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Clements
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Post by Clements »

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.
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.
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Post by jdratlif »

Nach wrote:
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.
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?
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.
Here's something I just noticed:
$ 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.
Should that be changed? I'm just noticing this in the 10/24 WIP on Linux.
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Post by blackmyst »

Clements wrote:
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.
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.
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.
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Post by grinvader »

Super Mario All-Stars is one of the handful games properly ported to PAL50.
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Post by Agozer »

grinvader wrote:Super Mario All-Stars is one of the handful games properly ported to PAL50.
What are the others?
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Post by grinvader »

I don't have a list, but I think less than 10 games.
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Post by snkcube »

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

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
Specs: Windows XP Home SP2/P4 1.5 GHZ/256 MB RAM/ATi Radeon 9100 128 MB/DX 9.0C
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Post by webmaster »

i have version 1.36 windows verson all i get is a black box i have the newsest version of direct x (9.0) i redownladed zsnes 2 times still all i get is a black box my please help
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Post by Mexandrew »

Please get the latest WIP version here

And maybe DirectX 9 is giving you troubles. That's why I prefer DirectX 8.1
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Post by webmaster »

it works thanks a bundel
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Post by snkcube »

Wrong place to put that type of problem, but oh well.
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Post by illegal eagle »

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).

Image

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
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ZSNES-DOS sound issues

Post by AspiringSquire »

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 8)
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.
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Re: ZSNES-DOS sound issues

Post by grinvader »

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.)
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.

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Re: ZSNES-DOS sound issues

Post by AspiringSquire »

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.
That's exactly what I was talking about. I already knew how to work with it; it's just a bit annoying.

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.
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Thanks. :)
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Re: ZSNES-DOS sound issues

Post by grinvader »

AspiringSquire wrote:
grinvader wrote:[btw, nice avatar]
Thanks. :)
[It comes from Threads of Fate, a PS1 action-rpg that I really like.]
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Re: ZSNES-DOS sound issues

Post by Paul Bunyan »

grinvader wrote:
AspiringSquire wrote:
grinvader wrote:[btw, nice avatar]
Thanks. :)
[It comes from Threads of Fate, a PS1 action-rpg that I really like.]
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Post by -_pentium5.1_- »

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.
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ZSNES SRAM File - Unnecessary Modifying

Post by AspiringSquire »

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.
Last edited by AspiringSquire on Wed Nov 24, 2004 7:01 am, edited 1 time in total.
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Post by grinvader »

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:

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
Note: "snes9x 1.43WIP1 does it right' implies they're maybe using a hack.

Edit: forgot to add the links, duh.
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Post by illegal eagle »

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.
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Post by illegal eagle »

PS: The hotkey for the "Burning Effect" is the same as for "Trap Mouse Cursor", so it doesn't work.
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Post by Shogetsu »

Game Name: Milandra

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
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Post by denzilla »

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
Last edited by denzilla on Tue Dec 07, 2004 2:37 am, edited 5 times in total.
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Post by snkcube »

That's not a complete bug report. Follow the rules in the first page.
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