Romhacking.net

Romhacking => ROM Hacking Discussion => Topic started by: sluffy on February 10, 2018, 11:25:45 pm

Title: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on February 10, 2018, 11:25:45 pm
Canoe:
Current thread progress list by reyvgm (https://docs.google.com/spreadsheets/d/1kyriwV4CSEPuhWWXaxw_YRTgbu4Dh5SE-bf2XwJOdX0)
Trusted compatibility list by Robin64 (https://docs.google.com/spreadsheets/d/1Cig-Kh3iBjm2KOWWtYOJTegxhQBdONFTfzZYzyrEQxs)
Unverified generic list by everyone (https://docs.google.com/spreadsheets/d/12HKfz4ZQBy6Ip5awvh8t2aV5cVswYlnsdKxn9xoIW2Y)
Hardware discussion (https://www.resetera.com/threads/snes-mini-classic-hacking-more-games-more-borders-more-gooder.625)

patch pack by lich (https://drive.google.com/drive/folders/1wJkjaFxampCdM5MExFgmsgateLn0jAsD)


Many of these patches can be used for playing in snes9x also. Especially 2010 or older. Which is why sluffy (snes9x user) is researching this stuff.

This is not solely Canoe thread. But largely targeted for them.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 11, 2018, 04:19:36 pm
Alien 3 on Canoe is an odd one that might not take too much work to fix. Basically, the selection cursor on the password screen doesn't display.

(http://i.imgur.com/qd2avSj.png)

(This sheet (https://docs.google.com/spreadsheets/d/1Cig-Kh3iBjm2KOWWtYOJTegxhQBdONFTfzZYzyrEQxs/edit#gid=1154410886), by the way, has better info and includes images for games with graphical issues.)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 11, 2018, 06:26:46 pm
Hey sluffy, glad you're helping out fixing games to work with Canoe.

Whenever you can, could you check out what's going on with a specific area in Soul Blazer?

(https://i.imgur.com/dblqWds.png)

The game has multiple areas with the same dimming effect, but only in that area is the effect missing. I don't know if this might help, but I initially thought it was a layer issue. Normally games that have a fog, or dimmed, or dark overlay, it's usually just a transparent layer placed on top of everything else. But in this case, that light circle (or the darkness around it) is not a layer. I turned off each layer (including the sprite layer), and the circle effect was still present. So apparently something has been hardcoded in that area to make that effect.

Here's a .srm file where you can reach that area:
https://www.sendspace.com/file/lp2uti

To reach the Volcano, just enter the bottom portal. Go all the way down and exit the town to go into the ocean. Then go all the way down and left to enter a new area, then go up to reach the Volcano where the dimming effect should happen.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 11, 2018, 07:37:00 pm
Cacoma Knight (USA) --- corrupt status bar
Code: [Select]
Normally game is SlowROM. But Canoe runs it too quickly, which triggers
in-game glitch - status bar is junked. What's going on?


* irq at line 224
$00/8117 E2 20       SEP #$20                A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmxdIzc


wait for vblank
$00/8119 AD 12 42    LDA $4212  [$00:4212]   A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMxdIzc
$00/811C 29 40       AND #$40                A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMxdIzc
$00/811E F0 F9       BEQ $F9    [$8119]      A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMxdIzc

==>
CB     WAI
80 04  BRA $04
EA     NOP
EA     NOP
EA     NOP
EA     NOP

* vblank at ~224.5 ?


turn screen off ...... make it black ...... seems like bad idea
$00/8120 A9 80       LDA #$80                A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMxdIzc
$00/8122 8D 00 21    STA $2100  [$00:2100]   A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMxdIzc

===>
80 03  BRA $03
EA     NOP
EA     NOP
EA     NOP


$00/8125 20 2F 81    JSR $812F  [$00:812F]   A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMxdIzc


======================
======================


$00/812F C2 10       REP #$10                A:0080 X:0088 Y:FFFF D:0000 DB:80 S:03F4 P:eNvMxdIzc
$00/8131 E2 20       SEP #$20                A:0080 X:0088 Y:FFFF D:0000 DB:80 S:03F4 P:eNvMxdIzc


$00/8133 AD 04 0E    LDA $0E04  [$80:0E04]   A:0080 X:0088 Y:FFFF D:0000 DB:80 S:03F4 P:eNvMxdIzc
$00/8136 D0 2E       BNE $2E    [$8166]      A:0003 X:0088 Y:FFFF D:0000 DB:80 S:03F4 P:envMxdIzc

* SlowROM nmi @ 225

$80/8138 EE 04 0E    INC $0E04  [$00:0E04]   A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMxdIzc



## ppu writes (!!)

$80/813B A2 00 00    LDX #$0000              A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMxdIzc
$80/813E 8E 16 21    STX $2116  [$00:2116]   A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMxdIzc

$80/8141 A9 01       LDA #$01                A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMxdIzc
$80/8143 8D 00 43    STA $4300  [$00:4300]   A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMxdIzc


* FastROM nmi @ 225


=====================
=====================


*** NMI
$00/80CB 48          PHA                     A:0001 X:0088 Y:0000 D:0000 DB:00 S:03FB P:envmxdIzc
$00/80CC 08          PHP                     A:0001 X:0088 Y:0000 D:0000 DB:00 S:03F9 P:envmxdIzc
$00/80CD AF 10 42 00 LDA $004210[$00:4210]   A:0001 X:0088 Y:0000 D:0000 DB:00 S:03F8 P:envmxdIzc

..

note: nmi changes 2116, 4300 as it does own dma transfers!

..

$00/8108 28          PLP                     A:0000 X:0088 Y:0000 D:0000 DB:00 S:03F8 P:envmxdIZc
$00/8109 68          PLA                     A:0000 X:0088 Y:0000 D:0000 DB:00 S:03F9 P:envmxdIzc
$00/810A 40          RTI                     A:0001 X:0088 Y:0000 D:0000 DB:00 S:03FB P:envmxdIzc


=====================
=====================


resume (fast) irq routine
-- warning: 2116, 4300 are invalid due to nmi


$80/8146 A9 18       LDA #$18                A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMxdIzc
$80/8148 8D 01 43    STA $4301  [$00:4301]   A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMxdIzc

$80/814B A2 00 A0    LDX #$A000              A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMxdIzc HC:0398 VC:000 FC:00 I:00
$80/814E 8E 02 43    STX $4302  [$00:4302]   A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMxdIzc HC:0414 VC:000 FC:00 I:00

$80/8151 A9 7E       LDA #$7E                A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMxdIzc HC:0430 VC:000 FC:00 I:00
$80/8153 8D 04 43    STA $4304  [$00:4304]   A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMxdIzc HC:0446 VC:000 FC:00 I:00

..

dma status bar


note:
Because 2116 is pointing to wrong vram area, status bar is never
written. We get punked instead.


Simple solution:
irq @ 224
wai (wait until nmi is finished)

nmi @ 225
rti

(remove screen off -- no reason to use because we're
 still in vblank)

jsr $812f
dma status bar


What's more curious is.. if Canoe runs slowrom, how can it
still get glitched? During vblank spin loop, likely signal
vblank early than normal. Exiting loop fast and having enough
time to change ppu registers before nmi.



Speedy Gonzales (USA) --- 6-1 button freeze
Code: [Select]
Level 6-1 has an infamous green button that's supposed to
activate a magnet and deliver a crate. Instead it hangs on
nearly all emus not named higan. This is a strange one.


$8D/9BC9 A5 18       LDA $18    [$00:0A71]   A:0020 X:0008 Y:0002 D:0A59 DB:8D S:1FF6 P:envmxdiZc
$8D/9BCB 0A          ASL A                   A:0000 X:0008 Y:0002 D:0A59 DB:8D S:1FF6 P:envmxdiZc
$8D/9BCC AA          TAX                     A:0000 X:0008 Y:0002 D:0A59 DB:8D S:1FF6 P:envmxdiZc
$8D/9BCD 7C D0 9B    JMP ($9BD0,x)[$8D:9BDE] A:0000 X:0000 Y:0002 D:0A59 DB:8D S:1FF6 P:envmxdiZc


$8D/9BDE A2 00 00    LDX #$0000              A:0000 X:0000 Y:0002 D:0A59 DB:8D S:1FF6 P:envmxdiZc


old loop:
$8D/9BE1 BD 5D 18    LDA $185D,x[$8D:185D]   A:0000 X:0000 Y:0002 D:0A59 DB:8D S:1FF6 P:envmxdiZc
$8D/9BE4 30 09       BMI $09    [$9BEF]      A:09FD X:0000 Y:0002 D:0A59 DB:8D S:1FF6 P:envmxdizc
$8D/9BE6 AA          TAX                     A:09FD X:0000 Y:0002 D:0A59 DB:8D S:1FF6 P:envmxdizc


new loop:
$8D/9BE7 BD 12 00    LDA $0012,x[$8D:0A0F]   A:09FD X:09FD Y:0002 D:0A59 DB:8D S:1FF6 P:envmxdizc
$8D/9BEA C9 0F 00    CMP #$000F              A:0002 X:09FD Y:0002 D:0A59 DB:8D S:1FF6 P:envmxdizc
$8D/9BED F0 04       BEQ $04    [$9BF3]      A:0002 X:09FD Y:0002 D:0A59 DB:8D S:1FF6 P:eNvmxdizc


$8D/9BEF E8          INX                     A:0002 X:09FD Y:0002 D:0A59 DB:8D S:1FF6 P:eNvmxdizc
$8D/9BF0 E8          INX                     A:0002 X:09FE Y:0002 D:0A59 DB:8D S:1FF6 P:envmxdizc
$8D/9BF1 80 EE       BRA $EE    [$9BE1]      A:0002 X:09FF Y:0002 D:0A59 DB:8D S:1FF6 P:envmxdizc
==> 80 F4



$8D/9BF3 86 37       STX $37    [$00:0A90]   A:0002 X:09FD Y:0002 D:0A59 DB:8D S:1FF6 P:eNvmxdiZc
$8D/9BF5 80 11       BRA $11    [$9C08]      A:0002 X:09FD Y:0002 D:0A59 DB:8D S:1FF6 P:eNvmxdiZc

..

$8D/9C08 E6 18       INC $18    [$00:0A71]   A:0002 X:09FD Y:0002 D:0A59 DB:8D S:1FF6 P:eNvmxdiZc
$8D/9C0A 60          RTS                     A:0002 X:09FD Y:0002 D:0A59 DB:8D S:1FF6 P:envmxdizc


Game hangs running 8D/9BE1-9BF1. Forever. We see it's checking
for 000F flag which it never ever finds. Okay~~?

Turns out above code is never used for entire game except this
1 dumb button. Ugh. Let's check 185D.
09FD
0A59
8000-FFFF list

It only likes 09FD,0A59. Rest after is ROM-area code - put
breakpoints to confirm ROM ones get used elsewhere.



Let's force X=09FD to be the answer @ 8D/9BED. Goes to 9BF3
and leaves. Doesn't work correctly. Same for X=0A59. New idea
is to change loop point to 9BE7. Why? Examine 09FD+0012=0A0F.
Looks like lots of 16-bit "codes". Besides, it doesn't make
much sense to read list @ 185D,185F,1861(ROM),1863(ROM),etc..

And game works. Wha??? Our X=1801 at 9BF3. 1801+12=1813.
7E/1813=000F. Is this right value??

Trying many other values as "answer" crashes game. Just
this 1 spot works.



Inspect 7e/1813 RAM region as game is running. It changes
with magnet/crate. Like coordinate values. Maybe our fix
is okay?? Where did 000F come from!? Turns out when Speedy
approaches crate area, it runs this:


$8D/CFFA B1 09       LDA ($09),y[$9E:E811]   A:0040 X:1801 Y:0002 D:0000 DB:9E S:1FEF P:envmxdizc
$8D/CFFC 95 45       STA $45,x  [$00:1846]   A:0000 X:1801 Y:0002 D:0000 DB:9E S:1FEF P:envmxdiZc
$8D/CFFE 95 3D       STA $3D,x  [$00:183E]   A:0000 X:1801 Y:0002 D:0000 DB:9E S:1FEF P:envmxdiZc
$8D/D000 C8          INY                     A:0000 X:1801 Y:0002 D:0000 DB:9E S:1FEF P:envmxdiZc
$8D/D001 C8          INY                     A:0000 X:1801 Y:0003 D:0000 DB:9E S:1FEF P:envmxdizc
$8D/D002 B1 09       LDA ($09),y[$9E:E813]   A:0000 X:1801 Y:0004 D:0000 DB:9E S:1FEF P:envmxdizc
$8D/D004 95 3F       STA $3F,x  [$00:1840]   A:0008 X:1801 Y:0004 D:0000 DB:9E S:1FEF P:envmxdizc
$8D/D006 C8          INY                     A:0008 X:1801 Y:0004 D:0000 DB:9E S:1FEF P:envmxdizc
$8D/D007 C8          INY                     A:0008 X:1801 Y:0005 D:0000 DB:9E S:1FEF P:envmxdizc
$8D/D008 B1 09       LDA ($09),y[$9E:E815]   A:0008 X:1801 Y:0006 D:0000 DB:9E S:1FEF P:envmxdizc
$8D/D00A 29 FF 00    AND #$00FF              A:3830 X:1801 Y:0006 D:0000 DB:9E S:1FEF P:envmxdizc
$8D/D00D 95 41       STA $41,x  [$00:1842]   A:0030 X:1801 Y:0006 D:0000 DB:9E S:1FEF P:envmxdizc
$8D/D00F C8          INY                     A:0030 X:1801 Y:0006 D:0000 DB:9E S:1FEF P:envmxdizc
$8D/D010 B5 39       LDA $39,x  [$00:183A]   A:0030 X:1801 Y:0007 D:0000 DB:9E S:1FEF P:envmxdizc
$8D/D012 38          SEC                     A:0030 X:1801 Y:0007 D:0000 DB:9E S:1FEF P:envmxdizc
$8D/D013 F5 3D       SBC $3D,x  [$00:183E]   A:0030 X:1801 Y:0007 D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D015 38          SEC                     A:0030 X:1801 Y:0007 D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D016 F5 41       SBC $41,x  [$00:1842]   A:0030 X:1801 Y:0007 D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D018 95 47       STA $47,x  [$00:1848]   A:0000 X:1801 Y:0007 D:0000 DB:9E S:1FEF P:envmxdiZC
$8D/D01A B1 09       LDA ($09),y[$9E:E816]   A:0000 X:1801 Y:0007 D:0000 DB:9E S:1FEF P:envmxdiZC
$8D/D01C 29 FF 00    AND #$00FF              A:0C38 X:1801 Y:0007 D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D01F 95 43       STA $43,x  [$00:1844]   A:0038 X:1801 Y:0007 D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D021 C8          INY                     A:0038 X:1801 Y:0007 D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D022 B1 09       LDA ($09),y[$9E:E817]   A:0038 X:1801 Y:0008 D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D024 95 4F       STA $4F,x  [$00:1850]   A:000C X:1801 Y:0008 D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D026 C8          INY                     A:000C X:1801 Y:0008 D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D027 C8          INY                     A:000C X:1801 Y:0009 D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D028 B1 09       LDA ($09),y[$9E:E819]   A:000C X:1801 Y:000A D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D02A 95 57       STA $57,x  [$00:1858]   A:2000 X:1801 Y:000A D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D02C C8          INY                     A:2000 X:1801 Y:000A D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D02D C8          INY                     A:2000 X:1801 Y:000B D:0000 DB:9E S:1FEF P:envmxdizC


(** here **)
$8D/D02E B1 09       LDA ($09),y[$9E:E81B]   A:2000 X:1801 Y:000C D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D030 95 12       STA $12,x  [$00:1813]   A:000F X:1801 Y:000C D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D032 C8          INY                     A:000F X:1801 Y:000C D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D033 C8          INY                     A:000F X:1801 Y:000D D:0000 DB:9E S:1FEF P:envmxdizC


$8D/D034 B1 09       LDA ($09),y[$9E:E81D]   A:000F X:1801 Y:000E D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D036 95 30       STA $30,x  [$00:1831]   A:0000 X:1801 Y:000E D:0000 DB:9E S:1FEF P:envmxdiZC
$8D/D038 C8          INY                     A:0000 X:1801 Y:000E D:0000 DB:9E S:1FEF P:envmxdiZC
$8D/D039 C8          INY                     A:0000 X:1801 Y:000F D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D03A B1 09       LDA ($09),y[$9E:E81F]   A:0000 X:1801 Y:0010 D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D03C 95 16       STA $16,x  [$00:1817]   A:0000 X:1801 Y:0010 D:0000 DB:9E S:1FEF P:envmxdiZC
$8D/D03E C8          INY                     A:0000 X:1801 Y:0010 D:0000 DB:9E S:1FEF P:envmxdiZC
$8D/D03F C8          INY                     A:0000 X:1801 Y:0011 D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D040 B1 09       LDA ($09),y[$9E:E821]   A:0000 X:1801 Y:0012 D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D042 95 14       STA $14,x  [$00:1815]   A:0000 X:1801 Y:0012 D:0000 DB:9E S:1FEF P:envmxdiZC
$8D/D044 C8          INY                     A:0000 X:1801 Y:0012 D:0000 DB:9E S:1FEF P:envmxdiZC
$8D/D045 C8          INY                     A:0000 X:1801 Y:0013 D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D046 B1 09       LDA ($09),y[$9E:E823]   A:0000 X:1801 Y:0014 D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D048 95 4D       STA $4D,x  [$00:184E]   A:0000 X:1801 Y:0014 D:0000 DB:9E S:1FEF P:envmxdiZC
$8D/D04A C8          INY                     A:0000 X:1801 Y:0014 D:0000 DB:9E S:1FEF P:envmxdiZC
$8D/D04B C8          INY                     A:0000 X:1801 Y:0015 D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D04C B1 09       LDA ($09),y[$9E:E825]   A:0000 X:1801 Y:0016 D:0000 DB:9E S:1FEF P:envmxdizC
$8D/D04E 95 2C       STA $2C,x  [$00:182D]   A:0000 X:1801 Y:0016 D:0000 DB:9E S:1FEF P:envmxdiZC
$8D/D050 C8          INY                     A:0000 X:1801 Y:0016 D:0000 DB:9E S:1FEF P:envmxdiZC
$8D/D051 C8          INY                     A:0000 X:1801 Y:0017 D:0000 DB:9E S:1FEF P:envmxdizC


So it's uploading a bunch of stuff to RAM at correct time.
And magic 000F is part of it. Watching this code during other
parts of game shows it's involved with game's scripting code.
Adding to a big list of code strings.

Current bugfix solution is to scan list of uploaded RAM scripting
codes and find 000F. Maybe it'd be better to search backwards
but it works.



And why original hardware does not crash?? Maybe a lot of luck.
No idea - amazing it finds the right spot. :)


=================================
=================================


Thanks for docs sheet. Updated. Will put future Alien3 thoughts in other thread.


Soul Blazer uses clip window technique. SNES PPU Window + Color-Math. Not strongly familiar with this but here's my low understanding:

upper main layer: bg1 + bg2
lower sub layer: bg1 + bg2


Paint just sub layer. We get a dark image.

Now take circle cookie cutter on top main layer and discard rest. It should be a dark but cropped image.

Color math says we add both pixels together. Only circle area becomes brighter when we paintshop merge layers. Rest stays dark.

Code: [Select]
-------
|  *  |
| *** |
|  *  |
-------


Canoe .. ignores this color math. Or .. transparency problem. Or HDMA error. ???



edit:
Got request to fix Beavis and Butthead (Canoe). Asking for a tester since emus don't trigger 1-hit death.

015F9C = 42 00
015FA8 = 42 00

If this works, will explain why it works.


Could someone (de)confirm Super Off Road (Canoe) glitched too?
https://www.reddit.com/r/miniSNESmods/comments/79j53s/potentially_useful_list_of_all_us_ntsc_games_that/
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 12, 2018, 02:53:41 am
Altered those values for Beavis and Butthead and now, interestingly, the game freezes when you get hit. The music continues, but the actual gameplay is locked up.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on February 12, 2018, 06:58:24 am
Yes, Super Off Road computer AI does not use Nitro so the game is super easy.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 12, 2018, 09:01:38 am
Alien 3 (USA) --- missing password cursor
Code: [Select]
Interesting one. Password cursor never appears. Looking from
debuggers, we find whole starfield is created from sprites!
Each tile is 8x8. A sprite is 4x4 tiles. 8 sprites per row = 32
tiles. Add a 4x4 cursor and uh oh.

Range-Timer Over says we can draw 34 8x8 tiles per line, but we
have 36 now! So discard final 2 8x8 tiles. But our cursor normally
displays because it's left 16x16; right side is thrown out.

Speculation is Canoe throws entire 32x32 away because it's limit
(time) over. Doesn't partial draw. How do we get around this?
Cannot deconstruct starfield into 16x16 because 56 sprites @ 32x32
==> 224 sprites @ 16x16. 128 sprites max. How about making cursor
bg3? Painful but probably yes.

But cursor is sprite 0 - The King! It can be usurped by lower #s?
Yes. Sprites are rendered from bottom (127) to top (0). Because
cursor is last (0), gets thrown away (normally only partially).

What if we make cursor #127, which is unused? Upper sprites get
pasted on top of it, possibly making it invisible again. They all
have priority 0. Assign priority 3 to cursor and it goes on top of
everyone but still drawn 1st. Battle is over.


$81/C844 AD 50 0F    LDA $0F50  [$00:0F50]   A:003C X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdizc
$81/C847 0A          ASL A                   A:0000 X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdiZc
$81/C848 0A          ASL A                   A:0000 X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdiZc
$81/C849 0A          ASL A                   A:0000 X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdiZc
$81/C84A 0A          ASL A                   A:0000 X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdiZc
$81/C84B 69 73 00    ADC #$0073              A:0000 X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdiZc
$81/C84E 8D 54 0F    STA $0F54  [$00:0F54]   A:0073 X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdizc
$81/C851 AD 52 0F    LDA $0F52  [$00:0F52]   A:0073 X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdizc
$81/C854 8D CA 0F    STA $0FCA  [$00:0FCA]   A:003C X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdizc
$81/C857 AD 54 0F    LDA $0F54  [$00:0F54]   A:003C X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdizc
$81/C85A 8D CC 0F    STA $0FCC  [$00:0FCC]   A:0073 X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdizc


password cursor  (x,y pos)
$81/C85D AD CC 0F    LDA $0FCC  [$00:0FCC]   A:0073 X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdizc
$81/C860 EB          XBA                     A:0073 X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdizc
$81/C861 18          CLC                     A:7300 X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdiZc
$81/C862 6D CA 0F    ADC $0FCA  [$00:0FCA]   A:7300 X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdiZc
$81/C865 8F 80 09 00 STA $000980[$00:0980]   A:733C X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdizc
===> 8F 7C 0B 00  [#127]


tile #  (01CC) + attr (0)
$81/C869 A9 CC 01    LDA #$01CC              A:733C X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdizc
==> A9 CC 31  [priority 3]


$81/C86C 8F 82 09 00 STA $000982[$00:0982]   A:01CC X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdizc
===> 8F 7E 0B 00  [#127]


obj size (32x32) + x-coord 256
$81/C870 A9 AA AA    LDA #$AAAA              A:01CC X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:envmxdizc
$81/C873 8F 80 0B 00 STA $000B80[$00:0B80]   A:AAAA X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:eNvmxdizc
==> 8F 9E 0B 00  [#120-127]

$81/C877 6B          RTL                     A:AAAA X:07D0 Y:0000 D:0000 DB:00 S:01D1 P:eNvmxdizc


An interesting side-effect is that cursor was behind the
password screen. Now it's in front. Scroll to left,right
cursor to see use.



Beavis and Butthead (USA) --- 1-hit death
Code: [Select]
The MTV duo die in 1-hit! Secret ultra hardcore non-wimpy
edition? Sounds like copy protection. But only known to happen
on Canoe so maybe not. Track down the health routine.


$82/DF97 DA          PHX                     A:0101 X:0006 Y:0000 D:0000 DB:81 S:01E7 P:envMxdizc
$82/DF98 5A          PHY                     A:0101 X:0006 Y:0000 D:0000 DB:81 S:01E5 P:envMxdizc
$82/DF99 8D 00 02    STA $0200  [$81:0200]   A:0101 X:0006 Y:0000 D:0000 DB:81 S:01E3 P:envMxdizc


$82/DF9C 78          SEI                     A:0101 X:0006 Y:0000 D:0000 DB:81 S:01E3 P:envMxdizc
$82/DF9D F8          SED                     A:0101 X:0006 Y:0000 D:0000 DB:81 S:01E3 P:envMxdIzc
==> 80 00  BRA $00


hp - damage ==> hp
$82/DF9E AD 22 02    LDA $0222  [$81:0222]   A:0101 X:0006 Y:0000 D:0000 DB:81 S:01E3 P:envMxDIzc
$82/DFA1 38          SEC                     A:010B X:0006 Y:0000 D:0000 DB:81 S:01E3 P:envMxDIzc
$82/DFA2 ED 00 02    SBC $0200  [$81:0200]   A:010B X:0006 Y:0000 D:0000 DB:81 S:01E3 P:envMxDIzC
$82/DFA5 8D 22 02    STA $0222  [$81:0222]   A:010A X:0006 Y:0000 D:0000 DB:81 S:01E3 P:envMxDIzC


$82/DFA8 D8          CLD                     A:010A X:0006 Y:0000 D:0000 DB:81 S:01E3 P:envMxDIzC
$82/DFA9 58          CLI                     A:010A X:0006 Y:0000 D:0000 DB:81 S:01E3 P:envMxdIzC
==> 80 00  BRA $00


$82/DFAA 22 62 96 80 JSL $809662[$80:9662]   A:010E X:0006 Y:0000 D:0000 DB:81 S:01E3 P:envMxdizC


* Note that sei only prevents irq from launching; does not save
us from nmi. And nmi routine does not protect against D(ecimal)
flag. Probably very rare and unlikely to collide - nmi inside
health routine given when it happens. But it's still bad idea
and could crash the game.


SED. Activates Decimal math. What is (Binary Coded) Decimal?
Canoe can't handle it. So beware!

     Hex   BCD
00   $00   $00
01   $01   $01
..
09   $09   $09

10   $0A   $10
11   $0B   $11
12   $0C   $12


Notice the jump. Because our starting health is stored as $0B.
Yup. Border territory. Everyone agrees $10-1=$09.

65816 says $0B-1=$0A. Canoe puts it in $80-FF range = dead.
$00 = final life point.

We don't need BCD mode. Regular math passes. But how come
devs did this to us? Maybe originally as anti-cheat and they
switched to "normal" hp. Or early beta used for printing #s
on-screen. $100 = 100. -1 = $099 = 099. Easy, no fuss. Boss
health does a "dec" and avoids dreaded BCD error.


Which concludes with solution. 2 bytes:
nop x2 = 4 cycles
bra $00 = 3 cycles
wdm 00 = 2 cycles

* wdm crashes Canoe. Very unused opcode so not likely
to be seen.



Super Off Road (USA) --- stale rng
Code: [Select]
Next Canoe problem. Dumb AI. Lackluster bonus item placement.
Same, same. Easy CPU with no nitro? Something stinks. Another
copy protection that ucon64 missed?


Find when AI does nitro:
$00/A65A 20 C2 99    JSR $99C2  [$00:99C2]   A:0350 X:0002 Y:0001 D:0000 DB:00 S:01F4 P:envMXdIzc
$00/A65D C5 54       CMP $54    [$00:0054]   A:03D7 X:0002 Y:0001 D:0000 DB:00 S:01F4 P:eNvMXdIzc
$00/A65F B0 20       BCS $20    [$A681]      A:03D7 X:0002 Y:0001 D:0000 DB:00 S:01F4 P:eNvMXdIzC


cpu nitro
$00/A661 DA          PHX                     A:0442 X:0003 Y:0000 D:0000 DB:00 S:01F4 P:eNvMXdIzc
$00/A662 A6 5C       LDX $5C    [$00:005C]   A:0442 X:0003 Y:0000 D:0000 DB:00 S:01F3 P:eNvMXdIzc
$00/A664 A9 FF       LDA #$FF                A:0442 X:0006 Y:0000 D:0000 DB:00 S:01F3 P:envMXdIzc
$00/A666 9D 11 05    STA $0511,x[$00:0517]   A:04FF X:0006 Y:0000 D:0000 DB:00 S:01F3 P:eNvMXdIzc
$00/A669 9D 12 05    STA $0512,x[$00:0518]   A:04FF X:0006 Y:0000 D:0000 DB:00 S:01F3 P:eNvMXdIzc
$00/A66C FA          PLX                     A:04FF X:0006 Y:0000 D:0000 DB:00 S:01F3 P:eNvMXdIzc
$00/A66D 80 12       BRA $12    [$A681]      A:04FF X:0003 Y:0000 D:0000 DB:00 S:01F4 P:envMXdIzc


rng
====>
$00/99C2 DA          PHX                     A:0200 X:0003 Y:0000 D:0000 DB:00 S:01F2 P:envMXdIZC
$00/99C3 08          PHP                     A:0200 X:0003 Y:0000 D:0000 DB:00 S:01F1 P:envMXdIZC
$00/99C4 E2 20       SEP #$20                A:0200 X:0003 Y:0000 D:0000 DB:00 S:01F0 P:envMXdIZC
$00/99C6 66 51       ROR $51    [$00:0051]   A:0200 X:0003 Y:0000 D:0000 DB:00 S:01F0 P:envMXdIZC

$00/99C8 A5 50       LDA $50    [$00:0050]   A:0200 X:0003 Y:0000 D:0000 DB:00 S:01F0 P:eNvMXdIzc
$00/99CA 48          PHA                     A:0200 X:0003 Y:0000 D:0000 DB:00 S:01F0 P:envMXdIZc
$00/99CB 6A          ROR A                   A:0200 X:0003 Y:0000 D:0000 DB:00 S:01EF P:envMXdIZc
$00/99CC 85 51       STA $51    [$00:0051]   A:0200 X:0003 Y:0000 D:0000 DB:00 S:01EF P:envMXdIZc

$00/99CE A5 4F       LDA $4F    [$00:004F]   A:0200 X:0003 Y:0000 D:0000 DB:00 S:01EF P:envMXdIZc
$00/99D0 AA          TAX                     A:02E2 X:0003 Y:0000 D:0000 DB:00 S:01EF P:eNvMXdIzc
$00/99D1 0A          ASL A                   A:02E2 X:00E2 Y:0000 D:0000 DB:00 S:01EF P:eNvMXdIzc
$00/99D2 0A          ASL A                   A:02C4 X:00E2 Y:0000 D:0000 DB:00 S:01EF P:eNvMXdIzC
$00/99D3 0A          ASL A                   A:0288 X:00E2 Y:0000 D:0000 DB:00 S:01EF P:eNvMXdIzC
$00/99D4 0A          ASL A                   A:0210 X:00E2 Y:0000 D:0000 DB:00 S:01EF P:envMXdIzC
$00/99D5 85 50       STA $50    [$00:0050]   A:0220 X:00E2 Y:0000 D:0000 DB:00 S:01EF P:envMXdIzc

$00/99D7 A5 4E       LDA $4E    [$00:004E]   A:0220 X:00E2 Y:0000 D:0000 DB:00 S:01EF P:envMXdIzc
$00/99D9 85 4F       STA $4F    [$00:004F]   A:0205 X:00E2 Y:0000 D:0000 DB:00 S:01EF P:envMXdIzc

$00/99DB 4A          LSR A                   A:0205 X:00E2 Y:0000 D:0000 DB:00 S:01EF P:envMXdIzc
$00/99DC 4A          LSR A                   A:0202 X:00E2 Y:0000 D:0000 DB:00 S:01EF P:envMXdIzC
$00/99DD 4A          LSR A                   A:0201 X:00E2 Y:0000 D:0000 DB:00 S:01EF P:envMXdIzc
$00/99DE 4A          LSR A                   A:0200 X:00E2 Y:0000 D:0000 DB:00 S:01EF P:envMXdIZC
$00/99DF 05 50       ORA $50    [$00:0050]   A:0200 X:00E2 Y:0000 D:0000 DB:00 S:01EF P:envMXdIZc
$00/99E1 45 51       EOR $51    [$00:0051]   A:0220 X:00E2 Y:0000 D:0000 DB:00 S:01EF P:envMXdIzc
$00/99E3 86 50       STX $50    [$00:0050]   A:0220 X:00E2 Y:0000 D:0000 DB:00 S:01EF P:envMXdIzc

$00/99E5 A6 4D       LDX $4D    [$00:004D]   A:0220 X:00E2 Y:0000 D:0000 DB:00 S:01EF P:envMXdIzc
$00/99E7 86 4E       STX $4E    [$00:004E]   A:0220 X:00AA Y:0000 D:0000 DB:00 S:01EF P:eNvMXdIzc
$00/99E9 85 4D       STA $4D    [$00:004D]   A:0220 X:00AA Y:0000 D:0000 DB:00 S:01EF P:eNvMXdIzc
$00/99EB 68          PLA                     A:0220 X:00AA Y:0000 D:0000 DB:00 S:01EF P:eNvMXdIzc
$00/99EC 85 51       STA $51    [$00:0051]   A:0200 X:00AA Y:0000 D:0000 DB:00 S:01F0 P:envMXdIZc

$00/99EE 28          PLP                     A:0200 X:00AA Y:0000 D:0000 DB:00 S:01F0 P:envMXdIZc
$00/99EF FA          PLX                     A:0200 X:00AA Y:0000 D:0000 DB:00 S:01F1 P:envMXdIZC


$00/99F0 A5 4D       LDA $4D    [$00:004D]   A:0200 X:0003 Y:0000 D:0000 DB:00 S:01F2 P:envMXdIzC
$00/99F2 60          RTS                     A:0220 X:0003 Y:0000 D:0000 DB:00 S:01F2 P:envMXdIzC



A random number generator. Funny to note is it's never
seeded. Relies on startup uninitialized ram. Snes9x = 55 55 55 55.
Canoe likely similar. Snes9x isn't fun to play either. What to do?

Jinx the numbers ourself. Note how ram $0b,$0d acts like in-game
timer but not fully tied to each other. Can deviate each other.
So that's our unpredictable spot. Choose a pre-race spot that
runs every time. Like when screen is turned off for loading.


$00/A428 E2 20       SEP #$20                A:FFFF X:02E8 Y:0100 D:0000 DB:00 S:01F6 P:eNvMxdIzc HC:0684 VC:234 FC:44 I:00
$00/A42A A9 80       LDA #$80                A:FFFF X:02E8 Y:0100 D:0000 DB:00 S:01F6 P:eNvMxdIzc HC:0714 VC:234 FC:44 I:00

$00/A42C 8D 00 21    STA $2100  [$00:2100]   A:FF80 X:02E8 Y:0100 D:0000 DB:00 S:01F6 P:eNvMxdIzc HC:0738 VC:234 FC:44 I:00
==> JSR seed

$00/A42F 20 6F B4    JSR $B46F  [$00:B46F]   A:FF80 X:02E8 Y:0100 D:0000 DB:00 S:01F6 P:eNvMxdIzc HC:0776 VC:234 FC:44 I:00




org $ffa0

seed:
sta $2100


lda $0b
sta $4d

lda $0d
sta $50

jsr $99c2
lsr
sta $4f

jsr $99c2
asl
sta $51

rts


This jiggles the rng enough to create some volatile
starting numbers. Note that routine can get "stuck"
over long time and start churning dumb patterns.
Or given bad initial seeds (55 55 55 55).

New code uses some uninit values + in-game timers
before every race. Keeps things fresh and plays good
enough overall. Creates some values that rng may not
generate in self-feedback lifespan.


Stupid rng problem can happen on real hardware too,
but more rare.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: ShadowOne333 on February 12, 2018, 10:40:12 am
Since you are diving into the Canoe emulator ("canoe-shvc" inside /usr/bin/ right?), may I ask if you know what offsets/addresses are the ones which modify EarthBound's ROM?
I'm curious to dissect the changes made into EB from the emulator side, but I don't know exactly how to get the hang of the binary's code.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 12, 2018, 11:06:23 am
Dragon Ball Z: Super Butouden 2 (Japan, France) --- flickering split-screen
Code: [Select]
When fighters separate, split-screen mode activates.
And then it does freaky flashing, showing sky, ground,
normal, status bar. Which techniques are in-play here?

Each player gets a "window", like a scroll that can move
all 4 directions. And wraps around each boundary.


window1
bg1 = front
bg2 = back

window2
bg3 = front
bg4 = back


So isolate bad layer.

Turn off bg1,bg3. Same flicker problem.
Turn only bg4. Still glitchy status bar and such.
Turn only bg2. Now okay except for alternating blackness.

Step frame-by-frame with bg4. Notice how sometimes top-half
is ground, status bar, bottom-half is sky. So we have vertical
scrolling problem, which wraps around bottom --> top.


Learn this name: 2114h = BG4 vertical scroll. Very important
to know it takes -two- writes to get 16-bit value in. And it
shares a buffer with 210D-2114  (BG1-4 HOFS, VOFS).


As written in docs:
BGnHOFS = (Current << 8) | (Prev1&~7) | (Prev2&7);
Prev1 = Current;
Prev2 = Current;

or

BGnVOFS = (Current << 8) | Prev1;
Prev1 = Current;


Meaning if we write 04 to 2113, 05 to 2114, then 06 to 2113, 07 to 2114.
2113 ==> 04xx
2114 ==> 0504 vs 05yy
2113 ==> 0605 vs 0604
2114 ==> 0706 vs 0705



Tracking it down here:
$80/8338 AD 71 09    LDA $0971  [$80:0971]   A:0000 X:0600 Y:0500 D:0000 DB:80 S:1FCF P:envMxdIZC HC:1070 VC:028 FC:14 I:00
$80/833B 8D 14 21    STA $2114  [$80:2114]   A:0028 X:0600 Y:0500 D:0000 DB:80 S:1FCF P:envMxdIzC HC:1108 VC:028 FC:14 I:00

$80/833E AD 72 09    LDA $0972  [$80:0972]   A:0028 X:0600 Y:0500 D:0000 DB:80 S:1FCF P:envMxdIzC HC:1274 VC:028 FC:14 I:00
$80/8341 8D 14 21    STA $2114  [$80:2114]   A:0001 X:0600 Y:0500 D:0000 DB:80 S:1FCF P:envMxdIzC HC:1312 VC:028 FC:14 I:00


Which gets technical fun. Very timing sensitive, for bad
(tiny slow) emus. An IRQ fires at ~line 28 to set BG4VOFS.
Always reports $0128 value. And someone is kicking us.
Whose shortcut name is H-DMA.


Good:
$80/8338 AD 71 09    LDA $0971  [$80:0971]   A:0000 X:0500 Y:0800 D:0000 DB:80 S:1FD9 P:envMxdIZC HC:1106 VC:028

H-DMA[1] write (4) 0x000DC0->0x2126 ind, Count:  92, Rep: no , V-LINE:  28 0010DB
H-DMA[3] write (2) 0x001452->0x210F ind, Count:  11, Rep: yes, V-LINE:  28 00122B
H-DMA[5] write (2) 0x00145A->0x2113 ind, Count:  11, Rep: yes, V-LINE:  28 001397  0x2130 ind, Count:  20, Rep: yes, V-LINE:  28 8088F7

* 2114 safe to access

$80/833B 8D 14 21    STA $2114  [$80:2114]   A:0028 X:0500 Y:0800 D:0000 DB:80 S:1FD9 P:envMxdIzC HC:1274 VC:028
$80/833E AD 72 09    LDA $0972  [$80:0972]   A:0028 X:0500 Y:0800 D:0000 DB:80 S:1FD9 P:envMxdIzC HC:1310 VC:028
$80/8341 8D 14 21    STA $2114  [$80:2114]   A:0001 X:0500 Y:0800 D:0000 DB:80 S:1FD9 P:envMxdIzC HC:1348 VC:028



Bad:
$80/8338 AD 71 09    LDA $0971  [$80:0971]   A:0000 X:0600 Y:0500 D:0000 DB:80 S:1FCF P:envMxdIZC HC:1070 VC:028
$80/833B 8D 14 21    STA $2114  [$80:2114]   A:0028 X:0600 Y:0500 D:0000 DB:80 S:1FCF P:envMxdIzC HC:1108 VC:028


H-DMA[1] write (4) 0x000DC0->0x2126 ind, Count:  92, Rep: no , V-LINE:  28 0010DB
H-DMA[3] write (2) 0x001458->0x210F ind, Count:  11, Rep: yes, V-LINE:  28 00133C
H-DMA[5] write (2) 0x001450->0x2113 ind, Count:  11, Rep: yes, V-LINE:  28 0011D0  0x2130 ind, Count:  20, Rep: yes, V-LINE:  28 8088F7

* Previous 2114 write invalidated by 2113 write  (shared register cache) ==> wrong scroll value


$80/833E AD 72 09    LDA $0972  [$80:0972]   A:0028 X:0600 Y:0500 D:0000 DB:80 S:1FCF P:envMxdIzC HC:1274 VC:028
$80/8341 8D 14 21    STA $2114  [$80:2114]   A:0001 X:0600 Y:0500 D:0000 DB:80 S:1FCF P:envMxdIzC HC:1312 VC:028


Because we got interrupted by a 2114 - [2113 - 2113] - 2114 path,
2114 is invalid. We get greatly scrolled up picture. Note this
doesn't happen on Hardware or Bsnes because they run fast enough
that H-DMA begins after 2114 is done. Not Canoe - Geiger. Let's
re-arrange code to avoid this tragedy.


