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Messages - Revenant

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General Discussion / Re: Most Well-remembered ROM Hack Contribution
« on: November 18, 2015, 09:33:44 pm »
I enjoyed seeing bsnes-plus getting use on one of puresabe's (the author of Rockman 4 Minus Infinity) hacking streams, which made me feel a little accomplished. I wonder what their thoughts on it are; if only there wasn't the language barrier there...

Game Grumps discovered my Kirby's Dream Course editor a while back, which I was happy about (like "finally, people are actually using this thing...") Since then a lot of their viewers made dozens of levels which have been really nice to see, because it makes all the time I wasted on that editor seem worthwhile. It was definitely a challenging game to use for my first serious attempt at a level editing tool, so seeing all that creative effort coming out of it is pretty rewarding.

(I know the OP only asked people to name one thing but whatever)

64-bit builds (including accuracy) are now available in the OP.

Going forward I'll probably keep publishing both 64 and 32-bit builds (but most likely only 64-bit for accuracy).

November 17, 2015, 06:21:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I've uploaded newer 64-bit builds which should be a fair bit faster than the previous ones (blame me not bothering to switch away from outdated sjlj-based tools until now...)

If you were experiencing slower emulation with the x64 builds (especially with coprocessor-based games) that shouldn't be an issue anymore.

It's been a while. Here's version 073+2. I didn't do everything with it that I actually wanted but I think it merits a new release at this point, and maybe this'll spur me to work on it more often. Download(s) in the original post.

Changelog [mostly scraped from commit messages in no particular order]:
Code: [Select]
Replaced original memory editor with a new, faster and better one [Revenant]
Added hotkeys for breaking and stepping in the debugger (F5 through F8) [Revenant]
Added new "Sound Viewer" window to tools menu [Revenant]
Removed "enable" checkbox from breakpoints, now enabled by R/W/X setting [Revenant]
Re-enabled quickload/save menus [Revenant]
Frame count added to CPU/SA1 traces [Revenant]
Fixed cycle timing issue introduced by debugger in previous release [Revenant]
Slightly improved SPC700, SA1 and SuperFX disassembly [Revenant]
Fixed MMIO mapping on SA1 bus (fixes crash with Marvelous and possibly others) [AWJ]
Various emulation, build, and other improvements [AWJ]
Backported various OpenGL, Direct3D, and rawinput fixes from bsnes 081+ [mziab]
Fixed potential GUI deadlock when Windows system menu is opened [Revenant]
Improved BPS/UPS/IPS soft patching support [mziab, Revenant]
snesreader no longer advertises RAR support that it doesn't actually have [mziab]
Backport newer File Extractor from VBA-M. LZMA2-compressed 7zip archives work now [mziab]
Various build fixes, mostly for clang / Mac OS [Optiroc, AWJ]
Nicer OSX app bundle (custom icon and retina support enabled) [Optiroc]

If there's something I was going to add / should have added but didn't, feel free to poke me about it anyway.

64-bit accuracy builds are still coming eventually.

Newcomer's Board / Re: Having some trouble applying an IPS patch
« on: August 08, 2015, 08:28:12 pm »
Probably, since Lunar Magic still expects ROMs to be headered (and will apparently will now add a header automatically to ROMs that don't have one).

I have no idea why it still does, since SNES copier headers haven't actually had any useful purpose (other than making distributing patches a hassle) for more than 15 years at this point, but that's probably a discussion for somewhere else.

I'm able to get the debugger to break at that address several times in a row when entering areas from the overworld or moving between maps (such as entering/leaving Mario's house). Make sure you have "SA-1 bus" selected as the breakpoint source and that it's set as an execute ("X") breakpoint.

HARVEST MOON SNES US smc with header


Moving from screen to screen. This address should fire when entering the farm during spring. The address show up as red in hex viewer. I've confirmed with Geiger's it does fire.

I don't ever see 80C520 being executed, but I can put a breakpoint on a similar-looking section of code right before that and it breaks as expected when entering the farm:

Would it be possible to get this to work more appropriately with Super Mario RPG as well?

There's a certain chunk(s?) that are clearly read but you cannot log them, trace them or anything.  It's like they don't exist even when it's clearly right in your face.  It's something to do with the SA-1 chip that causes the problem with emulators.  There's also a really awkward bit of forcing bank switching repeatedly instead of just flipping them all on to display all data. I'm not sure if that last one is really workable but the first part is EXTREMELY important as it makes debugging certain things impossible.

Can you be more specific?

Which ROM / what address / what were you doing to try to trip the breakpoint?

ROM Hacking Discussion / Re: [SNES] Tools
« on: July 31, 2015, 10:57:11 pm »
I'm also working on a newer bsnes-based debugger here: http://www.romhacking.net/forum/index.php/topic,19640.0.html

Hasn't been updated in a while, but I plan to continue working on it pretty soon.

