Post v1.42 ZSNES WIPs
Moderator: ZSNES Mods
trying to fit 12oz can of beer in a standard envelope... hmmm...needs more tape. great job by the way.
~DEFIANT
~DEFIANT
[img]http://img259.imageshack.us/img259/2365/pirateuserbartv2.jpg[/img]
E=mc²
"People should not be afraid of their governments, governments should be afraid of their people." -V
[url=http://sc2.sourceforge.net/]The Ur-Quan Masters[/url]
E=mc²
"People should not be afraid of their governments, governments should be afraid of their people." -V
[url=http://sc2.sourceforge.net/]The Ur-Quan Masters[/url]
I've been building it for a weeks or more. Ever since they put in the preliminary MinGW stuff. I even found and used the patch that TRAC talked about for NASM which isn't needed anymore. The only issue (like Noxious Ninja says) is that MSYS uses rm -f and / like in standard unix systems but the current win32 makefile cleanup seems to be set up for usage in a Command Window.Noxious Ninja wrote:I did have one legitimate problem with it, but it ended up being rm, not make. I had to use rm -f instead of just rm, or it would kill make on file not found. After fixing that, it works beautifully.Vareni Stargazer wrote:Nach thinks MSYS's make sucks, for some reason he has yet to inform me of.Noxious Ninja wrote:I've been doing it for about a week now... contrary to what Nach says, I've had zero problems using MSYS.IceFox wrote:Heh, and I just started compiling ZSNES myself just yesterday.Unless there are hidden errors I'm not aware of.
I rarely have problems building programs with MinGW. Many gnu programs can build as long as it's not dependant on critical POSIX stuff. heh.
Thanks to a lot of people supporting MinGW it's become a very useful compiler platform for Windows.
/Ieremiou
EDIT: I forgot objfix.exe is missed during the makefile clean.
-
- Dark Wind
- Posts: 1271
- Joined: Thu Jul 29, 2004 8:58 pm
- Location: Texas
- Contact:
I made a little change to the makefile which takes care of that.ieremiou wrote:I've been building it for a weeks or more. Ever since they put in the preliminary MinGW stuff. I even found and used the patch that TRAC talked about for NASM which isn't needed anymore. The only issue (like Noxious Ninja says) is that MSYS uses rm -f and / like in standard unix systems but the current win32 makefile cleanup seems to be set up for usage in a Command Window.
http://board.zsnes.com/phpBB2/viewtopic ... 6812#36812
[u][url=http://bash.org/?577451]#577451[/url][/u]
I already modified the makefile.ms to work in MSYS properly on cleanup. I was just mentioning it again. That's all.
I already know how to build ZSNES with MinGW/MSYS because I had all the libraries already built ahead of time since I build DOSBox which has zlib and libpng support for fun and test since I'm more interested in MS-DOS emulation. I've never had to use any other make program other than the one that comes with MSYS and the MSYSDEVKIT. I also updated my autotools except autogen since that requires extra work which I've not been able to figure out yet.
It built flawlessly the first time I did it but then it crashed at runtime so I asked about that and found out about the NASM/Trac Patch and updated it for the latest NASM 98.39 that was released.
Then I've built it flawlessly ever since. (except for the very latest CVS additions because the new symbols used in vcache.asm aren't defined yet.)
/Ieremiou
I already know how to build ZSNES with MinGW/MSYS because I had all the libraries already built ahead of time since I build DOSBox which has zlib and libpng support for fun and test since I'm more interested in MS-DOS emulation. I've never had to use any other make program other than the one that comes with MSYS and the MSYSDEVKIT. I also updated my autotools except autogen since that requires extra work which I've not been able to figure out yet.
It built flawlessly the first time I did it but then it crashed at runtime so I asked about that and found out about the NASM/Trac Patch and updated it for the latest NASM 98.39 that was released.
Then I've built it flawlessly ever since. (except for the very latest CVS additions because the new symbols used in vcache.asm aren't defined yet.)
/Ieremiou
-
- ZSNES Developer
- Posts: 3904
- Joined: Tue Jul 27, 2004 10:54 pm
- Location: Solar powered park bench
- Contact:
No reason to delete it on clean. It's about as useful as deleting NASM on clean.ieremiou wrote: EDIT: I forgot objfix.exe is missed during the makefile clean.
nasm -f win32 + objfix == nasm -f gnuwin32
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
Insane Coding
_____________
Insane Coding
-
- Dark Wind
- Posts: 1271
- Joined: Thu Jul 29, 2004 8:58 pm
- Location: Texas
- Contact:
Out of curiosity, why did you switch to using another utility versus having GNUWIN32 support directly in NASM? I imagine you wanted to be able to use the official NASM, but wouldn't they be willing to add support in?Nach wrote:No reason to delete it on clean. It's about as useful as deleting NASM on clean.ieremiou wrote: EDIT: I forgot objfix.exe is missed during the makefile clean.
nasm -f win32 + objfix == nasm -f gnuwin32
[u][url=http://bash.org/?577451]#577451[/url][/u]
-
- ZSNES Developer
- Posts: 3904
- Joined: Tue Jul 27, 2004 10:54 pm
- Location: Solar powered park bench
- Contact:
Since people get the official NASM. Also, I discussed writing objfix with TRAC, and had nothing to do with the creation of the GNUWIN32 NASMNoxious Ninja wrote: Out of curiosity, why did you switch to using another utility versus having GNUWIN32 support directly in NASM?