$80/831A A5 27       LDA $27    [$00:0027]   A:0002 X:158A Y:1582 D:0000 DB:80 S:1FDB P:envMxdIZC
$80/831C F0 1A       BEQ $1A    [$8338]      A:0000 X:158A Y:1582 D:0000 DB:80 S:1FDB P:envMxdIZC


warn: H-DMA interrupt messes up writes
$80/831E AD 71 09    LDA $0971  [$80:0971]   A:0000 X:0600 Y:0500 D:0000 DB:80 S:1FCF P:envMxdIzC
$80/8321 8D 14 21    STA $2114  [$80:2114]   A:0028 X:0600 Y:0500 D:0000 DB:80 S:1FCF P:envMxdIzC

$80/8324 AD 72 09    LDA $0972  [$80:0972]   A:0028 X:0600 Y:0500 D:0000 DB:80 S:1FCF P:envMxdIzC
$80/8327 8D 14 21    STA $2114  [$80:2114]   A:0001 X:0600 Y:0500 D:0000 DB:80 S:1FCF P:envMxdIzC


$80/832A AE 4D 09    LDX $094D  [$80:094D]   A:0001 X:0600 Y:0500 D:0000 DB:80 S:1FCF P:envMxdIzC
$80/832D 8E 23 21    STX $2123  [$80:2123]   A:0001 X:0000 Y:0500 D:0000 DB:80 S:1FCF P:envMxdIZC

$80/8330 AE 53 09    LDX $0953  [$80:0953]   A:0001 X:0000 Y:0500 D:0000 DB:80 S:1FCF P:envMxdIZC
$80/8333 8E 2C 21    STX $212C  [$80:212C]   A:0001 X:0F1F Y:0500 D:0000 DB:80 S:1FCF P:envMxdIzC
$80/8336 80 28       BRA $28    [$8360]      A:0001 X:0F1F Y:0500 D:0000 DB:80 S:1FCF P:envMxdIzC



warn: H-DMA interrupt messes up writes

$80/8338 AD 71 09    LDA $0971  [$80:0971]   A:0000 X:158A Y:1582 D:0000 DB:80 S:1FDB P:envMxdIZC
$80/833B 8D 14 21    STA $2114  [$80:2114]   A:0028 X:158A Y:1582 D:0000 DB:80 S:1FDB P:envMxdIzC

$80/833E AD 72 09    LDA $0972  [$80:0972]   A:0028 X:158A Y:1582 D:0000 DB:80 S:1FDB P:envMxdIzC
$80/8341 8D 14 21    STA $2114  [$80:2114]   A:0001 X:158A Y:1582 D:0000 DB:80 S:1FDB P:envMxdIzC


window bg1-4 mask settings
$80/8344 AE 2E 09    LDX $092E  [$80:092E]   A:0001 X:158A Y:1582 D:0000 DB:80 S:1FDB P:envMxdIzC
$80/8347 AD 45 09    LDA $0945  [$80:0945]   A:0001 X:CC33 Y:1582 D:0000 DB:80 S:1FDB P:eNvMxdIzC

* normally h-dma hits around here @ v:28, h:1098-1304

$80/834A 29 02       AND #$02                A:007E X:CC33 Y:1582 D:0000 DB:80 S:1FDB P:envMxdIzC
$80/834C D0 03       BNE $03    [$8351]      A:0002 X:CC33 Y:1582 D:0000 DB:80 S:1FDB P:envMxdIzC

$80/834E A2 00 00    LDX #$0000              A:0002 X:33CC Y:0000 D:0000 DB:80 S:1FD9 P:envMxdIZC

$80/8351 8E 23 21    STX $2123  [$80:2123]   A:0002 X:CC33 Y:1582 D:0000 DB:80 S:1FDB P:envMxdIzC
$80/8354 8E 4D 09    STX $094D  [$80:094D]   A:0002 X:CC33 Y:1582 D:0000 DB:80 S:1FDB P:envMxdIzC


main / sub designation
$80/8357 AE 51 09    LDX $0951  [$80:0951]   A:0002 X:CC33 Y:1582 D:0000 DB:80 S:1FDB P:envMxdIzC
$80/835A 8E 2C 21    STX $212C  [$80:212C]   A:0002 X:0F1F Y:1582 D:0000 DB:80 S:1FDB P:envMxdIzC
$80/835D 8E 53 09    STX $0953  [$80:0953]   A:0002 X:0F1F Y:1582 D:0000 DB:80 S:1FDB P:envMxdIzC


=== becomes this ===


Rev 1 = 80/831A
Rev 0 = 80/8318
France = 80/8311


A5 27     LDA $27
F0 1A     BEQ $8338



* geiger
AE 4D 09  LDX $094D
8E 23 21  STX $2123

AE 53 09  LDX $0953
8E 2C 21  STX $212C
* geiger


AD 71 09  LDA $0971
8D 14 21  STA $2114

AD 72 09  LDA $0972
8D 14 21  STA $2114

80 28     BRA $8360




* geiger
AE 2E 09  LDX $092E
AD 45 09  LDA $0945
29 02     AND #$02


D0 03     BNE $03
A2 00 00  LDX #$0000
8E 23 21  STX $2123
* geiger



* bsnes
8E 4D 09  STX $094D
AD 71 09  LDA $0971
* bsnes


8D 14 21  STA $2114

AD 72 09  LDA $0972
8D 14 21  STA $2114


Note how bsnes cuts it very close to disaster. But
we get what we need: a temporary workaround that happens
to satisfy both emus.



F-1 Grand Prix (Japan)
Code: [Select]
During in-game racing, hud is messed up on right side. And no h-dma
this time. Bunch of sprites.


Checking our irq log
008034 pha                    A:2000 X:15c4 Y:0004 S:016d D:0000 DB:01 nvmxdIZC V:  0 H: 120 F:42
008034 pha                    A:81a8 X:15c4 Y:81a8 S:0163 D:0000 DB:07 NvmxdIzc V:  8 H: 124 F:42
008034 pha                    A:81a8 X:15c4 Y:81a8 S:0163 D:0000 DB:07 NvmxdIzc V:  9 H: 780 F:42
008034 pha                    A:e0ff X:035e Y:0006 S:0169 D:0000 DB:03 nvmxdIzc V: 71 H: 122 F:42
008034 pha                    A:8080 X:0000 Y:0000 S:0192 D:0000 DB:00 NvmxdIzC V:120 H: 120 F:42
008034 pha                    A:8080 X:0000 Y:0000 S:0192 D:0000 DB:00 NvmxdIzC V:164 H: 106 F:42
008034 pha                    A:8080 X:0000 Y:0000 S:0192 D:0000 DB:00 NvmxdIzC V:223 H: 120 F:42


$00/81D6 8D 09 42    STA $4209  [$00:4209]   A:0008 X:102A Y:0013 D:0000 DB:00 S:0163 P:enVmxdIzc HC:0410 VC:001 FC:31 I:00
$00/81D6 8D 09 42    STA $4209  [$00:4209]   A:0009 X:15C4 Y:102A D:0000 DB:00 S:0162 P:enVmxdIzc HC:0378 VC:009 FC:31 I:00


Oh bugger. Another IRQ request on line 9 --> line 9. Back-to-back irq error again.
Canoe / Geiger cannot run another irq after rti on same line. Hardware allows this.

See Sink or Swim for lengthy explanation.



*** IRQ
$00/8032 C2 30       REP #$30                A:19A4 X:15C4 Y:102A D:0000 DB:01 S:0163 P:envmxdIzc HC:0122 VC:000 FC:54 I:02
$00/8034 48          PHA                     A:19A4 X:15C4 Y:102A D:0000 DB:01 S:0163 P:envmxdIzc HC:0152 VC:000 FC:54 I:02
$00/8035 8B          PHB                     A:19A4 X:15C4 Y:102A D:0000 DB:01 S:0161 P:envmxdIzc HC:0190 VC:000 FC:54 I:02
$00/8036 0B          PHD                     A:19A4 X:15C4 Y:102A D:0000 DB:01 S:0160 P:envmxdIzc HC:0220 VC:000 FC:54 I:02
$00/8037 4B          PHK                     A:19A4 X:15C4 Y:102A D:0000 DB:01 S:015E P:envmxdIzc HC:0258 VC:000 FC:54 I:02
$00/8038 AB          PLB                     A:19A4 X:15C4 Y:102A D:0000 DB:01 S:015D P:envmxdIzc HC:0288 VC:000 FC:54 I:02
$00/8039 A9 00 00    LDA #$0000              A:19A4 X:15C4 Y:102A D:0000 DB:00 S:015E P:envmxdIZc HC:0324 VC:000 FC:54 I:02
$00/803C 5B          TCD                     A:0000 X:15C4 Y:102A D:0000 DB:00 S:015E P:envmxdIZc HC:0356 VC:000 FC:54 I:02
$00/803D 2C 10 42    BIT $4210  [$00:4210]   A:0000 X:15C4 Y:102A D:0000 DB:00 S:015E P:envmxdIZc HC:0378 VC:000 FC:54 I:02
$00/8040 F4 45 80    PEA $8045               A:0000 X:15C4 Y:102A D:0000 DB:00 S:015E P:eNVmxdIZc HC:0422 VC:000 FC:54 I:00
$00/8043 6C CB 00    JMP ($00CB)[$00:81FC]   A:0000 X:15C4 Y:102A D:0000 DB:00 S:015C P:eNVmxdIZc HC:0470 VC:000 FC:54 I:00



$00/81C3 B2 CF       LDA ($CF)  [$00:81E2]   A:0000 X:15C4 Y:102A D:0000 DB:00 S:0158 P:eNVmxdIZc HC:0108 VC:001 FC:55 I:00
$00/81C5 D0 07       BNE $07    [$81CE]      A:821F X:15C4 Y:102A D:0000 DB:00 S:0158 P:eNVmxdIzc HC:0164 VC:001 FC:55 I:00

..

$00/81CE 85 CB       STA $CB    [$00:00CB]   A:821F X:15C4 Y:102A D:0000 DB:00 S:0158 P:eNVmxdIzc HC:0194 VC:001 FC:55 I:00
$00/81D0 E6 CF       INC $CF    [$00:00CF]   A:821F X:15C4 Y:102A D:0000 DB:00 S:0158 P:eNVmxdIzc HC:0234 VC:001 FC:55 I:00
$00/81D2 E6 CF       INC $CF    [$00:00CF]   A:821F X:15C4 Y:102A D:0000 DB:00 S:0158 P:eNVmxdIzc HC:0296 VC:001 FC:55 I:00

$00/81D4 B2 CF       LDA ($CF)  [$00:81E4]   A:821F X:15C4 Y:102A D:0000 DB:00 S:0158 P:eNVmxdIzc HC:0374 VC:001 FC:55 I:00
$00/81D6 8D 09 42    STA $4209  [$00:4209]   A:0008 X:15C4 Y:102A D:0000 DB:00 S:0158 P:enVmxdIzc HC:0430 VC:001 FC:55 I:00
$00/81D9 E6 CF       INC $CF    [$00:00CF]   A:0008 X:15C4 Y:102A D:0000 DB:00 S:0158 P:enVmxdIzc HC:0474 VC:001 FC:55 I:00
$00/81DB E6 CF       INC $CF    [$00:00CF]   A:0008 X:15C4 Y:102A D:0000 DB:00 S:0158 P:eNVmxdIzc HC:0536 VC:001 FC:55 I:00
$00/81DD 60          RTS                     A:0008 X:15C4 Y:102A D:0000 DB:00 S:0158 P:eNVmxdIzc HC:0638 VC:001 FC:55 I:00


$00/821D 68          PLA                     A:0008 X:15C4 Y:102A D:0000 DB:00 S:015A P:eNVmxdIzc HC:0688 VC:001 FC:55 I:00
$00/821E 60          RTS                     A:0000 X:15C4 Y:102A D:0000 DB:00 S:015C P:enVmxdIZc HC:0732 VC:001 FC:55 I:00


$00/8046 2B          PLD                     A:0000 X:15C4 Y:102A D:0000 DB:00 S:015E P:enVmxdIZc HC:0782 VC:001 FC:55 I:00
$00/8047 AB          PLB                     A:0000 X:15C4 Y:102A D:0000 DB:00 S:0160 P:enVmxdIZc HC:0826 VC:001 FC:55 I:00
$00/8048 68          PLA                     A:0000 X:15C4 Y:102A D:0000 DB:01 S:0161 P:enVmxdIzc HC:0862 VC:001 FC:55 I:00
$00/8049 40          RTI                     A:19A4 X:15C4 Y:102A D:0000 DB:01 S:0163 P:enVmxdIzc HC:0906 VC:001 FC:55 I:00



Patch with new routine that auto-runs irq 9. Ignore hardware irq handler to do it for us.


org $8081d9
jml start



org $80ff98

start:
inc $cf
inc $cf


; latch h/v counters + reset port
sep #$20
lda $2137
lda $213f



; check line 8-9
lda $213d
cmp #$08
beq +
cmp #$09
beq +



; normal irq
rep #$20
jml $8081dd



+

; fire #9 irq
rep #$20
pla
pla
pla

jml $808039


=================================================
=================================================


This site covers patches like Earthbound E-NTSC
http://darkakuma.z-net.us/p/sfromtool.html


I took a peek inside the emu code but. Yeah. It's all alien logic to me. Just taking less-educated guesses based on how each game behaves and some sideways thinking. But when it affects emus like Speedy or Cacoma (Fast), then I can dance along. Stuff like Alien3, Beavis, Blazer don't though so it's meh + tra-la-lu.


edit:
Updated Alien 3 thread with possible workaround.
http://www.romhacking.net/forum/index.php?topic=25553.0
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 12, 2018, 02:02:29 pm
80 00 had it.

(http://i.imgur.com/EtXddVO.png)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 12, 2018, 03:07:24 pm
Sluffy, in such a short time you've found solutions to a bunch of games! You are awesome.

If possible, could you take a look at Nosferatu? On Canoe, when you start playing, the right side of the screen is garbled. And when you reach the area of the first boss, the enemies partially disappear.

And also Space Megaforce, which has some audio issues where there's a lot of annoying popping sounds. Is that someone within your knowledge range?

Maybe you could figure out what's going on and find a fix?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on February 12, 2018, 06:37:13 pm
Great work sluffy!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 12, 2018, 06:47:22 pm
SOS: Sink or Swim (USA, Europe) --- blue screen of water
Code: [Select]
Drop a bomb and start climbing down ladders. Blue Screen
of Death. Background scrolls around but not sprites.
Manual inspection of screen suggests status bar ~190-193.

Could be h-dma, but isn't. Safely waits for hblank transfers
then writes bg2 registers.


H-DMA[0] write (2) 0x0004BA->0x210F ind, Count:   3, Rep: no , V-LINE: 189 000389
H-DMA[1] write (2) 0x00043A->0x210D ind, Count:   3, Rep: no , V-LINE: 189 000309


IRQ logs
00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:175 H:  90 F:52
00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:190 H:  84 F:52

00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:177 H:  98 F:53
00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:190 H:  88 F:53

00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:179 H:  82 F:54
00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:190 H:  92 F:54

00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:181 H:  82 F:55
00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:190 H:  88 F:55

00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:183 H:  88 F:56
00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:190 H:  96 F:56

00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:185 H:  84 F:57
00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:190 H: 100 F:57

00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:187 H:  94 F:58
00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:190 H:  82 F:58

*** key ***
00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:189 H:  90 F:59
00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:190 H: 642 F:59

00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:190 H:  86 F: 0
00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:190 H:  90 F: 1
00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nvMXdIzC V:190 H:  88 F: 2
00ff41 jml $80e6d1   [80e6d1] A:0003 X:0008 Y:000c S:01f4 D:0000 DB:80 nVMXdIzC V:190 H:  84 F: 3


Fires 2 IRQs per frame.
4207-4208 = H-IRQ
4209-420A = V-IRQ



*** IRQ
$80/E6D1 08          PHP                     A:0003 X:0008 Y:000C D:0000 DB:80 S:01F4 P:envMXdIzC HC:0148 VC:189
$80/E6D2 C2 30       REP #$30                A:0003 X:0008 Y:000C D:0000 DB:80 S:01F3 P:envMXdIzC HC:0180 VC:189
$80/E6D4 48          PHA                     A:0003 X:0008 Y:000C D:0000 DB:80 S:01F3 P:envmxdIzC HC:0210 VC:189
$80/E6D5 DA          PHX                     A:0003 X:0008 Y:000C D:0000 DB:80 S:01F1 P:envmxdIzC HC:0250 VC:189
$80/E6D6 5A          PHY                     A:0003 X:0008 Y:000C D:0000 DB:80 S:01EF P:envmxdIzC HC:0290 VC:189
$80/E6D7 0B          PHD                     A:0003 X:0008 Y:000C D:0000 DB:80 S:01ED P:envmxdIzC HC:0330 VC:189
$80/E6D8 8B          PHB                     A:0003 X:0008 Y:000C D:0000 DB:80 S:01EB P:envmxdIzC HC:0370 VC:189
$80/E6D9 E2 30       SEP #$30                A:0003 X:0008 Y:000C D:0000 DB:80 S:01EA P:envmxdIzC HC:0402 VC:189
$80/E6DB AD 11 42    LDA $4211  [$80:4211]   A:0003 X:0008 Y:000C D:0000 DB:80 S:01EA P:envMXdIzC HC:0432 VC:189
$80/E6DE 6C 10 00    JMP ($0010)[$80:E7FD]   A:00C2 X:0008 Y:000C D:0000 DB:80 S:01EA P:eNvMXdIzC HC:0468 VC:189



$80/E7FD E2 30       SEP #$30                A:00C2 X:0008 Y:000C D:0000 DB:80 S:01EA P:eNvMXdIzC HC:0514 VC:189
$80/E7FF 20 C3 CF    JSR $CFC3  [$80:CFC3]   A:00C2 X:0008 Y:000C D:0000 DB:80 S:01EA P:eNvMXdIzC HC:0584 VC:189


hblank safety
$80/CFC3 08          PHP                     A:00C2 X:0008 Y:000C D:0000 DB:80 S:01E8 P:eNvMXdIzC HC:0636 VC:189
$80/CFC4 E2 30       SEP #$30                A:00C2 X:0008 Y:000C D:0000 DB:80 S:01E7 P:eNvMXdIzC HC:0668 VC:189
$80/CFC6 AD 12 42    LDA $4212  [$80:4212]   A:00C2 X:0008 Y:000C D:0000 DB:80 S:01E7 P:eNvMXdIzC HC:0698 VC:189
$80/CFC9 89 40       BIT #$40                A:0002 X:0008 Y:000C D:0000 DB:80 S:01E7 P:envMXdIzC HC:0734 VC:189
$80/CFCB D0 F9       BNE $F9    [$CFC6]      A:0002 X:0008 Y:000C D:0000 DB:80 S:01E7 P:envMXdIZC HC:0758 VC:189
$80/CFCD AD 12 42    LDA $4212  [$80:4212]   A:0002 X:0008 Y:000C D:0000 DB:80 S:01E7 P:envMXdIZC HC:0782 VC:189
$80/CFD0 89 40       BIT #$40                A:0002 X:0008 Y:000C D:0000 DB:80 S:01E7 P:envMXdIzC HC:0818 VC:189
$80/CFD2 F0 F9       BEQ $F9    [$CFCD]      A:0002 X:0008 Y:000C D:0000 DB:80 S:01E7 P:envMXdIZC HC:0842 VC:189
$80/CFCD AD 12 42    LDA $4212  [$80:4212]   A:0002 X:0008 Y:000C D:0000 DB:80 S:01E7 P:envMXdIZC HC:0872 VC:189
$80/CFD0 89 40       BIT #$40                A:0002 X:0008 Y:000C D:0000 DB:80 S:01E7 P:envMXdIzC HC:0908 VC:189
$80/CFD2 F0 F9       BEQ $F9    [$CFCD]      A:0002 X:0008 Y:000C D:0000 DB:80 S:01E7 P:envMXdIZC HC:0932 VC:189
$80/CFCD AD 12 42    LDA $4212  [$80:4212]   A:0002 X:0008 Y:000C D:0000 DB:80 S:01E7 P:envMXdIZC HC:0962 VC:189
$80/CFD0 89 40       BIT #$40                A:0002 X:0008 Y:000C D:0000 DB:80 S:01E7 P:envMXdIzC HC:0998 VC:189
$80/CFD2 F0 F9       BEQ $F9    [$CFCD]      A:0002 X:0008 Y:000C D:0000 DB:80 S:01E7 P:envMXdIZC HC:1022 VC:189
$80/CFCD AD 12 42    LDA $4212  [$80:4212]   A:0002 X:0008 Y:000C D:0000 DB:80 S:01E7 P:envMXdIZC HC:1052 VC:189
$80/CFD0 89 40       BIT #$40                A:0002 X:0008 Y:000C D:0000 DB:80 S:01E7 P:envMXdIzC HC:1088 VC:189
$80/CFD2 F0 F9       BEQ $F9    [$CFCD]      A:0002 X:0008 Y:000C D:0000 DB:80 S:01E7 P:envMXdIZC HC:1178 VC:189
$80/CFCD AD 12 42    LDA $4212  [$80:4212]   A:0002 X:0008 Y:000C D:0000 DB:80 S:01E7 P:envMXdIZC HC:1208 VC:189
$80/CFD0 89 40       BIT #$40                A:0042 X:0008 Y:000C D:0000 DB:80 S:01E7 P:envMXdIzC HC:1244 VC:189
$80/CFD2 F0 F9       BEQ $F9    [$CFCD]      A:0042 X:0008 Y:000C D:0000 DB:80 S:01E7 P:envMXdIzC HC:1268 VC:189
$80/CFD4 28          PLP                     A:0042 X:0008 Y:000C D:0000 DB:80 S:01E7 P:envMXdIzC HC:1292 VC:189
$80/CFD5 60          RTS                     A:0042 X:0008 Y:000C D:0000 DB:80 S:01E8 P:eNvMXdIzC HC:1330 VC:189


$80/E802 E2 20       SEP #$20                A:0042 X:0008 Y:000C D:0000 DB:80 S:01EA P:eNvMXdIzC HC:0018 VC:190
$80/E804 9C 30 21    STZ $2130  [$80:2130]   A:0042 X:0008 Y:000C D:0000 DB:80 S:01EA P:eNvMXdIzC HC:0048 VC:190
$80/E807 A9 57       LDA #$57                A:0042 X:0008 Y:000C D:0000 DB:80 S:01EA P:eNvMXdIzC HC:0084 VC:190
$80/E809 8D 31 21    STA $2131  [$80:2131]   A:0057 X:0008 Y:000C D:0000 DB:80 S:01EA P:envMXdIzC HC:0108 VC:190
$80/E80C A9 60       LDA #$60                A:0057 X:0008 Y:000C D:0000 DB:80 S:01EA P:envMXdIzC HC:0144 VC:190
$80/E80E 8D 32 21    STA $2132  [$80:2132]   A:0060 X:0008 Y:000C D:0000 DB:80 S:01EA P:envMXdIzC HC:0168 VC:190
$80/E811 A9 98       LDA #$98                A:0060 X:0008 Y:000C D:0000 DB:80 S:01EA P:envMXdIzC HC:0204 VC:190
$80/E813 8D 32 21    STA $2132  [$80:2132]   A:0098 X:0008 Y:000C D:0000 DB:80 S:01EA P:eNvMXdIzC HC:0228 VC:190


~~~~~~~~~~~~~~~~~~~~~~~
set next irq @ 190
$80/E816 C2 30       REP #$30                A:0098 X:0008 Y:000C D:0000 DB:80 S:01EA P:eNvMXdIzC HC:0264 VC:190
$80/E818 A2 86 E7    LDX #$E786              A:0098 X:0008 Y:000C D:0000 DB:80 S:01EA P:eNvmxdIzC HC:0294 VC:190
$80/E81B A9 BE 00    LDA #$00BE              A:0098 X:E786 Y:000C D:0000 DB:80 S:01EA P:eNvmxdIzC HC:0324 VC:190
$80/E81E 20 CA E6    JSR $E6CA  [$80:E6CA]   A:00BE X:E786 Y:000C D:0000 DB:80 S:01EA P:envmxdIzC HC:0354 VC:190


$80/E821 E2 30       SEP #$30                A:00BE X:E786 Y:000C D:0000 DB:80 S:01EA P:envmxdIzC HC:0610 VC:190
$80/E823 4C E1 E6    JMP $E6E1  [$80:E6E1]   A:00BE X:0086 Y:000C D:0000 DB:80 S:01EA P:envMXdIzC HC:0646 VC:190
~~~~~~~~~~~~~~~~~~~~~~~


~~~~~~~~~~~~~~~~~~~~~~~
pal
$80/E822 C2 30       REP #$30                A:0098 X:0008 Y:0002 D:0000 DB:80 S:01EA P:eNVMXdIzC HC:0152 VC:137
$80/E824 A2 92 E7    LDX #$E792              A:0098 X:0008 Y:0002 D:0000 DB:80 S:01EA P:eNVmxdIzC HC:0176 VC:137
$80/E827 A9 BE 00    LDA #$00BE              A:0098 X:E792 Y:0002 D:0000 DB:80 S:01EA P:eNVmxdIzC HC:0200 VC:137
$80/E82A 20 D6 E6    JSR $E6D6  [$80:E6D6]   A:00BE X:E792 Y:0002 D:0000 DB:80 S:01EA P:enVmxdIzC HC:0224 VC:137

$80/E82D E2 30       SEP #$30                A:00BE X:E792 Y:0002 D:0000 DB:80 S:01EA P:enVmxdIzC HC:0392 VC:137
$80/E82F 4C ED E6    JMP $E6ED  [$80:E6ED]   A:00BE X:0092 Y:0002 D:0000 DB:80 S:01EA P:enVMXdIzC HC:0416 VC:137
~~~~~~~~~~~~~~~~~~~~~~~


$80/E6CA 8E 10 00    STX $0010  [$80:0010]   A:00BE X:E786 Y:0000 D:0000 DB:80 S:01E6 P:enVmxdIzC HC:1098 VC:234
$80/E6CD 8D 09 42    STA $4209  [$80:4209]   A:00BE X:E786 Y:0000 D:0000 DB:80 S:01E6 P:enVmxdIzC HC:1138 VC:234
$80/E6D0 60          RTS                     A:00BE X:E786 Y:0000 D:0000 DB:80 S:01E6 P:enVmxdIzC HC:1174 VC:234


$80/E6E1 C2 30       REP #$30                A:00BE X:0086 Y:000C D:0000 DB:80 S:01EA P:envMXdIzC HC:0682 VC:190
$80/E6E3 AB          PLB                     A:00BE X:0086 Y:000C D:0000 DB:80 S:01EA P:envmxdIzC HC:0718 VC:190
$80/E6E4 2B          PLD                     A:00BE X:0086 Y:000C D:0000 DB:80 S:01EB P:eNvmxdIzC HC:0762 VC:190
$80/E6E5 7A          PLY                     A:00BE X:0086 Y:000C D:0000 DB:80 S:01ED P:envmxdIZC HC:0814 VC:190
$80/E6E6 FA          PLX                     A:00BE X:0086 Y:000C D:0000 DB:80 S:01EF P:envmxdIzC HC:0866 VC:190
$80/E6E7 68          PLA                     A:00BE X:0008 Y:000C D:0000 DB:80 S:01F1 P:envmxdIzC HC:0918 VC:190
$80/E6E8 28          PLP                     A:0003 X:0008 Y:000C D:0000 DB:80 S:01F3 P:envmxdIzC HC:0970 VC:190
$80/E6E9 40          RTI                     A:0003 X:0008 Y:000C D:0000 DB:80 S:01F4 P:envMXdIzC HC:1014 VC:190



Looks harmless. Trick though is follow this pattern:
V189: start irq
V190: enable irq @ 190
V190: rti

V190: start irq  (immediately after rti)
V191: rti

V225: nmi



Canoe / Geiger does:
V189: start irq
V190: enable irq @ 190
V190: rti

** skip irq **

V225: nmi


We're missing back-to-back irq firing. IRQs can trigger
mid-scanline again. So to fix, we run irq 190 ourself.



org $80e816
jml start


org $8FFFe0

start:

; latch h/v counters + reset port
lda $2137
lda $213f


; check line 189-190
lda $213d
cmp #$be
beq +
cmp #$bd
beq +

; normal irq
rep #$30
ldx #$e786
jml $80e81b


+

; fire 190 irq
jml $80e786



Now Geiger does this check on V190. Canoe does it on V189.
Little faster, because it likely breaks out of HBlank spin
loop quicker. Meaning HBlank could signal early on Canoe.



Uniracers / Unirally (USA, Europe) --- game pak not found  (pending)
Code: [Select]
no$sns and some snes9x builds can show this text.
Copier protection. Take a peek.


$83/8AFA AF 00 00 77 LDA $770000[$77:0000]   A:0481 X:0000 Y:FFFF D:0000 DB:80 S:01FA P:eNvMxdIzC
$83/8AFE 48          PHA                     A:0441 X:0000 Y:FFFF D:0000 DB:80 S:01FA P:envMxdIzC
$83/8AFF A9 12       LDA #$12                A:0441 X:0000 Y:FFFF D:0000 DB:80 S:01F9 P:envMxdIzC
$83/8B01 8F 00 00 77 STA $770000[$77:0000]   A:0412 X:0000 Y:FFFF D:0000 DB:80 S:01F9 P:envMxdIzC

$83/8AF7 08          PHP                     A:0481 X:0000 Y:FFFF D:0000 DB:80 S:01FB P:eNvMxdIzC
$83/8AF8 E2 20       SEP #$20                A:0481 X:0000 Y:FFFF D:0000 DB:80 S:01FA P:eNvMxdIzC
$83/8AFA AF 00 00 77 LDA $770000[$77:0000]   A:0481 X:0000 Y:FFFF D:0000 DB:80 S:01FA P:eNvMxdIzC
$83/8AFE 48          PHA                     A:0441 X:0000 Y:FFFF D:0000 DB:80 S:01FA P:envMxdIzC
$83/8AFF A9 12       LDA #$12                A:0441 X:0000 Y:FFFF D:0000 DB:80 S:01F9 P:envMxdIzC
$83/8B01 8F 00 00 77 STA $770000[$77:0000]   A:0412 X:0000 Y:FFFF D:0000 DB:80 S:01F9 P:envMxdIzC
$83/8B05 C2 20       REP #$20                A:0412 X:0000 Y:FFFF D:0000 DB:80 S:01F9 P:envMxdIzC
$83/8B07 A9 56 34    LDA #$3456              A:0412 X:0000 Y:FFFF D:0000 DB:80 S:01F9 P:envmxdIzC
$83/8B0A 8F FF 1F 77 STA $771FFF[$77:1FFF]   A:3456 X:0000 Y:FFFF D:0000 DB:80 S:01F9 P:envmxdIzC


USA, Europe
$83/8B0E E2 20       SEP #$20                A:3456 X:0000 Y:FFFF D:0000 DB:80 S:01F9 P:envmxdIzC
$83/8B10 AF 00 00 77 LDA $770000[$77:0000]   A:3456 X:0000 Y:FFFF D:0000 DB:80 S:01F9 P:envMxdIzC
$83/8B14 C9 34       CMP #$34                A:3434 X:0000 Y:FFFF D:0000 DB:80 S:01F9 P:envMxdIzC
$83/8B16 F0 04       BEQ $04    [$8B1C]      A:3434 X:0000 Y:FFFF D:0000 DB:80 S:01F9 P:envMxdIZC
==> 80 04


Game Pak not found
$83/8B18 5C EB 94 80 JMP $8094EB[$80:94EB]   A:3434 X:0000 Y:FFFF D:0000 DB:80 S:01F9 P:envMxdIzC


$83/8B1C 68          PLA                     A:3434 X:0000 Y:FFFF D:0000 DB:80 S:01F9 P:envMxdIZC
$83/8B1D 8F 00 00 77 STA $770000[$77:0000]   A:3441 X:0000 Y:FFFF D:0000 DB:80 S:01FA P:envMxdIzC
$83/8B21 28          PLP                     A:3441 X:0000 Y:FFFF D:0000 DB:80 S:01FA P:envMxdIzC
$83/8B22 6B          RTL                     A:3441 X:0000 Y:FFFF D:0000 DB:80 S:01FB P:eNvMxdIzC


Writes 771FFF = 56, 772000 = 34. Then checks 770000 for 34.

Note that sram size = 2000. And when we reach that #, wraps
back to 0000. We patch routine above to proceed.


=============================================
=============================================


Thanks everyone. Kinda nice break from doing (tiring) faster rom code rewrites. Bonus is that these are really strange behaviors, at my learning level.


Audio issues .. if I can get it to happen in emu, then definitely perhaps yeah. Could be "un-init" audio ram glitch. Or reverb buffer. Haven't checked this particular bugger yet.

Screenshot of this Nosferatu? Nothing mysterious so far.
(read docs - "Glitches on right side when scrolling." Huh.)

(Scratch Uniracers - snes9x log talks about color windows)


Alien 3, Beavis writeups done.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: DarkAkuma on February 12, 2018, 08:25:33 pm
I tried relaying a game for you to look into, but I'm not sure if you got it.

I went as far as I could go trying to get Dragon Ball Z - Super Butoden 2 to work. It was thought to be one that should be compatible with canoe, just requiring a correct intended preset id and/or a undumped VC ROM. I exhausted all the preset ids that it could be, and the only VC ROM contained no custom patching other then music. So I'm convinced theres going to be no other fix for it than a custom hack. Sadly, such hacks are beyond my skills.

I compiled an approximation of the issue into a gif. The issue is where the health bars glitch into the middle of the screen for a frame on player 1s side, and other tiles onto player 2s side. It alternates back and forth every second of so.

(https://media.giphy.com/media/l4pTlgfttyx8D95qU/giphy.gif)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 12, 2018, 10:23:08 pm
Mario's Time Machine (USA, Europe, Germany) -- invisible surfing items
Code: [Select]
When Mario is surfing around, power-ups like mushrooms
or bad urchins can disappear in a flash when trying to
collect. How is game doing "mode 7" sprite coordinates?
Via the ppu, only during VBlank and not while rendering.


usa / europe / germany
$81/8834 A5 CD       LDA $CD    [$00:00CD]   A:0253 X:0002 Y:0000 D:0000 DB:81 S:01F0 P:eNvMxdizc
$81/8836 8D 1B 21    STA $211B  [$81:211B]   A:0200 X:0002 Y:0000 D:0000 DB:81 S:01F0 P:envMxdiZc

$81/8839 A5 CE       LDA $CE    [$00:00CE]   A:0200 X:0002 Y:0000 D:0000 DB:81 S:01F0 P:envMxdiZc
$81/883B 8D 1B 21    STA $211B  [$81:211B]   A:0200 X:0002 Y:0000 D:0000 DB:81 S:01F0 P:envMxdiZc

$81/883E A9 7F       LDA #$7F                A:0200 X:0002 Y:0000 D:0000 DB:81 S:01F0 P:envMxdiZc
$81/8840 8D 1C 21    STA $211C  [$81:211C]   A:027F X:0002 Y:0000 D:0000 DB:81 S:01F0 P:envMxdizc


$81/8843 C2 20       REP #$20                A:027F X:0002 Y:0000 D:0000 DB:81 S:01F0 P:envMxdizc
$81/8845 AD 36 21    LDA $2136  [$81:2136]   A:027F X:0002 Y:0000 D:0000 DB:81 S:01F0 P:envmxdizc
==> AD 35 21

$81/8848 EB          XBA                     A:2100 X:0002 Y:0000 D:0000 DB:81 S:01F0 P:envmxdizc
$81/8849 08          PHP                     A:0021 X:0002 Y:0000 D:0000 DB:81 S:01F0 P:envmxdizc
$81/884A 30 0F       BMI $0F    [$885B]      A:0021 X:0002 Y:0000 D:0000 DB:81 S:01EF P:envmxdizc


$81/884C AD 34 21    LDA $2134  [$81:2134]   A:0021 X:0002 Y:0000 D:0000 DB:81 S:01EF P:envmxdizc
$81/884F 85 B3       STA $B3    [$00:00B3]   A:0000 X:0002 Y:0000 D:0000 DB:81 S:01EF P:envmxdiZc

$81/8851 AD 36 21    LDA $2136  [$81:2136]   A:0000 X:0002 Y:0000 D:0000 DB:81 S:01EF P:envmxdiZc
$81/8854 29 FF 00    AND #$00FF              A:2100 X:0002 Y:0000 D:0000 DB:81 S:01EF P:envmxdizc
$81/8857 85 B5       STA $B5    [$00:00B5]   A:0000 X:0002 Y:0000 D:0000 DB:81 S:01EF P:envmxdiZc
$81/8859 80 1A       BRA $1A    [$8875]      A:0000 X:0002 Y:0000 D:0000 DB:81 S:01EF P:envmxdiZc


2134-2136 = Multiplication Result low-middle-high byte.
Instant result. When it works value is 0000. And "zero / minus"
says 2100 / 21FF? Where is 21 coming from?


2136 = high
2137 = latch h/v counters. Returns OpenBus.
       OpenBus is last value written to bus.


For 8-bit 2137 read, it's likely AD 34 21. Gives 21.

For 16-bit 2136-2137 read, 2136 says 00/FF. So bus has 00/FF.
2137 says OpenBus. So it's 00/FF again.


Reading code, suggestive that LDA $2135 is correct register.
Checks sign bit for normal or "inverse" coordinate system.


========================================
========================================


First heard of this one. Happens in Geiger also. Incredibly weird one as it uses window tricks to draw both halves.

bg3 is foreground - bush, log. Hides fighters.
bg4 is background - behind fighters. Status bar.

Flickers because when fighters are "off-screen", it mirrors bg1+bg2  bg3+bg4. Keeps alternating left/right fighter. So frame 1: left = bg1-2, right = bg3-4. Frame 2: left = bg3-4, right = bg1-2.

Because of timing "misstep" with Canoe (Geiger too), draws screen wrong on 1 side. In my case, it draws ground | life+power | sky. And some frames it gets correct briefly.

HDMA likely setting register at wrong time, causing sky/ground glitch. With clipping window problem on top. Looks difficult to understand so far beyond. ^^
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 12, 2018, 10:35:49 pm


Screenshot of this Nosferatu? Nothing mysterious so far.
(read docs - "Glitches on right side when scrolling." Huh.)



In Nosferatu. Once you start advancing in level 1, you'll notice that the graphics are corrupted on the right side of the screen. And when you reach the area before the last boss, the enemies will flicker on and off.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on February 13, 2018, 05:32:25 am
sluffy doesn't have a SNES Classic, so please post screenshots. He uses a variety of PC emulators to try to find one that exhibits the same problem as Canoe, and if he can't then his solutions are based solely on looking at the SNES code and some educated guesswork.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 13, 2018, 08:28:26 am
Super Off Road needs some experimenting.
265f = b0 00
- Checking for dumb rng preventing nitro

If fails, combine both
2632 = 90 00
- Rng #2

May take a whole race to verify nitro behavior.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: rhester72 on February 13, 2018, 09:07:17 am
For Super Off-Road, the problem is more than just nitros, but it's definitely RNG.  The bonuses also get placed in exactly the same spots each time in canoe, so whatever's busted with the RNG, it's affecting multiple things.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 13, 2018, 09:13:40 am
Oh, it seems there's a fix for Speedy Gonzales up on this site already! Not sure how I missed that.

https://www.romhacking.net/hacks/3875/ (https://www.romhacking.net/hacks/3875/)

Edit: I'm an idiot, sluffy uploaded this. :P
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 13, 2018, 09:20:17 am
Super Off-Road uses uninitialized ram for rng. Snes9x Geiger = 55 55 55 55. Canoe = ??. Geiger ai didn't boost on me until end lap but varies some on how I play; bonus items though... thanks. Should check it, didn't give much thought but my 1st money bag is stationary.

I think Speedy came up today-ish. #2 writeup has needed 1-byte change also.



Found problem with Super Butouden 2. It's very precise timing glitch with H-DMA (BG4HOFS) and BG4VOFS scroll register. Thinking of safe way to satisfy both conditions.



Dragon Ball Z - Super Butouden (Rev 1) Canoe tester
http://s000.tinyupload.com/index.php?file_id=07057133862394665743

Tries to fit timing between slow (geiger, canoe) and normal (bsnes, hardware). If works, will make Rev 0 also and finish writeup.



Super Off Road tester
http://s000.tinyupload.com/index.php?file_id=26519558008170874217

Mixes uninitialized ram + in-game timers to create more volatile rng seeds. So even Snes9x (constant startup values) will be more unpredictable (other than 1st demo). If new algorithm works better than vanilla to average gamer, may put on rhdn site. And possible Canoe will still behave badly due to other problem.


And question about AvP flicker. Is it on/off type flashing or garble corruption? Few more images to examine?


Plus docs list is impressive actually. Seems like most games work without special patches. Or largely issue free.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: DarkAkuma on February 13, 2018, 08:17:20 pm
Found problem with Super Butouden 2. It's very precise timing glitch with H-DMA (BG4HOFS) and BG4VOFS scroll register. Thinking of safe way to satisfy both conditions.



