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41
ROM Hacking Discussion / Re: Canoe official snes emulator -- problems and fixes
« Last post by pimpinelephant on February 21, 2018, 01:45:42 pm »
http://s000.tinyupload.com/index.php?file_id=05020137751809963657

Not perfect. But should work as a cursor. Gaia. Passable given Canoe atm.



Gun Hazard. Going to run trace logs on what a soft reset does differently. But. I muffed my saves on purpose and GH still thinks they can be read (detected). And then returns to title screen when fails to load.

Could Canoe not be loading the sram save.. because of file name oddity?
"Front Mission Series - Gun Hazard (Japan).sfc" ==> "Gun Hazard (Japan).sfc"
"Kirby's Dream Land 3 (USA).sfc" ==> "Dream Land 3 (USA).sfc"
(Forgot what Japan name is, suppose saves are borked there too)



Slayers = huh. Trips snes9x crash. Woot? Considering they didn't fix this yet, joke on me? (Looking to be some evil spc timing issue)



update1:
So 1st guess as to loud pops is either very fast adsr changes, not clipping correctly overflows, or looping sound problems. Maybe sound cache being used. Not enjoying audio debugging for now but will have to build up practice.

Daffy Duck = flickers anytime? title? just in-game?

 :o

I just checked the SRAM file that is created when using the in-game saves, and the first 16 bytes (offsets 0x0 to 0xF) are:

2D 2D 20 47 55 4E 20 48 41 5A 41 52 44 20 2D 2D | -- GUN HAZARD --

I went ahead and checked a couple of other games' SRAM files, and the couple of games that I checked did not have the name of the game anywhere within the SRAM file. I decided to then change those first 16 bytes to [00] to see what would happen. I loaded the game up on Higan and the SRAM file was not loaded, exactly like in Canoe.

Here's the interesting part though, the SRAM file is always edited upon game boot-up. The first 16 bytes are always changed to the above mentioned values when booting up the game, whether or not you load or play any file (I only checked the Continue option and then shut down Higan). Despite the SRAM file being edited to contain the name of the game every time the game boots up, the game continued to act exactly as it does in Canoe. The game would not recognize the SRAM file until you made a new save file.

Here's where it gets really interesting though. I searched for another game that contained the name of the game within the SRAM file. Turns out that Slayers SRAM files contain just that, albeit at a different location! The values at offsets 0xD0 to 0xD7 are:

53 4C 41 59 45 52 53 A2 | SLAYERS¢

I went ahead and did the same thing with the Slayers SRAM file that I did with Front Mission - Gun Hazard, replacing those 8 bytes with [00]. As expected, the SRAM file was edited at game boot-up, as I mentioned earlier, to the hex values mentioned above. But unlike Front Mission - Gun Hazard, the game recognized and loaded the SRAM file as it normally would.

This might possibly solve why, in Canoe, the game loads the SRAM on soft resets but not on shutdown/boot-up. The game should be loading the SRAM similarly to Slayers, where even if you edit the SRAM file, booting-up the game will revert it to what it should be and therefore be able to be loaded. Unfortunately, Front Mission - Gun Hazard does not do this, it will continue to revert the SRAM to what it should be, but it will not load the SRAM, at least until you make a new in-game save.

It almost appears as if that process of editing the SRAM file upon game boot-up is what is causing the issue in Canoe, although who knows (certainly not me).
Canoe creates the SRAM file -> shutdown/boot-up game -> the game edits the SRAM file -> the game refuses to load the SRAM

I think in most cases this process is fine, as Slayers demonstrates, but in the case of Front Mission - Gun Hazard, the game will refuse to load the SRAM upon SRAM edit.

EDIT:

Alright, I did some more testing with Front Mission - Gun Hazard and its SRAM. I've been able to reproduce the Canoe soft-reset vs shutdown/boot-up issue in Higan.
I booted up the game with an in-game save file present. After booting up the game, I deleted the SRAM file from the Higan library directory. The game would simply just re-create the same SRAM file once selecting the "Continue" option or by soft resetting. I'm assuming this is the case due to the data already having been loaded and stored within the RAM(?).

I then did the same steps once again, but I instead deleted the SRAM file and completely shut down the game. A re-created SRAM was never created due to not selecting the "Continue" option. I then booted up the game, and there were no in-game save files present. This is obviously to be expected, but I wanted to make sure that it would behave exactly like in Canoe.

Now, the SRAM file is obviously not being deleted in the Classic, but at the very least, I was able to achieve the same behavior in regards to soft-resets and shutdown/boot-ups.

I'm not sure what exactly could be causing the issue, but it's possible that it might be linked to what I discussed earlier about Front Mission - Gun Hazard and Slayers. I have no clue though, so take my words with a grain of salt.