TRAC submitted the GNUWIN32 patch ~2 years back on the NASM forum, no takers. There also is the question as to who is at fault, MinGW or NASM?Noxious Ninja wrote: I imagine you wanted to be able to use the official NASM, but wouldn't they be willing to add support in?
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
Insane Coding
_____________
Insane Coding
Re: Post v1.42 ZSNES WIPs
ZSNES 2/02 WIP is now available at ipher's WIP Site
Whats New:
2/2/05
ALL: Rewind uses less RAM [Nach]
ALL: Netplay fixes round 2 [grinvader, Nach]
SRC: Ported asm to C [Aerdan, grinvader, Nach]
ALL: Removed unused code, sped up ZSNES [grinvader, Nach]
GUI: Updated about box. [pagefault]
GUI: Thumbnail for save states is now only generated if there. [Nach]
Whats New:
2/2/05
ALL: Rewind uses less RAM [Nach]
ALL: Netplay fixes round 2 [grinvader, Nach]
SRC: Ported asm to C [Aerdan, grinvader, Nach]
ALL: Removed unused code, sped up ZSNES [grinvader, Nach]
GUI: Updated about box. [pagefault]
GUI: Thumbnail for save states is now only generated if there. [Nach]
[url=http://www.ipherswipsite.com]ipher's WIP Site[/url]
-
- Born to Rule... Impatiently
- Posts: 265
- Joined: Wed Nov 17, 2004 8:21 pm
- Location: Everywhere I want to be.
- Contact:
Heh. And I only just compiled my own 'zsnesw.exe'. 
At least the WIP is more up-to-date.
Great work, as always.

At least the WIP is more up-to-date.

Great work, as always.
[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]
-
- Born to Rule... Impatiently
- Posts: 265
- Joined: Wed Nov 17, 2004 8:21 pm
- Location: Everywhere I want to be.
- Contact:
A new bug has appeared in this WIP. Super Metroid freezes at this exact frame if you don't skip the intro:

If you skip the intro, go to the file selection screen, and then wait, it freezes there also. Note that the music continues playing and ZSNES is still functional in every other way (i.e. no crash).
While there is no freezing in the 01/31 WIP, the video 'jumps' at that same moment.

If you skip the intro, go to the file selection screen, and then wait, it freezes there also. Note that the music continues playing and ZSNES is still functional in every other way (i.e. no crash).
While there is no freezing in the 01/31 WIP, the video 'jumps' at that same moment.
[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 Developer
- Posts: 3904
- Joined: Tue Jul 27, 2004 10:54 pm
- Location: Solar powered park bench
- Contact:
I can't replicate the problem.AspiringSquire wrote:A new bug has appeared in this WIP. Super Metroid freezes at this exact frame if you don't skip the intro:
If you skip the intro, go to the file selection screen, and then wait, it freezes there also. Note that the music continues playing and ZSNES is still functional in every other way (i.e. no crash).
While there is no freezing in the 01/31 WIP, the video 'jumps' at that same moment.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
Insane Coding
_____________
Insane Coding
-
- Born to Rule... Impatiently
- Posts: 265
- Joined: Wed Nov 17, 2004 8:21 pm
- Location: Everywhere I want to be.
- Contact:
I tried some different things, including starting ZSNES fresh (no config files), and I traced the bug back to 'SRAM Check+Save'. Only when it is enabled does the freezing occur.
[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 Developer
- Posts: 3904
- Joined: Tue Jul 27, 2004 10:54 pm
- Location: Solar powered park bench
- Contact:
Just wondeful...
I'll try to look into this check + save option then.
*Nach grumbles about annoying options he's never used before
I'll try to look into this check + save option then.
*Nach grumbles about annoying options he's never used before
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
Insane Coding
_____________
Insane Coding
-
- ZSNES Developer
- Posts: 3904
- Joined: Tue Jul 27, 2004 10:54 pm
- Location: Solar powered park bench
- Contact:
Fixed, thanks for the report.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
Insane Coding
_____________
Insane Coding
-
- Born to Rule... Impatiently
- Posts: 265
- Joined: Wed Nov 17, 2004 8:21 pm
- Location: Everywhere I want to be.
- Contact:
That's the spirit.Nach wrote:Just wondeful...
I'll try to look into this check + save option then.
*Nach grumbles about annoying options he's never used before