Dragon Ball Z - Super Butouden (Rev 1) Canoe tester
http://s000.tinyupload.com/index.php?file_id=07057133862394665743

Tries to fit timing between slow (geiger, canoe) and normal (bsnes, hardware). If works, will make Rev 0 also and finish writeup.

That seems to work! I tried 2 different levels, and backed away to force it to go split screen, and didn't see any flicker! =)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: rhester72 on February 13, 2018, 10:38:25 pm
Super Off Road tester
http://s000.tinyupload.com/index.php?file_id=26519558008170874217

Mixes uninitialized ram + in-game timers to create more volatile rng seeds. So even Snes9x (constant startup values) will be more unpredictable (other than 1st demo). If new algorithm works better than vanilla to average gamer, may put on rhdn site. And possible Canoe will still behave badly due to other problem.

Looks good so far in limited testing.  Hard to say whether it's "less predictable", being a RNG used the way it is, but it compares favorably to Snes9x under Retroarch on the SNESCE, at least.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 13, 2018, 10:50:15 pm
Overscan disable testers
- Hunt for Red October (USA): 80A6 = 00
- Tom and Jerry (USA): 80A6 = 00

- Super Ninja Boy (USA):
Code: [Select]
$00/EFB8 A9 04       LDA #$04                A:00E0 X:FFFF Y:0000 D:0000 DB:00 S:01FF P:eNvMxdIzC
$00/EFBA 8D 33 21    STA $2133  [$00:2133]   A:0004 X:FFFF Y:0000 D:0000 DB:00 S:01FF P:envMxdIzC

a9 00 8d 33 21:
6fb8
c15e
23c16
ff39e
1669d
813e
c165
11a58
11a68
2027f
2059d
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on February 14, 2018, 09:02:05 am
Super Off Road: I agree, looks pretty good now compared to other emulators and also videos I've watched on YouTube that are recorded from a real SNES.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 14, 2018, 09:10:42 am
Would love Uniracers to get a look. If I personally have one top game I'd love to see working, it's that. :)

Here's what it does: https://www.youtube.com/watch?v=BnCxeXpmZwQ (https://www.youtube.com/watch?v=BnCxeXpmZwQ)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 14, 2018, 12:22:16 pm
Thanks - video "matches" raw debugger sprite info, minus problem itself. Have patient about 75% diagnosed and designed a temporary cure (untested). More trying to concoct reason Canoe behaves this way but not other emus.

Then comes all the writeups for future emus.. bleh.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 14, 2018, 01:23:38 pm
Can't wait for the writeup (and test patch) for Uniracers. :)

I wonder, is Canoe really the only emulator to ever do it this way..
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 14, 2018, 02:41:03 pm
Solved 98% of the 'why'. An article by byuu solves the last 2%, which isn't what I thought and would break on other games/demos/tests who do this. Because Uniracers only uses 4 sprites in exactly required 'OAM grid', trick works. Last sprite accessed is always same address. Devs used luck or twiddled this one through at sacrifice of more sprite graphics.

Although now patch difficulty has gone up due to unexpected path to solution. Think it's possible though; have to inspect for timing landmines. ^^

Old, old emus without Uniracers hack should produce Canoe phantom.



Uniracers trial:
12EF1 = E0
1304D = E0

Yes. Maybe that simple. Or not. Needs checker. ;)


Dragon Ball Z - Super Botuden 2 rev0
http://s000.tinyupload.com/index.php?file_id=06589030031339256661
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 14, 2018, 05:42:06 pm
Sorry to say, that Uniracers is the same with those changes :(
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 14, 2018, 05:52:32 pm
Add this one for 1P: 12E29 = E0. Above was for 2P VS split.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 14, 2018, 05:55:35 pm
Yep, that works! There's still an odd moment where the CPU sprite appears on the edge of the screen on the opposite side that he left, but then it completely vanishes where before it would be drawn in the center.

Edit: Actually if you look carefully, you can see that the rival has been moved to the top right, almost off-screen. You only see him for a few frames as he performs stunts and comes into view, but that's where it's put him. :D

(http://i.imgur.com/tLm8UpC.png)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Zimgief on February 14, 2018, 08:27:37 pm
So many epic wins!

I would have some requests/questions:
- a patch for the french version of Dragon Ball Super Butoden 2, titled Dragon Ball Z 2 La Légende saien (I patched the game and it was all glitchy on Snes9x, contrary to the patched japanese)
- is it something possible to allow hi-res mode on Seiken Densetsu 3 and Rudra no Hihou? I know that the Secret of Mana on the Snes mini is hacked in order to make hi-resolution work, but I am sure Robin64 would make a better job of explaining.

In any case, what you do is incredible, thank you so much!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 14, 2018, 09:17:30 pm
Took a lot of thinking and constant destroying values in emus to recreate symptom. Try 1P: 12E29 = FF. If fully disappears, then Canoe is treating 1xx xpos as 0xx xpos. Can be big-time sprite bug.

But if true, we're learning lots more about Canoe quirks. Note that most emus will not have 1P Canoe bug. 2P split bug probably yes (without hack) because it relies on bastard behavior.

And actually possible then to create patch which will satisfy both emus. For fun. Not needed.



Will check "Dragon Ball Z La Légende saien". Should be very similar to Japan.

Hi-Res = .. really need an explanation on presets and real-time patching? This is confusing enough right now.



Here's DBZ LLS French
http://s000.tinyupload.com/index.php?file_id=66353866645575054936
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: DarkAkuma on February 14, 2018, 11:44:13 pm
HiRes = no. There should be nothing that can be done with a patch that will enable high res mode. If a game can use it, its already coded to request for the the emulator to use it. Canoe ignores that request unless you use specific Preset IDs. And only 0x1016 is a ID that enable it, but also boots most games. I tested EVERY ID with Rudra no Hihou, and no other high res mode enabling ID will boot it.
Hi-Res = .. really need an explanation on presets and real-time patching? This is confusing enough right now.

Preset IDs just enable/force different features. Generally stuff like use of special chips, what layers are enabled, high res mode, etc. I guess its Nintendo ways of cutting performance costs. Only enable access to the features that are needed.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 15, 2018, 04:06:08 am
Took a lot of thinking and constant destroying values in emus to recreate symptom. Try 1P: 12E29 = FF. If fully disappears, then Canoe is treating 1xx xpos as 0xx xpos. Can be big-time sprite bug.

This works. :)

Edit: Another player has spotted a further issue.

(https://i.imgur.com/Qdj3ZYN.png)

"I noticed another very small bug on the second track. At that last bit when you're jumping you can shortly see your own unicycle flickers below you. Tried to capture it via rewind here. I'm actually in the air off-screen at this moment."
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Zimgief on February 15, 2018, 06:42:24 am
Thanks for explanations about darkakuma, though I do not understand what type of hack have been done on Secret of Mana?

Thank you very much sluffy for the french DBZ2. I will try it later on the snes mini! (Just done it on a regular emulator, with a ntsc patch on top of it, and so far so good.)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 15, 2018, 07:59:33 am
Mwah. More Uniracers craziness. Does 2P VS split okay in Canoe? Requires more tricks than 1P. >_> Will look for possible 1P hack shortly.

Marvelous: Mouhitotsu no Takarajima (J) uses hires for dialogues. Docs says game mostly okay.


Quote
I guess its Nintendo ways of cutting performance costs. Only enable access to the features that are needed.

Right. Gotcha. Snes9x has these "hacks" too - disable sublayer for performance boost. And other wizardry.


Soul Blazer .......... we know sublayers work in other games. So likely H-DMA fails to adjust left/right window borders to draw circle. Why heck only that spot??


And may need to add separate section on! Security? Super Ghouls n Ghosts review says has chip lockout. (!?) And no$sns can't run Uniracers (Game Pak not found).
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 15, 2018, 09:05:29 am
Don't worry too much about hi-res, it's not a rom hack thing. Canoe itself enables it with a Preset ID, nothing needs to be done to the games. Marvelous has an official Nintendo Preset ID (it came out on Virtual Console) so using that in Canoe enables the hi-res text there.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 15, 2018, 03:42:40 pm
Temporary Uniracers hack
012E29 = FF
012EF1 = FF
012D6A = FF
01304D = FF
013095 = FF
012FC9 = FF

If there's problem where cpu exits left and briefly draws on right side, cannot be avoided. Bug must be fixed in Canoe itself; limitation of how emulator draws sprites.

(with possible exception of shrinking sprite size down and making more of them, which would be tedious though)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 15, 2018, 04:30:33 pm
That solves some issues, but brings up others (rival CPU is now displayed top left on the lap counter)

I would say the version of the patch we have now is pretty good, given Canoe's shortcomings with this title, and we should move on to another game now. :)

I've been trying to solve Illusion of Gaia's problem myself actually, looking into how the SNES registers BG3 as a subscreen (lda #%00000100 sta $212D) and then enables subscreen color add/sub for translucency (lda #$02 sta $2130) and even found those in hex format in the ROM, but altering them did nothing. I wanted to disable translucency on BG3 for the menu screen, I thought it might solve the issue Canoe has. It does the image on the right instead of the one on the left.

(https://i.imgur.com/bnzbIGs.png)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 15, 2018, 04:43:31 pm
(https://i.imgur.com/bnzbIGs.png)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 15, 2018, 06:39:28 pm
Please rewind to Uniracers for a moment.
1[00] = ?, top-left??
1[70] = center, default
1[E0] = top-right
1[E1] = top-right??
1[EF] = top-right??
1[F0] = top-left??
1[FF] = top-left


012E29 = FF
012EF1 = FF
012D6A = FF
01304D = FF
013095 = FF
012FC9 = FF


Would you mind changing FF to 00,E1,EF,F0 for rival position testing? Want to uncover some Canoe pattern. So it does correctly respond to (1)FF (-1) when all values are shoved in. At some point, Canoe wraps it around too early but when...? This would be handy to know for other games with large sprites that roll off left side.

And saw message about Sink or Swim + old Zsnes build. Mwahaha.


Even better, snes9x 2010 has same bug
https://www.reddit.com/r/miniSNESmods/comments/79nfgc/snes9x2010_vs_canoe/


Can reproduce bug in bsnes by zapping irq routine. Scroll glitch. Geiger has bug too. Guessing H-DMA gremlin again *cough - Dragon Ball Z - cough*
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 15, 2018, 07:51:30 pm


And saw message about Sink or Swim + old Zsnes build. Mwahaha.


Oh, so you read the resetera thread too? It was me who posted that.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 15, 2018, 09:27:25 pm
Sink or Swim tester
http://s000.tinyupload.com/index.php?file_id=82830459963375190004


Short answer: fires irq 189. sets next irq 190. rti during 190. must fire irq 190 immediately again, which Canoe/Geiger do not. Water scroll bug.


Alternate test patch:
http://s000.tinyupload.com/index.php?file_id=06496837685797191982
(in case emu runs little too fast, or way too slow)


F1 Grand Prix suffers same problem. Will wait on working SOS first before rewiring that one. Illusion of Gaia ... looking next. So cursor hides whatever text is selected beneath (highlighted option 1-4)?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 15, 2018, 11:15:11 pm
Sink or Swim tester
http://s000.tinyupload.com/index.php?file_id=82830459963375190004


Short answer: fires irq 189. sets next irq 190. rti during 190. must fire irq 190 immediately again, which Canoe/Geiger do not. Water scroll bug.


Alternate test patch:
http://s000.tinyupload.com/index.php?file_id=06496837685797191982
(in case emu runs little too fast, or way too slow)


F1 Grand Prix suffers same problem. Will wait on working SOS first before rewiring that one. Illusion of Gaia ... looking next. So cursor hides whatever text is selected beneath (highlighted option 1-4)?

Demi from resetera tested your first usa patch and said the same issue happened. He is going to test the 2nd patch next.
This is the issue that happens in the game:
https://www.youtube.com/watch?v=GuhoozSPRNw

It's not that the water rises, it's that when you use a bomb, everything on the screen gets weird.

As for Illusion of Gaia. The game doesn't even natively run in Canoe. You have to patch the game with this patch for it to even work:
https://drive.google.com/file/d/1cPHkJCaNhLYBIx11aBVKJu7dOSPOf8oE/view

Once you patch it, the game works perfectly, except for that menu issue that only happens there.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 15, 2018, 11:26:46 pm
Patch disables FastRom access; forces SlowRom. Funny how I can't get either mode to trigger Canoe freeze in emus. Curious what Quintet trick is being used on rom access times that.

Really hoping SOS gets fixed by #2. Geiger and Canoe video show very similar problem. But Canoe timing is still a mystery to me -- sometimes Geiger slow and other times acts like FastRom+.

Illusion of Gaia again. Main layer = bg1, map screen. That has priority being on top. Color math blends bottom bg3 layer together. HDMA changes window setting 2126-2127 (pseudo-cursor). I think it makes bg3 go on top of map layer, showing solid black + text. bg3 priority 1 flag is set. Anyone's guess why Canoe only shows black and no text.


Quote
It's not that the water rises, it's that when you use a bomb, everything on the screen gets weird.

Yep. Geiger shows this weird behavior (after using bomb). Activates some extra h-dma (probably forgets to turn it off). Supposed to draw status bar but irq never fires because of tight back-to-back irq timing. Which is supposed to make scrolling work again.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 15, 2018, 11:39:22 pm
Hopefully Robin and Darkakuma can test all of this by tomorrow.

Here's another issue that happens with Mario's Time Machine. It happens in Canoe and also in SNES9X. Start the game, press "L" or "R" to open the time machine, and press "A" to go to a surfing minigame. If you notice, whenever you get close to a mushroom (or a spike), it disappears. In real hardware it doesnt't disappear because you need to collect the mushrooms to warp in time.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: DarkAkuma on February 16, 2018, 12:45:45 am
Patch disables FastRom access; forces SlowRom.

Yea. It's the SlowROM Check Fix from ucon64, turned into a patch. I added that SlowROM detection/fix to my sfrom Tool too, but the patches are still out there as generic "canoe fix"es.

This does remind me though. One day a fix for ActRaiser2 on canoe randomly surfaced on one of the lists, with zero explanation of what it is/does to make it work.

Quote
Find the Hexadecimal value 0A42000D4201, replace 01 with 00 which will give you 0A42000D4200 and the game will work!

Any idea? Would love to finally know WTF it is. =)

It was adapted to a few other games, but only those with exact hex matches to described bytes.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 16, 2018, 12:48:06 am
Sink or Swim 2nd patch tested by Demi and he reports that the game works as it should now. So I guess your 2nd patch is the real deal :)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: therourke on February 16, 2018, 06:17:00 am
Just wanted to drop in and say thanks for all the work on Canoe patches! Really appreciated.

There are a few issues I know of that I've not seen mentioned yet:

- Front Mission: Gun Hazard - cart saves do not work in Canoe. Upon game reset they are deleted. Somebody mentioned it might be a leftover piracy measure for the cart.
- Lemmings: the cursor flickers constantly in Canoe. Minor glitch, but very annoying and probably easy to solve.
- Micro Machines 2: constant engine sound in game.
- Little Magic: game either doesn't load or only gets to menu before it crashes
- Space Megaforce: Bass sound in music 'pops' at high level
- Toddlers: Music pops similar to SMF above
- Super Family Tennis: game menu is broken
- Rendering Ranger R2: black screen on load
- Cho Aniki: Bakuretsu Ranto Hen: Some minor graphical glitches when carrying out 'special move'
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on February 16, 2018, 09:06:48 am
This does remind me though. One day a fix for ActRaiser2 on canoe randomly surfaced on one of the lists, with zero explanation of what it is/does to make it work.

Any idea? Would love to finally know WTF it is. =)

It was adapted to a few other games, but only those with exact hex matches to described bytes.
http://6502.org/tutorials/65c816opcodes.html

This is a nice overview of SNES opcodes. Look up the first pair of digits, they will Translate to an opcodes. It might take arguments, that means the next pair or two pair of digits. This is disassembling.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 16, 2018, 10:08:49 am
Thanks everyone. At least we keep making progress, and can "apply" what we learn about Canoe for other bugs.


Sink or Swim -- yes! This suggests Canoe runs at same "slow cycles" speed as Geiger. But VBlank triggers sooner on ~224 and HBlank also (maybe 0.25-0.50 scanline early). Going to get writeup on this after F1 Grand Prix and move on. Helps explain Cacoma Canoe error.


ActRaiser 2 is another slowrom variant.
Code: [Select]
e3e0
0A42 00 0D42 01
0A42 00 0D42 00

80e2eb lda $80e302,x [80e3e0] A:4200 X:00de Y:4209 S:01fb D:0000 DB:81 nvmxdIzC V: 15 H: 166 F: 0
80e2ef bmi $e300     [80e300] A:420a X:00de Y:4209 S:01fb D:0000 DB:81 nvmxdIzC V: 15 H: 166 F: 0
80e2f1 tay                    A:420a X:00de Y:4209 S:01fb D:0000 DB:81 nvmxdIzC V: 15 H: 182 F: 0
80e2f2 sep #$20               A:420a X:00de Y:420a S:01fb D:0000 DB:81 nvmxdIzC V: 15 H: 196 F: 0

80e2f4 lda $80e304,x [80e3e2] A:420a X:00de Y:420a S:01fb D:0000 DB:81 nvMxdIzC V: 15 H: 258 F: 0
80e2f8 sta $0000,y   [81420a] A:4200 X:00de Y:420a S:01fb D:0000 DB:81 nvMxdIZC V: 15 H: 258 F: 0
80e2fb inx                    A:4200 X:00de Y:420a S:01fb D:0000 DB:81 nvMxdIZC V: 15 H: 294 F: 0
80e2fc inx                    A:4200 X:00df Y:420a S:01fb D:0000 DB:81 nvMxdIzC V: 15 H: 308 F: 0
80e2fd inx                    A:4200 X:00e0 Y:420a S:01fb D:0000 DB:81 nvMxdIzC V: 15 H: 322 F: 0
80e2fe bra $e2e9     [80e2e9] A:4200 X:00e1 Y:420a S:01fb D:0000 DB:81 nvMxdIzC V: 15 H: 336 F: 0

Writes 420a = 00 (irq timer), 420d = 00 (slowrom). Still want to find specific "copier protection" algorithm.


Buffet is so big right now. And have some sidework to take care of too. Will manage somehow.

MMX2 slowdown ...... going to whip up quick FastRom patch later and see what it does. ^^


And if you can find emus that show Canoe errors, please mention which emu reproduces. Would require less nagging on me for testing. ;)


Sink or Swim - dual patch
http://s000.tinyupload.com/index.php?file_id=89749534021598941660

And writeup coming post 1.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: DarkAkuma on February 16, 2018, 12:23:21 pm
ActRaiser 2 is another slowrom variant.
Code: [Select]
e3e0
0A42 00 0D42 01
0A42 00 0D42 00

80e2eb lda $80e302,x [80e3e0] A:4200 X:00de Y:4209 S:01fb D:0000 DB:81 nvmxdIzC V: 15 H: 166 F: 0
80e2ef bmi $e300     [80e300] A:420a X:00de Y:4209 S:01fb D:0000 DB:81 nvmxdIzC V: 15 H: 166 F: 0
80e2f1 tay                    A:420a X:00de Y:4209 S:01fb D:0000 DB:81 nvmxdIzC V: 15 H: 182 F: 0
80e2f2 sep #$20               A:420a X:00de Y:420a S:01fb D:0000 DB:81 nvmxdIzC V: 15 H: 196 F: 0

80e2f4 lda $80e304,x [80e3e2] A:420a X:00de Y:420a S:01fb D:0000 DB:81 nvMxdIzC V: 15 H: 258 F: 0
80e2f8 sta $0000,y   [81420a] A:4200 X:00de Y:420a S:01fb D:0000 DB:81 nvMxdIZC V: 15 H: 258 F: 0
80e2fb inx                    A:4200 X:00de Y:420a S:01fb D:0000 DB:81 nvMxdIZC V: 15 H: 294 F: 0
80e2fc inx                    A:4200 X:00df Y:420a S:01fb D:0000 DB:81 nvMxdIzC V: 15 H: 308 F: 0
80e2fd inx                    A:4200 X:00e0 Y:420a S:01fb D:0000 DB:81 nvMxdIzC V: 15 H: 322 F: 0
80e2fe bra $e2e9     [80e2e9] A:4200 X:00e1 Y:420a S:01fb D:0000 DB:81 nvMxdIzC V: 15 H: 336 F: 0

Writes 420a = 00 (irq timer), 420d = 00 (slowrom). Still want to find specific "copier protection" algorithm.

Thanks. Nice to finally know. I suspected it might be that, but I don't know a thing about ASM. Just basic/intermediate ROM hacking.

MMX2 slowdown ...... going to whip up quick FastRom patch later and see what it does. ^^

MMX2 slowdown is just hardware limitations. Same as Marvelous. The SNESC hardware gets pushed to its limits when emulating certain special chips, and other demanding things like high res mode or pushing sprite limits at the same time as also using its low latency input mode.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on February 16, 2018, 02:33:29 pm
Speaking of MMX2 slowdown I'm interested in the Super Ghouls'n Ghosts patch that improved the performance of the game.

https://www.romhacking.net/hacks/3473/

Is there anywhere that explains it all?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 16, 2018, 02:35:06 pm
That has nothing to do with this thread? Sluffy wasn't even the one that released that patch.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on February 16, 2018, 03:14:45 pm
Sure, but maybe some lessons can be learned from it.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 16, 2018, 03:16:49 pm
Ah, with your edit now it makes more sense.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 16, 2018, 06:54:33 pm
F-1 Grand Prix (Japan) tester
http://s000.tinyupload.com/index.php?file_id=41608621621275274341

See HUD on right side.


Heard Rendering Ranger requires some precise cpu-apu timing to work correctly. Fix may not happen.

Writeup posted for Sink or Swim. Reupped writeup for Super Off Road (rhdn ate post). Writeup coming for F-1 Grand Prix.

Will check Mario since snes9x has error. :)


Source code to SGnG restoration would be great. But rainponcho is nowhere. Asked months ago about it but nothing. Looks like some hand-optimized stuff that could use some explaining, like busted Arcana.

And for IoG -- hijinking hdma to turn on bg3 on main layer briefly (instead of clip window) may work. Or not. Need test.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: KingMike on February 16, 2018, 09:14:47 pm
I do remember Sink or Swim being one of byuu's examples in his "why accuracy matters" article thing about common emulation problems.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Jorpho on February 16, 2018, 10:11:02 pm
I do remember Sink or Swim being one of byuu's examples in his "why accuracy matters" article thing about common emulation problems.

Crikey, was that seven years ago already?
https://arstechnica.com/gaming/2011/08/accuracy-takes-power-one-mans-3ghz-quest-to-build-a-perfect-snes-emulator/

The other examples there were Timecop, Air Strike Patrol, and Jurassic Park.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 16, 2018, 10:13:02 pm
Good article about some annoying hard games. Although byuu left out critical details on some, but gave some decent hints on what to search. Would've saved me some pain from bsnes debugging.


Mario's Time Machine tester (USA,Europe,Germany)
8846 = 35

That's it. Short answer: Uses PPU math registers 211B,211C (which I never knew about or its speed) and reads from 2136-2137. 2134-2136 = 24-bit math result. 2137 = latch h/v counters. This register returns OpenBus.

AD 36 21 = LDA $2136

Canoe / Snes9x returns (21)xx. Supposed to be (xx)xx. Since 2136 returns xx. And OpenBus is now xx. For Mario surfing, it's 0000 or FFFF. Reading from 2135 = "glitch" averted. And now snes9x devs can go fix this problem.


And of course I grossly over-generalize technical explanation side. Like Sink or Swim. Surely IRQ firing is not simple "back-to-back" scanline talk. Probably some more erotic details with hdma, end of scanline, nmi fringe, or something creepy.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 16, 2018, 11:48:00 pm
Great! Hopefully someone is able to make a patch to test it out.

A question about this post of yours:

Overscan disable testers
- Hunt for Red October (USA): 80A6 = 00
- Tom and Jerry (USA): 80A6 = 00

- Super Ninja Boy (USA):
Code: [Select]
$00/EFB8 A9 04       LDA #$04                A:00E0 X:FFFF Y:0000 D:0000 DB:00 S:01FF P:eNvMxdIzC
$00/EFBA 8D 33 21    STA $2133  [$00:2133]   A:0004 X:FFFF Y:0000 D:0000 DB:00 S:01FF P:envMxdIzC

a9 00 8d 33 21:
6fb8
c15e
23c16
ff39e
1669d
813e
c165
11a58
11a68
2027f
2059d

Is that supposed to be a fix for those 3 games? I didn't see anyone talking about them, or even making patches to see if they fix the problems.

---

Oh, and about Soul Blazer. Maybe this info could help. In that volcano area, when you enter it the first time, the whole area is actually dark. Well not dark, but like under a shade as seen in the image below. The volcano is erupting lava balls, which fall all around you. You are supposed to find an item to protect you, once you do, that's when the ball that follows you creates that "light circle" around you which is actually a shield that protects you from fireballs. This is how it happens on real hardware.

(https://i.imgur.com/dblqWds.png)

There are other areas in the game where you need to find an item to make the ball around you shine light (just in the circle), or even to see hidden walls (which makes the walls disappear when the light circle passes over them). But in those areas, the game runs just fine in Canoe. It's only in the Volcano area that the effect is broken. Instead of the area being entirely dark (like when you first enter it), or having the light circle around you (like after finding the item), Canoe instead shows the whole area lit up. As if the light is no longer a circle, but the whole screen.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 17, 2018, 07:11:05 am
Can confirm that Tom and Jerry, Hunt for Red October, and Mario's Time Machine all work great in Canoe now. :)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on February 17, 2018, 07:31:50 am
Is that supposed to be a fix for those 3 games? I didn't see anyone talking about them, or even making patches to see if they fix the problems.
The patches for the first two games are small, one byte changes at the end of  their respective lines.

The patch for the third is the bigger chunk of code.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 17, 2018, 07:43:01 am
Super Ninja Boy also works now. Found 11 instances of A9 04 8D 33 21 and replaced them with A9 00 8D 33 21.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on February 17, 2018, 09:46:39 am
Super Ninja Boy also works now. Found 11 instances of A9 04 8D 33 21 and replaced them with A9 00 8D 33 21.

What exactly is the issue with Super Ninja Boy? I know that it's an overscan issue, but to what degree?

I modified the 11 offsets in a hex editor just as you said, created SFROMs with both the non-edited ROM as well as the edited ROM, and synced them both onto my Classic. They appear to be identical after a quick playtest of about 15 or so minutes. Is the overscan issue a persistent one, or only on certain screens?

I've never played Super Ninja Boy before, so I'm not sure what the game screen is supposed to look like, but both non-edited and edited appear fine to me, everything fits on the screen and looks the same with both. Although again, this was only after about 15 minutes of playing, so maybe the issue occurs on certain screens? I'm not exactly sure what I'm supposed to be looking for to be honest.

EDIT:

Alright, I figured out where the overscan issue occurs, at least in the limited amount of playtesting I did. The intro sequence/splash screen, when you first boot up the game before pressing start, does not display completely accurately within the display window. It appears as if it's slightly positioned upwards, revealing a noticeable black bar at the bottom of the screen. It's fairly easy to notice since that intro sequence/splash screen uses a pinkish background which really contrasts with the black.

I haven't played too much of the game though, so I have no idea if there are other overscan issues throughout the game. Either way, Sluffy's fix definitely appears to work and correct the overscan issues, at least from what I'm seeing.

I would also just like to take the time to really thank Sluffy. He's truly amazing and his efforts are very much appreciated! Thank you Sluffy for all of your hard work!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 17, 2018, 01:38:35 pm
Super Ninja Boy toggles overscan all over place. Cutscene, dialog, menu, map, here/there. It's nuts!

Cool to hear reports coming in that nearly everything going okay. Took care of some banalities (writeups, regions). F-1 could use checker and that's off. Uniracers missing game pak error (no$sns) solved -- sram wrap $2000 mark. And no$sns has vs split bug so that'll be fun to think through later since can verify on broken emu.

Kinda wonder if Gaia / Blazer are related. Both suffer h-dma problem but differing result. Have to play Blazer myself and inspect h-dma in working areas.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 17, 2018, 01:54:17 pm
F-1 Grand Prix works now too. Here's before and after shots.

(http://i.imgur.com/KNuoOCT.png)

(http://i.imgur.com/G5h9eep.png)

Before the patch, the HUD was not just corrupt, but it was also flickering. There was a thick line at the top of screen flickering too. Both of those things are gone now.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 17, 2018, 03:38:14 pm


Kinda wonder if Gaia / Blazer are related. Both suffer h-dma problem but differing result. Have to play Blazer myself and inspect h-dma in working areas.

Ok, I'll post two .srm saves of the game and how to get to the areas where the light circle is in effect:

Save 1 (https://www.sendspace.com/file/4wgfpt)
Once you load the save, enter the right portal. You'll be in a completely dark area, and the only light will be of a spirit circle, and a torch.

Save 2 (https://www.sendspace.com/file/qpa9s9)
Once you load the save, enter the left portal. You'll immediately see the spirit circle cause some sort of magnifying effect. Go down a bit to the area where there are spikes coming out of the walls, and you'll see the walls disappear when the spirit light passes over the wall.

------
Like I said in my post above, the area in the volcano is semi-dark. Once you get the needed item, the spirit circle will cast a light circle, which will protect you from the falling lava. When the lava falls in the light circle, it gets destroyed. However, with the save I sent you, the volcano is already sleeping. Do you need a save of that area BEFORE you find the necessary item, or a save while the volcano is shooting lava?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 17, 2018, 03:45:21 pm
I think those 2 saves will be enough for now. Thanks for speeding this up. Going to check this next. :)


Ys3 save tester (Usa)
http://s000.tinyupload.com/index.php?file_id=93725299285710197970

70:8000 --> 70:0000 sram.


Awesome to hear F-1 is down. Same trick as Sink or Swim so lucky us.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 17, 2018, 03:57:27 pm
I think those 2 saves will be enough for now. Thanks for speeding this up. Going to check this next. :)


Ys3 save tester (Usa)
http://s000.tinyupload.com/index.php?file_id=93725299285710197970

70:8000 --> 70:0000 sram.


Awesome to hear F-1 is down. Same trick as Sink or Swim so lucky us.

By the way, the Ys3 issue is more than just not being able to save correctly.

When you die, your character glitches out. And also, in Canoe, when you save and then try to load that save, it enables a menu that lets you choose later areas before you are even supposed to get there. Sort of like a debug level select. However, if you pick one of those areas, the game will glitch or crash.

The game does have a native debug menu though that lets you pick any area in the game. It's a cheat done with the 2nd controller:
https://gamefaqs.gamespot.com/snes/562845-ys-iii-wanderers-from-ys/cheats
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on February 17, 2018, 05:46:48 pm
I think those 2 saves will be enough for now. Thanks for speeding this up. Going to check this next. :)


Ys3 save tester (Usa)
http://s000.tinyupload.com/index.php?file_id=93725299285710197970

70:8000 --> 70:0000 sram.


Awesome to hear F-1 is down. Same trick as Sink or Swim so lucky us.

Hmm, that reminds me. There are a couple of games that have similar SRAM issues. Kirby's Dream Land 3 has this issue when used with it's proper preset ID, but I'm fairly certain that this is an issue with Canoe and not with the ROM itself.

The other is Front Mission: Gun Hazard. This might have been mentioned already in this thread now that I think about it. But oddly enough, Canoe wipes the SRAM once exiting the game.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 17, 2018, 08:43:12 pm
Have to learn lots more about windows and color blending for Blazer. Something odd is happening which I don't know enough about yet.


Gun Hazard - just double-verifying save bug happens with vanilla rom also?
Slayers - same check please

FMGH is HiROM and there's basically only 1 region to save data, unlike Ys3 LoRom.



And I know. Kinda not so likely. Someone wants this Canoe tester
http://s000.tinyupload.com/index.php?file_id=51601852835626597075

Mighty Morphin' Power Rangers: Fighting Edition (USA, Europe). Battle screen fix. IRQ dma setup + nmi interruption = ka-blam! Takes serious timing to not get beat up on hardware.


Gaia has bg1(top) + bg3(lower). Main layer is half-blended together with sub layer. Main is translucent layer; subscreen is always opaque, never translucent. Clip window1 says to cut out anything inside main at hdma time. By creating a hole in bg1, bg3(sub) is now visible. Canoe maybe takes this too literally and cuts out bg3(sub) also by accident = black bar. Or blends 0(main) ==> 0(sub).

Workaround in process now.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 18, 2018, 03:43:48 am
Before and after for Power Rangers Fighting Edition!

(http://i.imgur.com/SgLC5fw.png)

(http://i.imgur.com/idYEr7d.png)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 18, 2018, 04:13:15 am
God damn, Sluffy is a god :)

Robin, what about Ys 3. Did it work?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 18, 2018, 04:21:07 am
Ys 3 doesn't appear to work. When I saved, there were already 3 saves there all named "Underground Passage 6". So I saved over one of those, but when I reloaded the game I was back at the beginning doing the long intro bit.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 18, 2018, 04:23:20 am
I see. Thanks.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 18, 2018, 05:49:12 pm
D'oh! Yeah.. Ys 3's going to be twilight weirdness for awhile. :o

Gun Hazard ... wondering if Canoe is treating game as those "non-battery backed" sram games (heard a few exist).


http://s000.tinyupload.com/index.php?file_id=20793490722289590306
Asking for Gaia cursor tester. Praying a bit my lessons in window theory works.


MMPR is pretty similar to Cacoma error. Except I think it runs DMA some bit faster than Geiger, whereas hardware should be slower than both seemingly. Have to re-check. Post writeup later later.


Micro Machines 2 engine sound ... does this infinite loop start after race is done? Or mid-game?


Also requesting a video or more screenshots of Cool World bug. It's clear when talking to thug that bg3h scroll is way off. But why he looks flattened? Does flicker start when balloon is opening or after text is visible?
--> Possible delay this. Found way to recreate bug in snes9x. SEI = prevent interrupts. Canoe fires anyway. Egad! How many games this could affect??


Taking off Cool World tester. Think something else is triggering bg3 wacky shifts.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: JackMonty on February 19, 2018, 09:19:28 am
A big thank you to everyone who is working on patches for the official canoe emulator - some real great stuff going on here!

I wanted to ask if anyone has tried Parodius Non-Sense Fantasy. I added the PAL version as well as using a PAL to NTSC Patch but it still sounds horrible (choppy sound). Does this stem from the fact canoe cannot handle some PAL games even if patched to NTSC?

Any hindsight would be welcomed!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Zimgief on February 19, 2018, 11:38:30 am
You could use the japanese version. Totally playable, very few japanese words, and none in the option screen for exemple. (I know it's not really the answer expected, but still. :) )
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on February 19, 2018, 12:41:36 pm
A big thank you to everyone who is working on patches for the official canoe emulator - some real great stuff going on here!

I wanted to ask if anyone has tried Parodius Non-Sense Fantasy. I added the PAL version as well as using a PAL to NTSC Patch but it still sounds horrible (choppy sound). Does this stem from the fact canoe cannot handle some PAL games even if patched to NTSC?

Any hindsight would be welcomed!
Yes, avoid PAL when possible. For this one, play the Japanese version. Maybe even make a translation mg
patch by comparing both versions?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on February 19, 2018, 01:23:20 pm
Hey Sluffy, I finally found some time to do some extensive testing. Apologies if this is a bit late.

Uniracers

I tested the ROM with hex edits at the following offsets:

x12E29
x12EF1
x12D6A
x1304D
x13095
x12FC9

This is what I found after about 15 minutes each of playtesting:

[00] = Offscreen sprite appears in the top left of the screen, perfectly over the lap counter.
Picture: Imgur Link (https://i.imgur.com/3Y2Rui8.jpg)
[70] = Default
[E0] = Offscreen sprite appears in the top right of the screen, only partially visible (about half of the wheel).
Picture: Imgur Link (https://i.imgur.com/vodfo37.jpg)
[E1] = No difference from [E0].
[EF] = Offscreen sprite appears in the top right of the screen, just barely visible (about 20% or so of the wheel).
Picture: Imgur Link (https://i.imgur.com/sZfteGw.jpg)
[F0] = No difference from [EF].
[FF] = Offscreen sprite did not appear anywhere on the screen. I stared closely at the corners in case I missed it, but it appeared to me that the offscreen sprite just never appeared on the screen.

*"Offscreen sprite" can refer to the rival player's sprite or your own sprite, as long as the sprite is offscreen.

It should be noted that all versions displayed the rival player's sprite for a short period of time on the right side of the screen after it leaves the left side of the screen. Although it's also important to note that Sluffy mentioned earlier in this thread that this is a Canoe issue.

Front Mission - Gun Hazard

I did quite a bit of testing on the save issue with this game. I found out that the SRAM file which Canoe creates upon using the in-game save slots, is in-fact not deleted or removed in any way. The SRAM file is still located where it should be within the SNES Classic, this has been verified by FTPing into the Classic. I went a bit further and extracted the SRAM file from the Classic and loaded the same save file with Higan, it loaded and played correctly as it should. All of this probably isn't too surprising, but I wanted to note everything that I found.

The interesting part is that I tested a different approach to loading the SRAM. I started the game and played it like I normally would, and then saved to Slot 1 using the in-game save slots. I then reset the game using the "L-Trigger + R-Trigger + Select + Start" button combination that many SNES games feature. Following the reset, when I arrived at the game's splash screen, I pushed the Reset switch on the console in order to return to the Classic's main menu. It is here that you can create Save States, so I created one at that point in the game (the splash screen). I then completely shut off the console.

After turning the Classic back on, I loaded up the Save State that I had just created, which was at the game's splash screen. I then selected "Continue" and there it was, the in-game save file on Slot 1. I selected the save file and it loaded to where I had previously saved the game and it played like it normally would. Loading the game without using the Save State would result in the same as previous, the SRAM would not be loaded.

I don't know too much about the memory mappings of the different SNES ROMs, but it appears to me that the ROM is somehow "forgetting" that the SRAM file exists upon game shutdown/boot-up. However, the ROM clearly "remembers" the SRAM when using a Save State, even after game shutdown. I'm assuming this is the case due to the Save State loading the same exact mappings(?)/cache(?)/RAM(?) (no clue what you'd call it) from that previous playthrough.

Slayers

This game suffers from a completely different issue than Front Mission - Gun Hazard. The SRAM is saved correctly and detected correctly as it normally should. The issue occurs when loading the save file using the Continue option.

The game plays perfectly fine when selecting the New Game option, but when attempting to load an in-game save file, the game immediately glitches out and freezes. The screen will sometimes display a very quick flash of sprites(?) (I'm not too sure since it only appears for about one frame), or it might possibly be textures. Either way, it appears as if it's attempting to load the spot in the game from the save file (as the sprites/textures/whatever appear to be in the shape of the surrounding terrain where I saved), but immediately glitches out and begins to flash between black and a very faint dark-red(?), although this may just be a symptom of the aforementioned sprites/textures glitching out.

It should be noted that the music loads and continues to play perfectly normal as it should during all of this.

It should also be noted that the SRAM file does not become corrupted in any sort of way! I extracted the SRAM file from the Classic in the same way that I did Front Mission - Gun Hazard. I then continued to load the same save file in Higan, and it loaded and played correctly as it normally would.

I should also specify that this occurs in both patched and original versions of the ROM.

Another interesting piece of information that I think is important to note is found in the translation's ReadMe file. I'll copy/paste what it says onto here:

Quote
Revised English Patch Release – October 21, 2010 (V1.01)

Our Slayers patch is fully compatible with SNES hardware including copiers such as the Super Wildcard DX2. For PC-based playing options, BSNES 060 is the recommended emulator of choice. Due to its true-to-hardware core coding, BSNES should execute all game features flawlessly. Our patch has also been tested successfully with SnesGT.

At this time ZSNES and SNES9x do not appear to support some game features in Slayers, especially simulated battery saves (SRAMs). However, these older but venerable emulators should support basic game play through the use of save-states.

Wow! Apologies for the towering wall of text. I just wanted to be as clear and specific as possible. Hopefully it will help at least a tiny bit.
And once again, thank you Sluffy for all of your hard work and for continuing to pump out fixes! You're an absolute machine!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 19, 2018, 01:34:54 pm
Other than the Japanese on the title screen, Euro and Japanese Parodius are pretty much the same. So use the Japanese version.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 19, 2018, 03:38:20 pm
http://s000.tinyupload.com/index.php?file_id=20793490722289590306
Asking for Gaia cursor tester. Praying a bit my lessons in window theory works.

Sorry, this did not work. :(
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: JackMonty on February 19, 2018, 04:15:52 pm
Thanks all for the Parodius tips - the JAP NTSC version works great and only the title screen seems to need translating! Thanks and good luck all patching the rest of the games!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: etiel on February 19, 2018, 07:41:05 pm
Hello sluffy and thank you for your awesome work. Would you be able to look into these games? All these work but have some "minor" issues. I'm optimistic they can be fixed.

