ZSNES 1.40 RC1 Bugs/Discussion

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ipher
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ZSNES 1.40 RC1 Bugs/Discussion

Post by ipher »

Since RC1 is out, i think we need a dedicated topic for bug reports.

Any bugs you find in RC1 that is NOT in the 10/24 versions should be reported here.
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Cecil
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Post by Cecil »

I know that this topic is for bugs, but I have a quick question before I try it out. Any other posts I make in this topic will stay on-topic. I'm browsing the zip file right now, and I wonder what the UPX file is for. That's all.
System Specs:

2.2GHz Athlon64 X2 4400+, 2GB DDR 400 SDRAM
EVGA Geforce 7600GT 256MB
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Nach
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Post by Nach »

Ignore it.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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blackmyst
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Post by blackmyst »

Code: Select all

---------------------Internal ROM Info----------------------
       File: Street Fighter Alpha 2 (U).SFC
       Name: STREET FIGHTER ALPHA2 Company: Nintendo
     Header: NSRT                     Bank: LoROM
Interleaved: No                       SRAM: 0 Kb
       Type: S-DD1                     ROM: 32 Mb
    Country: USA                     Video: NTSC
  ROM Speed: 120ns (FastROM)       Version: 1.0
   Checksum: Good 0xDB9A             CRC32: 9C59DDFF
--------------------------Database--------------------------
   Name: Street Fighter Alpha 2
Country: USA                    Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
-------------------------NSRT Header------------------------
Version: 2.2
 Port 1: Gamepad                 Port 2: Gamepad
There are two blue pixels about 2/3 down in the middle of the screen during any fight. They appear more to the left during the word "fight!"

That is all.

(Edit: gah, I just checked with the previous version and it's there too. I was absolutely sure I hadn't seen it before. Sorry. :? )
Last edited by blackmyst on Tue Dec 07, 2004 6:16 am, edited 2 times in total.
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xinok

Post by xinok »

It seems to be impossible to turn off the gaussian interpolation under the sound options. This bug has existed ever since I first tested the ZSNES WIPs, and still exists in 1.40 RC1.
ipher
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Post by ipher »

The UPX file is a leftover junk file from UPX (used to compress the exe). 0 bytes, so it won't take any room on your HDD, but its safe to delete.
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FistOfFury
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Post by FistOfFury »

I can check and uncheck the guassian box, which OS version did you download? Maybe it's a problem with a different OS. I'm using the windows one, and I'm on windows 98SE.

On sidenote, holy fuck, are my eyes decieving me? SFA2 is working without the g-packs? Wow, a big congratz! I was about to go to sleep, but been playing SFA2 on elite zsnes 1.40 RC1 instead lol
xinok

Post by xinok »

FistOfFury wrote:I can check and uncheck the guassian box, which OS version did you download? Maybe it's a problem with a different OS. I'm using the windows one, and I'm on windows 98SE.
Using Windows XP Pro SP2
It turns back on if I go back to playing the game or restart ZSNES.
Edit: Deleting zguicfgw.dat fixed the problem.
adventure_of_link
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Concerning IPS Patching

Post by adventure_of_link »

OS: Windows XP Home, SP2
Intel Celeron Processor, 2.7GHz
256MB DDR-SDRAM
Intel 82810 GL/GE/PV (mabey a few other things?) Gfx controller
DirectX 9.0c
ZSnes 1.4 RC1
(If this has already been solved, my bad, delete this post)
It seems that I've found the problem that causes ZSnes to not automatically apply the patch the ROMs. Somehow, the patches are related to the Save folder. For instance, when I first setup ZSnes 1.4 RC1, I didn't set the save directory, so it assumed I wanted to put the saves in my ROM folder. I run Treasure of the Rudras, BOOM! IPS Patched, and ready to go. Then I go back into the config file, set my save directory, run TotR again, and it wasn't patched. :cry: I'm not sure if this has been existant in the WIPs or not, but I thought I should bring this to the Dev's attention.
PS: when I get home, I'll put up NSRT output, I'm in college right now
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
Nach
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Post by Nach »

IPS files have to go into the save directory or the zip file with the ROM.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
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adventure_of_link
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Post by adventure_of_link »

Okay, I didn't know that, as far as ZSnes goes anyway. :oops: Maybe we need to update the patching FAQ sticky to mention this...
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
grinvader
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Post by grinvader »

Nach wrote:IPS files have to go into the save directory or the zip file with the ROM.
I can't get my ips files to work when they're in the savedir. They have to be in the romdir for zsnes to autopatch.
Here's some more info:

zsnesl 1.36 - autopatches when IPS in savedir with name fitting the ROM's name
zsnesl CVS - autopatches when IPS in romdir fitting the archive's name
Example:
SD3.smc in Seiken3.zip, in /snes/roms
Seiken3.srm created in /snes/saves

zsnesl 1.36 - put SD3.ips in /snes/saves/
zsnesl CVS - put Seiken3.ips in /snes/roms/

# Using zsnesl CVS (not 1.40 RC1 !)

- Other issue - major pain in the butt
Memory leak in rom load code. I ate my whole memory loading the same rom over and over. Launch top and see for yourself.
It looks like the rom is unzipped to memory, but memory is not freed when ROM is closed.
Free the mallocs !! :mrgreen:

-- Big thanks to whoever fixed something - Bushi Seiryuden's intro now scrolls fine in new graphics engine.

