Last 2 scan lines missing (3 examples)+other stuff
Moderator: ZSNES Mods
Last 2 scan lines missing (3 examples)+other stuff
Hello! I am really enjoying your emulator...
First post alert! :*)
All problems here present in:
ZSNES 1.42 official
ZSNES WIP pre 1.43 5/19/05
used SNES9X for comparison version 1.43 (last release)
The last 2 pixel lines are missing....
Killer instinct:last scan lines missing
(cut off Rare "R" at open screen-Snes9x shows the missing lines)
Name: KILLER INSTINCT (E)!
Speed: 31/FastROM
ROM Map: HiROM
Type: 00
Kart contents: ROM only
Header ROM Size: 32Mbits
Calculated ROM Size: 32 Mbits
SRAM size: 0KB (0Kbit)
Actual Checksum: 850A
Header Checksum: 850A
Header Checksum Compliment: 7AF5
Output: PAL 50Hz
CRC32: 3D7252D4
Licensee: Nintendo
ROM Version: 1.0
Daffy Duck:Marvin missions-jumpy far backgrounds
(see first auto-demo section)
Checked on Snes9x...same rom, far background OK,
also shows 2 extra lines at the bottom! (see open logo position
when it stops moving down-compare the last red line)
Daffy Duck - The Marvin Missions (U).zip
Name: DAFFY DUCK: MARV MISS
Speed: 30/FastROM
ROM Map: LoROM
Type: 00
Kart contents: ROM only
Header ROM Size: 8Mbits
Calculated ROM Size: 8 Mbits
SRAM size: 0KB (0Kbit)
Actual Checksum: D059
Header Checksum: D059
Header Checksum Compliment: 2FA6
Output: NTSC 60Hz
CRC32: 5F02A044
Licensee: Sunsoft
ROM Version: 1.0
Hysteria (A good PD SNES shoot-em up from 1995)
I realize PD games do some odd things, non-standard code, etc. So nothing may be officially
"Broken" here. In ZSNES, the enemy ship movements, explosions, shots, even the collision detection to
your shots is REALLY slow. Your ship is not affected and moves normally,
as does the scrolling background, music, etc.
There is also a Bubble "stuck" on the start game screen upper left corner.
There also seems to be 2 scan lines missing on the bottom here too, compare the "CreDit" at
the bottom to the Snes9X display.
Snes9x plays it right speed, with no stuck bubble.
Name: HYSTERIA
Speed: 30/FastROM
ROM Map: LoROM
Type: 00
Kart contents: ROM only
Header ROM Size: 16Mbits
Calculated ROM Size: 4 Mbits
SRAM size: 0KB (0Kbit)
Actual Checksum: 4079
Header Checksum: 0000
Header Checksum Compliment: 0000
Output: PAL 50Hz
CRC32: 13BD5490
Licensee: Nintendo
ROM Version: 1.32
I just noticed something...ZSNES outputs frames at 50 or 60 hertz, right? But
that is only needed for interlaced screens, where each field (1/30) can have different data.
A non-interlaced screen has the SAME data, shown twice for each frame.
So can the emulator just output at 25 or 30 FPS and look fine?
All said and done, I am very impressed with ZSNES, it can play FAR more PD and DEMO stuff right now
VS. Snes9X! It also seems to run faster! Keep up the good work!
Thanks,
Trying to help!
First post alert! :*)
All problems here present in:
ZSNES 1.42 official
ZSNES WIP pre 1.43 5/19/05
used SNES9X for comparison version 1.43 (last release)
The last 2 pixel lines are missing....
Killer instinct:last scan lines missing
(cut off Rare "R" at open screen-Snes9x shows the missing lines)
Name: KILLER INSTINCT (E)!
Speed: 31/FastROM
ROM Map: HiROM
Type: 00
Kart contents: ROM only
Header ROM Size: 32Mbits
Calculated ROM Size: 32 Mbits
SRAM size: 0KB (0Kbit)
Actual Checksum: 850A
Header Checksum: 850A
Header Checksum Compliment: 7AF5
Output: PAL 50Hz
CRC32: 3D7252D4
Licensee: Nintendo
ROM Version: 1.0
Daffy Duck:Marvin missions-jumpy far backgrounds
(see first auto-demo section)
Checked on Snes9x...same rom, far background OK,
also shows 2 extra lines at the bottom! (see open logo position
when it stops moving down-compare the last red line)
Daffy Duck - The Marvin Missions (U).zip
Name: DAFFY DUCK: MARV MISS
Speed: 30/FastROM
ROM Map: LoROM
Type: 00
Kart contents: ROM only
Header ROM Size: 8Mbits
Calculated ROM Size: 8 Mbits
SRAM size: 0KB (0Kbit)
Actual Checksum: D059
Header Checksum: D059
Header Checksum Compliment: 2FA6
Output: NTSC 60Hz
CRC32: 5F02A044
Licensee: Sunsoft
ROM Version: 1.0
Hysteria (A good PD SNES shoot-em up from 1995)
I realize PD games do some odd things, non-standard code, etc. So nothing may be officially
"Broken" here. In ZSNES, the enemy ship movements, explosions, shots, even the collision detection to
your shots is REALLY slow. Your ship is not affected and moves normally,
as does the scrolling background, music, etc.
There is also a Bubble "stuck" on the start game screen upper left corner.
There also seems to be 2 scan lines missing on the bottom here too, compare the "CreDit" at
the bottom to the Snes9X display.
Snes9x plays it right speed, with no stuck bubble.
Name: HYSTERIA
Speed: 30/FastROM
ROM Map: LoROM
Type: 00
Kart contents: ROM only
Header ROM Size: 16Mbits
Calculated ROM Size: 4 Mbits
SRAM size: 0KB (0Kbit)
Actual Checksum: 4079
Header Checksum: 0000
Header Checksum Compliment: 0000
Output: PAL 50Hz
CRC32: 13BD5490
Licensee: Nintendo
ROM Version: 1.32
I just noticed something...ZSNES outputs frames at 50 or 60 hertz, right? But
that is only needed for interlaced screens, where each field (1/30) can have different data.
A non-interlaced screen has the SAME data, shown twice for each frame.
So can the emulator just output at 25 or 30 FPS and look fine?
All said and done, I am very impressed with ZSNES, it can play FAR more PD and DEMO stuff right now
VS. Snes9X! It also seems to run faster! Keep up the good work!
Thanks,
Trying to help!
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Re: Last 2 scan lines missing (3 examples)+other stuff
Dunno about that one... But even if you're right, I'd guess changing the emulators wouldn't be worth the trouble.Ijustwanttohelp wrote:I just noticed something...ZSNES outputs frames at 50 or 60 hertz, right? But
that is only needed for interlaced screens, where each field (1/30) can have different data.
A non-interlaced screen has the SAME data, shown twice for each frame.
So can the emulator just output at 25 or 30 FPS and look fine?
vSNES | Delphi 10 BPLs
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Re: Last 2 scan lines missing (3 examples)+other stuff
Sorry, that's not how it works. The SNES renders a frame at 50 or 60 Hz, and either outputs it all (standard non-interlace mode) or outputs only half of it (interlace mode) to the TV.Ijustwanttohelp wrote:A non-interlaced screen has the SAME data, shown twice for each frame.
So can the emulator just output at 25 or 30 FPS and look fine?
Just tried the new WIP.....
SNKCUBE, I tried the 7/10/05 WIP, all issues I noted above are still present.
You know, my display window has what looks like 2 pixels of black on the bottom all the time, in any game, regardless of mode (pal/ntsc).
Is everyone else seeing this? maybe it's my set-up or something...
I am using a window to run the games.
Justtryingtohelp
You know, my display window has what looks like 2 pixels of black on the bottom all the time, in any game, regardless of mode (pal/ntsc).
Is everyone else seeing this? maybe it's my set-up or something...
I am using a window to run the games.
Justtryingtohelp
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#1 is ZSNES (256x238, one black line)
#2 is SNES9x (256x239, no black line)
PS: Look at the background colors!