Daffy Duck: Marvin Missions - screen flickering
Super Final Match Tennis - black screen at game launch after Human logo
Smash Tennis (E) / Super Family Tennis (J): overscan menus
Dream Basketball: Dunk & Hoop - black screen after main menu. Game does not work after the menu.
Rock N Roll Racing - black title and menu screen, color inverse results screen

Thanks!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: therourke on February 20, 2018, 05:08:57 am
Micro Machines 2 engine sound ... does this infinite loop start after race is done? Or mid-game?
Engine sound starts upon starting a race. It's often hard to distinguish because of other sounds. But it is constant. When the race finishes and goes back to menu the engine drone stays.

Fingers crossed for Front Mission GH. I can do some testing on the issue tomorrow. I have tried to get the game to load cart saves in a variety of ways (including trying out the method mentioned above) but had no luck. Game menu always boots up to empty save slots, even when the sram is in place on the FTP.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 20, 2018, 08:37:02 am
Thanks everyone for the info. Trying to get caught up over most of yesterday. If issue happens in snes9x 1.43 / 1.51, they've got debuggers so much better chance of a patch being worked on. But I do what I can anyway. ;)

Gaia = crumbs. Engine is pretty stubborn (structured) about how it wants to do things for next workaround. I guess Canoe just paints bg1 black (instead of transparent) and be done with it. :|

Deep Space Nine is diagnosed. Intense IRQ timing animal. Current wip. Big rewrite.

Micro Machines 2 .... I think it's not receiving kill command for apu channel. Have to play with bsnes debugger here.

Going to be pretty mad if I find out Canoe is turning off sram for Ys 3 and mapping to normal ram instead everywhere.

Some games sound like spc timing sync issues. Those are eh-beh-meh-ack. Like BS Zelda.

Thank you for Uniracers debug tests. Going to give look later. :)

Quote
Wow! Apologies for the towering wall of text. I just wanted to be as clear and specific as possible. Hopefully it will help at least a tiny bit.

This is helpful. Even I can't be that detailed, thorough in my writeups. And there's 15000 char limits to fight.


Off to asar land.



update1:
http://s000.tinyupload.com/index.php?file_id=82059629087066555139

Deep Space Nine should be release ready. Six back-to-back irqs, firing within the irq itself. Even 1.43 runs this now which can't handle irq within irq. On to the next.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on February 20, 2018, 05:50:22 pm
Phenomenal work my friend!  8)

Thanks so much
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 20, 2018, 05:59:23 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?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: FormerTree on February 20, 2018, 09:41:28 pm
Tested Star Trek Deep Space Nine (US ROM) and Illusion of Gaia (US ROM + previous patch to work on SNES Classic), can verify both have their bugs solved. Deep Space Nine plays the intro instead of a black screen, and Illusion of Gaia now has a working main menu. Thanks, sluffy, this is really amazing work.


Edit: Another one in my personal collection that has an issue is Krusty's Super Fun House. The first level (and only the first level) has corrupted palette data, resulting in garbage. Here is Robin64's screenshot of the game's first level. Every other level works fine:
(https://i.imgur.com/5nFiYPd.png)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 20, 2018, 10:26:22 pm
Great! Thanks for feedback. Have to retool these (current, future) writeups but I'll get to them.

Krusty is strangeness but interested.
== edit: good news is snes9x 1.51 freaks out also. Muah ha ha. Wondering what's causing this one.
== Doing h-dma wrong somehow. Writing to color register every scanline. Almost batshit loopy. Scanning emu output.


Lemmings -- is there a short animation of flickering in action? Exactly which frames it happens could give clue. Can't find this bug in emus.

And Daffy Duck does enough borderline wacko irq behavior. So going to play with it first before asking more.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 21, 2018, 12:23:55 am
Also if you could take a look at Actraiser 2 when you get the time. This is another Enix/Quintet (Soul Blazer, Illusion of Gaia) game that needs either a patch to run, or it has a graphical glitch.

In this case, the map is showing incorrect coloring. One of the old SNES9X should present the same issue as the 1st image.

(https://i.imgur.com/dzvTCIP.png)


---------

Illusion of Gaia is not yet fixed.

Demi from resetera tested the patch, and while the main menu works, if you try to enter any of the options such as delete a file or change the buttons, the black bar issue is still present.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: therourke on February 21, 2018, 03:38:29 am
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)

...

Lemmings -- is there a short animation of flickering in action? Exactly which frames it happens could give clue. Can't find this bug in emus
Game .SFC/.SMC file names can be many things. Depends what people added. I have definitely added Front Mission without brackets etc. If brackets stopped Canoe saving there would be a LOT of complaints from people.

Lemmings: will try make a video later. The flicker - if I remember correctly - it happens in game immediately. It looks like the two versions of the cursor - the + and the [ ] - are appearing in intermittent frames. It should only be the + until you hold over something and it changes to a [ ]. Basically the game acts like the cursor is always not quite clipping something.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Zimgief on February 21, 2018, 04:42:54 am
There's a game that do not run at all : Dragon Ball Z Hyper Dimension (PAL or J-NTSC).
It is a SA-1 game, so maybe it is a preset ID problem (as for hi-res), I'm not sure. What is sure is that other SA-1 games work, like Super Mario RPG (natively), or Jikkyou Oshaberi Parodius (using Super Mario RPG's preset ID).

As for hi-res, sorry to speak of it again if is useless: I waited some precisions by darkAkuma, so my informations might be incorrect, but from what I understand, the native Secret of Mana on the Snes Mini is a hacked one, modified to work correctly with the preset ID it has been assigned. I wonder what this hack is, and if it can be used on other hi-res games (like Rudra no Hihou, Seiken Densetsu 3).
Title: Re: Canoe official snes emulator -- problems and fixes
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.
Title: Re: Canoe official snes emulator -- problems and fixes
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.
Title: Re: Canoe official snes emulator -- problems and fixes
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! :)
Title: Re: Canoe official snes emulator -- problems and fixes
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.
Title: Re: Canoe official snes emulator -- problems and fixes
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.
Title: Re: Canoe official snes emulator -- problems and fixes
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.
DarkAkuma explains here: https://www.romhacking.net/forum/index.php?topic=25789.msg352623#msg352623 (https://www.romhacking.net/forum/index.php?topic=25789.msg352623#msg352623)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 21, 2018, 08:31:07 pm
Always have to check for "hidden" posts. Missed the Lemmings video.


https://www.sendspace.com/file/q4o236
Krusty's Fun House (rev0 - ue, rev1 - uej)

Game dmas past bank boundary. Wraps. Then starts probing ppu 2100+ registers. Supposed to return open bus? Actually reading goofs cgram register and points to incorrect spot. Bug gone.


Adventures of Yogi Bear, An American Tail, misc ones posted as broken or not working, more details on how far game gets on Canoe? Too generic to figure out which hotspot to start pulling apart. I can think of lots of things without specific "splash logo1, splash logo2, hangs" or "gets to title screen". Or just black.

Gun Hazard research. That's thorough method. Actually insinuates there's .. a cpu bug. But I'd have to check later.

Dream Land 3 - is there a temp file like bwram, wram, some non-sram file? SA-1 also has battery-backed ram so curious with Canoe.


Argh. Thinking. What else.


Illusion of Gaia - how far does Canoe boot this without the slowrom fix? To title screen? Enix logo? Nothing? I can't trigger this protection so madly curious what you guys are experincing.

Super Final Match Tennis - being a Human game, if you use Clock Tower or Super Fire Pro Wrestling X ids, does it get past the spu sync block?

Rock N Roll Racing - damn. That's weird. Not even sprite logo on Canoe? That's 8-bpp title background.

Rendering Ranger R2 - assume it shows splash or two then dies? Or is it just nothing?

Uniracers xpos results are .. somewhat surprising actually. Going to play with this in debugger sometime again.

Mohawk - very likely Alien 3 sprite limit problem. Screen is all sprites.
Outlander - same.

Pirates Dark Water - must check.

Soul Blazer - still no idea. Yet.
Eye of Beholder - weird as heck. Missing so many sprite tiles on Canoe pic.

ActRaiser 2 - must be some mode7 border trick. Or Canoe was too lazy to shoehorn normal method in.

Little Magic - I think someone said it has no background graphics?

Alien vs Predator - keep thinking it's some timing error with signaling. Hard to track this down.


Mmm. Must get fresh docs sheet again. Still so much to try and whittle down. But these games are abusing the hardware in odd ways. Or dancing around the waterfall edge and not dying.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: therourke on February 21, 2018, 08:44:55 pm
Yup. The long wait for posts to be un "hidden" / okayed is super tedious. Confusing. Unnecessary. Hi admin :)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 21, 2018, 09:01:35 pm
Lemmings is a strange one. Fact that map has ghost flicker. Leaning towards timing issue. Freaky cursor is something new to me. Can't explain that one at all.

Daffy Duck -- think I do need a video for this. Not sure where/when it's happening.


Robin64 will come to the rescue with visual aids. Because looks like I'm stuck with harder ones now. :)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: FormerTree on February 21, 2018, 09:19:01 pm
Krusty's Super Fun House (Rev A) tested and works. Since I apparently missed checking anything other than the main menu when I tested Illusion of Gaia yesterday, I was more thorough here...

Here's the spot from the previous screenshot:
(https://i.imgur.com/Gx9CoiUl.png)

Original ROM: CRC32 0xAC5116D9
Patch: krusty__rev1__usa-europe-japan.ips
Output ROM: CRC32 0xC7174F2D

Played through first 6 levels of first world, no palette corruption in the affected screen and no side effects.

To anyone reading, if you accidentally apply the wrong patch to the ROM, the game will not boot and you'll see a grid of off-yellow pixels on the screen. If this happens, get a clean ROM and use the correct patch.



Here's another unusual one. Final Fantasy Mystic Quest (Mystic Quest Legend in Europe) -- this game works perfectly, I've played about 45 minutes with no issues... except that the top line or two of pixels keeps flashing on and off. You don't need to move or scroll the screen, just sitting perfectly still will trigger this behaviour. It is not very noticable in the first area (the mountain area from the introduction) but it's noticable in every area after the first. It makes the game pretty difficult to play because it's really visually overwhelming.

Here's an animated GIF -- ignore that the people on the screen have moved around and just concentrate on the flicker at the top (also Robin64 you can add this to your issue list document if you want). In this GIF I've stayed perfectly still and you can see the screen flicker on the top few lines.

(https://i.imgur.com/WpnHmTz.gif)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 21, 2018, 09:59:47 pm
Lemmings is a strange one. Fact that map has ghost flicker. Leaning towards timing issue. Freaky cursor is something new to me. Can't explain that one at all.

Daffy Duck -- think I do need a video for this. Not sure where/when it's happening.


Robin64 will come to the rescue with visual aids. Because looks like I'm stuck with harder ones now. :)

I relayed your questions on resetera. People will answer them soon enough I assume.

Would it be within your range of abilities to make a patch to allow Super Scope games to be played with a controller? For example, titles like Battleclash and Yoshi's Safari boot, but can't be played because you need a Super Scope. Someone made a patch to be able to play Mario Paint without the mouse, so I assume a similar one could be made to play without the Super Scope.


Here's another unusual one. Final Fantasy Mystic Quest (Mystic Quest Legend in Europe) -- this game works perfectly, I've played about 45 minutes with no issues... except that the top line or two of pixels keeps flashing on and off. You don't need to move or scroll the screen, just sitting perfectly still will trigger this behaviour. It is not very noticable in the first area (the mountain area from the introduction) but it's noticable in every area after the first. It makes the game pretty difficult to play because it's really visually overwhelming.


(https://i.imgur.com/WpnHmTz.gif)

This has been documented on the DOC for weeks now. Same issue happens in Final Fantasy 5 when you battle enemies in any desert background, and in Marvel Super Heroes in some stages. And yep, it's very annoying.

It's not an overscan issue either because otherwise it would be visible on other emulators too, but the issue never happens. Could you make a similar gif for Marvel Super Heroes and FF5 so that Sluffy can see it?

Your name is Ay-ay-ron?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 21, 2018, 11:28:04 pm
Thanks for requesting help. ;)


https://www.sendspace.com/file/5ismbt
WWF WrestleMania - The Arcade Game (USA) only. Do other regions later.

Should make ring normal. Puts everything to mode1 + sprite layer adjustment. Why the heck they use mode2 (offset-per-tile) is beyond me. Feels more like a mistake and then hacking around it. Bsnes shows no gain other than more pain.

Yoshi's Island (fuzzy dizzy) and Tetris Attack are known to use opt better than this.



FFMQ sounds like IRQ. Maybe early HDMA. Or too long NMI <-- this is "common" fiend. Thanks for that gif - clearly shows the symptom.

Krusty down. And NHL + Madden are doing funny stuff (doc).


At one time, thought about adding a joypad/mouse cursor to .. Metal Combat? But it's so sprite heavy not sure it'd work. Canoe would freak out with its further sprite limits.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 22, 2018, 12:15:44 am
Thanks for requesting help. ;)


https://www.sendspace.com/file/5ismbt
WWF WrestleMania - The Arcade Game (USA) only. Do other regions later.

Should make ring normal. Puts everything to mode1 + sprite layer adjustment. Why the heck they use mode2 (offset-per-tile) is beyond me. Feels more like a mistake and then hacking around it. Bsnes shows no gain other than more pain.

Yoshi's Island (fuzzy dizzy) and Tetris Attack are known to use opt better than this.



FFMQ sounds like IRQ. Maybe early HDMA. Or too long NMI <-- this is "common" fiend. Thanks for that gif - clearly shows the symptom.

Krusty down. And NHL + Madden are doing funny stuff (doc).


At one time, thought about adding a joypad/mouse cursor to .. Metal Combat? But it's so sprite heavy not sure it'd work. Canoe would freak out with its further sprite limits.

You don't really need to add a cursor. As long as you manage to get the Super Score to instead work with a controller that should be fine. I mean, emulators let you use your Mouse as a Super Scope. I assumed a 'hack' like that could be made for a controller.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: rhester72 on February 22, 2018, 07:43:41 am
You don't really need to add a cursor. As long as you manage to get the Super Score to instead work with a controller that should be fine. I mean, emulators let you use your Mouse as a Super Scope. I assumed a 'hack' like that could be made for a controller.

Probably not, as other emulators handle that at the emulator level and feed the game the "light gun" events the game is expecting...the game itself is unmodified.  Doing it from within the game code itself would seem rather problematic.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 22, 2018, 10:40:03 am
DBZHD and RR2 both suffer from spu sync issues. Would need spu rewrites. These can be messy or easy.

FFMQ on deck next.



update1:
https://www.sendspace.com/file/35qfb3

unsure if works for ffmq usa rev1/a. Very likely irq timing nuttiness. 1st try, easy method.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on February 22, 2018, 11:58:26 am
Alright, I have to retract most of what I said in my previous post. I did some more, actual thorough, testing. Basically, I'm a dumb person, and I should have done more testing instead of spouting off the first thing I saw. I have edited my previous post to reflect my idiocy.

First, in regards to the Front Mission - Gun Hazard SRAM being able to load with the use of Save States.
This one has a very simple explanation, one that I would have been able to see if I had just done some simple investigation. I extracted the Save State file(s) (Canoe creates multiple files due to it's "Rewind" feature) from the Classic and took a look at them to see if I could find anything of note. Well, I did. The Save State file contained a 8192-byte block that was, you guessed it, identical to the SRAM file. The SRAM was able to be loaded with the use of Save States simply because the SRAM data was all already contained within the Save State file. :banghead:

Second, in regards to Kirby's Dream Land 3's SRAM issue.
I had never actually tested this game on Canoe, I simply just took everybody else's word for it. Well, I just tested the game on Canoe, and the SRAM saved and loaded as it normally would with no issues, at least none that I found. I shutdown/restarted the Classic to make sure, and Kirby's Dream Land 3's SRAM still continued to load without issue. The SFROM was created with DarkAkuma's SFROM Tool, and the Preset ID that the tool automatically gave to it was 10A4 (E-PAL Preset ID). It should be noted that I have not tested the game with its Preset ID set to 10A2 (E-NTSC Preset ID).
DarkAkuma explains here: https://www.romhacking.net/forum/index.php?topic=25789.msg352623#msg352623 (https://www.romhacking.net/forum/index.php?topic=25789.msg352623#msg352623)

Anyways, I did some more testing with Front Mission - Gun Hazard's SRAM. There appears to be only one difference between SRAMs created by Higan and SRAMs created by Canoe. For both, I loaded the game up, got to the splash screen, and then shut down the game without saving. I wanted to see what, if any, differences were present between both SRAM files. The answer is none. I compared both files with a hex editor, and the data matched exactly... Except for one thing.

When Canoe creates an SRAM file (for any game), it appends a 20-byte value to the end of it. I believe it's a hash value. The SRAM file, naturally, increases from 8192 bytes to 8212 bytes. It should be noted that Canoe also creates a second file. This second file is 20 bytes in size and only contains the aforementioned hash value. I'm not exactly sure what the purpose of this hash file is. Does Canoe load SRAMs based off the hash value contained within the hash file? After all, the SRAM is edited to contain the hash value (placed at the end of the SRAM file).
ROM asks to load SRAM -> Canoe loads the hash file -> hash file points to the SRAM file -> Canoe loads the SRAM file (?)

I wanted to see if this 20-byte value being added to the SRAM file would cause the game to refuse to load the SRAM, so I placed the SRAM file into my Higan library. I made the SRAM file Read-Only so that Higan wouldn't overwrite the SRAM file upon game boot-up (8212-bytes into 8192-bytes). I loaded the game, made sure the SRAM file was not changed or edited, and then selected the "Continue" option. The game still loaded the SRAM normally, even with the SRAM file containing a 20-byte value at the end of it.

This leads me to believe that the issue might be occurring during that process of "hash file -> hash value -> SRAM" that Canoe executes when loading SRAMs, if that even is the process that Canoe executes because I'm just all guesswork.
Why this conflicts with only Front Mission - Gun Hazard, I have zero clue. It could possibly have something to do with Front Mission refusing to load the SRAM if it has been edited, as I mentioned in my previous post. Or it could just be that the hash file is being loaded but the SRAM file is not. But again, this is all my own guesswork, and I am very dumb, so take everything I say with a very big grain of salt.


EDIT:

I do know that Front Mission - Gun Hazard does in-fact have a form of copy-protection. I'm not exactly sure if it's an SRAM size-check though. Could the game be checking for an SRAM size of 8192-bytes but returns an SRAM size of 8212-bytes?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 22, 2018, 12:52:46 pm
Lemmings is a strange one. Fact that map has ghost flicker. Leaning towards timing issue. Freaky cursor is something new to me. Can't explain that one at all.

Daffy Duck -- think I do need a video for this. Not sure where/when it's happening.


Robin64 will come to the rescue with visual aids. Because looks like I'm stuck with harder ones now. :)

From resetera:

-Dennis the Menace hangs/crashes just after the first legal credits screen before the Ocean logo is supposed to show up.
-Daffy Duck The Marvin Missions has the screen flickering when you jump.
-Top Gear 2 freezes to a black screen as soon as you select 2Player game and select "Start Game" at the main menu. It does the same if you enter a password on the password screen.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 22, 2018, 01:04:35 pm
better tester for mystic quest. saves more time for wai. usa rev1 only.
https://www.sendspace.com/file/kzbwx6
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 22, 2018, 02:37:00 pm
Well my capture hardware turned up, so what perfect timing, I shall throw the Mystic Quest patch at it. (Make sure to view in 720p60fps)

https://www.youtube.com/watch?v=lCHp9VMrvrU (https://www.youtube.com/watch?v=lCHp9VMrvrU)

As you can see, the top line of flicker is almost gone. It only happens a few times.

And here's Daffy Duck: https://www.youtube.com/watch?v=Blv2oFbvnoA (https://www.youtube.com/watch?v=Blv2oFbvnoA)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 22, 2018, 03:45:04 pm
Well my capture hardware turned up, so what perfect timing, I shall throw the Mystic Quest patch at it. (Make sure to view in 720p60fps)

https://www.youtube.com/watch?v=lCHp9VMrvrU (https://www.youtube.com/watch?v=lCHp9VMrvrU)

As you can see, the top line of flicker is almost gone. It only happens a few times.

And here's Daffy Duck: https://www.youtube.com/watch?v=Blv2oFbvnoA (https://www.youtube.com/watch?v=Blv2oFbvnoA)

(https://media.giphy.com/media/iSKFtpF2HzneE/giphy.gif)

February 22, 2018, 04:20:04 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Just tested Final Fantasy 5 on Higan and apparently the top-line flickering during desert battles happens there too. So I guess it's not a canoe or a translation issue, but something native to the game.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 22, 2018, 06:10:51 pm
Big thanks for clean and pristine videos.


https://www.sendspace.com/file/7uxq0e
Let's try this for Mystic Quest. Do irq execution myself.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: etiel on February 22, 2018, 06:22:15 pm
More info on some games:

Super Final Match Tennis: Did not work with Clock Tower/Super Fire Pro Wrestling X preset ids, still black screen after Human logo. Also tried a different rom (Super Final Match Tennis (J) [f1]) and didn't work either.

Illusion of Gaia: without the slowrom fix you can see the Enix logo and the title screen and then it goes black after you press start.

Daffy Duck: as you can see in the video posted above, the screen flickers frequently (randomly?) and not only when jumping. It happens on every level.

Smash Tennis/Super Family Tennis: title, game/player/court/sets selection screens don't scale correctly. The cursor (racquet) is also misplaced.
https://i.imgur.com/62zpW85.png (https://i.imgur.com/62zpW85.png)

Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 22, 2018, 07:00:51 pm
Right. Thanks for reminding me. Didn't notice the racquet being off-position. ^^

Eh. Most Human games rely on good spu timing. Tossed to that lower priority list.



If previous mystic quest still flickers, then this should finish it off
https://www.sendspace.com/file/qvq33n

Canoe might not be punctual about when it starts irq, reports h-blank, or in this case h-dma interference. Because 99.999% emus ignore turning screen on/off mid-scanline, I'm going to abuse it as final backup.



update1:
And tester for Marvel Super Heroes USA
https://www.sendspace.com/file/wpas1o

Similar concept to Mystic Quest. Wait for h-blank and try to turn screen on in-time before next scanline begins.



update2:
And for those who missed the ninja edit by pimpinelephant, please re-read above posts.

Kirby's Dream Land 3 sram is working. DarkAkuma's tool gives 10A4 (E-PAL Preset ID). 10A2 (E-NTSC Preset ID). Docs as of 2018-02-21 mention it doesn't work. So update please. ;)

Gun Hazard. Very nice detective work! From what I've seen, game doesn't do sram size check. Just expects data to already be there. Didn't know it had copy protection so will look it up.
(looks like region watchdog)


update3:
Super Family Tennis = 512x448. Hi-res menu. Mmm mm.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on February 22, 2018, 08:35:51 pm
Super Family Tennis (PAL) racquet is in the correct position. The top half of the hi res screen is stretched to fill the whole screen.

Super Final Match Tennis (NTSC-J)
breaks when saving options. won't boot after options have been saved. Delete save to play again.

Masters: Harukanaru Augusta 2 (NTSC-J)
Masters New: Harukanaru Augusta 3 (NTSC-J)
both have corrupt graphics in game. snes9x2005 is the only thing I can use to play these two.

World Class Rugby (PAL to NTSC patched)
Pitch colour is corrupted, white rather than green

World Class Rugby 2: Kokunai Gekitou Hen '93
OK, doesn't have the above problem. same game only with fewer, Japanese teams
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 22, 2018, 08:51:37 pm
Gotcha. New ones to study. It'll end somewhere. I'm actually almost impressed given Canoe's game library performance so far. Just they cut some corners too early (if they gave you guys a preset id for 34 or 36 sprite limit, several games would magically drop off that list).



https://www.sendspace.com/file/hv3lol
Not promising Cool World will work. Based on docs picture (score hud is scrolled over -- not easily glitchable), 1st idea I can think of trying.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: DarkAkuma on February 22, 2018, 09:11:32 pm
Kirby's Dream Land 3 sram is working. DarkAkuma's tool gives 10A4 (E-PAL Preset ID). 10A2 (E-NTSC Preset ID). Docs as of 2018-02-21 mention it doesn't work. So update please. ;)

I'll clarify here for whoever.

I purposely use 0x10A4 for the E-NTSC version instead of 0x10A2 because, in truth, both ID's are for the E-NTSC version of the ROM. Nintendo often reserved an ID for a E-PAL version, but ended up releasing the E-NTSC version in PAL regions with that ID. And that's the case with KDL3.

So both are valid and official for the E-NTSC ROM, but I chose 0x10A4 because I've read reports that with it SRAM saving works better, though not 100% perfect. The difference being that a SRAM that's created with a Save State won't load, but normal SRAM saves will now work fine.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 22, 2018, 09:38:22 pm


Kirby's Dream Land 3 sram is working. DarkAkuma's tool gives 10A4 (E-PAL Preset ID). 10A2 (E-NTSC Preset ID). Docs as of 2018-02-21 mention it doesn't work. So update please. ;)


If Kirby 3 hasn't been patched, then it's still not working correctly. The problem is the DOC is not very detailed as to what exactly is wrong with the SRAM. Everybody assumes the SRAM doesn't work at all. But it does work, sometimes.

In the case of Front Mission GH, the SRAM plainly doesn't work as soon as you turn off the game. But in the case of Kirby 3, it works just fine, but other times it doesn't. Robin, and many people (including me), have done many tests and found that the game saves just fine, and you can load the save just fine too (even after turning off the system). But sometimes, either because of something specific or random, the SRAM will get deleted next time you boot the game.

So both are valid and official for the E-NTSC ROM, but I chose 0x10A4 because I've read reports that with it SRAM saving works better, though not 100% perfect. The difference being that a SRAM that's created with a Save State won't load, but normal SRAM saves will now work fine.

I can load my SRAM just fine right now and it was created by using save states too. That's the thing. It's too unreliable to tell. And it happens easily for some, and rarely for others.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: DarkAkuma on February 22, 2018, 09:51:32 pm
I can load my SRAM just fine right now and it was created by using save states too. That's the thing. It's too unreliable to tell. And it happens easily for some, and rarely for others.

KDL3 is not a game I play. I've just gone off reports. Several said 0x10A4 worked better, but only one tried to describe in what way it was better. So maybe that one guy is wrong on his specifics.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 22, 2018, 09:55:43 pm
Yes, details beginning to make sense. Was confused about KDL3 -- told it works, doesn't, magic preset ids. Basic: game doesn't reliably work and needs patch. Thing about randomly "erasing" the save .. there's sa-1 write enable / protection setting. Maybe Canoe gets finicky about this value, but never checked this game (sa-1 core is very new to me).

So shutting down emu inside "save screen" area would be safe. But questionable during playfield. Or so I dream.


Augusta 3 (sa-1) -- idk why emu gets confused over dma from bw-ram bank 40. Works in 1.43 but not 1.51. Doing more research.

Augusta 2 -- can't get this to glitch yet in emu. But I'm known to overlook things very easily and distractable.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: DarkAkuma on February 22, 2018, 10:27:24 pm
Yes, details beginning to make sense. Was confused about KDL3 -- told it works, doesn't, magic preset ids. Basic: game doesn't reliably work and needs patch. Thing about randomly "erasing" the save .. there's sa-1 write enable / protection setting. Maybe Canoe gets finicky about this value, but never checked this game (sa-1 core is very new to me).

So shutting down emu inside "save screen" area would be safe. But questionable during playfield. Or so I dream.

To be fair, some of the confusion is likely due to hakchi2 setting the wrong Preset ID. It sets it to SMRPGs ID, which works and saves, but causes canoe to not render water transparency correctly. So there are people out there that will say KDL3 SRAM saving works correctly based off that. Also, I only recently changed the default ID from 0x10A2 to 0x10A4 in a recent update of SFROM Tool, which should further add to confusion.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: FormerTree on February 23, 2018, 12:30:25 am
RE: Final Fantasy Mystic Quest

The second patch (ffmq_rev1.ips) works perfectly. Started new games on both US revisions of the game and played through to the end of Level Forest. No issues where it used to be super bad flickering.

The files I used were:
v1.0 -> CRC32 0x6B19A2C6 -> patch -> CRC32 0x7357CE65
v1.1 -> CRC32 0x2C52C792 -> patch -> CRC32 0x22C72214

Thank you again sluffy, this is really tremendous work. I get the sense you enjoy learning more about how the SNES does this stuff, but still I'm very grateful that you're doing all this stuff, taking requests, and getting nothing in return. Really, really appreciate it.

Your name is Ay-ay-ron?

Until I looked at my screenshot, I was simply amazed by your powers of deduction. The Key and Peele skit ruined my life, LOL.



Here's an unusual one. Tiny Toon Adventures - Wacky Sports Challenges is a minigame collection that contains around 18-20 minigames, all of which work perfectly except two, which both have serious graphic errors.

First, this is the password you can input to get to the Level Select menu, so you can easily test the issues:
(https://i.imgur.com/0i6nf64l.png)

The Weightlifting game has an issue:
(https://i.imgur.com/N5aFt07l.png)

You can see that the weights are not properly rendered in front of the characters. Here's a video (jump to 5 minutes 20 seconds) of what that mini-game is supposed to look like (https://www.youtube.com/watch?v=JCnLiCTjK7Y#t=5m20s)

The Lumberjack game has an issue:
(https://i.imgur.com/68KV5xPl.png)

There are supposed to be trees in front of the characters. Here's a video (jump to 34 minutes 30 seconds) of what the mini-game is supposed to look like (https://www.youtube.com/watch?v=JCnLiCTjK7Y#t=34m30s)

I think these are the same bug, since all of the other minigames are very different -- some are platforming games, for example. These two are very similar in that both of them involve button mashing with the characters standing still in this perspective. So I expect one fix will probably fix both problems.

I tried every other game type at least once and didn't notice any obvious problems. There's some slowdown in the top-down running levels but I believe that was just as bad on a real SNES. Not sure if anyone else has played this game and noticed any bugs I didn't report.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 23, 2018, 08:39:30 am
Just so I can verify how Canoe is drawing things, asking for

Screenshots
- Augusta 2
- Augusta 3
- Cho Aniki: Bakuretsu Ranto Hen (special move)
- Super Battleship
- Super Play Action Football
- Top Gear (several issues)
- True Golf Classics: Wicked 18
- World Class Rugby (PAL to NTSC patched)
- WWF Super Wrestlemania
(list trimmed, thanks to Robin64)


Annoying for me to ask. But I'm in point to "beg" for more data. Thanks for any help here.

Previous tester patches, in no hurry to find out results. lol.


Top Gear 2 = no clue why it breaks. Not happening anywhere else.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Zimgief on February 23, 2018, 08:49:45 am
Oh, regarding Dragon Ball Z 2 La Légende Sayen (PAL French), I forgot to tell that I tested it on Canoe, and it works perfectly!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on February 23, 2018, 09:58:47 am
I'll grab screens and/or videos of games I've mentioned this weekend.

Will also do some testing. Is there a list of untested hmm
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 23, 2018, 11:29:48 am
I'll be making a load of videos requested when I get home in about an hour.  :thumbsup:
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Bosco82 on February 23, 2018, 12:06:48 pm
There's an issue with Dragon Ball Z Super Saiya Densetsu which is the overscan problem again, the text boxes and menus run off the bottom of the screen

(https://i.imgur.com/4ab41ck.png)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: KingMike on February 23, 2018, 12:25:50 pm
It's a bit hard to count from that picture but I think the SNES Classic might be using the "correct" NTSC overscan size. (CRTs would always cut off some varying amount, I think 16 pixels from all edges of the screen is usually considered a safe allowance)
I think the "correct" size has a height of 240 pixels (30 tiles) whereas overscan-safe is 224 (28 tiles).
Using a fan translation, it's harder to say, since that was likely not made with CRT-safe overscan in mind (extending the window and text to the edge of the screen). How does the original Japanese version look?

(I'm not sure on the SNES, but I know the NES always outputs 240 lines, even though some games were designed to assume the top and bottom 8 lines would never be seen for an effective 224 lines)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Bosco82 on February 23, 2018, 12:39:45 pm
I loaded up the Japanese version on my SNES Classic and it looks exactly the same, the bottom of the screen is cut off, it is reproducible in snes9x if that helps being able to track this down.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 23, 2018, 12:42:57 pm
Videos!

Alien vs Predator: https://www.youtube.com/watch?v=8TSwJUZQ0Qg (https://www.youtube.com/watch?v=8TSwJUZQ0Qg)

Cool World: https://www.youtube.com/watch?v=S5ZbTfebg-s (https://www.youtube.com/watch?v=S5ZbTfebg-s)

Speed Racer: https://www.youtube.com/watch?v=6JETOsTmC0g (https://www.youtube.com/watch?v=6JETOsTmC0g)

Street Racer: https://www.youtube.com/watch?v=dsy8iGteW6c (https://www.youtube.com/watch?v=dsy8iGteW6c)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Zimgief on February 23, 2018, 01:45:38 pm
Robin, to answer your question on resetera, to crawl(slide, in fact) in Nosferatu, you have to run then push down and attack, if i'm not mistaken (otherwise, something else a bit non-intuitive).
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 23, 2018, 01:51:51 pm


Until I looked at my screenshot, I was simply amazed by your powers of deduction. The Key and Peele skit ruined my life, LOL.


Sorry man, but that skit is just way too funny and I haven't been able to stop saying ay-ay-ron.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 23, 2018, 07:27:18 pm
Thanks everyone for taking time to pitch in. Will try to find time over weeks to get to everything at least once.


Tiny Toons Wacky Sports tester
https://www.sendspace.com/file/fy3gzp

I believe because BG3OFS = 3FF, supposed to read offset-per-tile ydelta at BG3NT=4C00. But bad emus read from BG3NT=4C20. So pushed to "expected" location.


iirc: Bust-a-Move / Puzzle Bobble also use dreaded OPT. WWF Arcade uses OPT and might re-inspect that one again since worked on TTA:WS.


For Dragon Ball Z Super Saiya Densetsu, maybe possible to scroll entire text screen up 16px to make box visible. And still fit within 224 lines. But haven't played game to find out.


Nice to hear Mystic Quest is blink-free. That almost implies Marvel Super Heroes works also.

Docs still mention Super Ninja Boy overscan issue. Maybe I missed some.?


Going to get those videos and get around to Daffy Duck if none are easy to tinker. I'd say we're doing pretty well as a community so far.


Oh and sorry. Writeups take time and those will have to wait. Want to spend valuable time cranking out more patches. I'm not Ken Silverman where pain = 1 hour of his life.


thoughts:
Cool World -- very helpful. Need to go frame-by-frame later to see exactly when scroll bug signaled.

Nosferatu -- When you land in dungeon, notice how very large left crate appears on right side. That's Uniracers big sprite bug (Canoe). Still don't know how to workaround it. And I think some zombie briefly did that ~0156 also.

Speed Racer -- had to blow it up big and go slow. See the flicker line now.

Street Racer -- might be Alien 3 RTO Canoe problem. Too many big sprites.

Alien vs Predator -- 2 frames on. 1 frame off. Hmm. Unsure still but gives more clues.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: FormerTree on February 23, 2018, 09:30:09 pm
Tiny Toons Wacky Sports tester
https://www.sendspace.com/file/fy3gzp

I believe because BG3OFS = 3FF, supposed to read offset-per-tile ydelta at BG3NT=4C00. But bad emus read from BG3NT=4C20. So pushed to "expected" location.

Did not fix weightlifting. It didn't fix the wood cutting either, but now the wood cutting does a weird thing where the trees sort of move every time someone cuts them? Here's a screenshot from after a 10-15 seconds of gameplay:

(https://i.imgur.com/MMszjVtl.png)

Don't think it was doing that before. Thanks again. If the answer isn't obvious don't feel like you need to make this a priority, it's OK!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 23, 2018, 10:16:59 pm


Nosferatu -- When you land in dungeon, notice how very large left crate appears on right side. That's Uniracers big sprite bug (Canoe). Still don't know how to workaround it. And I think some zombie briefly did that ~0156 also.


Nosferatu has 2 issues right now. The first is right there at the beginning. For some reason part of the left background/objects appear as a vertical frame on the right side of the screen. However, that only happens prominently in that first segment. Haven't tested other levels, but it doesn't happen again for the entirely of level 1.
The second issue is when you get to the boss area. There are some zombies that appear before you get to the boss, and those zombies are invisible or parts of their body are invisible. Same for the boss.

Hopefully Robin will make a video of it soon.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 23, 2018, 10:43:35 pm
Canoe seems to get confused with crate sprites off the left side of screen (-1,-10,-15) and treats it as right side (+255, +246, +241). They're just 16x16 sprite tiles, so strange it does this. I thought other games have some large sprites that go offscreen (left side) just fine...

I remember someone running some tests for me with Uniracers because it has that same dumb problem, and results conflict with Nosferatu.

That's very unusual gremlin we're chasing around.


update1:
Speed Racer USA tester
https://www.sendspace.com/file/xxqok5

Should safely cover blinking horizon line.



Guess I'll throw in Bust-a-Move video wishlist. Not sure what Canoe is animating wrongly.

And would like to see Tiny Toons: Wacky Sports in action (original rom) for both mini-games. Offset-per-tile can be really annoying if it's the case.

Put both on backburner and move on to Daffy.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on February 24, 2018, 08:30:03 am
I did some more testing with Front Mission - Gun Hazard and Kirby's Dream Land 3. I think I've figured out "the what" in regards to the SRAM issues, although I have no clue on "the why".

Front Mission - Gun Hazard

For this game, I did quite a bit of testing, trying all kinds of different methods and comparing them with other games. I'm fairly confident that what's occurring here is that the SRAM file is being "reset" every time the game boots up. What I mean by this is that the SRAM file, doesn't matter what it contains, will always be changed into a "fresh" (empty saves) SRAM file. Every method that I've attempted always ended up with this same result, no matter what.

I believe that the game is in-fact loading the SRAM, the issue is that the SRAM is always an empty SRAM. It should be noted that this SRAM revert/wipe/whatever-you-want-to-call-it always occurs on game boot-up. This means that when you play the game, save to SRAM, and then shut down the game, that SRAM file is still your recently created save file up until you boot the game up again, at which point it will become an empty SRAM again.

Most games on Canoe follow a fairly simple protocol when it comes to SRAM files. The SRAM file will have its SHA-1 hash value calculated, appended onto the end of the SRAM file, and an accompanying hash file will be created containing the aforementioned SHA-1 hash value. The process Canoe executes in order to load an SRAM file, or at least the process that I personally believe Canoe executes, is by calculating the SHA-1 value of the SRAM file (which it appends to the end) and then comparing the SHA-1 that it just appended to the value contained within the hash file. If the resulting SHA-1 value of the SRAM file does not match the SHA-1 value contained within the hash file, Canoe will wipe that SRAM into a new and empty SRAM file.

For most games, as long as you include correct, and matching, SHA-1 values to the SRAM and hash files, Canoe will load the SRAM with no issues. I say most because there are a few exceptions, particularly Super Mario RPG and Yoshi's Island. Both of these games' SRAM files contain a hash value that does not match the calculated SHA-1 value of the SRAM file. It is currently unknown how exactly Canoe is calculating these particular hash values, and due to this, it is currently impossible to import your own SRAM files for these particular games.

I am in no way saying that this is what is causing the SRAM issue with Front Mission - Gun Hazard though! Canoe automatically calculates the SHA-1 value and appends it to the end of the SRAM as well as within the hash file, which means they are more than likely the correct values. Having said that, I'm willing to bet that the comparison check for the hash values occurs on game boot-up. I only wanted to mention all of this because I felt that it was important to note, due to similar symptoms.

Anyways, apologies for the tangent! I'm quite confident in saying that Gun Hazard actually loads the SRAM as it normally should. The issue is just that the SRAM file is an empty SRAM, which makes it appear as if the SRAM is not loading. The only question is "the why" aspect of it. What occurs during boot-up that causes the SRAM to clear and become an empty SRAM?

TLDR:

- Gun Hazard actually does load SRAM properly.
- SRAM gets wiped during boot-up of the game, which gives the impression that the SRAM isn't loading.
- The question is why is this occurring.
- Does the game do/check for something during boot up?
- Is this an incorrect hash value situation? (Unlikely due to Canoe calculating the hash value itself)

Kirby's Dream Land 3

Alright, I did a bunch of testing on this game in order to figure out exactly what the issue is with the SRAM, as well as the difference in-game between Preset IDs 10A2 and 10A4.

First, I'll talk about Kirby 3 with Preset ID 10A2. The SRAM is not enabled with this preset ID, period. For all games that have SRAM, the SRAM file is created upon game boot-up. I booted up Kirby 3, started a new file, and played a couple of stages. I then used FTP to navigate into the Saves directory, and sure enough, there were zero files present in Kirby 3's folder (similar to Super Castlevania IV's folder, Street Fighter II Turbo's folder, etc.).

Interesting to note though, I imported my own Kirby 3 SRAM/hash files into the aforementioned Saves directory, and then booted up Kirby 3. The game loaded the SRAM and I was able to load my save file, but since SRAM is not enabled with this preset ID, the game never wrote/saved to the SRAM file. Just something interesting and kind of funny to note.