Thanks for the fix.
[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]
http://zsnes.ownsjoo.info/~pagefault/zsnesw.zip
Give it a go and let me know how netplay performs. Built with CVS as of now.
Stuff fixed
- Lots of misc netplay bugs fixed [pagefault]
- Minor improvements to ZMV sync (still not perfect, please don't yell at me)
- ZSNES Debugger v0.01 is now enabled but doesn't do much yet [pagefault]
- Fixed some sprite corruption issues in some Squaresoft games (CT & SoE) [pagefault]
- Minor speedups [pagefault]
- About box updated [pagefault]
grinvader and ipher have been inducted into the "l33t" group known as "Assistant Coders" so give them a pat on the back.
This is provided as is. Don't bother me if something doesn't work.
Give it a go and let me know how netplay performs. Built with CVS as of now.
Stuff fixed
- Lots of misc netplay bugs fixed [pagefault]
- Minor improvements to ZMV sync (still not perfect, please don't yell at me)
- ZSNES Debugger v0.01 is now enabled but doesn't do much yet [pagefault]
- Fixed some sprite corruption issues in some Squaresoft games (CT & SoE) [pagefault]
- Minor speedups [pagefault]
- About box updated [pagefault]
grinvader and ipher have been inducted into the "l33t" group known as "Assistant Coders" so give them a pat on the back.
This is provided as is. Don't bother me if something doesn't work.
-
- ZSNES Developer
- Posts: 3904
- Joined: Tue Jul 27, 2004 10:54 pm
- Location: Solar powered park bench
- Contact:
Just wanted to mention two things pf forgot as changes since ipher's last WIP, since they were both mentioned here.
F1/F3 menu's now included in CPU usage fix. [pagefault]
Fixed register overwriting when using Check SRAM+Save. [Nach]
And please don't report any JMA or Burn filter bugs with pagefault's build.
F1/F3 menu's now included in CPU usage fix. [pagefault]
Fixed register overwriting when using Check SRAM+Save. [Nach]
And please don't report any JMA or Burn filter bugs with pagefault's build.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
Insane Coding
_____________
Insane Coding
-
- ZSNES Developer
- Posts: 6747
- Joined: Tue Dec 28, 2004 6:47 am
A really bad bug:
When you define where you saved your states.. after the next time ZSNES runs and closes, the savepath is empty.
To reproduce:
Run ZSNES, defined save path in GUI. Manually save config, then close.
Run ZSNES again, then close.
Run ZSNES and look at the save path in GUI... it is pointed to the ZSNES directory.
To reproduce differently:
Edit the .cfg file and define the savepath.
Run ZSNES, then close.
Edit the .cfg file, the savepath is undefined.
This occurs in the 2/02 WIP (this did not occur before in the 1/31 WIP and previous)
When you define where you saved your states.. after the next time ZSNES runs and closes, the savepath is empty.
To reproduce:
Run ZSNES, defined save path in GUI. Manually save config, then close.
Run ZSNES again, then close.
Run ZSNES and look at the save path in GUI... it is pointed to the ZSNES directory.
To reproduce differently:
Edit the .cfg file and define the savepath.
Run ZSNES, then close.
Edit the .cfg file, the savepath is undefined.
This occurs in the 2/02 WIP (this did not occur before in the 1/31 WIP and previous)
-
- ZSNES Developer
- Posts: 3904
- Joined: Tue Jul 27, 2004 10:54 pm
- Location: Solar powered park bench
- Contact:
Thanks, I'll look into it. Guess my previous fix wasn't as good as I thought.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
Insane Coding
_____________
Insane Coding