The Legend of Zelda (Probably not a bug)
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The Legend of Zelda (Probably not a bug)
NSRT v3.3 RC2 - Nach's SNES ROM Tools
---------------------Internal ROM Info----------------------
File: /Program Files/ZSNES/Games/Legend of Zelda, The - A Link to the Past (U).swc
Name: THE LEGEND OF ZELDA Company: Nintendo
Header: SWC Bank: LoROM
Interleaved: No SRAM: 64 Kb
Type: Normal + Batt ROM: 8 Mb
Country: USA Video: NTSC
ROM Speed: 200ns (SlowROM) Revision: 1.0
Checksum: Good 0xAF0D CRC32: 777AAC2F
MD5: 608C22B8FF930C62DC2DE54BCD6EBA72
I was using the 11/7 WIP to play Zelda and I just reached the tower at the end of the game. There's a puzzle where you have to walk over a pit on a series of invisible tiles and I noticed something. Looking at my LCD from the edge the tiles aren't actually invisible. It's possible to see not-quite black lines around the edges. Is this a problem with colors in ZSNES or is this accurate emulation? I don't have my SNES on me to check to see if the original game was like this.
---------------------Internal ROM Info----------------------
File: /Program Files/ZSNES/Games/Legend of Zelda, The - A Link to the Past (U).swc
Name: THE LEGEND OF ZELDA Company: Nintendo
Header: SWC Bank: LoROM
Interleaved: No SRAM: 64 Kb
Type: Normal + Batt ROM: 8 Mb
Country: USA Video: NTSC
ROM Speed: 200ns (SlowROM) Revision: 1.0
Checksum: Good 0xAF0D CRC32: 777AAC2F
MD5: 608C22B8FF930C62DC2DE54BCD6EBA72
I was using the 11/7 WIP to play Zelda and I just reached the tower at the end of the game. There's a puzzle where you have to walk over a pit on a series of invisible tiles and I noticed something. Looking at my LCD from the edge the tiles aren't actually invisible. It's possible to see not-quite black lines around the edges. Is this a problem with colors in ZSNES or is this accurate emulation? I don't have my SNES on me to check to see if the original game was like this.
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The only way you could see the invisible tiles on a real cart is if you used Ether, and they'll come up during the spell cast, and you'd have to memorize where the tiles are so you can make an informed decision as where to go next.
If you're in Ganon's Castle, there's a couple places where you light the torch and the invisble patchs come up for a short time.
I used to play this game a WHOLE lot, so I'd know. :p
If you're in Ganon's Castle, there's a couple places where you light the torch and the invisble patchs come up for a short time.
I used to play this game a WHOLE lot, so I'd know. :p
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
NSRT here.
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- ZSNES Shake Shake Prinny
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A screenshot would help.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Sorry for the large file size, I had to save it uncompressed or else it would lose some color depth. The image on the top is the default tile puzzle when invisible. On the bottom I've lit the torch and made the tiles visible. On my recent playthrough I noticed that even when the tiles are invisible it's still possible to see a faint outline. When I checked it in an image editor it told me that the black background was actually #000400 and the edges of the invisible tiles were #000000. You might have to zoom in to see the difference between the two colors. I only noticed it because I glanced at my LCD from an angle. I just wanted to confirm that there isn't a problem with the colors in ZSNES. For all I know it was already like that in the original game.


Last edited by Palin on Fri Nov 11, 2005 5:19 pm, edited 1 time in total.
After upping the brightness and contrast of your image I can see it, but to the naked eye it's not really visible, especially seeing as how this game was played on a TV, where you don't see half the color differences you do on a PC LCD screen (one of the reasons why SNES games are only meant to be played on CRT TV's - lessening the "color bands" effect).
Of course, I don't know if it actually is a bug, but I get the feeling it was that way on the console. I guess the only way to be sure would be to use a TV capture card and a real SNES, and enhance the image.
Of course, I don't know if it actually is a bug, but I get the feeling it was that way on the console. I guess the only way to be sure would be to use a TV capture card and a real SNES, and enhance the image.
[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]
Aerdan wrote: Get a decent image editor and/or pngcrush and don't give me that shit about 'lossy if compressed', because it's only lossy if your editor sucks the cock, which it apparently does.
Capiche?