Next, I'll talk about Kirby 3 with Preset ID 10A4. I have been able to trigger the game saving to SRAM with 100% reproduction, at least for the small sample size that I tested. The issue with Kirby 3 is that there is no manual "Save" option. Saves are done automatically, and it's the game that controls when to save. For some reason, Kirby 3's "Save to SRAM" mechanism doesn't trigger when it's supposed to, which is after the completion of each stage (I'm assuming, I don't play too much Kirby 3). It should be noted that I have not tested Kirby 3 with other Preset IDs.

Now for the testing methods that I employed. I tested using two separate methods for trying to trigger the SRAM save. The first method was the standard method. I completed a stage, and then after the completion of said stage, I would press the Reset switch on the Classic to return to the main menu, and then I would restart Kirby 3. I tested this method ten times, and in all ten of those times, the SRAM did not save. In five of those instances, I pressed the Reset switch after beginning the next stage to see if that made any difference. The goal was to try and trigger the "Save to SRAM" mechanism.

The second testing method that I attempted included one extra step. After completing a stage, I would soft-reset the game with the "L-Trigger + R-Trigger + Select + Start" button combination. After soft-resetting the game, I would press the Reset switch, and then restart Kirby 3. I tested this method twenty times, and in all twenty of those times, the SRAM saved correctly! I completed 15 stages on my Save Slot 1 file, and then began a new file on Save Slot 2, completing 5 stages on that save file. It should be noted that restarting Kirby 3 can occur very soon after soft-resetting (I was restarting Kirby 3 even before the Nintendo logo fully appeared).

I also used both these testing methods on Kirby 3 with Preset ID 10A2. I attempted both methods ten times each, but the results were what was expected. All twenty times, the SRAM did not save.

It would appear that soft-resetting causes the SRAM save mechanism to trigger. I'm not exactly sure what aspect of soft-resetting is causing it to fire though. I'm also not too sure why Kirby 3's SRAM save does not trigger when it's, I'm assuming, supposed to.

TLDR:

- Preset ID "10A2" disables the SRAM entirely.
- Preset ID "10A4" enables SRAM, but the SRAM save mechanism must be triggered.
- Soft-resetting the game triggered the SRAM save 100% of the time (20 times out of 20).
- The question is why the SRAM save does not trigger when it's supposed to (I'm assuming after the completion of a stage).
- What is it about soft-resetting that triggers the SRAM save?

Quote
Canoe seems to get confused with crate sprites off the left side of screen (-1,-10,-15) and treats it as right side (+255, +246, +241). They're just 16x16 sprite tiles, so strange it does this. I thought other games have some large sprites that go offscreen (left side) just fine...

I remember someone running some tests for me with Uniracers because it has that same dumb problem, and results conflict with Nosferatu.

That's very unusual gremlin we're chasing around.

Yeah, the vast majority of games don't seem to run into this issue. And with the huge abundance of platformers for the system, I wonder what makes these games so different.

What are the conflicting results with Uniracers and Nosferatu? I thought the "leaving left side of screen and appearing on right side" bug was most likely too much of a hassle to fix. I think I remember it still being in Uniracers because of that.

And wow! So many patches already! Sluffy, you're like Oprah, "You get a patch! And you get a patch! Everybody gets a patch!!!" Seriously, especially with the amount of requests that you get, you're amazing!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 24, 2018, 11:16:38 am
Here's a video for Bust-a-Move. Round 6 is probably the easiest place to see what's going on. Note how as the bubble get pushed further down the screen, their animations do not, and are increasingly further apart from the bubble as the round goes on.

https://www.youtube.com/watch?v=JDEPfw2VaZc (https://www.youtube.com/watch?v=JDEPfw2VaZc)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 24, 2018, 11:39:28 am
Speed Racer was changing several ppu registers. So waited until after h-blank to send all.


Daffy Duck is disabling nmi @ 224. Canoe maybe doesn't refire when 225 goes on again. So tester:
https://www.sendspace.com/file/aa0x5x


Nosferatu is pushing sprites earlier than I thought to right side, given small size. Uniracers = 64x64 sprites and showed some funky prefs on when to switch over and ignore (1)xx.


Have to view BaM later today. Have another idea for Wacky Sports but later also.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: etiel on February 24, 2018, 02:08:18 pm
Quote
Daffy Duck is disabling nmi @ 224. Canoe maybe doesn't refire when 225 goes on again. So tester:
https://www.sendspace.com/file/aa0x5x

Tested, did not fix the flickering.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 24, 2018, 03:47:18 pm
Tested, did not fix the flickering.

Just came to post this, so consider it a second confirmation.

Speed Racer and Marvel Superheroes also working.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 24, 2018, 07:29:32 pm
Studied Tetris Attack (Mode 2 - OPT) and this should work for Wacky Sports (same). Use offset 0, then add x-y table.
https://www.sendspace.com/file/ypmu1i


Bust-a-Move: is there official preset id? Or Puzzle Bobble? Game uses mode 4 opt. Normally playfield should shake a lot when ceiling is ready to lower. Because Canoe is not doing OPT math, there's no shaking. Especially as it reaches bottom. Instead, we get those phantom bubbles (which are correct position actually) because screen is not scrolling upward.

Just don't know if Canoe left out Mode 4 OPT or it's not looking at right spot again.


Daffy Duck: would like to verify Canoe is not pulling something shady with irq flag.
https://www.sendspace.com/file/tkddtd


Uniracers: shifty test here too. Want to know if oam subscreen is playing tricks.
https://www.sendspace.com/file/jorvm1


Dragon Ball Z: Super Saiya Densetsu (Rev 1 - no header!)
https://www.sendspace.com/file/e0mxyy

Moves bg3 text slightly upward 8px to at least be visible.


Street Racer: changes sprite size mode from 8x8 + 16x16 ==> 16x16 + 32x32. No funny tricks. Canoe likely doesn't care and keeps 16x16 at line 0. So only top half of racer is shown. Given simple nature of this one screen, might try hacking around it.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: FormerTree on February 24, 2018, 09:05:28 pm
Studied Tetris Attack (Mode 2 - OPT) and this should work for Wacky Sports (same). Use offset 0, then add x-y table.
https://www.sendspace.com/file/ypmu1i

Tested Tiny Toon Adventures - Wacky Sports Challenge... both weightlifting and woodcutting, and everything is working perfectly. Thanks again! Wow!

Example Screenshot:
(https://i.imgur.com/aIN9Qazl.png)

For anyone keeping track, I applied patch "wacky_sports_usa.ips" to clean US rom (CRC32 0xAFE72FF0), resulting patched ROM is CRC32 0xF96DDB49 and I can confirm the two sports with visual corruption now work properly. See my previous posts in thread for what they looked like before.

Uniracers: shifty test here too. Want to know if oam subscreen is playing tricks.
https://www.sendspace.com/file/jorvm1

This one still not working. Screenshot from 1P. The dark shading is because I pressed pause to take the screenshot - same as before, when the enemy bike gets off screen it wraps around and sort of floats in the middle.

(https://i.imgur.com/Srp7EIYl.png)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 24, 2018, 09:36:09 pm
Wraps around. Gad. Going to have to compare Uniracers, Nosferatu against lots other games. Look for other strange ppu settings.
== Both had unusual OAM subscreen drawing flag.


Thanks all for verifying everything to-date. That's 3 extra down on the sheet. And lots more mysterious quirks to uncover.



update:
Super Play Action Football (USA)
https://www.sendspace.com/file/0hl589

Reads 16-bit $2800 for dma size. AE 00 [28]. OpenBus says $2828. Hard-code and menus should pass.


Super Battleship (USA)
https://www.sendspace.com/file/3dj2sc

DMA from 0C:CE56 + 7FFF ==> 2118. Wraps around. Reads from PPU (invalid). Send 31AA bytes to reach bank end. Should clear up screen.


American Tail (USA)
https://www.sendspace.com/file/pjgcsm

Guess-- turns on irq @ 261. Fires too early @ 0. Crash. Give timing break.


Rock 'n Roll (USA)
https://www.sendspace.com/file/mmdczz

Game fails to reset cgram dma register. 7E:2200 + 10000 = disaster? 7E:2000+200 = normal.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 25, 2018, 04:06:03 pm
First test for Rock 'n Roll Racing is promising, still a couple of screen with errors though.

https://www.youtube.com/watch?v=1qcvuqzzFbU (https://www.youtube.com/watch?v=1qcvuqzzFbU)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: etiel on February 25, 2018, 06:06:07 pm
Quote
Daffy Duck: would like to verify Canoe is not pulling something shady with irq flag.
https://www.sendspace.com/file/tkddtd

The second Daffy Duck tester does not fix the problem.

Quote
American Tail (USA)
https://www.sendspace.com/file/pjgcsm

Guess-- turns on irq @ 261. Fires too early @ 0. Crash. Give timing break.

American Tail crashes immediately with a C7 error.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 25, 2018, 06:57:59 pm
Should cover all Rock n' Roll dma 0-size cgram screens
https://www.sendspace.com/file/q0ccrs

Canoe is not dma bank wrapping. Probably mvn,mvp no-wrap also for performance reasons.



Spider-Man is strange. Not uploading menu tiles to vram; recycles Spidey's old animation frames.
(from looking at bugshot)

Dream Land 3. Writes to sram a lot all over game stage, map. Going to check sa-1 registers for any funnyness. Right after finishing a stage and returning to map, game correctly saves in emus.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 25, 2018, 07:43:12 pm
Kirby 3 saves by just selecting a new save slot too. You don't really need to pass a stage to force the game to save.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 25, 2018, 10:59:23 pm
Thanks for fail trying. Have to keep searching for clues.


Question about Eye of the Beholder: screenshot shows "mouse" cursor is only 8x8 size. Is it also 8x8 size at character generation screen?

Also if you let the intro play, when the party appears before the king, does that show (in)correctly?

Very weird because Canoe is not showing 16x16, even if instructed to.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 26, 2018, 02:59:17 am
Second test for RnR Racing, the results and purchase screens work!

https://www.youtube.com/watch?v=v5-OPXSyYwA (https://www.youtube.com/watch?v=v5-OPXSyYwA)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 26, 2018, 03:39:26 am
Sluffy, now that Rock'n Roll Racing has been fixed, can you take a look at RPM Racing too? It's by the same company, and both games are very similar.

The game runs in high resolution, so I don't know if that is what's causing the issues though,
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 26, 2018, 07:56:10 am
I'll check it next.

Does C7 error mean Canoe can't boot game -- memmap? company id? name? misc?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 26, 2018, 09:35:54 am
C7 means the game won't boot but it can be for a multitude of reasons. It could be a bad version of the ROM, it could be an incorrect Preset ID set for the game, it could have been a transfer error.. It's not very specific. It just means "Something is wrong, I can't boot this".
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Zimgief on February 26, 2018, 10:57:26 am
Yeah, and for Dragon Ball Z Hyper Dimension, it's a C7 error as well. For information, I tried the japanese game unpatched, with different SA-1 preset IDs (Super Mario RPG, Kirby Ultra Star, Marvelous) (with different sram file size, but I suppose it's not important as I don't even think this game saves anything) and none worked.

I thought of something: Digital Foundry documented a built-in game that was not correctly emulated on the Snes Mini : Yoshi's Island. The bug in question is in the distoring background here that disappears sporadically: https://www.youtube.com/watch?v=1W05gnyiGzQ
Nothing really important, but that would be impressive if you made it work when Canoe developpers couldn't. x)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: FormerTree on February 26, 2018, 11:43:17 am
I don't own any of the remaining games so I can't test, but I thought it might help to quickly summarize which games have been tested and which haven't:

Confirmed Fixed: Aliens 3, Cacoma Knight, Speedy Gonzales, Beavis and Butthead, Super Off Road, Dragon Ball Z Super Butoden 2, F-1 Grand Prix, SOS Sink or Swim, Mario's Time Machine, Hunt for Red October, Tom and Jerry, Super Ninja Boy, Illusion of Gaia, Mighty Morphin Power Rangers Fighting Edition, Star Trek Deep Space Nine, Krusty's Super Fun House, Final Fantasy Mystic Quest, Marvel Super Heroes USA, Tiny Toon Adventures Wacky Sports Challenge, Speed Racer USA, Rock n Roll Racing

Patches tested, but didn't work (didn't fix problem) according to tester: Uniracers (I posted that the enemy sprite wrap thing still happens)), Ys 3 (Robin64 reports did not work on Feb 18th), Daffy Duck (etiel reports 2nd patch does not fix), An American Tail (etiel reports immediate crash), Cool World (Robin64 had followup video with error still present)

No feedback to sluffy's last post with patch: WWF Wrestlemania The Arcade Game (http://www.romhacking.net/forum/index.php?topic=25789.msg352595#msg352595), Super Play Action Football, Super Battleship (http://www.romhacking.net/forum/index.php?topic=25789.msg352711#msg352711)

I think that's everything where at least one patch tester has been posted.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on February 26, 2018, 03:58:30 pm
Yeah, and for Dragon Ball Z Hyper Dimension, it's a C7 error as well. For information, I tried the japanese game unpatched, with different SA-1 preset IDs (Super Mario RPG, Kirby Ultra Star, Marvelous) (with different sram file size, but I suppose it's not important as I don't even think this game saves anything) and none worked.

If I remember correctly, I think DBZ Hyper Dimension was one of those handful of games that had on-board RAM but not for saves. I can't seem to find a single image of a Hyper Dimension PCB, but I'm going to assume it's the same as the only other SA-1 chip game with RAM but no saves that comes to my mind, Super Bomberman - Panic Bomber W.

That game's PCB is 1L0N3S which denotes:
1 = One ROM chip
L = SA-1 chip
0 = No SRAM chip
N = No decoder chip (for SRAM)
3S = 64kb RAM (used as buffer I believe)
(Nintendo, why not just denote it as 1L3N? But I digress.)

There's actually a stock game on the Classic that also utilizes RAM in this manner, and that's Star Fox. Unfortunately, that game uses a Super FX chip, not SA-1.

I'm hoping otherwise, since I really enjoy this game, but it might possibly be the case that due to the limitations of Canoe and its preset IDs, this game might not ever work on Canoe. I definitely hope I'm wrong though!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: etiel on February 26, 2018, 06:48:49 pm
Quote
Super Battleship (USA)
https://www.sendspace.com/file/3dj2sc

DMA from 0C:CE56 + 7FFF ==> 2118. Wraps around. Reads from PPU (invalid). Send 31AA bytes to reach bank end. Should clear up screen.

Super Battleship works fine now. Thanks!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on February 26, 2018, 07:19:09 pm
I don't own any of the remaining games so I can't test, but I thought it might help to quickly summarize which games have been tested and which haven't:
Thanks for doing this!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: JackMonty on February 27, 2018, 03:54:50 am
Hi All,

This might be a bit of a silly question but will there also be a patch archive of all of sluffy's patches in IPS format? I know Robin64 has kindly made an archive for use with the sfrom tool. If not is the only way to go through the forum and pull out each IPS file when posted by sluffy? If there has already been one I've missed it...
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 27, 2018, 11:37:19 am
Someone could obviously make ips patches, but I honestly don't see the purpose of that? I mean, if you are going to use a program to patch the ips files, then you might as well just use the SFROM tool already. It automatically patches the Canoe fixes, and it also verifies you are using a proper ROM in the first place.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 27, 2018, 12:31:04 pm
Because some (older) snes9x users might want some of these patches, I'll upload what I have later.


Faceball 2000: when sample end block reached, supposed to auto-release voice to zero. Canoe isn't doing this; or Snes9x 1.51 audio core. Instead they play channel forever (noise).

Because trying to find empty space / rewrite spc program is very tightly challenging, may blow out a harmless audio "rng" to fit hack.


Micro Machines 2 very likely does this also... but first want to done and dust off the ball2k.


And thanks again for the reports.


update1:
aio pack
https://www.sendspace.com/file/y7hji7


Faceball 2000 (USA)
https://www.sendspace.com/file/ul9xwa

Menu fuzz = read endx and send to keyoff.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 27, 2018, 01:54:32 pm
Hi All,

This might be a bit of a silly question but will there also be a patch archive of all of sluffy's patches in IPS format? I know Robin64 has kindly made an archive for use with the sfrom tool. If not is the only way to go through the forum and pull out each IPS file when posted by sluffy? If there has already been one I've missed it...

Demi from resetera has been making ips patches out of the fixes Sluffy have been creating.

You can find all the patches here on their respective games:
https://docs.google.com/spreadsheets/d/12HKfz4ZQBy6Ip5awvh8t2aV5cVswYlnsdKxn9xoIW2Y/
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 27, 2018, 02:03:56 pm
That's a detailed list.

Hey wait. American Tail = black screen. So no C7? And my tester hack produces a C7? Am I understanding this right??
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 27, 2018, 02:06:44 pm
By the way, Rock and Roll Racing still has issues. Let me repost from resetera:

Quote from: AtomicShroom
I tried out the Rock N' Roll Racing patch and noticed that there's still a tiny glitch on the character select screen.  A tiny part of the background is missing for some reason:

(https://abload.de/img/rock56su8.png)

Quote from: AtomicShroom
I've noticed another glitch in Rock N' Roll Racing. In the shop when purchasing a car, part of the crane somehow vanishes when it goes down to grab it:

Robin I've even used your own youtube video to capture this one :P

(https://abload.de/img/rockcranezzrlp.png)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 27, 2018, 02:09:06 pm
Docs says F2K has wrong colors on menus. : Need to check this spreadsheet really carefully.


RnR / RPM errors ---- really unsure. Seems like Canoe blocks vram during drawing. Or it's doing some mysterious cpu errors. Basic behavior that should work but doesn't.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on February 27, 2018, 02:11:41 pm
Docs says F2K has wrong colors on menus. : Need to check this spreadsheet really carefully.


RnR / RPM errors ---- really unsure. Seems like Canoe blocks vram during drawing. Or it's doing some mysterious cpu errors. Basic behavior that should work but doesn't.

Don't rely too much on that list because that list can be edited by anyone, and a lot of people that use bad roms post errors there when there really aren't any. Robin's doc is only edited by him with reports from people that know what they are doing.

I'm not saying the F2K issue is not real, but don't believe everything you read there. However, errors are more detailed on that doc yes. Robin doesn't really like adding long error descriptions on his doc.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on February 27, 2018, 02:33:31 pm
Here's a tip for people who want IPS patches: Open the .cnp file with WinRAR. ;)

But do keep in mind, using SFROM Tool will ensure you are using the correct ROM the patch is made for. Using an .ips by itself can be uncertain, applying it to a bad ROM will leave you with a bad ROM.

Here's another oddity. Raiden Trad. Canoe isn't showing the score/life counter in the top left, unless I drop a bomb, where it appears briefly then vanishes again. Then when I run out of lives there is meant to be a message asking to continue, but that's invisible too. Oddly the bomb counter down the bottom is visible.

https://youtu.be/-GmWeYDi1iI (https://youtu.be/-GmWeYDi1iI)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on February 27, 2018, 07:56:33 pm
Don't rely too much on that list because that list can be edited by anyone, and a lot of people that use bad roms post errors there when there really aren't any. Robin's doc is only edited by him with reports from people that know what they are doing.

I'm not saying the F2K issue is not real, but don't believe everything you read there. However, errors are more detailed on that doc yes. Robin doesn't really like adding long error descriptions on his doc.


That's not true at all. It used to be open for everyone, but has been closed for outsiders for a long while now. The author of that list has revised it and it should be "almost correct". Best thing would be if the two lists would merge together. In that way the community would only have to rely on one single list.

Btw sluffy, I would gladly help you with trying out patches.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on February 27, 2018, 08:00:06 pm
Oops, forget that part about your statement not being true. I just tried editing the list and it worked. Hmm, weird, months ago it used to be open, then it got closed until recently I guess.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 27, 2018, 08:23:03 pm
Will grab the video and study.


Super Buster Bros. (USA)
https://www.sendspace.com/file/0od3j5

Only rev0 has soft reset bug. Where graphics go missing and levels display wrongly. Emu not supposed to clear vram on reset, since game is lazy to reupload them. 7f:fe12-fe14 has flags to force reupload.



Curiously read in doc that Mystic Ark breaks in Chapter 5. Very far into the game. If American Tail (no-intro) does indeed boot black screen with no C7, then it gives a clue on what could trigger it. But this is unverified.

I lazily wrote Fievel v-irq to line 511 which will never happen. And maybe triggers an assert crash (C7) - way out-of-bounds. I know this game locks up in 1.51 (and only this one it seems).

May throw out another tester to further explore this path. But I'll take whatever testers want to run. Too many games anyway and I'm restricted to PC. So my interest is never higher than max medium level. ;)


upd1:
Two new American Tail tester ideas
https://www.sendspace.com/file/8qwhhu

Forgot to check reading hidden posts.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: FormerTree on February 27, 2018, 09:56:01 pm
Curiously read in doc that Mystic Ark breaks in Chapter 5. Very far into the game. If American Tail (no-intro) does indeed boot black screen with no C7, then it gives a clue on what could trigger it. But this is unverified.

I lazily wrote Fievel v-irq to line 511 which will never happen. And maybe triggers an assert crash (C7) - way out-of-bounds. I know this game locks up in 1.51 (and only this one it seems).

May throw out another tester to further explore this path. But I'll take whatever testers want to run. Too many games anyway and I'm restricted to PC. So my interest is never higher than max medium level. ;)

upd1:
Two new American Tail tester ideas
https://www.sendspace.com/file/8qwhhu

Downloaded testers.

Unpatched (CRC32 0xEEA38AED): Black screen
Tester 1 (CRC32 0xB028EB2B): Black screen
Tester 2 (CRC32 0xFE9455CC): Black screen

Sorry none worked, but there were no C7 crashes this time.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: JinRay on February 28, 2018, 01:35:04 am
Hi Guys and are there Pal Patch version for the Mystic Quest and Gaia Patch ? Because when you use the US Patch on the Pal version the games don't work anymore.

And Thanks for your great Work playing all this games on the Mini without Retroarch is Awesome.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on February 28, 2018, 09:36:25 am
Hi Guys and are there Pal Patch version for the Mystic Quest and Gaia Patch ? Because when you use the US Patch on the Pal version the games don't work anymore.

And Thanks for your great Work playing all this games on the Mini without Retroarch is Awesome.

You should prefer NTSC-U or NTSC-J version when it's available. Only use PAL version when there is no NTSC.

The SNES Mini is NTSC in all regions.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 28, 2018, 11:18:59 am
I'll make PAL patches for Gaia cursor, Mystic Quest. After Raiden Trad.


It's very simple game codewise. And Canoe is either firing junk irq @ 0-32, hiding upper status bar. Or resetting clip window after VBlank. Or something.

Lots of ideas on what it could be doing. May have to create a bunch of test hacks to see which ones aren't.


When bomb explodes, it unhides entire BG3 layer; everything gets shown. And it's supposed to hide just the explosion tiles when other time, using clip window. Simple in theory. Confusing in Canoe's reality.


upd1:
test ideas for raiden 1-3
https://www.sendspace.com/file/vco4dc
https://www.sendspace.com/file/b2hxnk


dbz:super saiya (rev1)
https://www.sendspace.com/file/je3tuo

By request, combines no-overscan + text read.


american tail - test3
https://www.sendspace.com/file/b399xz


Micro Machines 2 is not so simple as I hoped.



Untested list (for anyone who has time to burn):
American Tail - test3
Dragon Ball Z: Super Saiya - overscan + text
Faceball 2000 - menu sfx
Raiden Trad - test1,2,3
Super Buster Bros. - rev0 soft reset menus
Super Play Action Football - menu
WWF Arcade - in-game



upd2:
Illusion of Time (Europe-France-Spain-Germany) -- menu cursor
Mystic Quest Legend (Europe-France-Spain) -- blinking line
Cacoma Knight (Japan) -- status bar
https://www.sendspace.com/file/sny8lq
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on February 28, 2018, 02:50:07 pm
American Tail: patch didn't do any difference. Only thing that "works" is when you try loading the game there's a "Nintendo presents" text that is shown, when it fades away the game just turns black and nothing happens.


Faceball: patch didn't do any difference, still suffers from same errors as before.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 28, 2018, 05:23:25 pm
Thanks for update.


American Tail -- vanilla rom also displays Nintendo text? Because if it did, first I've heard of this anywhere (including docs). And wasted time thinking it never booted anything.


Faceball 2000 -- if Nintendo was really lazy to not even signal endx flag, there might not be much hope for audio problems in general. Or it suffers from some other audio problem I'm not aware of.

Were there other errors not talked about?


Kinda disheartening atm. But whatever. Fix what I want/can and be done.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Bosco82 on February 28, 2018, 06:17:27 pm
Raiden Trad - Test patches 2 & 3 both seem to work correctly
DBZ Super Saiya - I don't notice a difference between the first patch and this new patch, not sure what the difference is suppose to be
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: FormerTree on February 28, 2018, 07:47:43 pm
For me, the vanilla An American Tail ROM did not boot at all. I will check patch tester 3 when I get home to see if it gets to the Nintendo text for me.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on February 28, 2018, 07:53:54 pm
Just want to restate that you're doing a great job sluffy! Don't be disheartened. 
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on February 28, 2018, 08:57:12 pm
Utterly agonizing for me because I can't run 100+ tests per game as I normally could with PC emus. Throwing C7 alarms wherever I want just to gauge where it's failing. Writing debug results to sram and probing for new emu glitches. I can be decently sure what the problem is after a battery of targeted tests. Some games have problems that are curious as hell but can't easily be diagnosed remotely (Eye of the Beholder).

Instead keep incorrectly reproducing symptoms in emus or flat out failing. Too much blind guesswork; don't have motivation to keep trying anymore. Won't get a Canoe simply because of life restrictions, even if donated for research.

To keep nagging for videos, screenshots, detailed reports. Reading bug reports lacks so much information that I need. Can't continue nagging like this anymore. It's a drag on me mostly. The magic yay feeling is gone.

Yeah. There are games that probably look and sound like a specific snes9x bug version (Krusty's Fun House, Speedy Gonzales, Mario's Time Machine or unsolved games with apu timing issues). Fixing Canoe sound issues is probably not going to happen unless it sounds exactly 100% same bug as emu, which Faceball 2000 surprisingly did not.

BS Kaizou Choujin Shubibinman Zero patch is kinda neat in a way. Turns BS header into normal cartridge header. No special BS features used I guess.

I'm sure Ninty can figure out how to fix their emulator, if they ever chose to. Really doubtful there's a way to emulate Canoe on a windows. Or hacking a snes9x to simulate a Canoe machine.


American Tail sounds like multiple problems - junk irq, sound sync, ??. Not workable since I can't "feel" it without a disgusting amount of tests.

Haven't decided on continuing writeups. Not that useful for the people who could actually use them.


edit:
As a footnote, if people post several (animated) screenshots or videos or mention which emulator produces exactly same problem, maybe I'll give it a look.

Telling me "Super Famista 5" is garbled. Wicked 18 looks wrong. Or Pebble Beach Tournament is corrupt will not get a look. That's incredibly generic and don't care anymore to chase. Besides, spent time researching wrong reports / data.

If you'd like a PAL/Japan version of a patch, that's fair. And if someone is willing to try out experimental hacks/logs/debugs for a game (specifically mention which one!), I'll give it more thought also.

Canoe is too picky about which corners it cuts.


upd2:
Was told Best of the Best (USA) is simple game. With a picture and description that only happens between rounds.
https://www.sendspace.com/file/nervwp

Kinda doubtful actually this'll work. Game reads $212c = OpenBus = $21.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Domino089 on March 01, 2018, 12:23:45 am
Hello sluffy do not get discouraged continue this great work you are doing well no one has ever tried to correct games that work in canoe as you have done so far, I propose those who have the possibility to make a collection through a crowdfunding to donate a Snes Classic to our sluffy partner to make it easier to test their patches, we as a community can help so that this project does not die here

P. D: sorry for my bad English
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: JinRay on March 01, 2018, 05:27:46 am


upd2:
Illusion of Time (Europe-France-Spain-Germany) -- menu cursor
Mystic Quest Legend (Europe-France-Spain) -- blinking line
Cacoma Knight (Japan) -- status bar
https://www.sendspace.com/file/sny8lq

Great Work both Mystic Quest and Illusion of Time work now as intended without problems.  :thumbsup:

Thanks for your aweseome Work .
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Zimgief on March 01, 2018, 08:25:36 am
It seems like a burnout.

You've done a lot already, and honestly nobody expected that much, so even if you stop now, it will be enough. :)

That said, maybe you need some rest, and maybe to move on for some games (not all are easy, or even doable).
And sure, the fact that you cannot test the games by yourself on canoe doesn't help.

Are you sure it would be useless to prvide you a Snes Classic?

In any case, no pressure, do what feels the best for you!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 01, 2018, 08:46:36 am
If I get one, it will get trashed. Have a strict watchdog.

And understandably everyone is busy with real life. So tester patches sit. They're not exciting / wanted games for vast most. Questions I ask need time to get answered. And Canoe requests become stale because I'm unable to figure out what Canoe is doing. Without more people running tests, which isn't popular / fun activity to spend your time. Everyone starts forgetting something on both sides of this remote sport. It's a vicious circle. :)

And then I get hit-and-run requesters. Who never report anything (when it's working). :lol:


edit:
And no more Private PM requests. Unless you're seriously willing to work/test it through to the end. I actually might know what's wrong with Famista 5 - Pebble Beach - Augusta 3. But no screenshots, no coin. My counter-complaint. Sending rather disparing comments won't budge either way.


That said. Dragon Ball Z: Hyper Dimension (Japan) was asked here. Very basic tester to see what's causing C7.
https://www.sendspace.com/file/1g1zne


edit2:
Argh! Hidden posts.

"Raiden Trad - Test patches 2 & 3 both seem to work correctly"
>> Thank you for mentioning this. What does this mean for me? Not #1 - o~k~ay.


"DBZ Super Saiya - I don't notice a difference between the first patch and this new patch, not sure what the difference is suppose to be"
>> Someone (who complains about so many things) asked for overscan disabler + text viewer together. When talking to people, if you can read the bottom line of text, you're good. 1st patch just had text viewer.


"Great Work both Mystic Quest and Illusion of Time work now as intended without problems."
>> Ah. Good. I am supporter of multi-language games.


edit3:
Turns out Raiden test1 is "blank" file. D'oh!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: JackMonty on March 01, 2018, 09:47:08 am
Hi, this is a request for Robin64. If you have time when you next update your patch archive could you please include a patch to apply a PAL to NTSC fix for Super Bomberman 3 and Theme Park ? Many Thanks!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Zimgief on March 01, 2018, 10:06:34 am
Quote
edit2:
Argh! Hidden posts.
Well, you see! The romhacking moderation system is the problem here. :p

I'll gladly try the Dragon Ball Hyper Dimension tester, as it was my personal request, lol.

March 01, 2018, 10:35:36 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Assuming that a SA-1 preset ID is needed, and that the E-NTSC one of Super Mario RPG works fine, I tested your Dragon Ball Z Hyper Dimension tester, and black screen, followed by a C7 error after reset.
Tell me if you want me to proceed differently!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 01, 2018, 10:51:17 am
Telling game to spin forever if boots - should not C7 on boot/reset if reaches there.

Pebble Beach no Hatou New - Tournament Edition + Masters New - Harukanaru Augusta 3 (Japan) (Rev 1) + SD Gundam G Next are all SA-1 games and apparently semi-playable. Maybe you can "steal" their id? Or try padding rom out to 4MB?

Or it's the cart id:
Kart contents: ROM+RAM+SA-1 [34] vs ROM+RAM+BAT+SA-1 [35]
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on March 01, 2018, 11:07:59 am
Could someone please tell me what we need videos for right now. I'm super busy with work lately, so keeping up with this (especially with the damn hidden post system!!) is sometimes tough.

From what I gather, we need Micro Machines 2, Faceball 2000, Nosferatu (with the boss shown), Pebble Beach Tournament, American Tail. Yes? Any others?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Zimgief on March 01, 2018, 11:34:05 am
So I expanded the rom to 4MBwith Lunar Expand, but it didn't boot in Canoe.

I tried Pebble Beach no Hatou New - Tournament Edition, and I can confirm it boots, but have garbled graphics in-game. The preset used was by default is that of Super Mario RPG, as it is attributed by hakchi for all SA-1 games. So nothing to steal for DBZ HD.

Oh, I should precise that I use a clean (non-translated) japanese version for DBZ HD.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 01, 2018, 11:42:04 am
I'm in no hurry for any of these. Many will not get top priority even if posted. ;)

More interested in clearing patch testing queue. Have bug theories to drain.
- Best of Best -- really OpenBus causing problem?
- Super Play Action Football -- menu spot-check (dma openbus)
- Super Buster Bros. rev0 -- soft reset check; but fixed in rev1




Micro Machines 2, Faceball 2000, Blues Brothers = mp3 only. Have to hear sound bug; visual not important. Low priority. I dislike Canoe's sound handling anyhow.

Faceball 2000 = need verification about other graphical errors??

Nosferatu boss = video low priority.

Yogi Bear, American Tail = not necessary. Nothing to watch anyway.

Pebble Beach + Augusta 3 = very likely same bug, same engine. Only need picture of 1 of them. Video not needed.

World Class Rugby, Augusta 2 = need picture. Not understanding problem.

Super Famista 5 = need few screen pictures. Video not needed, since I think it's OPT again.

Top Gear has lots of bugs that needs a video. No hurry here since I might not like the reasons why it's doing.

Top Gear 2 = nothing needed. No clue.

True Golf Classics - Wicked 18 = someone asked for this. Screen picture needed.

Bubsy = likely need to see video.

Untouchables = does this C7 crash on main menu? Or demo? Description will do.

Lion King = someone says Lava Stage death has yellow line bugs. Could not reproduce on snes9x. Use BARRY cheat code to get there.

Eye of the Beholder - asking for screenshot of main menu (cursor). Want to verify its wrongly small size.


Most of rest I can already guess why it behaves. Sound engine. Like Rendering Ranger.


Think that covers.


Developing theory on Raiden Trad. Will finalize patch.


upd:
Narrows down a lot. Try me for DBZ
https://www.sendspace.com/file/9hyd18

Clean rom + test2. If fails, add test1 on top. Afterwards ... have few other side ideas.


upd2:
For Gun Hazard, please try this command line switch

https://github.com/ClusterM/hakchi2/wiki/Command-line-arguments-(SNES-Mini)
-exit-on-sram-file-load-error


upd3:
Raiden Trad = test3 winner. Explain later.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: KingMike on March 01, 2018, 11:54:59 am
Thanks for update.


American Tail -- vanilla rom also displays Nintendo text? Because if it did, first I've heard of this anywhere (including docs). And wasted time thinking it never booted anything.
Did Nintendo publish the game in some region I'm not aware of? Because that's a Hudson Soft game.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Zimgief on March 01, 2018, 12:08:32 pm
DBZ HD boots with test 2!
I need to test it more thoroughly (am battling just right now), and also try it with a translation patch, but hurray!  :woot!:

March 01, 2018, 12:40:00 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok, I tried all the different modes, have lost, win, saw the dialogue screens, the victor screens, etc., and nothing seems glitchy. I also applied the translation patch, no problem either. So it's seems to be a complete success!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 01, 2018, 01:39:39 pm
Almost floored it worked so easily. But makes sense technical side. Same patch will work on Japan and France. Woot!


Normal ROM has header:
34 = ROM+RAM+SA-1


Canoe specifically wants sram / battery flag:
35 = ROM+RAM+BAT+SA-1
(adds battery)


Raiden Trad is more specific.
- Irq: @ ~200, does not 4211 reset
- Irq: @ ~201, does not 4211 reset
- Irq: @ ~202, does not 4211 reset
..
- Nmi: Game uses 4200 to reset irq flag
- Irq: @ ~30, normal game stuff


Canoe:
- Irq: @ ~200, does not 4211 reset
==> Schedule next irq @ 30

- Nmi: Ignores 4200 reset

- Irq: @ 0. Turns off hud by accident.
==> Seems to be Canoe fail-safe to clear irq

- Irq: @ ~200, repeat.


Going to see how many games this could affect. ^^

Raiden Trad test3 = final version
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 01, 2018, 01:59:01 pm
All roms I use for testing are from the latest updated snes no-intro set (2017-05-29) which can be downloaded from archive.org
If I want to be 100 % sure that a US-rom is a correct no-intro rom I always download it from the vault (vimm's lair). I hope you Sluffy and everyone else here are using correct roms when testing.

Can anyone else confirm that "American Tail, An: Fievel Goes West" displays a "nintendo presents" text before going in to "black-screen-mode"? Of course I used a proper no-intro rom.

American Tail rom INFO: 
CRC32:      0xeea38aed
MD5:      0xa2aabe7064ff072de65450d50d50ba93
SHA1:      0x572254aebc4dcf3f65aa0c8f9b7cf6836bb9a294

Sluffy, you've already done more than enough, you literally came from nowhere and have gotten so many games working. May I ask how you have the knowledge doing all of this? Do you work with programming? I know nothing about what you're doing, is it many people out there that can do the stuff you're doing? I would happily pay a programmer to work with getting games to work.

I've noticed a lot of people have been sending you requests for personal benefits, only. Some games that you have been testing are very rare games that is seen by the community as "bad games" (I know this is subjective but everyone knows what I mean by saying this).

Also, sending out 3000000000000+ requests like "please sluffy fix this, blablablbalbla" makes this thread confusing for us and for you. The best would be fixing games that a vast majority of the community wants to get fixed. For an example, "Top Gear 2" is that sort of game that "everyone" wants to get fixed. I can't even  count all the threads and comments about people wondering if there any fixes for this particular game. Writing one post in this thread wanting a fix for a super rare and boring game that only the person wanting it fixed plays is just an egoistic act.

You've been doing gods work, so I would suggest taking a break? As I've said before, you've done more than enough. Nobody expected this, me and the snes community are truly grateful for what you have done.

Sending the biggest "thank you" from Sweden!!!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 01, 2018, 02:06:41 pm
Robin64, couldn't you give Sluffy and us (testers) acces to a new page/folder on your excel-list?

You could make a new list that we have access to called "sluffy" where all games listed in this thread can be accessible together with sluffys patches and like a column for us "testers" where we can communicate if it works or not. This thread right now is so confusing with patches that haven't been tested many pages back, some patches even gets forgotten it seems like. I want to help test but I have no idea what patches are the latest ones, what has been tested or not etc.

And this function that mods have to verify a post is so annoying...
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Domino089 on March 01, 2018, 02:14:07 pm
Hi sluffy, the game Daffy Duck Marvin Missions definitely has no fix? Or are you going to keep trying to find some solution for this? I also wanted to ask the community if you have tried the game Mickey no Tokyo Disneyland Daibōken if it works in canoe since according to the compatibility list it produces a c7 error and I am interested that this game also works with canoe since I would not be interested in installing retroarch, at the moment I do not have the console available for testing but I'm waiting for it to arrive as soon as possible
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on March 01, 2018, 03:03:35 pm
Here are some videos of a bunch of games. Sluffy, nobody expects you to get these all fixed urgently, or ever if you don't want to, but I am posting them for documentation if nothing else. Please, take your time with all this, do the bits you enjoy.

Eye of the Beholder: https://www.youtube.com/watch?v=5dB1y5Zd_Wk
Faceball 2000: https://www.youtube.com/watch?v=tdW3gqfe0wI
Lion King: https://www.youtube.com/watch?v=VtGU2AfnrWQ
Micro Machines 2: https://www.youtube.com/watch?v=kBExMaYj6qE
Super Buster Bros (Rev0): https://www.youtube.com/watch?v=YVtTM5oYP9k
Super Play Action Football: https://www.youtube.com/watch?v=eLfOBJ0BR08
Top Gear: https://www.youtube.com/watch?v=6LpODWYyMGE
Untouchables: https://www.youtube.com/watch?v=PWr6jxXoGw4
Wicked 18: https://www.youtube.com/watch?v=Od_XWIvlazw
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 01, 2018, 03:16:31 pm
Funny thing is I came up with idea for AvP. Then this batch of videos. Thanks for that! :)

I'm admittedly pretty annoyed at the private-private requesters. Only take and never give. Complain. Whine. Annoyment.


https://picload.org/view/daaiiipi/pebble.png.html
Does anyone's Pebble Beach look like this?


Daffy Duck = not forgetten. Just back burn until I come up with another idea.


Problem with fixing popular games.. it may take much longer since I don't know what shifty tricks Canoe is pulling. *cough* Top Gear 1/2 *cough*

Raiden Trad uncovered an interesting one.

I do use no-intro when possible.


I should rewrite 1st post with "asking for testers". So much to do. I enjoy this enough for my own weird satisfaction. Maybe it's revenge for all the time (lots of months) I dumped rewriting Lost Vikings II to make it go decently faster. That's where I learned what I know about SNES -- squeezing the brain to find a few extra cycles. Damn you Cacoma Knight. LOL.


edit:
Was Super Buster Bros. video with the patch? If so, kinda shocking.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 01, 2018, 03:18:46 pm
For Sluffy's sake, I'll mention where do the bugs/glitches happen. Sometimes I can't even tell in the videos, even if I know they happen.

THIS IS STILL IN PROGRESS. I'LL UPDATE AS I TEST.

Eye of the Beholder: https://www.youtube.com/watch?v=5dB1y5Zd_Wk
-Sound is faster than what's happening on screen. Notice how the Capcom sound happens before the Capcom logo is on screen. (Or is it a problem with the video capture @Robin?)
-At 1:30 the bottom part of the in-game cursor is cut off in Canoe. The cursor should be the same size in-game as it is on the main menu.
-At 1:49 you can see the glitched enemy sprite.