--- Illusion of Gaia intro - mode 7 error. Just as the intro ends, zooming on babel's tower.

---- no problems found so far with Star Ocean. No blue dots. Big thanks for that, too.

----- no problems found with inputs #1-5.
皆黙って俺について来い!!

Code: Select all

<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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Nach
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Post by Nach »

I'll have to fix this patch problem.
Memory leak...
I don't think I changed anything about that, will take a look and see what's going on.

Some things also seem to behave better when using release grade options.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
Insane Coding
FistOfFury
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Post by FistOfFury »

xinok wrote:
FistOfFury wrote:I can check and uncheck the guassian box, which OS version did you download? Maybe it's a problem with a different OS. I'm using the windows one, and I'm on windows 98SE.
Using Windows XP Pro SP2
It turns back on if I go back to playing the game or restart ZSNES.
Edit: Deleting zguicfgw.dat fixed the problem.
Mine doesn't do that.........weird
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Post by AspiringSquire »

In ZSNES 1.40 RC1 (Win32), some of my sram saves are incompatible with those created by 10/24 WIP; specifically Super Mario All-Stars (U) and Super Mario All-Stars & Super Mario World (U) won't load the old save data. Even when loading a save state made by 10/24 WIP then saving, the data is not saved to the sram file (with or without the sram check+save option). Playing from the beginning of any game and saving does work, though. There was this same problem when changing to 10/24 WIP from 10/19, but I had assumed it was because of a problem in 10/19 being fixed.
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Post by Nach »

Any chance that the files aren't in the directory it's expecting?
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
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AspiringSquire
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Post by AspiringSquire »

No. All of the directories have always stayed at the default settings.
[url=http://board.zsnes.com/phpBB2/viewtopic.php?t=3298][color=brown]My [u]NES palette[/u][/color][/url] - better colors with any emulator.

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Nach
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Post by Nach »

AspiringSquire wrote:No. All of the directories have always stayed at the default settings.
Perhaps, but that doesn't mean recent ZSNES build haven't been acting differently about that.

Yes I do know about the two copies of SRAM problem, I'm going to try to find the cause of it later this week.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
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AspiringSquire
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Post by AspiringSquire »

Nach wrote:Yes I do know about the two copies of SRAM problem, I'm going to try to find the cause of it later this week.
This isn't related to having two copies of SRAM, as far as I can tell. It's more like the way the save data is stored in the file or in memory has changed, so 10/24 version data can't be saved/read properly (for the two games mentioned) by the current WIP.
[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."
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Jonas Quinn
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Post by Jonas Quinn »

The .dat files for the SDD1-data should no longer be created.
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Post by grinvader »

My save of Super Mario All Stars + World, made with an oooold WIP, is perfectly loaded in current RC and WIP.

Maybe, try erasing your config files (zsnes*.cfg and zguicfg*.dat). That fixed an evil bug on my side, maybe it'll help you.
皆黙って俺について来い!!

Code: Select all

<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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Nach
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Post by Nach »

S-DD1 graphics shouldn't be logged either, but I don't think I have time to handle all this before the release. If someone else decides to step foward and help, then I'll make sure it's taken care of.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
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AspiringSquire
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Post by AspiringSquire »

I went back and tried making saves with the 06/09 WIP to be loaded in the RC1 WIP, and it works. This proves to me that the 10/24 WIP did have some SRAM issues, though. My save states made by 10/24 WIP for Mario All-Stars have been rendered useless! Arrgh...

Apparently there's nothing else that needs fixing with that. Thanks, guys. :)
[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."
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TheMyriad
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Problem with Tokimeki Memorial v1.0

Post by TheMyriad »

Hi, I'm new here, so hopefully this would be a useful bug-report:

I found a bug with RC1 that doesn't seem to occur in v1.36, for Tokimeki Memorial v1.0 (there's apparently a 1.1 as well, but the bug occurs in both)

At some point in the middle of the game, parts of the screen will turn black. This actually happens slowly over a few frames (and possibly in response to keyboard input)

The easiest way to reproduce this is to put the game's cursor over one of the buttons, set it into Turbo mode, then just click whenever you're prompted for a response.

Code: Select all

File: Tokimeki Memorial v1.0.smc Header: Yes
TOKIMEKI MEMORIAL       TYPE:NORMAL     
INTERLEAVED:No    BANK:Lo    CHKSUM:OK  
VIDEO:NTSC                CRC32:6A3CCEB1
There's also a problem in the ending-sequence for the game, in v1.36, where the game would crash. It didn't occur with snes9x, and seems improved with v1.40-RC1 but I'd have to investigate a little further.

Thanks, guys!

P.S. Kreed's filters and the new HQ filters look great! How do those work?
phestsr

Compilation problem

Post by phestsr »

I'm running into this problem:

nasm -w-orphan-labels -D__LINUX__ -f elf -DELF -D__OPENGL__ -O1 -o endmem.o endmem.asm
nasm -w-orphan-labels -D__LINUX__ -f elf -DELF -D__OPENGL__ -O1 -o init.o init.asm
make: *** No rule to make target `jma/zsnesjma.h', needed by `initc.o'. Stop.

It seems like there must be a directory called "jma" with some files inside, but instead there is just one file called jma (not jma.h nor jma.c):

[phestar@casa src]$ ls -l jma
-rw-r--r-- 1 phestar users 76242 Dec 5 01:36 jma

Am I doing something wrong? Should I get the JMA files from another place?
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