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- BOTH inexplicably cut song #02. I'm not sure how the order of the music is effected, but I believe it's different. (There was actually a patch from 2011 on this site that corrected the music -- can be found at: http://www.romhacking.net/hacks/744/ ... FYI!)
>fc/b "Super Aleste (Japan).sfc" "Super Aleste (Japan) (BS).sfc"
Comparing files Super Aleste (Japan).sfc and SUPER ALESTE (JAPAN) (BS).SFC
00007FD0: 20 FF
00007FD1: 20 00
00007FD2: 20 00
00007FD3: 20 00
00007FD4: 20 00
00007FD5: 20 9C
00007FD6: 00 A0
00007FD7: 0A 30
00007FD8: 00 20
00007FD9: 00 10
00007FDA: AD 33
00007FDB: 00 01
00007FDC: 09 13
00007FDD: F7 08
00007FDE: F6 EC
Yes, "recursive DTE" is the same as dictionary compression with the following differences:
- Dictionary entries can reference other dictionary entries
- The length is always 2, so the length of each word do not have to be stored
Sorry to necropost but did you finish the translation of bs kaizou? Or are you still working on it? no english rom exist on the internet and that game is pretty good and prety underrated.
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]
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.
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.
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
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?