Faceball 2000: https://www.youtube.com/watch?v=tdW3gqfe0wI
-At 0:29 the audio goes crazy.

Lion King: https://www.youtube.com/watch?v=VtGU2AfnrWQ
-1:48, you can see small horizontal yellow lines in the background that weren't there before you died.

Micro Machines 2: https://www.youtube.com/watch?v=kBExMaYj6qE
-0:42 you can hear the humming sound even when the car is standing still.

Super Buster Bros (Rev0): https://www.youtube.com/watch?v=YVtTM5oYP9k
-0:53 resetting with L+R+Select+Start causes the title screen and menu to lose the text, and causes background in game to be glitched.

Super Play Action Football: https://www.youtube.com/watch?v=eLfOBJ0BR08
-0:24 team select screen is invisible.

Top Gear: https://www.youtube.com/watch?v=6LpODWYyMGE
-5:35 you can see the green horizon line.
-There are more errors, but the video didn't get them.

Untouchables: https://www.youtube.com/watch?v=PWr6jxXoGw4
-Self explanatory. C7 error after title screen.

Wicked 18: https://www.youtube.com/watch?v=Od_XWIvlazw
-Garbled graphics on title screen and in-game



Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 01, 2018, 03:24:05 pm
Appreciated. I usually have audio off most of the day. Headphones during restricted hours.

Almost sure AvP can be fixed soon. Delays. Delays on my end.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on March 01, 2018, 03:33:51 pm
Was Super Buster Bros. video with the patch? If so, kinda shocking.

No patch applied to any of this batch of recordings. Figured it important to document default behaviour.

Should note I didn't notice anything wrong with Lion King, but I put it up nonetheless. Being unfamiliar with the game, maybe something is there that shouldn't be, or vice versa.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 01, 2018, 03:45:00 pm
Default behavior. Good call.

Not familiar either with Lion King but someone was 100% sure only works correctly in higan when you die in lava stage. Then again, who knows.


AvP USA tester
https://www.sendspace.com/file/atmo26

Please, please work this time.



edit:
Check page1 for active testers.

This fixing work can be done by anyone familiar with snes hacking. For some odd reason, I happen to be the one atm. :shrug:
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 01, 2018, 04:05:14 pm
Robin, something seems to be wrong with some of your videos. The Eye of the Beholder and Micro Machines 2 vids so far are very laggy. Are the games like that or is it the video capture? Notice how in the main menu for both games, the audio is heard before what you're doing appears on the screen.

Ok same video issue with Super Buster Bros. Can anyone confirm if this is just happening to me or is there something wrong with those youtube videos?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on March 01, 2018, 04:18:00 pm
Weird, I'm watching the Micro Machines 2 one right now, and the sound is exactly in time with my moving the cursor up and down on the main menu. Are you watching at 720p60? How far apart are the audio and visual movement for you?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 01, 2018, 04:23:57 pm
Weird, I'm watching the Micro Machines 2 one right now, and the sound is exactly in time with my moving the cursor up and down on the main menu. Are you watching at 720p60? How far apart are the audio and visual movement for you?

Strange. I'm using 2 different browsers and I'm getting the same issues. Let me reset the PC. This is the first time this is happening, and I'm not using a video card, so it can't be that.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on March 01, 2018, 04:25:04 pm
I mean, are you talking a lot of lag, or HD TV style amount of lag?

Some tester videos:

Alien vs Predator: https://www.youtube.com/watch?v=h_hc_nFhBPU (Not working, but interesting new things going on)
Best of the Best: https://www.youtube.com/watch?v=vISveXb0Q3U (Working)
Super Buster Bros (Rev0): https://www.youtube.com/watch?v=alVezZP6ww4 (Working)
Super Play Action Football: https://www.youtube.com/watch?v=FkAWquW7ASE (Not Working)
WWF Wrestlemania Arcade: https://www.youtube.com/watch?v=X9oTVPKpELM (HUD seems okay, but wrestlers appear invisible when outside but close to the ring)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Domino089 on March 01, 2018, 04:35:30 pm
Strange. I'm using 2 different browsers and I'm getting the same issues. Let me reset the PC. This is the first time this is happening, and I'm not using a video card, so it can't be that.

I also had that problem just put the video in 720p60 and problem solved no more lag
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 01, 2018, 05:36:04 pm
Thanks for putting these up so fast.

AvP = lmao. I needed that. Hmm. It's like there's 2 separate irq handlers.

WWFA = give it more thought later.

Football = not at all what someone described to me. At least the menu background scrolling effect is working.


Pebble Beach photo shown earlier is verifed an emulator picture. If Canoe also shows those black bars, they cribbed a specific broken snes9x sa-1 decoder. If not, eh.



upd1:
Next AvP tester
https://www.sendspace.com/file/f1b9te

They do some tricky things. So add more rules.


Best of Best tells us that ... Canoe returns whatever it wants for OpenBus. Not always real value or bus one.

Buster Bros = expected emu bug. Unsure what else Canoe does on reset.


And following ReyVGM's video commentary.



upd2:
From what I've learned from Raiden Trad and Alien Predator, Daffy Duck ... probably fudges irq timing a little too close. A guess anyway.

Almost thinking Cool World suffers Raiden Trad bug. Too suspiciously like its bug cousin. Except Canoe must've cut another corner I'm not finding yet.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 01, 2018, 06:44:09 pm
Alien vs Predator now working  :woot!: :woot!: :woot!: (played 5 minutes, no glitches what I could see)

Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 01, 2018, 07:12:06 pm
That's good enough for me. I see you've gotten out of moderation.


Here's the next one: Cool World (USA)
https://www.sendspace.com/file/h0tzmr

Should kill text box problem. Start game. Walk left.


AvP: sometimes disables nmi until much later like 240+. Canoe doesn't care to fire pending nmi so random blank screens.

After I come up with a tricky Daffy Duck trial, going to retry Top Gear 2 again.


upd1:
Should cure Daffy Duck (USA).
https://www.sendspace.com/file/3femk1

Really tight irq timing.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 01, 2018, 08:11:46 pm
Yeah, thanks mod if you read this!

Wow, Cool World, what can I say, game was trippin' as much as I was when I used to live in Breckenridge, CO and tried their weed for the first time. No signs of text box problems. Went straight to the left, got hit by an enemy, text box appears and looks normal. When respawn I jumped over the enemies and went into some kind of store where a text box appeared, everything looked normal  :thumbsup:

I guess the sudden change of audio tempo is part of the game to add that extra creepy/trippiness? If yes to this answer then I would say it's working. Good job sir  :woot!:


**edit**

Lol I'm tired, it's 02:12 am here in Sweden, need to go to bed. Audio was never a reported problem at the first place, so I have no idea why I even mentioned that. I blame the tiredness.

Hit me up with some more patches that hasn't been tested yet. When all of you Americans are sleeping tonight it's daytime where I live, so I'll be ready to try some patches together with my cereal tomorrow morning.

Good night  :crazy:


**2nd EDIT** 02:41 and I'm still awake....

Daffy Still glitches with your patch, tried SFROMs built in "SLOWROM checkfix" patch on top of your patch. I might be trippin' but it appeared like the flickering didnt appear as much as before (still flickering though)

Played the game until stage 2 (elevator) where I had massive slow-downs, don't know if it was like this on the original game, anyone? Or maybe this happened because of the "slowrom checkfix" patch. Will test it more tomorrow.

Good night (for real)



PS: Robin, please look at the comment I wrote on your sheet regarding Donkey Kong Country: Boss Blitz (hack) I'll post it here as well:

"Okay this is weird. I noticed that when playing 2 players (1 player works fine) and someone dies the screen went black/glitched for a sec/millisec, which often resulted that the second player died.

I then tried the official PID for DKC stock = couldnt even load the game = black screen

Anyways I applied "10E9" as PID and now it works (weird,lol)

Could you please verify if you also get this error when playing 2 player without a PID, I only tried this testing on lvl 1-3.

Then see if this error disappears when applying "10E9" as PID."
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 01, 2018, 08:35:20 pm
Page1 will have constant list of needed tests. Which between you and Robin64, covered mostly everything in a day. Can't crank these out fast enough now, whereas they often sat before. Thanks all for knocking them out of my queue.

I have unusual sleeping hours. And haven't played almost all these games before.
-- note: (many) enough of us are not Americans


Daffy is still available. Of course, a hidden post will likely pop up sometime about this.

Mickey no Tokyo Disneyland Daibōken = unknown status atm.


Many "easy" ones are dropping dead fast. May have to start pushing out debug testers. Or anyone can work on taking screenshots for new projects. Or testing unlisted games.


Cool World used sei to block irqs. Canoe doesn't care and fires pending ones at 0.0 to clear its queue. Block that and done.


upd1:
Have to look at Daffy deeper. Getting flicker on snes9x now after shutting down irq watchdog.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 01, 2018, 09:28:31 pm
@Robin
Yeah it was the resolution. I don't know why the videos would lag like that when I can play hi-res videos just fine.

Anyway, your Top Gear video is missing more stuff. You only reached the 3rd race, on the 4th is where you can see the wrong/repeated objects on the ground. There's also a glitch when you go through a tunnel, the 1st South America race has a tunnel. Input the password "MOONBATH" to get there right away.

Should give you an excuse to play the game and listen to the amazing soundtrack the game has :)

---------

Here are the videos with timestamps for sluffy

I'll mention where do the bugs/glitches happen. Sometimes I can't even tell in the videos, even if I know they happen.


Eye of the Beholder: https://www.youtube.com/watch?v=5dB1y5Zd_Wk
-At 1:30 the bottom part of the in-game cursor is cut off in Canoe. The cursor should be the same size in-game as it is on the main menu.
-At 1:49 you can see the glitched enemy sprite.

Faceball 2000: https://www.youtube.com/watch?v=tdW3gqfe0wI
-At 0:29 the audio goes crazy.

Lion King: https://www.youtube.com/watch?v=VtGU2AfnrWQ
-1:48, you can see small horizontal yellow lines in the background that weren't there before you died.

Micro Machines 2: https://www.youtube.com/watch?v=kBExMaYj6qE
-0:42 you can hear the humming sound even when the car is standing still.

Super Buster Bros (Rev0): https://www.youtube.com/watch?v=YVtTM5oYP9k
-0:53 resetting with L+R+Select+Start causes the title screen and menu to lose the text, and causes background in game to be glitched.

Super Play Action Football: https://www.youtube.com/watch?v=eLfOBJ0BR08
-0:24 team select screen is invisible.

Top Gear: https://www.youtube.com/watch?v=6LpODWYyMGE
-5:35 you can see the green horizon line.
-There are more errors, but the video didn't get them.

Untouchables: https://www.youtube.com/watch?v=PWr6jxXoGw4
-Self explanatory. C7 error after title screen.

Wicked 18: https://www.youtube.com/watch?v=Od_XWIvlazw
-Garbled graphics on title screen and in-game

Title: Re: Canoe official snes emulator -- problems and fixes
Post by: etiel on March 01, 2018, 09:44:48 pm
Quote
upd1:
Have to look at Daffy deeper. Getting flicker on snes9x now after shutting down irq watchdog.

Yeah, last patch didn't fix it either. Daffy Duck is the last game I want to add since I had the game when I was a kid so I'm hopeful you can make it work.

I have been testing the game a lot on snes9x. With a vanilla rom, the glitch appears on snes9x v1.36, however it doesn't happen as often as in Canoe. Apparently the glitch was introduced in version 1.34 of the emulator but was fixed in v1.38 (I couldn't find any of these to test).

Here is a link to version 1.36 of the emulator, in case it is useful to you: https://www.sendspace.com/file/q4571q (https://www.sendspace.com/file/q4571q)

Looking at the changelog (and you already know this) it seems that the glitch has to do with IRQ (NMI?) timings. I'm sure snes9x is very different to canoe but they had the bug too and were able to fix it.

Here are the snes9x changelog fragments that mention Daffy Duck (perhaps these can give you some ideas):
Spoiler:
v1.38
- Another Daffy Duck: Marvin Missions screen flicker problem worked around - writing to the IRQ enable register shouldn't clear any pending IRQs, but  Seiken 3 seems to require this or else the game hangs. Special-cased Daffy Duck for now.

v1.34
The recent timing changes highlighted another problem with Daffy Duck - changed IRQ enable register to only clear pending IRQs if one has been pending for several microseconds.

The following may be related to a different background glitch?:

v1.30
- NMI timing changed again. Now an NMI can only be triggered once per frame and enabling an NMI after the normal trigger scan line triggers an NMI immediately. This fixes display glitches in Ys 5, Stargate and Daffy Duck.

v1.21
- Made the Daffy Duck NMI fix only enable when Daffy Duck is loaded - fix was causing problems for Breath Of Fire 1 and 2.

v1.20
- Enabled immediate triggering of NMI if NMI enable flag set while scan-line was on first line of v-blank. Needed to fix a background jitter bug in Daffy Duck: The Marvin Missions.

Quote
lich wrote: Played the game until stage 2 (elevator) where I had massive slow-downs, don't know if it was like this on the original game, anyone? Or maybe this happened because of the "slowrom checkfix" patch. Will test it more tomorrow.
I don't recall any significant slowdown in the original game, but I've noticed some on canoe. Not sure if the slowrom patch makes it worse, though.

Thank you again sluffy for your amazing work.





Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Bosco82 on March 01, 2018, 10:08:47 pm
Cu-On-Pa SFC - Freezes on the menu screen after hitting start

(https://r.mprd.se/media/images/33394-Cu-On-Pa_SFC_(Japan)_[En_by_Aeon_Genesis_v1.0]-1459622147-thumb.png)

Found some info on this from a old ZSNES changelog

Ver 1.3.5
Fixed an NMI issue with register $4212, fixes hang in Cu-On-Pa, Bubsy and others.

Ver 1.337
Fixed Cu-On-Pa freezing when starting a new game
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 01, 2018, 10:15:09 pm
I'm going to start a doc only with problem games, and will post which have been worked on by sluffy and if they have been fixed or not. That way people can keep track of his latest patches that need testers. Will post the link once I'm further along with it.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 01, 2018, 11:02:09 pm
Cu-On-Pa is broken on Canoe? Thanks, put this on medium thought level. Although I can partially guess from that Zsnes $4212 hint. But hey.. maybe its causing hangs elsewhere too. 4212 is joypad. Everyone uses that. Not sure how it gets abused though.


Daffy. Not sure because I did what snes9x also did - run irqs when problem area starts. But didn't work for either of you.

Didn't give up on Alien vs Predator. And that maybe was 1st custom request that I can remember. Not shelving this one fully.


Top Gear 2. Game keeps dropping me into that "dark information hole" on 2P or Password. Could be sound sync. Thought it would be wai + irqs again but 1P sails through. Since this game is of more interest, might start parachuting C7s everywhere to sonar pinpoint where it's behaving badly.

Top Gear 1. Probably can get green horizon fixed first.


Nosferatu! Made a step in figuring this out. Likely not writing to oam table correctly. Not other cosmic voodoo. But why? Probably shares same bug as Uniracers. And Beholder - but video shows menu works okay. The intrigue gets cloudy. Hilarious how much frame step forward/backward I'm doing with the video.


Problem doc sheet would be uplifting handy.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 02, 2018, 12:50:02 am
Sluffy, Robin.

The doc says Faceball 2000 has wrong colours in the Menu screen. But it's actually supposed to be like that, at least according to Higan. If you load the game and you disable the NTSC TV gamma option (which is supposed to be a simulation), you'll see that the colors look the same as Canoe.
So yeah, there are no graphical issues with F2k, only the sound issue.

Also, Demi from resetera tested Mickey no Tokyo Disneyland Daibouken and he said the game loads just fine. I don't know why someone said the game didn't load. Was probably using a bad rom.

***EDIT***

Ok here's the doc with ONLY the problem games suggested  here and the ones that have been fixed already:
https://docs.google.com/spreadsheets/d/1kyriwV4CSEPuhWWXaxw_YRTgbu4Dh5SE-bf2XwJOdX0

Green are the ones that have patches already.
White are the problem/broken games.
Orange are the ones Sluffy needs a picture, or video or a patch tester.

I'll add the problem games found on the other docs tomorrow.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on March 02, 2018, 03:36:25 am
Typical that I stopped Top Gear before a level with another glitch.

And yeah, I didn't have the Facebook 2000 graphics thing listed initially, but multiple people pressured me to add it...  :banghead:

Thanks Rey. And good work on the spreadsheet for this, that'll be very useful.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Zimgief on March 02, 2018, 04:57:39 am
Thanks for the list, reyvgm, I kwnow it's a WIP, but here some additional input.

For Cacoma Knight in Bizyland, it's the japanese version that must be tested.
And if I understand correctly (cf. this very page) Alien vs Predator is not working yet.
And Illusion of Gaia, Mystic Quest and Dragon Ball Z 2 PAL have working patches. (And DBZ HD patch works for both japanese and PAL.)

Sluffy should verify the list when you think it's complete.

Also, it would be simpler if you linked patches for all the relevant entries (yeah, that's work, thanks again).
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 02, 2018, 05:24:14 am
And if I understand correctly (cf. this very page) Alien vs Predator is not working yet.

It's working. I tested the patch yesterday and it worked. unless a new glitch appeared after it getting patched that I didn't notice. Played the game for like 5-10 minutes without any glitches/bugs/errors.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 02, 2018, 12:34:35 pm
Debug testers for Nosferatu. Looking for cpu bug.
https://www.sendspace.com/file/n9dtf5

Start game. Don't move. If no crash or hang = pass.



Short on time. Quickly scanning:
-Super Off Road = should be fixed
-Dragon Ball Z - Super Saiya Densetsu (Japan) = maybe fixed, told it does but myself unsure
-WWF Arcade = tested by Robin64. problems remaining
-True Golf Classics: Pebble Beach Golf Links = unverified, never worked on this
-Pebble Beach no Hatou New - Tournament Edition (Japan) = broken, pic would be useful
-Cacoma Knight: USA = fixed, Japan = untested

Big thanks for this sheet.


upd:
Daffy Duck tester
https://www.sendspace.com/file/w0gyhd

Crunch time here. Go go.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Zimgief on March 02, 2018, 01:48:41 pm
You mean you have some time to try other things? In this case, among the major games that still need to work correctly, there are four RPGs : Star Ocean, Tales of Phantasia, Seiken Densetsu 3 and Rudra no Hihou.

Star Ocean and Tales of Phantasia are being handled by darkakuma (any news, Robin64?).

Seiken Densetsu 3 and Rudra no Hihou are hi-res games. For now, these games work if hi-res mode is disabled (no preset ID), or with the preset ID of Super Mario Picross, which alters gamma colors in hi-res screens (SK3 and RnH), and make the menu screen buggy for RnH.

Maybe another preset ID could be used. Including RnH official preset ID. But for now, it is black screen (followed or not by C7, I don't know). Maybe it's just a case of tricking Canoe into booting them like for DBZ HD? So if you have time, a bit of prospection could be useful!

EDIT: I forgot to mention Dragon Quest III. This game boots correctly, but not with the translation patch applied. It seems the reason is that the rom size has been expanded with the patch, so not sure if anything can be done.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 02, 2018, 03:03:59 pm
Typical that I stopped Top Gear before a level with another glitch.

And yeah, I didn't have the Facebook 2000 graphics thing listed initially, but multiple people pressured me to add it...  :banghead:


:P

By the way, here are some games that are supposed to be fixed, but your doc says otherwise:
AvP, Best of the Best, Cool World

I assume you only change the status on your doc once you make the SFROM patch for it?


Also, it would be simpler if you linked patches for all the relevant entries (yeah, that's work, thanks again).

I add patches to whatever games Sluffy is testing. For fixed games, I won't add it because people can get the ips ones from the community doc, or the SFROM Tool patches from DarkAkuma's site.

This doc is just to keep track of what is Sluffy is doing, sort of.


-True Golf Classics: Pebble Beach Golf Links = unverified, never worked on this
-Pebble Beach no Hatou New - Tournament Edition (Japan) = broken, pic would be useful

Sorry, when people said "pebble beach" I thought they were talking about the US one.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: etiel on March 02, 2018, 04:02:47 pm
Quote
upd:
Daffy Duck tester
https://www.sendspace.com/file/w0gyhd

It worked! Played until I got to the underwater pipes level and the flicker only happened twice in a 30 min playthrough, so I consider this a success. Thank you sluffy!

Quote
upd2:
For Gun Hazard, please try this command line switch

https://github.com/ClusterM/hakchi2/wiki/Command-line-arguments-(SNES-Mini)
-exit-on-sram-file-load-error

Unfortunately changing the command line did not work, saves are still deleted after you exit the game.

Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on March 02, 2018, 04:39:38 pm
Almost floored it worked so easily. But makes sense technical side. Same patch will work on Japan and France. Woot!


Normal ROM has header:
34 = ROM+RAM+SA-1


Canoe specifically wants sram / battery flag:
35 = ROM+RAM+BAT+SA-1
(adds battery)

Wow! The issue was with the cartridge header?! I would have never thought of that! I just assumed the issue was with Canoe and its limited selection of preset IDs. You're a genius Sluffy!

I'm going to assume that Nintendo just simply didn't code a bunch of chipset values into Canoe due to such a few amount of games that use them, like 34 in this case is a perfect example.

This also raises an interesting method for trying to get games to run on Canoe I would think. I'm going to go ahead and test this same change on the other known chipset value 34 games.

After testing, they all now work with the above mentioned change (chipset value 34 -> 35). I've also uploaded patch files for each of these games just in case anybody wants them (probably not since they are pretty uninteresting games). The patch files are in .bps format (Floating IPS is a great patcher if you require one), which means that it does not matter if your ROMs are headered or not, although I would suggest that all of your ROMs be unheadered (and renamed to .sfc as well, but I'm just being nitpicky :D).

Saikousoku Shikou Shougi Mahjong
A Shogi (Japanese chess) and Mahjong game.
Patch: https://www.sendspace.com/file/zmus8f (https://www.sendspace.com/file/zmus8f)

Shin Shougi Club
Another Shogi game.
Patch: https://www.sendspace.com/file/4jcqpr (https://www.sendspace.com/file/4jcqpr)

Super Bomberman - Panic Bomber W
This game is pretty similar to Dr. Robotnik's Mean Bean Machine or Kirby's Avalanche, except Bomberman themed. No translation unfortunately.
Patch: https://www.sendspace.com/file/8yi3oy (https://www.sendspace.com/file/8yi3oy)

Takemiya Masaki Kudan no Igo Taishou
A Go (board game) game.
Patch: https://www.sendspace.com/file/5m31o3 (https://www.sendspace.com/file/5m31o3)

I did some testing with other games that did not boot on Canoe as well. I looked at the three Seta chip games to see if I could possibly get them to at least boot.

F1 ROC II: Race of Champions (ST-010), I changed the cartridge header to denote it as a DSP chipset instead of a Seta chipset. The game was able to boot up perfectly fine, I was able to move around and select the different options within the main menu. Although, once you select any option that takes you into a race, the game will freeze right before entering the race. This is obviously to be expected, as the ST-010 chip is most likely used during the actual racing portions of the game (AI functionality). At least I got the game to boot! :laugh:

Hayazashi Nidan Morita Shougi (ST-011), I applied the same change as F1 ROC II. This game was also able to boot, and I was able to navigate the menus perfectly fine similarly to F1 ROC II. As expected, the game froze right before entering a match.

Hayazashi Nidan Morita Shougi 2 (ST-018), I again applied the same change. This game was actually able to boot, surprisingly. Although you are just met with a screen that says "Transmit Wait", obviously looking for the ST-018 chip.

As expected, Nintendo wasn't willing to code in the Seta chipset BIOSes (not worth it for only three games, three extremely obscure games at that).

I also tried out the three DSP 2/3/4 games. Nothing to note here, exactly as described in the lists. Looks similar to the Seta chipset games, Nintendo probably felt it wasn't worth it for only three games.

Dungeon Master (DSP-2) has graphical issues that appear to be DSP-2 related ("Its primary purpose is to convert Atari ST bitmap image data into the SNES bitplane format. It also provides dynamic scaling capability and transparency effects.").

SD Gundam GX (DSP-3) won't even boot. I'm assuming it requires DSP-3 decompression ("The chip assists with tasks like calculating the next AI move, Shannon-Fano bitstream decompression, and bitplane conversion of graphics.").

Top Gear 3000 (DSP-4) freezes when entering a race. Definitely DSP-4 related ("It primarily assists with drawing the race track, especially during the times that the track branches into multiple paths.").

upd2:
For Gun Hazard, please try this command line switch

https://github.com/ClusterM/hakchi2/wiki/Command-line-arguments-(SNES-Mini)
-exit-on-sram-file-load-error

I was actually thinking of playing around with those commands a while ago, but I was a bit busy (i.e. lazy ;D), so thank you for reminding me!

I tried -exit-on-sram-file-load-error but unfortunately it was the same result with no shutdown from an SRAM error. I'm willing to bet that the game is actually loading SRAMs fine, but for whatever reason is creating a new SRAM on boot-up. It's almost like it doesn't know that the SRAM file is there.

I tried playing around with some of the other commands as well. Unfortunately, I'm not so sure that they have any effect. I played around with --sram-file and with -output-dir as well, but I didn't notice any sort of changes. The SRAM still saved to the same location even though I specified a different directory. I'm assuming it has to do with one of the Bash files that is executed when loading a ROM. I'll copy and paste it here:

Code: [Select]
#!/bin/sh

set -x

export MALI_NOCLEAR=1

decorative_options()
{
  local fn="$1_options.txt"
  if [ ! -f "$fn" ] ; then
    return
  fi
  while read option ; do
    case "$option" in
    hue) printf ' --decorative-frame-hue';;
    luminosity) printf ' --decorative-frame-luminosity';;
    saturation) printf ' --decorative-frame-saturation';;
    esac
  done < "$fn"
}

options=""

while [ $# -gt 0 ] ; do
  case "$1" in
  --title-code) title_code="$2"; shift ;;
  --load-state-file) options="$options -resume" ;;
  --save-data-backing-file) options="$options --sram-file" ;;
  --replay-inputs) options="$options -replay-all -replay" ;;
  --record-inputs) options="$options -record-next -enable-pad-debug-controls" ;;
  --video-mode)
    case "$2" in
    keep-aspect-ratio) options="$options -filter 1 -magfilter 3" ;;
    pixel-perfect) options="$options -filter 1 --pixel-perfect" ;;
    crt-filter) options="$options -filter 2 -magfilter 1" ;;
    esac
    shift
    ;;
  --rollback-mode)
    case "$2" in
    record) options="$options -rollback-mode 1" ;;
    replay) options="$options -rollback-mode 2" ;;
    esac
    options="$options --rollback-ui /usr/share/canoe/rollback-ui"
    options="-rollback-snapshot-period 720 $options"
    options="$options --enable-sram-file-hash"
    shift
    ;;
  --rollback-output-dir) options="$options -rollback-output-dir $2"; shift ;;
  --rollback-input-dir) options="$options -rollback-input-dir $2"; shift ;;
  --decorative-frame-path) options="$options --use-decorative-frame $2 $(decorative_options $2)"; shift ;;
  *.sfrom)
    if [ -f "$1.gz" ]; then
        options="$options /tmp/ROM.sfrom"
        gunzip -c "$1.gz" > /tmp/ROM.sfrom
    else
        options="$options $1"
    fi
    ;;
  *) options="$options $1" ;;
  esac
  shift
done

read BUILD_TYPE < /etc/clover/buildtype
case "$BUILD_TYPE" in
devel) log="-log $title_code.log -log-append --debug-menu-settings /var/lib/clover/canoe/debug-menu.json --decorative-frames-path /usr/share/backgrounds" ;;
test) log="-log $title_code.log" ;;
*) ;;
esac

exec canoe-shvc $options $log

Something interesting to note though, I found an issue that displayed the exact same symptoms as Gun Hazard. Although, it was for RetroArch and not Canoe, but the symptoms are eerily similar. Apparently the SRAM was being loaded into the cache folder, but getting wiped before the ROM had finished decompressing. Unfortunately, I tried with Gun Hazard uncompressed, still the same result.
Link: https://github.com/ClusterM/retroarch-clover/issues/80 (https://github.com/ClusterM/retroarch-clover/issues/80)

Also, while I was looking at DSP chipset games, I tested out Ace O Nerae! (No-Intro calls it Ace Wo Nerae!, and the translation calls it Aim for the Ace!). Just as the lists claim, the game runs perfectly fine when playing Exhibition, but when attempting to play either Training or Scenario, the game returns a C7 error right before you enter those respective matches. There's an interesting piece of information included within the translation's ReadMe. I'll copy and paste it here:

Quote
v1.2 (15 January 2004)

Certain emulators like ZSNES and Snes9x seem to have trouble displaying the
court textures correctly, so until this is fixed by the emulation authors, you'll
have to endure it or concentrate on multiplayer mode which does not have
this problem.

You mean you have some time to try other things? In this case, among the major games that still need to work correctly, there are four RPGs : Star Ocean, Tales of Phantasia, Seiken Densetsu 3 and Rudra no Hihou.

Star Ocean and Tales of Phantasia are being handled by darkakuma (any news, Robin64?).

Tales of Phantasia is being worked on!? Wow! That's amazing! I always thought Tales of Phantasia would never work on Canoe due to it being ExHiROM and Canoe not accepting ExHi/LoROMs.

And whoa! Once again, I really apologize for the wall of text!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 02, 2018, 04:57:01 pm

And whoa! Once again, I really apologize for the wall of text!

Don't apologize. It's great information. And whoa at several games being fixed or at least booting due to that new discovery. Hopefully a fix can be found eventually.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: FormerTree on March 02, 2018, 05:34:12 pm
All roms I use for testing are from the latest updated snes no-intro set (2017-05-29) which can be downloaded from archive.org
If I want to be 100 % sure that a US-rom is a correct no-intro rom I always download it from the vault (vimm's lair). I hope you Sluffy and everyone else here are using correct roms when testing.

Can anyone else confirm that "American Tail, An: Fievel Goes West" displays a "nintendo presents" text before going in to "black-screen-mode"? Of course I used a proper no-intro rom.

American Tail rom INFO: 
CRC32:      0xeea38aed
MD5:      0xa2aabe7064ff072de65450d50d50ba93
SHA1:      0x572254aebc4dcf3f65aa0c8f9b7cf6836bb9a294

I am at work, but my previous post indicates I used the 0xEEA38AED rom and got a black screen with no "Nintendo Presents". This was with the unmodified ROM, the 1st and 2nd testers (3rd tester still haven't checked), and a US SNES Classic with 2.0.7 kernel:

Downloaded testers.

Unpatched (CRC32 0xEEA38AED): Black screen
Tester 1 (CRC32 0xB028EB2B): Black screen
Tester 2 (CRC32 0xFE9455CC): Black screen

Sorry none worked, but there were no C7 crashes this time.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on March 02, 2018, 05:50:41 pm
https://picload.org/view/daaiiipi/pebble.png.html
Does anyone's Pebble Beach look like this?
Yes, Pebble Beach New Tournament and both Masters Augusta games all look like that. Same engine. Interesting implications of them using broken SNES9x decoder. 

I wasn't aware of all the private requests. Though I have to admit I had made one in the early days of asking sluffy if he would help out. I requested a patch to make the reduce the computer results by 20% in Winter Gold (PAL to NTSC so runs 20% fast).
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 02, 2018, 06:06:27 pm
I actually got about 30% of way there on Winter Gold. And then Canoe avalanche took over and I let it sit. Still interested though. But later: that's a hard game to run trace logs through. It's like throwing vars up and down 10-20 times.


Here's what Nintendo copied and did wrong during sa-1 decoding. Although this implies that other SA-1 games with 8-bpp decoder tiles would suffer a similar tragedy.
Code: [Select]
snes9x 1.51
  case 8:
for (int32 i = 0; i < count; i += inc_sa1, base += char_line_bytes, inc_sa1 = char_line_bytes, char_count = num_chars)
{
uint8 *line = base + (num_chars - char_count) * 8;
for (uint32 j = 0; j < char_count && p - buffer < count; j++, line += 8)
{
uint8 *q = line;
for (int32 l = 0; l < 8; l++, q += bytes_per_line)
{
for (int32 b = 0; b < 8; b++)
{
uint8 r = *(q + b);
*(p +  0) = (*(p +  0) > 0) & 1);
*(p +  1) = (*(p +  1) > 1) & 1);
*(p + 16) = (*(p + 16) > 2) & 1);
*(p + 17) = (*(p + 17) > 3) & 1);
*(p + 32) = (*(p + 32) > 4) & 1);
*(p + 33) = (*(p + 33) > 5) & 1);
*(p + 48) = (*(p + 48) > 6) & 1);
*(p + 49) = (*(p + 49) > 7) & 1);
}

p += 2;
}

p += 64 - 16;
}

// dumb graphics error
//break;
}
break;

Already thought how to handle this one. Just split up dma in smaller chunks. But wanted to really make sure since private bug reports I get do not match what Canoe is doing. And I wanted to troll some other requester who moans about these golf games.


Nice sa-1 discovery! Lots less work for me. Haven't actually looked at DSP-2,3,4,ST-010 source code. But I've heard that 2,10 are pretty simple and can be converted to SA-1 math. Don't hold me on this though.


Daffy Duck = finally! Although I'm still thinking over what Canoe is doing exactly. Because it doesn't clear pending irqs (Raiden Trad, Cool World). May tweak test build later.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on March 02, 2018, 06:09:50 pm
Didn't give up on Alien vs Predator. And that maybe was 1st custom request that I can remember. Not shelving this one fully.
It was not so much a custom request but a (wrong) guess by me that it had a similar issue as Cacoma Knight and I was trying to reuse the fix that we first pinpointed from all the changes you made in Cacoma Knight faster rom patch. When we figured out it wasn't the same, I suggested you forget about AvP in favour of more popular games.

Anyway, continued thanks for all this work!

March 02, 2018, 06:13:08 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I actually got about 30% of way there on Winter Gold. And then Canoe avalanche took over and I let it sit. Still interested though. But later: that's a hard game to run trace logs through. It's like throwing vars up and down 10-20 times.

Here's what Nintendo copied and did wrong during sa-1 decoding. Although this implies that other SA-1 games with 8-bpp decoder tiles would suffer a similar tragedy.

Already thought how to handle this one. Just split up dma in smaller chunks. But wanted to really make sure since private bug reports I get do not match what Canoe is doing. And I wanted to troll some other requester who moans about these golf games.
Winter Gold - cool, thank you!

SA-1 bug, I am able to modify and reassemble the Canoe source code but first I need to find the equivalent code in the ARM disassembly.

Golf games - I think you mean me? Guilty as charged  :-X

March 02, 2018, 06:19:02 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
@Robin
Yeah it was the resolution. I don't know why the videos would lag like that when I can play hi-res videos just fine.
I think YouTube has changed to rencoding the video to lower bitrate on demand?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 02, 2018, 06:30:58 pm
Wasn't targeting you about golf games jab. Some -other- person. No worries though! You've been plenty helpful already.

todo: more debug patches
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on March 02, 2018, 06:35:26 pm
oh! i'm surprised there is another golf game nerd

March 02, 2018, 06:39:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
There's no SNES9x code in Nintendo OSS dump for SNES Mini. Unsurprising.

So either:
1. they copied SNES9x but did not disclose it (naughty!)
2. they coincidentally implemented it with the same bug as SNES9x (unlikely!)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 02, 2018, 06:41:18 pm
What'd be really helpful. If someone can modify ARM for this:
https://github.com/snes9xgit/snes9x/blob/master/gfx.cpp

Code: [Select]
// Now go through and pull out those OBJ that are actually visible.
int j;
for (int Y = 0; Y < SNES_HEIGHT_EXTENDED; Y++)
{
GFX.OBJLines[Y].RTOFlags = Y ? GFX.OBJLines[Y - 1].RTOFlags : 0;
GFX.OBJLines[Y].Tiles = 34;

uint8 FirstSprite = (PPU.FirstSprite + Y) & 0x7f;
S = FirstSprite;
j = 0;

See that 34? That's how many sprites tiles we get per line. Raise it to 36 and you'll see some game errors go away. This is alternate clue how to find:

Code: [Select]
GFX.OBJLines[Y].Tiles -= GFX.OBJVisibleTiles[S];
if (GFX.OBJLines[Y].Tiles < 0)
  GFX.OBJLines[Y].RTOFlags |= 0x80;


ex. You wouldn't need Alien 3 hack anymore. And possibly other games on the list.


upd:
incoming debug tests for Ys 3 --- check sram mapping behavior
https://www.sendspace.com/file/ujqapf

boot = pass
c7,hang = fail


going to do this for front mission also
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 02, 2018, 07:07:19 pm
I'm going to friggin play Mystic Ark then to get a World 5 save file to see what's going on with the crashes.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 02, 2018, 07:14:08 pm
Front Mission: Gun Hazard debug sram tester. Must have a valid save game already to "work"
https://www.sendspace.com/file/e6sdtu

boot = pass
hang = fail


Took out copy protection (rom modification)
Code: [Select]
copy protection -- checksum
$C3/00B2 AB          PLB                     A:3BEC X:0000 Y:0000 D:0000 DB:EF S:161B P:envmxdiZC HC:0384 VC:244 FC:49 I:00
$C3/00B3 CF AE FF 00 CMP $00FFAE[$00:FFAE]   A:3BEC X:0000 Y:0000 D:0000 DB:82 S:161C P:eNvmxdizC HC:0416 VC:244 FC:49 I:00
$C3/00B7 D0 01       BNE $01    [$00BA]      A:3BEC X:0000 Y:0000 D:0000 DB:82 S:161C P:envmxdiZC HC:0462 VC:244 FC:49 I:00
===> pass
$C3/00B9 6B          RTL                     A:3BEC X:0000 Y:0000 D:0000 DB:82 S:161C P:envmxdiZC HC:0480 VC:244 FC:49 I:00


edit: Very much liking color code system on workshop sheet.


edit2:
Cu-On-Pa (japan) tester
https://www.sendspace.com/file/aolu42

Fire late nmi.


edit3:
Should be final Daffy Duck tester/build
https://www.sendspace.com/file/tfdbfo

Spin wait for nearby irq, nmi. Daffy likes to turn on/off nmi at bad times (irq,nmi boundaries). So Canoe / Snes9x 1.51 both tend to ignore exact moment in different ways.


edit4:
Super Play Action Football (USA) tester
https://www.sendspace.com/file/5vlox3

OpenBus strikes again


edit5:
matt! confirms Augusta3 + Pebble Beach bugs = snes9x 1.51. So no screenshots needed. Almost have these fixed easily already. :o


edit6:
Masters New - Augusta 3 (Japan rev1) tester
https://www.sendspace.com/file/pevqff

Transfer $800 size packs to sa-1.


edit7:
Pebble Beach New - Tournament Edition (Japan) tester
https://www.sendspace.com/file/6cq6a6

$800 size packs


edit8:
No worries about American Tail. I think I understand (basics) what's wrong. Tester3 probably shows nintendo text. Then black screen. No C7. Like some Ocean games.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Bosco82 on March 02, 2018, 09:17:39 pm
Cu-On-Pa is playable now but the cursor on the menu and the name input screen skips lines, on the first screen you can only select the first and third save slots, the name enter screen skips rows of letters. The pause menu does the same thing. When you select a letter on the naming screen it comes up double.

Super Play Action Football - Works correctly
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 02, 2018, 10:46:13 pm
Here's some requested info from Demi from resetera:

American Tail - Fievel Goes West (vanilla rom, no patches)
CRC: EEA38AED
Game loads the border, meaning it loaded the game, but that's it. Just a black screen, no intros, no logos. No C7 or C8 errors.

----

Nosferatu
CRC: DE762764

Tested his latest patch (3 debug patches). Left each game running for about 30 seconds in-game time. No crashes.

Patch 1: No crash standing still.
Patch 2: Immediate crash when moving. No crash when standing still.
Patch 3: No crash on movement or standing still.

Video of the boss area with the glitched enemies: https://youtu.be/qNe0AidkvdE

Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 02, 2018, 10:51:53 pm
New Cu-On-Pa tester
https://www.sendspace.com/file/craxvt


Going to leave Tail alone for awhile. So no worry here. List got full fast so other easier stuff to cherry pick.
(I really should start on Top Gear. Might need to drink something strong for those 2)


Holy crap? Nosferatu didn't trigger crash standing still. WTH? Likely going to need another 8-10 debug cases. Must study this thoroughly. Watching video for more clues.


And if anyone's feeling adventurous, wouldn't mind screenshots for games that don't have one on sheet. Mainly "garble" ones. Even if I didn't ask for one specifically. Mickey's Playtown says c7 - ofc where? Trying to solve what else causes C7.


edit: Thanks for video. It actually kinda matches what's swirling in head about sprite size problems, this game anyway. More solid proof. That's well hidden bug. Need to put out more probes. Something in debuggers is not telling me.

Also thanks for confirming Football. Hopefully Cu passes green light.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 02, 2018, 10:59:46 pm
I plan on testing all those obscure games that don't load to document exactly what happens when I select them. But first I want to get Mystic Ark done. I'm on world 3 now. I'll get you saves as close to the alleged cutscenes that crash the game.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 02, 2018, 11:07:52 pm
Mystic Ark. I remember playing that one to Chapter 4. But couldn't get over difficulty curve. Couldn't finish Mystic Quest because I under-level all time in RPGs. And that's supposed to be easy.

