 0x27A2 CRC32: CD973979
--------------------------Database--------------------------
Name: Gradius III
Country: USA Revision: 1.0
Port 1: Gamepad Port 2: Gamepad
Genre 1: Shooter Genre 2: Side Scrolling
---------------------Internal ROM Info----------------------
File: Super_Aleste_(J).smc
Name: SUPER ALESTE Company: Toho
Header: None Bank: LoROM
Interleaved: No SRAM: 0 Kb
Type: Normal ROM: 8 Mb
Country: Japan Video: NTSC
ROM Speed: 200ns (SlowROM) Revision: 1.0
Checksum: Good 0x08F6 CRC32: 94D28FF9
--------------------------Database--------------------------
Name: Super Aleste
Country: Japan Revision: 1.0
Port 1: Gamepad Port 2: Gamepad
Genre 1: Unknown Genre 2: None
---------------------Internal ROM Info----------------------
File: Wonder_Project_J.fig
Name: WONDERPROJECT J Company: Enix
Header: SWC 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 0x1960 CRC32: AF8F4DB9
--------------------------Database--------------------------
Name: Wonder Project J
Country: Japan Revision: 1.0
Port 1: Gamepad Port 2: Gamepad
Genre 1: Unknown Genre 2: None
---------------------Internal ROM Info----------------------
File: F-Zero.smc
Name: F-ZERO Company: Nintendo
Header: SWC Bank: LoROM
Interleaved: No SRAM: 16 Kb
Type: Normal + Batt ROM: 4 Mb
Country: Euro/Asia/Oceania Video: PAL
ROM Speed: 200ns (SlowROM) Revision: 1.0
Checksum: Good 0xC2FC CRC32: F1D8F5DA
--------------------------Database--------------------------
Name: F-Zero
Country: Europe Revision: 1.0
Port 1: Gamepad Port 2: Gamepad
Genre 1: Racing Genre 2: Arcade
---------------------Internal ROM Info----------------------
File: Treasure_Conflix.smc
Name: [gibberish] Company: Square
Header: SWC Bank: HiROM
Interleaved: No SRAM: 0 Kb
Type: BS ROM: 8 Mb
Country: Japan Video: NTSC
ROM Speed: 200ns (SlowROM) Revision: 1.2
Checksum: Good 0xF173 CRC32: B0788E4B
--------------------------Database--------------------------
Name: BS Treasure Conflix
Country: Japan Revision: 1.0
Port 1: Gamepad Port 2: Gamepad
Genre 1: Unknown Genre 2: None
Edit: forgot to add the links, duh.
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
-
- Savestate Pimp
- Posts: 129
- Joined: Thu Jul 29, 2004 2:15 pm
- Contact:
MaxSt:
Download the latest version of ZSNESW (just to be sure), switch to fullscreen, enable HQ2X in the video options, go to the GUI options and press the "F" key repeatedly ("Filtered GUI").
The checkbox will only show its new status when the mouse cursor is near it, maybe in a 24² or 32² rectangle or so.
Download the latest version of ZSNESW (just to be sure), switch to fullscreen, enable HQ2X in the video options, go to the GUI options and press the "F" key repeatedly ("Filtered GUI").
The checkbox will only show its new status when the mouse cursor is near it, maybe in a 24² or 32² rectangle or so.
"Other people can give you more suggestions as I just lost all my motivation to respond further to this post."
[i] - Nightcrawler[/i]
[url=http://www.geocities.com/illegal_eagle_2003/]vSNES v2.00[/url]: My SNES savestate viewer.
[i] - Nightcrawler[/i]
[url=http://www.geocities.com/illegal_eagle_2003/]vSNES v2.00[/url]: My SNES savestate viewer.
-
- Savestate Pimp
- Posts: 129
- Joined: Thu Jul 29, 2004 2:15 pm
- Contact:
PS: The hotkey for the "Burning Effect" is the same as for "Trap Mouse Cursor", so it doesn't work.
"Other people can give you more suggestions as I just lost all my motivation to respond further to this post."
[i] - Nightcrawler[/i]
[url=http://www.geocities.com/illegal_eagle_2003/]vSNES v2.00[/url]: My SNES savestate viewer.
[i] - Nightcrawler[/i]
[url=http://www.geocities.com/illegal_eagle_2003/]vSNES v2.00[/url]: My SNES savestate viewer.
Game Name: Milandra
Bug Description: Graphical bug, the title screen isn't correctly displayed with the New GFX Engine.
NSRT log:
Bug Description: Graphical bug, the title screen isn't correctly displayed with the New GFX Engine.
NSRT log:
Code: Select all
---------------------Internal ROM Info----------------------
File: miland~1.smc
Name: Ð×ÝÄÞ× Company: ASCII Co. Activison
Header: SWC Bank: LoROM
Interleaved: No SRAM: 256 Kb
Type: Normal + Batt ROM: 24 Mb
Country: Japan Video: NTSC
ROM Speed: 120ns (FastROM) Version: 1.0
Checksum: Good 0x6427 CRC32: 67B5FB22
--------------------------Database--------------------------
Name: Milandra
Country: Japan Version: 1.0
Port 1: Gamepad Port 2: Gamepad
I'll tell you the meaning of life: It's not to live, but to die
Axelay (U)
Bug Type: gfx
Summary: Corrupt gfx during 1st boss encounter
---------------------Internal ROM Info----------------------
File: Axelay (U).SWC
Name: AXELAY Company: Konami
Header: None Bank: LoROM
Interleaved: No SRAM: 0 Kb
Type: Normal ROM: 8 Mb
Country: USA Video: NTSC
ROM Speed: 200ns (SlowROM) Version: 1.0
Checksum: Good 0x4338 CRC32: F812B533
--------------------------Database--------------------------
Name: Axelay
Country: USA Version: 1.0
Port 1: Gamepad Port 2: Gamepad
Gradius III
Bug Type: gfx
Summary: "pop in" gfx during game intro.
---------------------Internal ROM Info----------------------
File: Gradius III (U).SWC
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
Bugs verified on 1.40 RC1
Rig Specs:
P4 2.8Ghz HT
512 meg of DDR400
Radeon 9600XT
Intel MB model D865PERL w/built in Soundmax audio
WinXP Pro SP2 w/all updates
Bug Type: gfx
Summary: Corrupt gfx during 1st boss encounter
---------------------Internal ROM Info----------------------
File: Axelay (U).SWC
Name: AXELAY Company: Konami
Header: None Bank: LoROM
Interleaved: No SRAM: 0 Kb
Type: Normal ROM: 8 Mb
Country: USA Video: NTSC
ROM Speed: 200ns (SlowROM) Version: 1.0
Checksum: Good 0x4338 CRC32: F812B533
--------------------------Database--------------------------
Name: Axelay
Country: USA Version: 1.0
Port 1: Gamepad Port 2: Gamepad
Gradius III
Bug Type: gfx
Summary: "pop in" gfx during game intro.
---------------------Internal ROM Info----------------------
File: Gradius III (U).SWC
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
Bugs verified on 1.40 RC1
Rig Specs:
P4 2.8Ghz HT
512 meg of DDR400
Radeon 9600XT
Intel MB model D865PERL w/built in Soundmax audio
WinXP Pro SP2 w/all updates
Last edited by denzilla on Tue Dec 07, 2004 2:37 am, edited 5 times in total.