Crossposting my reply from nesdev, because why not

Hopefully I'll be working on it soon now that things have been slowing down at work, which has been eating up most of my programming time lately; developing C++/Qt applications like this one (and my other main projects as of late) is also what I do for a living, and sadly I don't have an unlimited amount of time to put into the same general thing every single day :P

Gaming Discussion / Re: Strategy games for SNES
« on: July 01, 2015, 07:48:36 pm »
Both Majin Tensei games are really good

Gaming Discussion / Re: Need help identifying a golf game
« on: June 30, 2015, 01:01:54 am »
The game you're thinking of is "Nice de Shot" for the SFC.

The bad news is that that text isn't actually part of the game; a former tcrf.net co-admin and I were having some goofy discussion about the game's Engrishy title (and that of a different SFC golf game) and somehow it led to the creation of the two doctored screenshots you can still see in his signature at that link.

Gaming Discussion / Re: ZSNES has been comprimised.
« on: June 28, 2015, 09:28:49 pm »
By your logic, all Atari 2600 games should be totally bug-free, or the occurrence of bugs should be extremely unlikely.
How'd that work out in reality?

... Probably pretty well? Which bug-ridden 2600 games did you have in mind?

Using that as an example doesn't make a lot of sense to me, since "simple" is not at all how I'd describe programming for the 2600, no matter what the scope of the actual game is.

I've never really had any use for disabling individual channels, other than for fun (and it can still be done in most other emulators and SPC players anyway...)

I'm not really opposed to taking it out if there's not another practical solution that doesn't interfere with accurate DSP emulation.

Gaming Discussion / Re: ZSNES has been comprimised.
« on: June 24, 2015, 09:22:26 pm »
It's a bug in how ZSNES handles SA-1 emulation, and the exploit has likely been in place for as long as ZSNES' SA-1 support has (10-15 years?).

Here's a video of the exploit in action, and here's a recent SVN build with the bug (probably) fixed.

Note that the current SVN version of ZSNES is somewhat unusable, and a "proper" 1.52 release might not happen for a while.

I'd be very surprised to learn that any rippable SPC (i.e. excluding music engines that depend on 65816-side data streaming) from any game hasn't been long-since ripped by now

I've personally ripped either missing songs or entire soundtracks for dozens of NES and SNES games within the past few years that simply didn't have complete sets available, and there are still quite a few SNES games that, to my knowledge, don't have complete SPC sets available for one reason or another (and that's only including games for which dumping playable SPCs is actually possible). Even beyond that, there have been dozens of other games which have recently had new SPCs added to sets that were previously assumed to be complete, whether it was music that was outright unused or just obscure enough to be missed by the majority of listeners, but it's not an entirely obsolete feature, and it's one that I've made use of very many times in other emulators (especially in conjunction with a debugger such as Geiger's), so there it is.

I don't expect bsnes-plus to ever come anywhere close to the level of usage among "ignorant newbies" as ZSNES and Snes9x, both of which have had the same feature since approximately the stone age. Adding it to one more emulator, especially a relatively niche one like this, really isn't lowering the barrier to entry for would-be SPC dumpers in any significant way.


Didn't have the time or motivation to work on useful debugging stuff lately, so I spent a couple of hours banging this out instead.

I'll be rewriting the memory and breakpoint editors soon, and will probably release again after that. In the meantime, EmuCR has daily snapshots now (which I haven't tested at all, so try them and see, I guess).

The crash still happens with the latest git revision. I'll take a look later and see what's going on, thanks for pointing it out.

Fixed (see this commit + comments).

Here's an up-to-date build.

Are you aware of bsnes mercury? It includes Super FX over clocking.

I'm familiar with it, though I haven't used it before. Personally I'm not sure if SuperFX overclocking is the sort of thing I'm interested in adding to an accuracy-oriented emulator though.

The crash still happens with the latest git revision. I'll take a look later and see what's going on, thanks for pointing it out.

Site Talk / Tools mistakenly listed as DOS programs?
« on: May 17, 2015, 02:41:10 pm »

How many of the utilities currently listed as being for MS-DOS are actually command-line programs for Windows? I recall correcting this for xkas (or some other one of byuu's programs) a while ago but it seems like almost all of his other command-line stuff still has the incorrect OS listed, and it seems like dozens of other Windows command-line tools added in recent years were subject to the same mistake.

I feel like it's kind of important to get the distinction correct for two reasons - mostly because people searching the "Windows" category could potentially miss out on some very useful tools (particularly assemblers, data extractors/inserters and the like), and also because if someone were looking for programs to use in an actual DOS environment (which is unlikely, mind) they'd have to sift through who-knows-how-many programs that don't actually work as advertised because they're mislabeled Windows software.

Still slowly working on bsnes-plus in my spare time, but I also (finally) touched up xkas-plus a bit and added a link to binaries in the OP. Check it out!

Fun fact: KALE uses xkas-plus to generate limit-removing patches (in IPS format) that can be applied from the editor, as an example of how I've extended it to be useful for systems other than the SNES.

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