Thanks for maintaining that list and recruiting help. Want to finish all easy crap, because harder ones can flame broil the neurons. It's bad sign when they start falling through the mental gaps.

I know everyone wants popular ones fixed. I would if I could do within reason. Had Robin64 not brought up Raiden Trad (simple game), a decent amount would've been sitting much longer.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 02, 2018, 11:19:04 pm
Forget about what people want and just do the ones you find interesting or the ones you think you can solve easily. To me it's more exciting to know games are being 'fixed' rather than just having a certain popular ones making you crazy and giving up :P

------

Hamelin no Violin Hiki video courtesy of Demi

Black lines appear in the background when you "scroll" the window in some levels (eg. climbing, jumping).
https://www.youtube.com/watch?v=c65QDaWJzVg

Glitch in the example is happening just on the 3rd screen to the right of where you start.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: rhester72 on March 03, 2018, 08:57:12 am
@sluffy - Dungeon Master using DSP-2...does that mean that canoe will never be able to play it properly?  Sorry for bugging you, it's just one that has a special place in my heart.  :)

I'm also quite curious whether the EA Sports games (that all seem to lock up in the same manner) all share the same problem/fix...
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: etiel on March 03, 2018, 11:36:12 am
Ok, a few tests:

Quote
edit3:
Should be final Daffy Duck tester/build
https://www.sendspace.com/file/tfdbfo

For some reason I noticed a bit more flickering this time, specially in the first level (e.g. fighting the two birds at the end of the first screen), nothing too bad though. I think the previous tester is good enough and there's no need to spend more time on Daffy so you can concentrate on other games.

Quote
New Cu-On-Pa tester
https://www.sendspace.com/file/craxvt

Works perfectly, no cursor issues, all save slots work, no double letters. Tested both the japanese and translated roms.

Quote
Front Mission: Gun Hazard debug sram tester. Must have a valid save game already to "work"
https://www.sendspace.com/file/e6sdtu

Had save on the system. Did not boot (black screen). Again, tested in vanilla and translated roms.

Quote
upd:
incoming debug tests for Ys 3 --- check sram mapping behavior
https://www.sendspace.com/file/ujqapf

boot = pass
c7,hang = fail

Debug 1: fail (black screen)
Debug 2: pass. Just for the sake of it made a save file on this one. When loading the save the game went nuts and the screen was filled with a rainbow of garbage. ;)
Debug 3: pass
Debug 4: pass
----------------------
Sluffy, if you have the time could you look into Mobile Suit Gundam Wing: Endless Duel?

This game is kinda like the "sequel" to Mighty Morphin Power Rangers Fighting Ed, so it could be an easy fix. It's also a much better game imo and there is also a translation patch.


Title: Re: Canoe official snes emulator -- problems and fixes
Post by: KingMike on March 03, 2018, 11:54:41 am
Mystic Ark. I remember playing that one to Chapter 4. But couldn't get over difficulty curve. Couldn't finish Mystic Quest because I under-level all time in RPGs. And that's supposed to be easy.
Under-leveling might be it.
Mystic Quest is pretty easy if you stop to kill everything. Though I think years ago I tried to avoid unnecessary encounters and didn't find it too terribly hard. I think nearly every enemy has a weakness to something, either one of the weapons or one of the spells. Final boss was kind of difficult if you aren't over-leveled and don't exploit it can be killed in one hit (for the challenge).
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 03, 2018, 12:54:56 pm
Doc sheet:
Exhaust Heat II = ST010
Hayazashi Soughi 1 = ST011. No one's reversed this Seta chip.
Hayazashi Soughi 2 = ST018. A RISC chip. :o
Momotarou Dentetsu Happy = SPC7110
Super Play Action Football = latest confirmed okay by Bosco82



Hamelin = will check next.

Dungeon Master = have to convert dsp-2 C code to sa-1 65816. maybe expand 128KB SRAM for workspace.

ST-010 = same


Daffy Duck = that's ... actually surprising. I'm a "perfectionist" if I think I can get it fully done. We're close so still interested in taking some more swings at it. Done that enough already. haha. Later later after I hit roadblocks with other ones. Test3 = Almost fixed with very tiny lingering issues (30 minutes = wow, expected more blinks).

And well, likely need this fix again for some other game.


Gun Hazard = Canoe is not correctly loading sram from disk. Very specific condition I hacked in when game starts. Look for Gun Hazard header. -Or- they loaded it to a different sram bank ... huh. Have to check all of them then. But game sees a blank file. Likely pimpinelephant's original repeated thoughts are true.


Ys 3:
- debug1 = no (s)ram at 70:8000. So not mirrored here. Should be ROM then.
- debug2 = (s)ram at 70:0000. Something writable.
- debug3 = 70:8000 not writable. So doesn't matter.
- debug4 = verifies sram at 70:0000. Not normal ram.

This game uses 70:8000 for sram. But previous patch to flip 70:0000 did not work (Robin64). So game is freaking out about something else on top of this. Interesting.


Mobile Suit Gundam Wing: Endless Duel = report says flicker? Not enough information. Does bsnes v073+ work correctly? Because it has that flicker special effect but more noticeable than snes9x 1.51. Or completely different problem?

This is not Power Rangers bug, from code side. So looking for more clues.


All EA sport games very similar. Think it's hanging on spu sync. Glug.

Drift Racer 1/2 = at first thought cpu bug. But noticed dsp-1 does math. So probably shoot this way.


Cu-On-Pa = yay. Didn't know it was translated. I'm slow. Gets green highlighter.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 03, 2018, 02:58:02 pm
From Demi

Mickey's Playtown Adventure
CRC: 53524952

Game loads, shows the "Hi Tech Entertainment" logo, then the screen flashes green and gives C7 error.

Its worth mentioning this is a prototype game, so it might not be worth dedicating time to.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 03, 2018, 04:02:23 pm
edit6:
Masters New - Augusta 3 (Japan rev1) tester
https://www.sendspace.com/file/pevqff

Transfer $800 size packs to sa-1.


edit7:
Pebble Beach New - Tournament Edition (Japan) tester
https://www.sendspace.com/file/6cq6a6

$800 size packs


None of these two games work when applying your patches. Blackscreen on both games and when pressing reset button on the snes I get a c7 error in both games.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 03, 2018, 04:38:48 pm
They're both sa-1 games. Need that mario id plus whatever tricks.


Ys 3 tester
https://www.sendspace.com/file/c8oz3t
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on March 03, 2018, 04:52:27 pm
I was going to test a couple of these last night, but unfortunately I got a bit sidetracked, so I didn't get to them until this morning. I see etiel already tested all of these, but I might as well note what I saw as well.

Cu-On-Pa SFC:
Holy cow... This game is addicting! I went in to just test out the patch, but I didn't put it down until I remembered why I was playing it in the first place.
The patch appears to work perfectly, I saw no issues after about 30+ minutes of playing.

Ys III:
I got the same results as etiel.
1 - No boot
2 - Boot
3 - Boot
4 - Boot

Ys 3:
- debug1 = no (s)ram at 70:8000. So not mirrored here. Should be ROM then.
- debug2 = (s)ram at 70:0000. Something writable.
- debug3 = 70:8000 not writable. So doesn't matter.
- debug4 = verifies sram at 70:0000. Not normal ram.

This game uses 70:8000 for sram. But previous patch to flip 70:0000 did not work (Robin64). So game is freaking out about something else on top of this. Interesting.

That's really interesting with the SRAM. My memory mapping knowledge is extremely basic, but isn't SRAM also stored in a couple of the upper banks as well for LoROMs? Probably a dumb question, haha!

Gun Hazard:
Same. No boot, sits at a black screen.

Gun Hazard = Canoe is not correctly loading sram from disk. Very specific condition I hacked in when game starts. Look for Gun Hazard header. -Or- they loaded it to a different sram bank ... huh. Have to check all of them then. But game sees a blank file. Likely pimpinelephant's original repeated thoughts are true.

Huh, now THAT's interesting! Your findings are much, much better than mine ever were! So then it would appear that what happens is:
Boot-up game -> Canoe loads SRAM -> Canoe either thinks it's a bad SRAM file, or it loads it into the incorrect mapping location -> Game sees no SRAM, creates a new one

I'm going to assume that Canoe just loads the SRAM to the same location depending on Hi/LoROM. Is it possible that Gun Hazard looks in a different location? I've heard that some games mirror SRAM to $10-$1F, but I have no clue if that's true or not, just something I read on the internet :laugh:.
I'm probably completely off-base for all of this though.

Mobile Suit Gundam Wing: Endless Duel = report says flicker? Not enough information. Does bsnes v073+ work correctly? Because it has that flicker special effect but more noticeable than snes9x 1.51. Or completely different problem?

This is not Power Rangers bug, from code side. So looking for more clues.

I went ahead and tested this game as well. I spent about 20+ or so minutes playing on each of Canoe and Higan.

First of all... Damn! This game is amazing! I remember playing this game years ago, and it's just as fun today as it was back then.

As for the testing, I didn't notice any difference at all. Both display "flickering" but I'm 99.99% sure that it's intended behavior in order to simulate a futuristic projection screen. Shadows, lifebars, character select, everything appeared to be identical.

I should mention that I saw the same thing you did with the "flickering" special effect on BSNES only, not Canoe. It's definitely a bit more... pronounced I guess would be the word, than compared to Canoe. They look identical most of the time, but occasionally the "flicker" effect will be much more pronounced and noticeable for one flicker, then it returns to looking identical as Canoe. Again, this was on Higan only, not on Canoe. So it would appear to me that Endless Duel actually runs a tiny bit better on Canoe than on Higan... Unless Higan is the correct way to display it? Either way, this is incredibly minuscule for whichever case it may be.

Also, it should be mentioned that the list displays this game twice with a different status for each.
Mobile Suit Gundam Wing: Endless Duel | Issues
Shin Kidou Senki Gundam W - Endless Duel | Working

EDIT:

New Ys 3 test patch. Will test it out.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 03, 2018, 05:03:29 pm

I should mention that I saw the same thing you did with the "flickering" special effect on BSNES only, not Canoe. It's definitely a bit more... pronounced I guess would be the word, than compared to Canoe. They look identical most of the time, but occasionally the "flicker" effect will be much more pronounced and noticeable for one flicker, then it returns to looking identical as Canoe. Again, this was on Higan only, not on Canoe. So it would appear to me that Endless Duel actually runs a tiny bit better on Canoe than on Higan... Unless Higan is the correct way to display it? Either way, this is incredibly minuscule for whichever case it may be.

Also, it should be mentioned that the list displays this game twice with a different status for each.
Mobile Suit Gundam Wing: Endless Duel | Issues
Shin Kidou Senki Gundam W - Endless Duel | Working



See the thing with people reporting flickering as a problem is that a lot of people don't know that older systems used flickering or rapidly turning on/off something to give it the appearance of being transparent. The transparency effect was added by the CRTs, something modern LCD panels do not do accurately. Another thing is that we don't know what people are using to play the SNESC. The SNESC is intended to be played on a TV, but if someone is using a PC monitor with some kind of different refresh setting or whatever, then the flickering effect will look broken.

So, pimpinelephant, if the flickering is the same in Higan and Canoe, then we can pretty much say that Shin Kidou Senki Gundam W is actually perfectly playable, right?

And about the names. Ok so Mobile Suit Gundam Wing: Endless Duel doesn't really exist, the correct name is Shin Kidou Senki Gundam W - Endless Duel. Problem is you're looking at the community doc which anyone could edit.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Bosco82 on March 03, 2018, 05:11:26 pm
Ys III now saves and the save loads.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: etiel on March 03, 2018, 05:27:35 pm
Ok so regarding Mobile Suit Gundam Wing:

I noticed the same behavior in all emulators -bsnes 0.73, snes9x and canoe (sorry I didn't test it on higan)

Start the game, wait until the girl opens her eyes and there is some flickering there. There is also some weird flickering in the main menu screen (green box), the character select screen (on all three "boxes"), and the option screen (everywhere). Character shadows also seem to flicker a lot more in emulators than in original hardware.

In the game, played in original hardware, the flicker in these screens has more like a slow breathing effect, unlike the rest, which is faster and just random. Here's a video of the game running in real hardware: http://youtu.be/lEoqXU68Nr4 (http://youtu.be/lEoqXU68Nr4) - gameplay starts at 0:59

As you can see the health bars at the top of each fight flicker like that even on original hardware so that's not a problem.

It's a very minor issue in my opinion, as it does not affect gameplay, so I can live with it, but maybe you can find a fix.

Edit: I just saw reyvgm and pimpinelephant posts, sorry. That pretty much explains everything, it seems it is a case of crt transparency...although, who knows, maybe sluffy can surprise us?...... again? ;)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on March 03, 2018, 05:33:38 pm
See the thing with people reporting flickering as a problem is that a lot of people don't know that older systems used flickering or rapidly turning on/off something to give it the appearance of being transparent. The transparency effect was added by the CRTs, something modern LCD panels do not do accurately. Another thing is that we don't know what people are using to play the SNESC. The SNESC is intended to be played on a TV, but if someone is using a PC monitor with some kind of different refresh setting or whatever, then the flickering effect will look broken.

So, pimpinelephant, if the flickering is the same in Higan and Canoe, then we can pretty much say that Shin Kidou Senki Gundam W is actually perfectly playable, right?

And about the names. Ok so Mobile Suit Gundam Wing: Endless Duel doesn't really exist, the correct name is Shin Kidou Senki Gundam W - Endless Duel. Problem is you're looking at the community doc which anyone could edit.

Oh, that's a really great point! I forgot that we are dealing with an almost 30-year old console. Definitely an effect that was designed with CRT televisions in mind.

And yes, Endless Duel appeared to be identical in both Higan and in Canoe. The occasional difference in "flicker" can most likely be attributed to my TV/PC monitor's refresh rates.
For the duration that I played, the game appeared to be perfectly playable with everything working as intended.

EDIT:

Ok so regarding Mobile Suit Gundam Wing:

I noticed the same behavior in all emulators -bsnes 0.73, snes9x and canoe (sorry I didn't test it on higan)

Start the game, wait until the girl opens her eyes and there is some flickering there. There is also some weird flickering in the main menu screen (green box), the character select screen (on all three "boxes"), and the option screen (everywhere). Character shadows also seem to flicker a lot more in emulators than in original hardware.

In the game, played in original hardware, the flicker in these screens has more like a slow breathing effect, unlike the rest, which is faster and just random. Here's a video of the game running in real hardware: http://youtu.be/lEoqXU68Nr4 (http://youtu.be/lEoqXU68Nr4) - gameplay starts at 0:59

As you can see the health bars at the top of each fight flicker like that even on original hardware so that's not a problem.

It's a very minor issue in my opinion, as it does not affect gameplay, so I can live with it, but maybe you can find a fix.

Oh, ok! With that video, I can see what the issue is now. It's supposed to be a "breathing" effect. I thought the "flickering" was intended in order to look like some sort of projection screen or something. :laugh:

EDIT 2:

Ys 3 tester
https://www.sendspace.com/file/c8oz3t

I just tested out that patch. I got the same results as Bosco82.

The Save/Load menus are no longer glitched to all hell. They now display properly.
The game now saves correctly. I saved in multiple different slots.
The game also now loads properly as well. I loaded save files from multiple different slots.

Sluffy has done it again!

Also, 15 save slots? Why is there so many? :o
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 03, 2018, 06:39:12 pm
Ok so regarding Mobile Suit Gundam Wing:

I noticed the same behavior in all emulators -bsnes 0.73, snes9x and canoe (sorry I didn't test it on higan)

Start the game, wait until the girl opens her eyes and there is some flickering there. There is also some weird flickering in the main menu screen (green box), the character select screen (on all three "boxes"), and the option screen (everywhere). Character shadows also seem to flicker a lot more in emulators than in original hardware.

In the game, played in original hardware, the flicker in these screens has more like a slow breathing effect, unlike the rest, which is faster and just random. Here's a video of the game running in real hardware: http://youtu.be/lEoqXU68Nr4 (http://youtu.be/lEoqXU68Nr4) - gameplay starts at 0:59

As you can see the health bars at the top of each fight flicker like that even on original hardware so that's not a problem.

It's a very minor issue in my opinion, as it does not affect gameplay, so I can live with it, but maybe you can find a fix.

Edit: I just saw reyvgm and pimpinelephant posts, sorry. That pretty much explains everything, it seems it is a case of crt transparency...although, who knows, maybe sluffy can surprise us?...... again? ;)

Not a problem. As you read in my explanation above, it's something that emulators cannot reproduce because the transparency effect was done by not only the 'blurriness' of the CRT, but also its refresh rate. And on the video you posted, notice how not only is the guy playing the game on a CRT, but the video is not even direct feed. It's recorded with another camera (who knows on what resolution), and then uploaded to youtube who can also introduce compression that further changes what we could be seeing.

When I started playing on emulators in the 90's I noticed that a lot of games which I thought had transparent sprites, were actually just flickering really really fast, and/or had a checkerbox effect. I thought the emulation was wrong or something, but then I learned that both techniques were done to get transparency when played on a CRT.



I just tested out that patch. I got the same results as Bosco82.

The Save/Load menus are no longer glitched to all hell. They now display properly.
The game now saves correctly. I saved in multiple different slots.
The game also now loads properly as well. I loaded save files from multiple different slots.

The SRAM wasn't the only issue. When you died, the character or screen would get glitchy. Can you test it out and check if there are any glitches when dying? You need to get to the mine before you can die, so you have to go through the intro.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on March 03, 2018, 06:49:42 pm
The SRAM wasn't the only issue. When you died, the character or screen would get glitchy. Can you test it out and check if there are any glitches when dying? You need to get to the mine before you can die, so you have to go through the intro.

Oh man, I heard that was an issue, so I went to go test it out and was going to just edit my post, but you beat me to it!

It doesn't appear to glitch out in any sort of way when dying either!

I'm not exactly sure what the glitches looked like when dying, I've never tested this game before, but with Sluffy's patch, dying seemed very normal.
You die, a text box appears that says "Game Over" and then you press Start to begin where you last saved.
There appeared to be no glitchiness or anything that seemed "out of the ordinary". I died about 10 or so times, I'm not exactly sure how often the glitchiness occurs, but I didn't see anything of the sort during any of my deaths.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 03, 2018, 06:50:58 pm
Also have a save for Mystic Ark on World 5 before a cutscene.

https://www.sendspace.com/file/46wdlc

Can anyone convert the save, and test it on Canoe? Please first use a clean Japanese ROM with no translation, load the save, go to the house on the upper-left and talk to the old man in the middle. The cutscene will start after he starts talking. If the cutscene crashes the game, please document exactly when it happens and what exactly happens.

*Edit*
Demi tested the save. Here is his report:
When you talk to the old man, scene will change and some purple fingers appear, scene then changes to the town and after 5 dialog boxes it crashes to C7 error.
On emulators, what is supposed to happen after those 5 text boxes is that a cutscene will start. The cutscene is not rendered in-game and my guess that's what is causing the issue.

Here's a vid of how the cutscene plays
https://youtu.be/C6FemEtNYLU?list=PL417E5184F751FC5E&t=13

Oh man, I heard that was an issue, so I went to go test it out and was going to just edit my post, but you beat me to it!

It doesn't appear to glitch out in any sort of way when dying either!

I'm not exactly sure what the glitches looked like when dying, I've never tested this game before, but with Sluffy's patch, dying seemed very normal.
You die, a text box appears that says "Game Over" and then you press Start to begin where you last saved.
There appeared to be no glitchiness or anything that seemed "out of the ordinary". I died about 10 or so times, I'm not exactly sure how often the glitchiness occurs, but I didn't see anything of the sort during any of my deaths.

Perfect. My guess is that the glitch was not caused by you dying, but by the game trying to load the last save, and that is what caused the issues. But now that the SRAM is fixed, dying doesn't cause any problems.

March 03, 2018, 07:07:37 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok so regarding Mobile Suit Gundam Wing:

I noticed the same behavior in all emulators -bsnes 0.73, snes9x and canoe (sorry I didn't test it on higan)

Start the game, wait until the girl opens her eyes and there is some flickering there. There is also some weird flickering in the main menu screen (green box), the character select screen (on all three "boxes"), and the option screen (everywhere). Character shadows also seem to flicker a lot more in emulators than in original hardware.

In the game, played in original hardware, the flicker in these screens has more like a slow breathing effect, unlike the rest, which is faster and just random. Here's a video of the game running in real hardware: http://youtu.be/lEoqXU68Nr4 (http://youtu.be/lEoqXU68Nr4) - gameplay starts at 0:59

As you can see the health bars at the top of each fight flicker like that even on original hardware so that's not a problem.

It's a very minor issue in my opinion, as it does not affect gameplay, so I can live with it, but maybe you can find a fix.

Edit: I just saw reyvgm and pimpinelephant posts, sorry. That pretty much explains everything, it seems it is a case of crt transparency...although, who knows, maybe sluffy can surprise us?...... again? ;)

Ok I see the problem. In the video you can see the panel on the title screen the color green sort of turning on and off (the 'breathing' effect), but on emulators the colors are static. Hmm, okay I guess this is a valid issue which I don't think it's something caused by CRTs.

The problem is Higan also shows the same issue, so I don't know how could Sluffy even fix it?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 03, 2018, 08:02:00 pm
Mobile Suit. idk. Sounds like some color bleeding translucency effect. That seems pretty hard, outside of updating cgram every vblank to simulate pulsating glow. Which not sure if every palette is taken.

If byuu can't emulate it.. thought it would be some trick like Toki Tori waterfalls on GBC.



Front Mission debug2
https://www.sendspace.com/file/wpus1r

Checks every bank for sram. Hangs if fail. If boots, please shutdown immediately and report last 2 bytes of sram file. That would be our magic bank #.


Also asking for re-verification that SA-1: Pebble Beach, Augusta 3 do not work with patch. And if indeed fails, verify vanilla boots with no patch. Seems really odd to me blacks out so quickly (skeptical).


About time Ys III does something right. Sram must be formatted correctly for it not to throw a tantrum.


Hamelin. Want to blame hdma. But there's not much reason why that area black bars and others didn't. Since they seem to "share" same code path.

Mickey Proto. More interested in C7 crash since so many of these games throw one. And I can't reliably throw one.


Mystic Ark. Thank you for doing the play work. Boot it up and get a first feel.

If only Nosferatu or Uniracers would drop, since those 2 are my "last" early hanging tormenters. And bugging the bollocks out of me.
== Mistake. Add Soul Blazer.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: etiel on March 03, 2018, 09:05:24 pm
Quote
Mobile Suit. idk. Sounds like some color bleeding translucency effect. That seems pretty hard, outside of updating cgram every vblank to simulate pulsating glow. Which not sure if every palette is taken.

If byuu can't emulate it.. thought it would be some trick like Toki Tori waterfalls on GBC.

I'm sure we can all agree you can skip this one if you want, at least for now. I thought it was gonna be much worse, but the issues are very minor and the game is perfectly playable. I guess this goes to show just how vague (and outdated) the old spreadsheet is.

Perhaps once you're done with the early list. you can switch focus to games that have really big issues that really hamper gameplay (freezes/crashes during gameplay, not booting, etc). A few that come to mind are Nangoku Shonen Papuwa, Little Magic, Air Strike Patrol. Whatever you choose is fine, I'm more than happy to help with more tests.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: rhester72 on March 03, 2018, 09:30:05 pm
A few that come to mind are [...] Air Strike Patrol. Whatever you choose is fine, I'm more than happy to help with more tests.

Ooh!  Ooh!  I forgot all about Air Strike Patrol.

Given that Snes9x borks with it...there may be hope.  (As far as I know, basically only higan runs it properly.)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: KingMike on March 03, 2018, 09:57:13 pm
By Air Strike Patrol, do you mean the plane shadow issue which was one of higan's major "emulation accuracy" points.
(that is, the developers went to the trouble of doing some color math stuff (I'm guessing) on specific pixels of the background to create a shadow... when they probably could've used a sprite instead :P )
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 03, 2018, 11:23:07 pm
ASP - where do glitches occur? I'd need a stepthrough on how to get there.

Little Magic - pretty sure it's spc related. Typical low priority for audio.


Thanks for continued testers. Some random debug tests:
https://www.sendspace.com/file/5t4ors

Super Bases Loaded 2 -- piracy screen = pass, hang = fail
Mickey's Playtown -- hang = pass, C7 = fail
Nosferatu -- immediate hang = fail, timer countdown = pass

Have to blindly shoot around for awhile.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: etiel on March 04, 2018, 01:01:59 am
ASP - where do glitches occur? I'd need a stepthrough on how to get there.

By Air Strike Patrol, do you mean the plane shadow issue which was one of higan's major "emulation accuracy" points.
(that is, the developers went to the trouble of doing some color math stuff (I'm guessing) on specific pixels of the background to create a shadow... when they probably could've used a sprite instead :P )

As far as I recall the briefing screen, command hq, and the screen where you see the general at the beginning are completely distorted, you can't really see or read anything at all and basically you have to mash buttons to get to the first level, in which yes....you fly a fighter jet with no shadow.

Maybe Robin can help with a video for this game?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on March 04, 2018, 01:30:20 am
Front Mission debug2
https://www.sendspace.com/file/wpus1r

Checks every bank for sram. Hangs if fail. If boots, please shutdown immediately and report last 2 bytes of sram file. That would be our magic bank #.

Ooh! This is ingenious!

I went ahead and tested the game with this patch. I tried without an SRAM file as well as with an SRAM file just to make sure.

Without SRAM file: No boot, as to be expected.
With SRAM file: The game boot-up!

I took a look at the SRAM file that I placed inside the Saves directory, and just as you said, the last two bytes were changed. They were:

30 00

I'm assuming that is referring to $30, which would be normal. I'm not sure what I was expecting... I was preparing myself to see something crazy, I don't know why though. :laugh: I saw it and just went, "... Oh..."

I do find it interesting though that the game at least acknowledges the SRAM file with this patch. Could this be considered progress?

I also wanted to mention that, like I said earlier, the game actually booted-up, which usually means a new and empty SRAM file. When I checked the SRAM file after extracting it from the Classic, it still contained my save file that I had previously saved onto it from before inserting it into the Classic. This is most likely specific to this debug patch, but I felt like I should at least mention it.

About time Ys III does something right. Sram must be formatted correctly for it not to throw a tantrum.

Huh, interesting! So that's what the issue was!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: JackMonty on March 04, 2018, 04:01:22 am
Could the same logic that is being applied to Front Mission also be used to fix the issue with The Slayers not saving?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 04, 2018, 09:29:06 am
Gun Hazard tester
https://www.sendspace.com/file/y4oay5

Poke sram to wake up.


Does mystic ark have animated cutscenes in other chapters?

Slayers. If game crashes when loading save, that's very complicated issue. If not detecting save, that's fair game.



edit:
Super Bases Loaded 2 tester
https://www.sendspace.com/file/cex8c3

dsp-1 mapping. if fails, please try previous debug piracy test.


Still asking for sa-1 augusta, pebble beach retrial. Make sure vanilla game boots if fails.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 04, 2018, 09:59:10 am
What exactly was the error with Cacoma Knight (JAP)? I tried sluffys jap patch and I couldn't see any "status bar" errors. Haven't played the game before but everything seemed to run fine during the 10 minutes testing.

*Cacoma Knight (JAP) update*

Then I guess we can put this game aside since it seems to be WORKING, good job!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 04, 2018, 10:05:22 am
When Cacoma goes in-game, the stage #, points, timer bar should be painting of random pixels (bad). If it's readable, pass. Green. No need to try more.

I'm sure it should've worked. Person who asked for port didn't say anything again. Typical. :)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 04, 2018, 10:07:33 am
Still asking for sa-1 augusta, pebble beach retrial. Make sure vanilla game boots if fails.

Don't know what I need to do except applying your ips patches. You said something about mario fix/preset id. If I knew, I would gladly test.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 04, 2018, 10:12:06 am
Told that most SA-1 games need Super Mario RPG preset ID to run. Dream Land 3 needs other official ID from DarkAkuma. Not sure what else exactly needs to be set.. I'm sure someone will chime in shortly.

Thanks again.


edit:
Oh. Forgot. Does Pilotwings plane demo (#4) crash early? Or does Canoe auto-cheat this one? Because Ballz 3D says working.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 04, 2018, 10:22:47 am
Ok got it, I'll give it a try.

Your new patch (GUN HAZARD)  didn't solve the error that internal saves don't save. Played the first mission and was heading towards my second but tried making a save slot called "test", I quit the game and tried to open this save slot by choosing "continue" on the main menu. Save slot had vanished...

March 04, 2018, 10:30:06 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok got it, I'll give it a try.

Title: Re: Canoe official snes emulator -- problems and fixes
Post by: etiel on March 04, 2018, 10:46:51 am
Test results:

Super Bases Loaded 2
debug 1 (piracy)= fail. black screen
 
Mickey's Playtown
debug 1= fail -c7 after hi tech logo
debug 2= pass -black screen after hi tech logo
debug 3= pass -black screen after hi tech logo

Nosferatu
debug 4= pass -boots, timer countdown, crashes when moving
debug 5= pass -boots, timer countdown, black screen when moving

Gun Hazard latest tester
nothing changed, not sure what else to test here, saves don't work

Super Bases Loaded 2 tester= black screen
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 04, 2018, 11:01:47 am
Lots of strike outs. Previous Gun Hazard tester which pimpinelephant says booted and reported $30, do saves show up in continue loading menu? Not sure that part was tested.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 04, 2018, 11:11:36 am
Since I didn't know about sa-1 games needed mario patches/id's I don't even know if it's the Mario RPG Japan or USA vc/pcm/Preset ID needed for these two games.


Masters New - Harukanaru Augusta 3: applied your patch -> Applied preset ID: 109D -> game started but when entering the game = mad glitching

Pebble Beach no Hatou New - Tournament Edition: applied your patch -> Applied preset ID: 109D -> game started but when entering the game = mad glitching

Also tried DarkAkumas Super Mario RPG (Japan) VC/PCM patches to both games combined with 109D as preset ID, this resulted in both games not even starting (black screen)


**update: tried patches to both games and added
"Super Mario RPG: Legend of the Seven Stars" preset ID "109C" instead of "109D". Both games started but when entering a game same mad glitchiness started.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 04, 2018, 11:12:58 am

Does mystic ark have animated cutscenes in other chapters?


Still asking for sa-1 augusta, pebble beach retrial. Make sure vanilla game boots if fails.

Haven't played mystic ark entirely, but according to the people that reported the crash, it only happens in World 5. And there are apparently 3 cutscenes in total in that world. If you manage to fix this first crash, then I'll get saves for the other cutscenes too.

What exactly is it that you're asking about "sa-1 augusta, pebble beach retrial"?

March 04, 2018, 11:19:52 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Since I didn't know about sa-1 games needed mario patches/id's I don't even know if it's the Mario RPG Japan or USA vc/pcm/Preset ID needed for these two games.


Masters New - Harukanaru Augusta 3: applied your patch -> Applied preset ID: 109D -> game started but when entering the game = mad glitching

Pebble Beach no Hatou New - Tournament Edition: applied your patch -> Applied preset ID: 109D -> game started but when entering the game = mad glitching

Also tried DarkAkumas Super Mario RPG (Japan) VC/PCM patches to both games combined with 109D as preset ID, this resulted in both games not even starting (black screen)

Just in case, remember that if you are using Hakchi2, the ID should be entered as 9D10.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 04, 2018, 11:20:28 am
Those games are known to go in-game with vanilla. matt! reports that vanilla shows same bug as snes9x 1.51 -- you should see black bars mixed with correctly drawn golf field. Think I posted screenshot of this in back page.


lich first tested with 0x0000 preset id. Black screen. After this, it's unclear to me and lich exactly what steps needed to make generic sa-1 games playable. Because pimpinelephant got lots of new sa-1 games working.

But maybe lich did it correctly and both games freak out about something else in-game.


Unsure. Asking for cross-tester to verify.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 04, 2018, 11:30:54 am
Just in case, remember that if you are using Hakchi2, the ID should be entered as 9D10.

Thx but I knew this. Running Hakchi CE with the integrated sfrom tool, in this case the ID should be written in the correct way (109D"
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 04, 2018, 11:35:25 am
Sorry but could someone make a quick list of all the problematic SA-1 games so I can add the ID info to the doc?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 04, 2018, 11:42:15 am
Super Bases Loaded 2 hangs way too early. Really not many reasons it should.
https://www.sendspace.com/file/jdzlh0

crash0 = if this doesn't c7 or show gibberish, no point running crash1-4.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 04, 2018, 12:00:30 pm
Super Bases Loaded 2 hangs way too early. Really not many reasons it should.
https://www.sendspace.com/file/jdzlh0

crash0 = if this doesn't c7 or show gibberish, no point running crash1-4.

Tried all of the 5 patches. Same error = black screen

March 04, 2018, 12:14:45 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Tried "Super Bases Loaded II" without your patches and added super mario RPG preset id "109D/109C"

This time the game "loaded" in a sense, since these glitches that looks like matrix appeared. Reason why I think canoe got it "loaded" is because when I press the reset button on the console it takes me straight back to the main menu as if the game worked, I din't get any C7/C8 errors. Hmmm...

Here is how the glitches looked like, recorded with a potato: https://streamable.com/6co9u (https://streamable.com/6co9u)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 04, 2018, 12:15:48 pm
Bases Loaded 2
https://www.sendspace.com/file/sjz75a

test1-4 will turn screen purple at farther code checkpoints. If it stays black, you can stop there. Test4 may take ~8 seconds to trigger.


Have you tried Augusta 3 with no patch + id? If it's partly visible, you're doing it right. And I triggered Canoe bug.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 04, 2018, 12:22:14 pm
Bases Loaded 2
https://www.sendspace.com/file/sjz75a

test1-4 will turn screen purple at farther code checkpoints. If it stays black, you can stop there. Test4 may take ~8 seconds to trigger.


Have you tried Augusta 3 with no patch + id? If it's partly visible, you're doing it right. And I triggered Canoe bug.


Will try these 4 patches now

"Augusta 3 with no patch + id" as in no ID (0000) or as in no patch but ID?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 04, 2018, 12:25:17 pm
Vanilla + (?) mario id.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 04, 2018, 12:44:26 pm
None of the new Super Base Loaded II patches worked, same error as before.

Tried two different mario rpg PID (109C/109D) with Augusta 3 -> game booted -> entered a game -> these glitches appeared = https://streamable.com/qvmdy (https://streamable.com/qvmdy)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 04, 2018, 01:31:36 pm
Thanks a lot. You're booting it right. Just doing awfully something different than what I thought.

Wondering if its even "booting" Bases Loaded 2 at all. Must find way to get purple error screen to work. Could try Nosferatu as test since known to boot.


Have to digest everything. Thanks everyone.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 04, 2018, 02:32:22 pm
Thanks a lot. You're booting it right. Just doing awfully something different than what I thought.

Wondering if its even "booting" Bases Loaded 2 at all. Must find way to get purple error screen to work. Could try Nosferatu as test since known to boot.


Have to digest everything. Thanks everyone.

No problem, just glad to help. Yes I'm thinking the same with the "booting" bit with bases loaded 2. Since I don't get any errors when pressing the reset button on my console that was just a guess from my side. Normally when you press the reset button and you get a c7/c8 or any other type of errors it seems like the game hasn't got "booted", often you get these error when getting a black screen, maybe I'm wrong about this though, it appeared weird that I dint get any error when doing a reset compared to 99 % of all the other games where you get a black screen where you would normally get a C7 error.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 04, 2018, 04:38:20 pm
Nangoku Shounen Papuwa-kun -- which one is 3rd boss? Docs says crash after.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Bosco82 on March 04, 2018, 07:12:07 pm
Here is an old copier patch I found for Super Bases Loaded II, i also included a patch modified with ipsbehead for use with an unheadered rom, the game preset to use is the one for Super Mario Kart which is 10BD. The game works with this patch in canoe.

http://www.filefactory.com/file/208ffiyykus7/BasesII%20Patches.zip (http://www.filefactory.com/file/208ffiyykus7/BasesII%20Patches.zip)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Domino089 on March 04, 2018, 07:21:20 pm
Hello everyone, today I got into the task of adding comments in the reyvgm list. In each letter I put games that could be needed in the list and also games that have not been tested according to the community list, so with the help of all of you and especially reyvgm and robin64 share these games not tested here (of course with the authorization of sluffy) and in resetera that according to I understand the user Demi made a confirmation of a game that I requested that was Mickey not Tokyo Disneyland Daibouken and confirmed that it worked, then it would be good that he could check this list and maybe confirm some that he has already had the opportunity to test or maybe he can test some of these, the same for the other users who may have the disposition and the time to perform this task, I also corrected the community list with respect to the list of reyvgm since some games that present problems were marked as working, I know that all working together we can achieve and verify a better compatibility of the SNES games with canoe.

regards
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 04, 2018, 07:33:38 pm
Nice find! Similar to what I was thinking but different.
E0:0000 ==> 80:6000
E0:4000 ==> 80:7000
(huge amounts of these)

Get rid of oddball dsp-1 bank. Add Mario Kart preset id (must be why SBL2 wasn't running earlier test).


Please try "Battle Racers (J)" with Mario Kart id. I think it's same problem as SBL2, at least booting wise. Might be two down thanks to Bosco82!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on March 04, 2018, 07:35:22 pm
Here is some useful information by DarkAkuma (in my opinion, the leading authority on such matters) on Preset IDs:

Quote
What is a Preset ID?

It's a 2 byte long indexing value that's uniquely assigned by Nintendo to each VC/CC game. It resides in the games sfrom header. Each Preset ID is associated with an exact "game + region + version" number. Using anything other then its intended "game + region + version" with an ID is like trying to place a wrong piece into a puzzle. It might sort of fit/work, but there will likely be some problems. Each Preset ID is believed to tell canoe to use certain code/features specifically meant for the intended game, while often disabling what it doesn't need.

Can I use any games that are not on the list or a Virtual Console with canoe?

Yes. But it's luck if it will work at all or with minor issues. There's a catch all Preset ID (0x0000), that while it fails to load code that games might specifically need, it doesn't load code meant for a specific game that would disrupt other games. Many games are playable with that ID. Some games can use ID's belonging to another with minimal issues. It's kind of my hope to find what ID's work best with such games. I started cataloging the known games just so people would have a basis to try just that. There are however certain games that may never work, due to lack of special chip emulation, SRAM limits, unimplemented feature support, etc. Nintendo made official ROM hacks for many of the games on the list to bypass having to properly code such stuff.

A good rule of thumb in regards to Preset IDs is that if the game uses a special chip (DSP, SA-1, etc.), then it will require a Preset ID that will "enable" the corresponding chipset.

Gun Hazard tester
https://www.sendspace.com/file/y4oay5

Poke sram to wake up.

I got the same results as everybody else. SRAM issue still persists unfortunately.

Previous Gun Hazard tester which pimpinelephant says booted and reported $30, do saves show up in continue loading menu? Not sure that part was tested.

With that patch, the game boots-up when an already existing SRAM file is present. The "SquareSoft" logo appears, and then some code appears on a black screen for maybe half of a second, then it loops back around (as if it was reset) and shows the "SquareSoft" logo again. This sequence will just keep repeating/looping over and over again.

I took a picture of the code that appears after the "SquareSoft" logo, and I uploaded it to Imgur.
Picture: https://i.imgur.com/PPoPfPL.jpg (https://i.imgur.com/PPoPfPL.jpg)

I did notice an interesting little difference with the "wake" patch when I tested it though.
When the "SquareSoft" logo appears, it displays for maybe a second or so before transitioning into the next screen.
Normally, the "SquareSoft" logo displays for maybe 3 or 4 seconds before transitioning.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 04, 2018, 07:40:07 pm
Game runs checksum routine during logo then. Takes 3-4 seconds to verify!

That picture tries to run piracy splash and game internally fails.

Let me try some other idea to follow up on this.. use sloppy brute-force.


edit: Wait. Tested with English patch? I was using straight Japan. Let me check what AGTP did. Could collision.
==> likely none


upd1: Asking for Gun Hazard again.
https://www.sendspace.com/file/wa2v44

wake2 = sloppy method to verify continue loading.

crash2 = Your picture clued me in possibly on important Canoe finding. If game boots, pass. If error picture, it'll probably say EFFFCx. Remote chance I crashed Gun Hazard and squaresoft caught it. Hoping here.


wip:
Nosferatu tells us it's writing correct OBJ MSB bits. Which leaves:
- game overwriting later
- game putting sprites wrong location
- mystery ppu setting cause sprites to wrap around

Mickey's Adventures. Maybe spc bug. Or unusual cpu opcode. Green screen though. Waiting on GH crash2.

Little Magic. Following up on own theory about spc sync. Going to try small kludge.

Augusta 3. Very very strange. Sa-1 keeps decoding same $40:0000 data over and over. Back thought.



wip2:
Did some GH simulations. If a BRK or COP gets thrown, square pushes error message. If screen is on though (logo time).

So you may get black instead. But no boot = cpu error. Normally this could throw C7 or black elsewhere.