*scratches head*
I was using Adobe Photoshop CS (8.0) and I used PNG-24 instead of PNG-8 because the compression was deciding to combine #000000 and #000400 into one color. Usually this would be fine being that the visual difference between those two is nil, but it defeated the whole point of posting the screenshot.
That's what I was thinking. I figured it would be easier to ask the devs then to get ahold of my old SNES and a capture card.blackmyst wrote: Of course, I don't know if it actually is a bug, but I get the feeling it was that way on the console. I guess the only way to be sure would be to use a TV capture card and a real SNES, and enhance the image.
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You could've just used ZSNES' screenshot feature (via F1 menu / hotkey).
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Oh for crying out loud, shut the fuck up Aerdan.
"The rod up that guy's ass must have a rod up its ass".
At any rate, I don't recall the path being visible on the real snes, but then again TV picture quality isn't nearly as clear as on a monitor. Plus if your TV isn't set properly, slight differences in colour may not be noticable (for instance, the hidden tunnels in FF2).
"The rod up that guy's ass must have a rod up its ass".
At any rate, I don't recall the path being visible on the real snes, but then again TV picture quality isn't nearly as clear as on a monitor. Plus if your TV isn't set properly, slight differences in colour may not be noticable (for instance, the hidden tunnels in FF2).
<pagefault> i'd break up with my wife if she said FF8 was awesome
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DOS support PNG last I checked.Aerdan wrote:Certain platforms being utterly shitty.
*coughDOScough*
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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- ZSNES Shake Shake Prinny
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Ok, I checked carefully on the real hardware and the (F) ROM doesn't have this subtle difference. The background is exactly of the same colour as the platform when it is invisible.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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Did you play with the contrast when you got up to that part to be 100% certain?grinvader wrote:Ok, I checked carefully on the real hardware and the (F) ROM doesn't have this subtle difference. The background is exactly of the same colour as the platform when it is invisible.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Adding my two cents.
This isn't based on any real proof, but... 000000 -> 000400 means green is set to 0 on one, set to 1 on the other (BGR555 format).
One of the things Overload's palette color curve did was make the dark half of the palette curve biased towards darker colors. This result made palette colors 0 and 1 end up as 0.
The reason I bring it up is because the color curve option looks a hell of a lot closer to TV output (a little darker, but less so than the before is brighter). It might be a good idea to add it to ZSNES too, its a trivial addition and would eliminate this problem.
The effect is way more noticeable on CRTs than LCD panels, btw.
This isn't based on any real proof, but... 000000 -> 000400 means green is set to 0 on one, set to 1 on the other (BGR555 format).
One of the things Overload's palette color curve did was make the dark half of the palette curve biased towards darker colors. This result made palette colors 0 and 1 end up as 0.
The reason I bring it up is because the color curve option looks a hell of a lot closer to TV output (a little darker, but less so than the before is brighter). It might be a good idea to add it to ZSNES too, its a trivial addition and would eliminate this problem.
The effect is way more noticeable on CRTs than LCD panels, btw.
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- ZSNES Shake Shake Prinny
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Nach wrote:Did you play with the contrast when you got up to that part to be 100% certain?
Pretty much, yeah.grinvader wrote:I checked carefully
All tones for hyperbright to ultradark yield the exact same colours for background and platform. And since I can see this difference easily, I could've seen it on my TV.
byuu, I do not believe a post-rendering colour filter would help. If the colours are supposed to be the same then it's probably a bug in zsnes (if the U version is the same as the F one on this stuff).
Of course now to have a scientific approach I should play LttP in bsnes and see what's up without the colour curve - I'll do it eventually...
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
badinsults wrote:Plus if your TV isn't set properly, slight differences in colour may not be noticable (for instance, the hidden tunnels in FF2).
I run ZSnes on my Sony Trinitron made around that year, and I can see the hidden tunnels in FF2. And I find the difference pretty obvious.Lizking wrote:anyway,
Chances are it's supposed to be like that. the color difference is so slight that theres no way anybody would be able to notice it on a TV made in 1992
The pouiller the better
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The FF2u 'secret' tunnels are secret only in the real FF4.
FF4 easytype and FF2u both have clearly visible colour changes to point out the "secrets".
It's supposed to be seen.
Not the LttP platforms.
FF4 easytype and FF2u both have clearly visible colour changes to point out the "secrets".
It's supposed to be seen.
Not the LttP platforms.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)