EDIT 2:

As for Kirby's Dream Land 3, the issue is a bit different. In the case of Front Mission, the SRAM isn't loaded in any circumstance, while for Dream Land 3, the SRAM is loaded normally with other preset IDs, just not with its official preset ID. I believe the general consensus with regards to Dream Land 3 is that it's a Canoe issue. It would appear that the developers (whether intentionally or not) simply disabled the SRAM feature for that specific preset ID.
42
ROM Hacking Discussion / Re: zelda 2 restart from current palace after game over
« Last post by ultimaweapon on February 21, 2018, 01:33:48 pm »
@ShadowOne333 - Do you think you can find the ROM offsets that controls how much experience you gain from each enemy? If so, I have a problem with my hack that maybe you can help me solve.
43
ROM Hacking Discussion / Re: Canoe official snes emulator -- problems and fixes
« Last post by therourke on February 21, 2018, 01:05:16 pm »
These patches are wonderful because that way people can play the games with the native SNES Classic emulator (Canoe) instead of depending on Retroarch, which uses up space and also has input lag.
Yes. The dream is not needing to have SNES9x on the Classic at all.

There were tests done on input lag of Canoe versus other software:

https://forums.libretro.com/t/an-input-lag-investigation/4407/583

A SNES Classic running games through Canoe was *almost* as fast as a high end PC running SNES 9x. As close as you can get to a 'true' Nintendo experience on Nintendo hardware without buying the carts themselves.
44
ROM Hacking Discussion / Re: Canoe official snes emulator -- problems and fixes
« Last post by reyvgm on February 21, 2018, 12:58:27 pm »
Alright. Was just wondering if - or ' in file name caused dumb loading error. Sounds like no though. :)

Lemmings = ah, okay. That makes some sense. Now mostly interested if cursor changes sync together with other sprite changes (like torches).


https://www.sendspace.com/file/dcdrc9
USA Gaia replacement cursor. Should cover every little crack this game hid a clip window trick.


Got a question on why even bother making these patches. I'm mostly snes9x / Geiger user. Bsnes(+) not so much except for emergencies. There's good handful of things that break 9x still, or it's popular 2010 port. And enough of these are targeted at Canoe. Maybe Ninty will pick up a few cues and fix some their own bugs for release (these open source patch changes are so banal they can't be copyrighted). Also if there's a workable hack, there's less complaining allowed.

And I prefer snes9x for its "unlimited" sprite feature. Plus hacky souped up build that gives zsnes 8-tap audio interpolation.

These patches are wonderful because that way people can play the games with the native SNES Classic emulator (Canoe) instead of depending on Retroarch, which uses up space and also has input lag.
45
Gaming Discussion / Re: Playing SotN for the first time.
« Last post by Gideon Zhi on February 21, 2018, 12:37:53 pm »
and speaking of spirits, does anybody know how to summon familiars? Iv'e got two now(Fairy and Demon) but they don't seem to activate automatically.

Each has a toggle in your Relics menu. You can only have one familiar active at a time, which is probably why they're all turned off by default.
46
ROM Hacking Discussion / Re: Canoe official snes emulator -- problems and fixes
« Last post by Robin64 on February 21, 2018, 12:37:37 pm »
I've got an Elgato HD60 S capture unit coming tomorrow and will be recording some of the errors that really need to be seen in video.

Edit: And Illusion of Gaia fully works now! :)
47
ROM Hacking Discussion / Re: Canoe official snes emulator -- problems and fixes
« Last post by sluffy on February 21, 2018, 12:36:21 pm »
Alright. Was just wondering if - or ' in file name caused dumb loading error. Sounds like no though. :)

Lemmings = ah, okay. That makes some sense. Now mostly interested if cursor changes sync together with other sprite changes (like torches).


https://www.sendspace.com/file/dcdrc9
USA Gaia replacement cursor. Should cover every little crack this game hid a clip window trick.


Got a question on why even bother making these patches. I'm mostly snes9x / Geiger user. Bsnes(+) not so much except for emergencies. There's good handful of things that break 9x still, or it's popular 2010 port. And enough of these are targeted at Canoe. Maybe Ninty will pick up a few cues and fix some their own bugs for release (these open source patch changes are so banal they can't be copyrighted). Also if there's a workable hack, there's less complaining allowed.

And I prefer snes9x for its "unlimited" sprite feature. Plus hacky souped up build that gives zsnes 8-tap audio interpolation.
48
Yeah I agree, DKC had some other nice touches here and there and that highlights them well.

I'll try to make use of the info in this thread for my own list/article on innovative and ahead of their time games, where I also mention some technical achievements. So keep 'em coming :)
http://minirevver.weebly.com/innovative-games.html
49
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« Last post by terryv on February 21, 2018, 12:16:09 pm »
Hello, this is my first post and I signed up to this forum because of this project.  :beer:

I play and finish this game annually so I know it very well.

I wanted to help bug test, so I figured I'd do 4 playthroughs.

- 1st with free audio w/o intro (audio+video)

- 2nd with free audio w intro

- 3rd with paid audio w/o intro

- 4th with paid audio w intro

I'll do my best to report whatever I find
50
ROM Hacking Discussion / Re: Canoe official snes emulator -- problems and fixes
« Last post by therourke on February 21, 2018, 12:13:36 pm »
I made a video of the Lemmings glitch:

https://youtu.be/DXabQUsbpAo

It's odd, because the cursor glitch seems to have gone on level 1. Or maybe something changed in my setup. Anyway. It is in full force in level 2. On level 1 and every level there is also minor GUI glitching too which I try to show on the video.
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