EDIT: daffy's jumpy background

vSNES | Delphi 10 BPLs
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KI looks fine for me in ZSNES.
Although for some reason when I took a snapshot, the bottom line disappeared, and a black line appeared up top.
Still looks better than the above ZSNES shot though.

Regarding the Marvin Mission, ignore what Snes9x does since it has issues with it and uses hacks for that.
Although for some reason when I took a snapshot, the bottom line disappeared, and a black line appeared up top.
Still looks better than the above ZSNES shot though.

Regarding the Marvin Mission, ignore what Snes9x does since it has issues with it and uses hacks for that.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Re: Just tried the new WIP.....
Did you even bother to read the post right above yours?Ijustwanttohelp wrote:SNKCUBE, I tried the 7/10/05 WIP, all issues I noted above are still present.
You know, my display window has what looks like 2 pixels of black on the bottom all the time, in any game, regardless of mode (pal/ntsc).
Is everyone else seeing this? maybe it's my set-up or something...
I am using a window to run the games.
Justtryingtohelp
Anomie gave you the answer.
The SNES can output a NON INTERLACED images. Therefore it DOES need 50hz and 60hz frame output.Sorry, that's not how it works. The SNES renders a frame at 50 or 60 Hz, and either outputs it all (standard non-interlace mode) or outputs only half of it (interlace mode) to the TV.
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Well, I used the latest Windows WIP with no filters.Nach wrote:KI looks fine for me in ZSNES. [...]
Still looks better than the above ZSNES shot though.

That animated GIF is from ZSNES.Nach wrote:Regarding the Marvin Mission, ignore what Snes9x does since it has issues with it and uses hacks for that.
vSNES | Delphi 10 BPLs
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I didn't even look at the GIF till now, just read the text.creaothceann wrote:That animated GIF is from ZSNES.Nach wrote:Regarding the Marvin Mission, ignore what Snes9x does since it has issues with it and uses hacks for that.
What's the problem exactly?
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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The horizontal position of the second background jumps around, depending on where you're standing or what's going on in the background. Just play the first level, or watch the demo that starts from the title screen.Nach wrote:What's the problem exactly?
Happens with the (E) and (U) versions. CRC32: F8DEE029 / 5F02A044
vSNES | Delphi 10 BPLs
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Re: Last 2 scan lines missing (3 examples)+other stuff
already it's know.Ijustwanttohelp wrote:Daffy Duck:Marvin missions-jumpy far backgrounds
http://zsnes.ownsjoo.info/bugzilla/show_bug.cgi?id=77
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Sorry for my bad english...
Sorry for my bad english...