Theory: BNE $00 triggered GH crash in above picture. Cpu Canoe bug! Just waiting on no boot verification. Sadly not Nosferatu as it wrote correct $55 to OAM.

And this may be perfect test game to assault Canoe crashes!!


upd3: Not so sure about this anymore. But why did GH crash around there?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 04, 2018, 09:02:35 pm
Hello everyone, today I got into the task of adding comments in the reyvgm list. In each letter I put games that could be needed in the list and also games that have not been tested according to the community list, so with the help of all of you and especially reyvgm and robin64 share these games not tested here (of course with the authorization of sluffy) and in resetera that according to I understand the user Demi made a confirmation of a game that I requested that was Mickey not Tokyo Disneyland Daibouken and confirmed that it worked, then it would be good that he could check this list and maybe confirm some that he has already had the opportunity to test or maybe he can test some of these, the same for the other users who may have the disposition and the time to perform this task, I also corrected the community list with respect to the list of reyvgm since some games that present problems were marked as working, I know that all working together we can achieve and verify a better compatibility of the SNES games with canoe.

regards

Problem is that not everyone knows how to test correctly. Some people use old roms that are not verified good dumps, and they present problems that an actual proper dump wouldn't have.
Also, Hackchi2 and Hakchi CE/SFROM Tools work the IDs differently, so there are people that might test some games and don't use the ID, or don't enter it correctly and they report problems that aren't really there.

So, whenever Sluffy makes a working patch, I wait for at least 2 more people to verify it works before I add it to my list as a certainty.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Domino089 on March 04, 2018, 10:02:41 pm
Problem is that not everyone knows how to test correctly. Some people use old roms that are not verified good dumps, and they present problems that an actual proper dump wouldn't have.
Also, Hackchi2 and Hakchi CE/SFROM Tools work the IDs differently, so there are people that might test some games and don't use the ID, or don't enter it correctly and they report problems that aren't really there.

So, whenever Sluffy makes a working patch, I wait for at least 2 more people to verify it works before I add it to my list as a certainty.

Ok, but for now the testers who have done so far and verified correctly with these tools could be privately informed so they can test the games not tested to rule out problems in these and secondly those that are supposed and have reported a problem, it does not matter that the process is slower, it is understandable since there are many games
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 04, 2018, 10:20:44 pm
Little Magic test1 -- does game load better? less crash?
https://www.sendspace.com/file/qz0ra0
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on March 04, 2018, 10:34:26 pm
Game runs checksum routine during logo then. Takes 3-4 seconds to verify!

That picture tries to run piracy splash and game internally fails.

Let me try some other idea to follow up on this.. use sloppy brute-force.

edit: Wait. Tested with English patch? I was using straight Japan. Let me check what AGTP did. Could collision.
==> likely none

upd1: Asking for Gun Hazard again.
https://www.sendspace.com/file/wa2v44

wake2 = sloppy method to verify continue loading.

crash2 = Your picture clued me in possibly on important Canoe finding. If game boots, pass. If error picture, it'll probably say EFFFCx. Remote chance I crashed Gun Hazard and squaresoft caught it. Hoping here.

wip2:
Did some GH simulations. If a BRK or COP gets thrown, square pushes error message. If screen is on though (logo time).

So you may get black instead. But no boot = cpu error. Normally this could throw C7 or black elsewhere.


Theory: BNE $00 triggered GH crash in above picture. Cpu Canoe bug! Just waiting on no boot verification. Sadly not Nosferatu as it wrote correct $55 to OAM.

And this may be perfect test game to assault Canoe crashes!!


upd3: Not so sure about this anymore. But why did GH crash around there?

HUGE DEVELOPMENT!

I just tested out both patches. I used the original Japanese ROM. I had been using the translated ROM for the past couple test patches, but I was applying the test patches over the translated ROM. I will be using the original Japanese ROM from now on so that these tests can be run with minimal inconsistencies between environments. I apologize for not mentioning this earlier!

I tested each patch with two separate methods, with and without an SRAM file.

crash2 = Boots. The game boot-up normally both with and without an SRAM file. SRAM issue still persists though.

wake2 (No SRAM file) = No boot. I'm assuming this patch is similar to the previous patches and requires an already existing SRAM file.

wake2 (with SRAM file) = AAAHHHHH!!!!!!
The game booted-up normally.

BUT!

The game also correctly loaded the SRAM file! :o :o :o

I was able to load my previously saved file that I had created (via Higan) prior to inserting the SRAM file into the Classic!
I loaded the save file, got to level 2 in order to differentiate it from the first save file, saved on save slot 2, then shutdown the game.
I loaded up "wake2" once again, and there it was! Both my save files, the original "level 1" file as well as the newly created "level 2" file!

HOLY COW! Sluffy, you got Gun Hazard to see and recognize the SRAM file! AHHH!!!
Sorry, I apologize, I'm just so amazed right now!

Again though, "wake2" requires an already existing SRAM file to be present, otherwise it will fail to boot.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 04, 2018, 10:55:05 pm
Don't understand why GH crashed earlier. Maybe cpu bug. But can't linger on this because too vague of theory. But (bxx) $00 didn't do it.


Gun Hazard - sram test1
https://www.sendspace.com/file/leffcf

Canoe needs lots of prodding to wake up sram chip. 1st real idea.


I'm happy for you guys this can be fixed. Got lots of requests over this one. And it opens up some room for KDL3 -- maybe requires sram to wake up for saving. Could fall asleep over time.

Honestly was thinking it couldn't be fixed. But some carelessness on my part got Canoe to push it in. We'll see how much pushing Canoe needs. Here goes!


ed1:
World Class Rugby. Pitch = playfield. Don't know why didn't realize that. Go to the fat side! Or thin side. This game does amazing things with OpenBus and unregistered ports. But none seem to gash the color.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 04, 2018, 11:37:25 pm
Little Magic test1 -- does game load better? less crash?
https://www.sendspace.com/file/qz0ra0

Report from Demi

Music sounds WAY better, maybe even fixed (sounds just like it does on youtube). Still black screen on gameplay though.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: therourke on March 05, 2018, 05:47:06 am
I can also verify that the wake2.ips for Gun Hazard works! It loaded my previously converted retroarch save in Canoe. I tried the second .ips you posted later here and that had no effect.

Title: Re: Canoe official snes emulator -- problems and fixes
Post by: meToo on March 05, 2018, 06:06:50 am
Bug report - Illusion of Gaia

Hello everyone and big thanks for your work!

With the latest Illusion of Gaia patch, the "black Bar" its fixed, but sadly a few other bugs occurs during the Game.
So in many Screens the Status Bar at the Top of the Screen (Life / Health / Enemy)/ is missing/invisible. And also many Textboxes/Texts are missing/invisible.

I played the Game from the beginning to the end and in the later Game (Pyramid Hieroglyph-riddle) I had to switch to a Version with the old Patch, because it was unplayable because that bugs.

Information: I used a no-intro rom, patched with sfrom-tool, canoe
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on March 05, 2018, 08:29:33 am
Gun Hazard - sram test1
https://www.sendspace.com/file/leffcf

Canoe needs lots of prodding to wake up sram chip. 1st real idea.

I'm happy for you guys this can be fixed. Got lots of requests over this one. And it opens up some room for KDL3 -- maybe requires sram to wake up for saving. Could fall asleep over time.

Honestly was thinking it couldn't be fixed. But some carelessness on my part got Canoe to push it in. We'll see how much pushing Canoe needs. Here goes!

Unfortunately, I got the same results as therourke. This patch still produced the same old SRAM issue.

It's funny, I was also beginning to think that it couldn't be fixed as well, that's why I was so surprised and amazed when an actually different outcome occurred! I had probably seen that load menu with all empty slots about 30+ times. :laugh:
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: therourke on March 05, 2018, 09:00:40 am
I tried the patch for Cu-on-pa SFC. The game sticks at the start new game menu (where you create your first save). I hadn't tried the game before, so not sure if this was the original problem.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Bosco82 on March 05, 2018, 11:54:56 am
The rourke, that was the original issue for Cu-On-Pa SFC, the patch sluffy made fixes the problems the game had. The final patch is this one here https://www.sendspace.com/file/craxvt (https://www.sendspace.com/file/craxvt)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 05, 2018, 12:53:11 pm
Gun Hazard saves
https://www.sendspace.com/file/05u8ao

Give me sram or die. Nice or mean version.


Gaia report. Any saves to try out for analysis? Figures Quintet would find way to reuse that specific code.


Little Magic -- so bad spc uploading can cause sound freakouts. Even if off by 1-6 cpu cycles. Look for more routines then.
===> Q: Cutscene work? And map screen? But in-game is dead (any sound, sprites, or zero)?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: meToo on March 05, 2018, 01:05:09 pm
Illusion of Gaia sram file

https://www.sendspace.com/file/bvpnaf (https://www.sendspace.com/file/bvpnaf)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 05, 2018, 01:31:12 pm
Here is some useful information by DarkAkuma (in my opinion, the leading authority on such matters) on Preset IDs:

A good rule of thumb in regards to Preset IDs is that if the game uses a special chip (DSP, SA-1, etc.), then it will require a Preset ID that will "enable" the corresponding chipset.

Since I'm quite new with this I would appreciate if you or someone else can tell us which games that uses these special chip (DSP, SA-1, etc). Which of the games listed on the "Sluffy's Canoe Fixes" spreadsheet are not currently working usinging these special chip?

Would also appreciate if someone told me HOW I know that a game is using a special chip or not.

Cheers!

https://goo.gl/WkhunU (https://goo.gl/WkhunU)



March 05, 2018, 01:41:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Found this, don't know if it's useful for Sluffy or not, but it got my question answered anyway.

Something I observed while quickly looking at this list is that we currently have games that are working on canoe without any preset ID or patches, even though they run "special chip". This takes away the "issue" that "pimpinelephant" stated about games running special chips need patches/preset ID's. For an example, the game "Lock-On" uses the "DSP1" chip, and according to the two main compatibility lists this game works fine on Canoe without any patches or Preset ID:s. Sorry if this is way off-topic. I learnt something new, maybe someone else did as well.

"Super Nintendo DSP1 Game Cartridge List
Compiled by amptor on October 7, 2003.

This is the list of games that will work using DSP1 passthrough on a SNES backup
device. Each LoRom game requires a patch to hack the DSP addressing in order to
run. These games will not run on a copier that does not have DSP built in or a
DSP cartridge adapter installed.

DSP1
====
Aim for the Ace Tennis (J)
Armored Trooper Votoms (J)
Ballz 3D (J)
Ballz 3D (US)
Battle Racers (J)
Drift King Shuto Kou Battle 2 (J)
Final Stretch (J)
Hashiriya - Rider's Spirit (J)
Korean League (K)
Lock-On (US)
Michael Andretti's Indy Car Challenge (J)
Michael Andretti's Indy Car Challenge (US)
Pilot Wings (E) (DSP1 LoRom)
Pilot Wings (J) (DSP1 LoRom)
Pilot Wings (US) (DSP1 LoRom)
Super Air Diver (J)
Super Air Diver (E) (No Good Dump Known)
Super Air Diver 2 (J)
Super 3D Baseball (J)
Syutoko Battle Racing 94' (J)
Syutoko Battle Racing 2 (J)
Super Bases Loaded 2 (US) (DSP1 A LoRom)
Super F1 Circus Gaiden (J) (22655)
Super F1 Circus Gaiden (J) (21859)
Super Mario Kart (J)
Super Mario Kart (E)
Super Mario Kart (US)
Suzuka 8 Hours (J)
Suzuka 8 Hours (US)
These games have special chips for enhanced features on the SNES. Only the
DSP1 games will run on a copier if a DSP cartridge or adapter is installed.
Game Genie works, but can not be appended to a ROM for game enhancing features.
Some games will run if the original of the same game is plugged into the SNES
copier while running the program from RAM. These are: Megaman X2, Megaman X3,
and Super Bases Loaded 2.

Game Genie
==========
Game Genie (US)

SA-1
====
Augusta Masters 3 New World Golf (J)
Bass Fishing No.1 (US)
Derby Jockey 2 (J)
Idaten (J)
Igo Daidou (J)
J-League '96 Dream Stadium (J)
Jumpin' Derby (J)
Kakinoki Shogi (J)
Kato Hifumi9dan Shogi (J)
Kirby 3 (J)
Kirby Super Deluxe (J)
Kirby Super Star (US)
Kirby's Dream Land 3 (US)
Kishi no Hanamichi (J)
Marvelous (J)
Masoukishin - Super Robot Wars Gaiden - Lord of Elemental (J)
Mini Yonku Shining Scorpion Let's & Go!! (J)
Parodius 3 - Jikkyou Oshaberi Parodius (J)
Pebble Beach New Tournament Edition (J)
PGA European Tour (US)
PGA Tour 96 (E)
PGA Tour 96 (US)
Saban's Power Rangers Zeo Battle Racers (US)
SD F1 Grand Prix (J)
SD Gundam GNext (J)
Shogi Saikyou 2 (J)
Super Mario RPG (US)
Super Mario RPG (J)
Super Shogi 3 (J)
War in Europe Expert WW II (J)

SA-1 (ID=52)
====================
Dragon Ball Z - Hyper Dimension (J)
Igo Taisyou (J)
New Shogi Club (J)
Shogi Mahjing (J)
Super Bomberman Panic Bomber World (J)

PLGS (SPC7110 - ROM types 0xF5 & 0xF9)
======================================
Dai Kaijyu Monogatari 2 (J)
Far East of Eden Zero (J)
Large Shell Beast Story 2
Super Power League 4

FX GSU-1 (FX-Argonaut)
======================
Dirt Racer (E)
Dirt Trax FX (E)
Dirt Trax FX (US)
Doom (J)
Doom (US)
Vortex (E)
Vortex (J)
Vortex (US)

Seta ST010 (SETA DSP1)
======================
2 Dan Morita Shougi (J)
Exhaust Heat 2 (J)
F1 Roc 2 - Race of Champions (US)

CX4
===
Mega Man X2 (E)
Mega Man X2 (US)
Mega Man X3 (US)
Rockman X2 (J)
Rockman X3 (J)

O B C 1 (OBC1)
==============
Metal Combat (US)

Mario Chip 1 (FX-V1)
====================
Star Fox Competition - Weekend Edition (US)
Star Fox 2 (Beta)
Star Fox (US)
Star Fox (J)
Star Wing (E)
Star Wing (G)

FX GSU-2 (FX-V2)
================
Stunt Race FX (E)
Stunt Race FX (US)
Wild Trax (J)
Winter Gold FX (E)
Yoshi's Island (E)
Yoshi's Island (J)
Yoshi's Island (US)

S-DD1
=====
Star Ocean (J)
Street Fighter 2 Alpha (US)
Street Fighter 2 Alpha (E)
Street Fighter Zero 2 (J)

GAMEBOY
=======
Super Gameboy (J) (V1.0)
Super Gameboy (J) (V1.1)
Super Gameboy (J) (V1.2)
Super Gameboy 2 (J) (V1.16)

Unknown ID=245
==============
Nidan Morita Shogi 2 (J)

FX-KSS
======
Pachisuro Palusupe (Pachislo Story) (J)

BS-X
====
Satellaview BS-X (O.S.rom)

DSP1
====
Aim for the Ace Tennis (J)
Armored Trooper Votoms (J)
Ballz 3D (J)
Ballz 3D (US)
Battle Racers (J)
Drift King Shuto Kou Battle 2 (J)
Final Stretch (J)
Hashiriya - Rider's Spirit (J)
Korean League (K)
Lock-On (US)
Michael Andretti's Indy Car Challenge (J)
Michael Andretti's Indy Car Challenge (US)
Pilot Wings (E) (DSP1 LoRom)
Pilot Wings (J) (DSP1 LoRom)
Pilot Wings (US) (DSP1 LoRom)
Super Air Diver (J)
Super Air Diver (E) (No Good Dump Known)
Super Air Diver 2 (J)
Super 3D Baseball (J)
Syutoko Battle Racing 94' (J)
Syutoko Battle Racing 2 (J)
Super Bases Loaded 2 (US) (DSP1 A LoRom)
Super F1 Circus Gaiden (J) (22655)
Super F1 Circus Gaiden (J) (21859)
Super Mario Kart (J)
Super Mario Kart (E)
Super Mario Kart (US)
Suzuka 8 Hours (J)
Suzuka 8 Hours (US)

DSP2
====
Dungeon Master (J)
Dungeon Master (E)
Dungeon Master (US)

DSP3
====
Gundam GX (J)

DSP4
====
Planets Champ Top Gear 3000 (J)
Top Gear 3000 (E)
Top Gear 3000 (US)

Addendum:

BS-X SatellaView
================
The Satellaview consists of two units.. the base unit which connected to the IO port on the
bottom of the SNES and the BS-X cart which went in the top of the SNES.

The Satellaview system connected to St. Giga, the Satellite provider. The unit would connect and
make new content available for download.

Games on the system were often exclusive to the Satellaview, and can't be found anywhere else.
They were also available for only imited periods of time.

Games could be saved to a RAM cart (BS-X adapter).

The base unit had a 512 Kbit memory (RAM) chip to boost the SNES's capabilities and 1 Megabit ROM
chip that contained the operating system needed to control the Satellaview. It also had a 256
Kbit flash memory if the user hadn't bought him/herself an BS-X Special Broadcast Cassette that
contained a 1 Megabit flash memory chip.

The BS-X cartridge resembles a Super Game Boy. It plugs into the cart slot as normal. Inside, it
has 8 MBits of ROM that holds the operating system and the interface software. It also holds and
extra 4 MBits of RAM. The little plug-in cart is actually a unique 'Flash ROM' cart that holds
game code without the use of Battery-Backed RAM. Unlike ROM, it can be wiped and overwritten by
special methods.

Super FX
========
The Super FX is a 10/21MHz RISC CPU developed by Argonaut Software used as a game enhancer by
several game tiles. Released SNES Super FX games included Yoshi's Island (best single-player
game on SNES, if you like platform games), Doom, Winter Gold, Dirt Trax FX, StarFox, Stunt Race
FX and Vortex. If you're lucky, you might find a copy of the unreleased Starfox 2 image floating
around, but its sound code is corrupt.

S-DD1
=====
The S-DD1 is a custom data decompression chip that can decompress data in real- time as the SNES
DMA's data from the ROM to RAM. Only two known games use the chip: Star Ocean and Street Fighter
Alpha 2.

The chip uses some unknown compression algorithm, so to actually support the two S-DD1 games,
pre decompressed graphics packs are required

SA-1
====
The SA-1 is a fast, custom 65c816 8/16-bit processor, the same as inside the SNES itself, but
clocked at 10MHz compared to a maximum of 3.58MHz for the CPU inside the SNES.

The SA-1 isn't just a CPU, it also contains some extra circuits developed by Nintendo which
includes some very fast RAM, a memory mapper, DMA and, several real-time timers. These include
Mario RPG, Kirby Superstar and Paradius 3.

OBC1
====
OBC1 chip (for Metal Combat)

C4
==
The C4 is custom Capcom chip used only in the Megaman X2 and Megaman X3 games. It can scale and
rotate images, draw line-vector objects and do some simple maths to rotate"

Sources:

http://yoyofr.proboards.com/thread/2130/list-special-chipsets-games (http://yoyofr.proboards.com/thread/2130/list-special-chipsets-games)
http://tototek.com/phpBB2/viewtopic.php?p=3068&sid=f76b662da131c44850e4601748d519c5 (http://tototek.com/phpBB2/viewtopic.php?p=3068&sid=f76b662da131c44850e4601748d519c5)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 05, 2018, 02:15:53 pm
Didn't know about dsp-1 and copiers. You can add to dsp-1:
Drift King Shutokou Battle '94 - Tsuchiya Keiichi & Bandou Masaaki (Japan)

Was hoping Battle Racers (J) would be Bases Loaded 2 problem. But sounds like it isn't.
== someone would've mentioned it worked using copier patch + mario kart id


Gaia = right. See what you mention. That'd be so obvious for anyone who's played game before. Have a thought but must do research. Finicky game.


upd1: Wonder why no one caught that. Quickie test to see what affects
https://www.sendspace.com/file/uh3wl7
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on March 05, 2018, 03:49:59 pm
Illusion of Gaia seems okay now, I think? Recorded a video to be sure.

https://www.youtube.com/watch?v=-En6ZWKrrF8 (https://www.youtube.com/watch?v=-En6ZWKrrF8)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: meToo on March 05, 2018, 03:51:07 pm
Quote
upd1: Wonder why no one caught that. Quickie test to see what affects
https://www.sendspace.com/file/uh3wl7

I cant check the whole game, so i just look into a few Stages. But what i´ve seen so far, looks good!
It seems to be fixed..

thx
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 05, 2018, 04:21:28 pm


Found this, don't know if it's useful for Sluffy or not, but it got my question answered anyway.


Thanks for the list. Funny, it was written by an OP from the old IRC rom chans I used to hang out in the early 2000's.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 05, 2018, 04:44:27 pm
Thanks for the list. Funny, it was written by an OP from the old IRC rom chans I used to hang out in the early 2000's.

IRC  :laugh: those where the days, time flies by doesn't it? Nearly 20 years ago, gosh we're getting old.

Np, would be nice if someone could add this to one of the compatibility/sluffy fix list (create a new list that's called something like "special chip roms" or something like that)

Any more games that needs to get tested Sluffy?

Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on March 05, 2018, 04:47:37 pm
I've also recorded a video of Air Strike Patrol on the SNES Mini, for if you want to see Canoe fall to pieces. It ain't just the shadow that this poor thing can't handle. It uses the wrong font on the mission screen (so it wraps incorrectly), the setup screens don't align properly, the end mission report screens don't align properly, the mission briefing with the CO has garbled graphics instead of text...

https://www.youtube.com/watch?v=57Fugz0X7EI (https://www.youtube.com/watch?v=57Fugz0X7EI)

Here's the same game on hardware for comparison.

https://www.youtube.com/watch?v=HdsEFoIjADA (https://www.youtube.com/watch?v=HdsEFoIjADA)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 05, 2018, 04:56:38 pm


Any more games that needs to get tested Sluffy?

https://docs.google.com/spreadsheets/d/1kyriwV4CSEPuhWWXaxw_YRTgbu4Dh5SE-bf2XwJOdX0/

Anything that's orange is stuff Sluffy wants to know or see.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 05, 2018, 05:28:16 pm
https://docs.google.com/spreadsheets/d/1kyriwV4CSEPuhWWXaxw_YRTgbu4Dh5SE-bf2XwJOdX0/

Anything that's orange is stuff Sluffy wants to know or see.

Yeah I know, just didn't know if your list was 100 % updated, I'll have a look at it tomorrow. Saw that you included the "chip" column on your list. Muy bien amigo!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 05, 2018, 05:55:32 pm
Yeah I know, just didn't know if your list was 100 % updated, I'll have a look at it tomorrow. Saw that you included the "chip" column on your list. Muy bien amigo!

Unless something changes, I'm always checking out the thread and updating the doc with whatever sluffy asks.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: therourke on March 05, 2018, 05:56:07 pm
Gun Hazard saves
https://www.sendspace.com/file/05u8ao

Give me sram or die. Nice or mean version.
I didn't have luck with japan2 patch. My GH saves disappeared on load. Still only patch that has had an effect is wake2.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 05, 2018, 06:03:02 pm
Gaia Europe (all)
https://www.sendspace.com/file/ldfk7m

Looks good, that works for now!


Oof! ASP. Wowzie. Without any hires or 512-wide mode, that's awful. Don't see how fixable without true hires support.


So Japan1 + Japan2 fails (in that same pack). That's truly amazing I got it working at all. Okay. Retry later.


news1:
Sorry folks. Truly shocked at how much of a fight Gun Hazard put up solely on Canoe side.
https://www.sendspace.com/file/16ic2h


This will run wake2 $4000 times. If it doesn't see sram, it will boot normal. Note that I'm not allowed to write sram -- this caused a "reset" and throws away your data. So blindly read 16384 * 256 banks and hope Canoe finally decides to load your data.

It's 125% pure luck we got this far at all. And if this fails, raise limit to $8000 or $ffff. Take longer to boot 1st time only but whatever works. Or if it needs more than that, I'll give you it. Wake2 is set to infinite time. :o

And thanks for your patience. On your end and mine. :)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 05, 2018, 06:43:12 pm
Little Magic patch test from Demi:

https://www.youtube.com/watch?v=vYH_yGyebxs

Info update for Nangoku Shounen Papuwa-kun: Original japanese game goes to a black screen after the 3rd boss, but the translation patch doesn't go black after the 3rd boss.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 05, 2018, 06:56:05 pm
Little Magic -- uses mode 4. bg3 = 65535. Sounds like OPT. Could match video possibly. Going to work on this priority.


Nangoku -- now that's peculiar! Nice info. 3rd boss meaning stage 1-3? Maybe it's a "bad" bank that translation remapped. Look into this also.


Received another PM about Canoe donation. Can't receive/get one. Ofc I'd love to have one. Someday maybe, when my situation changes. Not now. Uh-uh. Nope. Not happening.

This is best working compromise for both sides atm. As long as I stay interested in making patches, that's most I can offer. Or Nintendo makes a rev1 release.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 05, 2018, 06:58:30 pm
Little Magic -- uses mode 4. bg3 = 65535. Sounds like OPT. Could match video possibly. Going to work on this priority.


Nangoku -- now that's peculiar! Nice info. 3rd boss meaning stage 1-3? Maybe it's a "bad" bank that translation remapped. Look into this also.


Received another PM about Canoe donation. Can't receive/get one. Ofc I'd love to have one. Someday maybe, when my situation changes. Not now. Uh-uh. Nope. Not happening.

This is best working compromise for both sides atm. As long as I stay interested in making patches, that's most I can offer. Or Nintendo makes a rev1 release.

Little magic I believe it's the level 3 boss, not 1-3. If you can't have a SNESC, would you take monetary donations from the ones that want to thank you for your work so far?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 05, 2018, 07:19:24 pm
Little Magic tester
https://www.sendspace.com/file/55ahbu

Sound + OPT4
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: therourke on March 05, 2018, 07:23:03 pm
news1:
Sorry folks. Truly shocked at how much of a fight Gun Hazard put up solely on Canoe side.
https://www.sendspace.com/file/16ic2h


This will run wake2 $4000 times. If it doesn't see sram, it will boot normal. Note that I'm not allowed to write sram -- this caused a "reset" and throws away your data. So blindly read 16384 * 256 banks and hope Canoe finally decides to load your data.
This patch seems to work, and loads my saves fine. I haven't tried this on a fresh game (without previous saves). I added the patch to the pre-patched Aeon Genesis translation of the ROM. Just to be clear.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: etiel on March 05, 2018, 09:18:39 pm
news1:
Sorry folks. Truly shocked at how much of a fight Gun Hazard put up solely on Canoe side.
https://www.sendspace.com/file/16ic2h

This will run wake2 $4000 times. If it doesn't see sram, it will boot normal. Note that I'm not allowed to write sram -- this caused a "reset" and throws away your data. So blindly read 16384 * 256 banks and hope Canoe finally decides to load your data.

It's 125% pure luck we got this far at all. And if this fails, raise limit to $8000 or $ffff. Take longer to boot 1st time only but whatever works. Or if it needs more than that, I'll give you it. Wake2 is set to infinite time. :o

And thanks for your patience. On your end and mine. :)

Gun Hazard works without any previous saves!!, tested on both japanese and translated roms. Amazing stuff.

Little Magic tester
https://www.sendspace.com/file/55ahbu

Sound + OPT4

Sound seems ok, you can see the sprites but no background
----------
Other:

Can confirm that Mickey no Tokyo Disneyland Daibouken works fine (using hakchi 2.21f).

Got to level 4 in Nangoku Shounen Papuwa-kun without any crashes using translated rom. Severe slowdown in some sections though, and the game is just not that good. You can't skip the dialogue which is really annoying. Moving on...

Quote
upd1: Wonder why no one caught that. Quickie test to see what affects
https://www.sendspace.com/file/uh3wl7

Illusion of Gaia: Got a black screen with this patch. Do I still need to add the canoe fix patch too?

Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 05, 2018, 09:45:03 pm
Little Magic test2 -- unsure of problem, looking for Canoe mistakes. Not OPT this time.
https://www.sendspace.com/file/22h18u


Gaia = always needs slowrom patch


===1
asking confirmation vanilla Battle Racers (J) using Mario Kart ID doesn't boot. Or shows red dots.

then try this:
https://www.sendspace.com/file/0bjz3m



===2
Little Magic test3 -- alternate check
https://www.sendspace.com/file/gydkjb
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: etiel on March 05, 2018, 10:18:31 pm
Little Magic test2 -- unsure of problem, looking for Canoe mistakes. Not OPT this time.
https://www.sendspace.com/file/22h18u


Again, just sprites, no background. I noticed a small row of random pixels at the bottom of the screen which was not present in the last test. You can see it in snes9x.

===1
asking confirmation vanilla Battle Racers (J) using Mario Kart ID doesn't boot. Or shows red dots.

then try this:
https://www.sendspace.com/file/0bjz3m

Battle Racers with Mario Kart ID: black screen with red dots. Same thing with patch.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Bosco82 on March 05, 2018, 10:51:15 pm
I noticed the Shadowhawk prototype was on RayVGM's list, the nonhacked version of the prototype was missing the header info for the rom so it didnt work, i copied that from the hacked rom and that made the prototype work correctly. Here is a fix for it.

http://www.filefactory.com/file/zwc6sp88i0j/Shadowhawk%20%28Prototype%29%20%28Fixed%29.zip (http://www.filefactory.com/file/zwc6sp88i0j/Shadowhawk%20%28Prototype%29%20%28Fixed%29.zip)

Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 05, 2018, 11:40:35 pm
Little Magic test2 -- unsure of problem, looking for Canoe mistakes. Not OPT this time.
https://www.sendspace.com/file/22h18u


Gaia = always needs slowrom patch


===1
asking confirmation vanilla Battle Racers (J) using Mario Kart ID doesn't boot. Or shows red dots.

then try this:
https://www.sendspace.com/file/0bjz3m



===2
Little Magic test3 -- alternate check
https://www.sendspace.com/file/gydkjb

Demi says Little Magic test 3 shows no changes from previous patch.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 05, 2018, 11:47:16 pm
Crap. That's a weird game. BG1 missing but BG2 okay.

Are there other DSP-1 ids besides Mario Kart? Or does that generally work for all of them?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 05, 2018, 11:49:39 pm
Pilotwings also has an ID.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Bosco82 on March 06, 2018, 01:53:41 am
Here's a fix for Super 3D Noah's Ark

http://www.filefactory.com/file/q3r92hxhq6p/Super%203D%20Noah%5C%27s%20Ark%20%28USA%29%20%28Unl%29%20%28Fixed%29.zip (http://www.filefactory.com/file/q3r92hxhq6p/Super%203D%20Noah%5C%27s%20Ark%20%28USA%29%20%28Unl%29%20%28Fixed%29.zip)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: FormerTree on March 06, 2018, 03:14:14 am
Here's a fix for Super 3D Noah's Ark

http://www.filefactory.com/file/q3r92hxhq6p/Super%203D%20Noah%5C%27s%20Ark%20%28USA%29%20%28Unl%29%20%28Fixed%29.zip (http://www.filefactory.com/file/q3r92hxhq6p/Super%203D%20Noah%5C%27s%20Ark%20%28USA%29%20%28Unl%29%20%28Fixed%29.zip)

I don't own a copy of the game to be able to test, but this patch appears to simply write the text SUPER 3D NOAH'S ARK to the rom; that's sufficient to fix the ROM? What was the actual error?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on March 06, 2018, 04:00:46 am
Something I observed while quickly looking at this list is that we currently have games that are working on canoe without any preset ID or patches, even though they run "special chip". This takes away the "issue" that "pimpinelephant" stated about games running special chips need patches/preset ID's. For an example, the game "Lock-On" uses the "DSP1" chip, and according to the two main compatibility lists this game works fine on Canoe without any patches or Preset ID:s. Sorry if this is way off-topic. I learnt something new, maybe someone else did as well.

These special chips are pretty interesting in that they each are designed with specific purposes in mind, except for the SA-1 chip. That chip was basically the SNES console's internal CPU except on steroids (probably why it was called the Super Accelerator). It was even capable of taking priority over the SNES console's CPU!

Anyways, I'm not exactly sure how Nintendo decided to do everything when it comes to Canoe, but at the very least, we know this: Preset IDs enable/disable various features in order to cater to its corresponding game. It's best to think of Preset IDs like a light switch in that features are either "flipped" on or off, take for example Kirby's Dream Land 3's official Preset ID of 10A2, its SRAM "light switch" was flipped off by Nintendo. This same concept applies with various other features, such as chipsets, modes 5/6 (high resolution), etc.
Preset ID 0000 is essentially a "default" Preset ID in that basically, every feature's "light switch" is flipped off (except for SRAM).

Preset IDs also do some other things that are not fully clear as of this moment (most likely insertion of new bits of code into RAM). This is why some games can have a bug (not related to on/off features) appear with one Preset ID but not with another Preset ID.

Preset IDs can be pretty complicated, and even I don't fully grasp them (not even close), but at the very least, this should be a good starting point into the understanding of the enigma known as Preset IDs.

One thing to note is that, for the most part, Preset IDs for different regions but the same game can be considered identical. This is obviously not always the case, as some games had vast differences between them when they were released in a different region. Having said that, it's always best to use the Preset ID with the same region's game.

I went ahead and tested Lock On.
Preset ID 0000 = No boot, C7 error.
Preset ID 10BD (Super Mario Kart) = Booted up and played normally.

Are there other DSP-1 ids besides Mario Kart? Or does that generally work for all of them?

As reyvgm previously stated, I believe there are currently two known DSP-1 games with official Preset IDs, Super Mario Kart and Pilotwings.

Oh. Forgot. Does Pilotwings plane demo (#4) crash early? Or does Canoe auto-cheat this one? Because Ballz 3D says working.

I went ahead and did some testing with Pilotwings, and I found some rather interesting discoveries.

First, the lists describe "sound issues" when used with the Super Mario Kart ID. It actually took me a while to figure out where these sound issues were occurring since it sounded perfectly fine to me. The issue occurs when pressing Start during the middle of gameplay (pausing the game) because when you unpause the game, ambient sounds become muted (engine noise, wind noise, etc.).

Using the official Preset ID fixes this issue (ambient sounds continue after unpausing), but introduces a completely new bug. Reyvgm's list already describes it better than I ever could.

The next thing I tested was with the Demos that play out when sitting idle at the splash screen. I tested Pilotwings with different DSP-1 BIOSes via Higan. I used the exact same ROM and only switched the DSP-1 BIOS.
Pilotwings with dsp1.rom = The plane in the demo landed successfully.
Pilotwings with dsp1b.rom = The plane in the demo crashes before reaching the runway.

Are the demo characters being controlled in real-time by the DSP chips? If so, that's actually kind of impressive!
Anyways, continuing on! I then tested Pilotwings on the Classic to see which DSP-1 BIOS is being emulated by Canoe. With both Pilotwings' ID as well as Super Mario Kart's ID, the plane in the demo landed successfully. This would mean that Canoe is emulating DSP-1, and not DSP-1B. It's not too big of a deal since there isn't really much of a difference between the two, but the 1B revision contains several bug fixes, so it just makes me ask the question, "Nintendo, why not just use DSP-1B?" :laugh:

EDIT:

I just tested via Higan to see if Ballz 3D works with the DSP-1 BIOS, and it does indeed work. I used dsp1.rom with Ballz 3D, and it appeared to run pretty fine.
I've never played or even heard of this game, so I have no idea what differences there are between using DSP-1 and DSP-1B. This is probably one of the strangest games I have ever played.

EDIT2:

I don't own a copy of the game to be able to test, but this patch appears to simply write the text SUPER 3D NOAH'S ARK to the rom; that's sufficient to fix the ROM? What was the actual error?

Apparently this game was an unlicensed game. The cartridge header is all null (00), and the header is used by the SNES/emulator to know various information about the ROM in order to run it correctly. The patch adds values to the byte for ROM makeup (HiROM, LoROM, FastROM, SlowROM, etc.) as well as ROM size. The chipset value as well as SRAM size and Country (NTSC, PAL) were already fine at their current values.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: JackMonty on March 06, 2018, 04:55:17 am
Hi Robin64,

Thanks for updating your custom patches pack and adding a PAL to NTSC fix for Theme Park.

I was wondering the next time you update your patch pack could you please add a PAL to NTSC auto fix patch for Super Bomberman 3? Also the game seems to be missing on your compatibility list under the EUR releases tab.

Thanks
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: therourke on March 06, 2018, 07:38:56 am
news1:
Sorry folks. Truly shocked at how much of a fight Gun Hazard put up solely on Canoe side.
https://www.sendspace.com/file/16ic2h


This will run wake2 $4000 times. If it doesn't see sram, it will boot normal. Note that I'm not allowed to write sram -- this caused a "reset" and throws away your data. So blindly read 16384 * 256 banks and hope Canoe finally decides to load your data.
re. Gun Hazard... I deleted my saves and just started a brand new game with this Wake2 patch and the game loaded fine. Played to the end of level 1 and saved the game. Exited and restarted, the save is there. So all is fixed!!!

Thanks Sluffy!! Amazing work.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: lich on March 06, 2018, 07:53:00 am
Okay so I've noticed some users been able to get some games to work with special preset ID's (Lock-on), Gun Hazard - Front Mission, and someone even got the Super Noahs Ark game to work? Can someone confirm?

Before the thread gets all messy and the games get forgotten we need the "compatibility guys" and testers too see if these games really work so we can add them to the list.

By the way, the two main compatibility lists stated that "Lock-On" was working when in fact it isn't, apparently this games needs the supar mario kart preset id. Why is this game even stated as working when it apparently gave the user a c7/black screen.

Anyways, glad we're moving forward!


****UPDATE****

Can confirm that sluffys latest "Front Mission Series: Gun Hazard" patch works, it finally saves the internal save-state, great work. It even worked by first patching a no-intro rom with the english translation before applying sluffys patch.

"Super 3D Noah's Ark" is also working with a patch that some user just made. Great work everyone!

Patches to these two games:

Gun Hazard:

Sluffy patch: https://www.sendspace.com/file/16ic2h (https://www.sendspace.com/file/16ic2h)
Aenon Genesis translation: https://www.romhacking.net/translations/528/ (https://www.romhacking.net/translations/528/)

Super 3D Noah's Ark:

http://www.filefactory.com/file/q3r92hxhq6p/Super%203D%20Noah%5C%27s%20Ark%20%28USA%29%20%28Unl%29%20%28Fixed%29.zip (http://www.filefactory.com/file/q3r92hxhq6p/Super%203D%20Noah%5C%27s%20Ark%20%28USA%29%20%28Unl%29%20%28Fixed%29.zip)


****UPDATE2****


Can also confirm that:

"Lock-On" works when applying "10BD" as Preset ID

The prototype game "Shadowhawk" also works with this patch (thx Bosco) applied to the non-hacked aka original version of this game.
Here's the patch: http://www.filefactory.com/file/zwc6sp88i0j/Shadowhawk%20%28Prototype%29%20%28Fixed%29.zip (http://www.filefactory.com/file/zwc6sp88i0j/Shadowhawk%20%28Prototype%29%20%28Fixed%29.zip)

The unmodified original version of this game with the hacked one included can be downloaded on the SNES Central homepage.
Google search (top result): https://goo.gl/sTke63 (https://goo.gl/sTke63)


****UPDATE3****

"Battle Racers" also showed a black screen with red dots while applying sluffys patch but with a different preset id (10BA) that is normally used for DSP1-games like Pilotwings


Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 06, 2018, 08:27:24 am
Bosco82 with more cartridge header fixes. Wouldn't thought to check those. Thanks for picking up on this side.

Spent down time doing some emu tests with Cheat Engine. Handful games (8+) lockup because cpu runs too slow I guess for game (sync). Look into that. Spider-Man messes up menu because maybe dma runs too fast. Tripped Top Gear 2 PAL piracy screen by going fast. Didn't trip Smurfs trap, and played ~8 levels using super cheat.

Ballz 3D runs fine on dsp1. Where did that "concrete" fact come from that needs dsp1b? Pilotwings has pre-recorded flight data to playback on dsp1. Only useful if other game requires dsp1b math. What up with Battle Racers? lol

Spreadsheet. Could add names of tester to list until you hit 2-3 verification. Then green it. But reyvgm does have thick orange marker.

Little Magic ... more likely be transparency issue with Canoe. Would be faster if someone could find preset id that toggles this. Even if add dsp-1, sa-1, s-dd1 header because doesn't use chips anyway.

Going to throw GH fix into KDL3 boot. Just to see what it does.


===1
https://www.sendspace.com/file/6io2r6
KDL3 - wake2 timer. May have to use special preset ids. Unsure what it'll do.


===2
https://www.sendspace.com/file/r2uqj8
Spider-Man: Animated Series (USA). Fix vblank wait for menu.


===3
(removed waku waku -- needs work)

Little Magic. Another idea later.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: rhester72 on March 06, 2018, 10:26:47 am
@pimpinelephant: One point of clarification - while canoe does indeed do in-memory patching for several titles (nearly all of the ones shipped with the SNESCE, perhaps others), those patches are _not_ tied to the preset ID.  It is looking for something else to identify the game to determine if it should apply RAM patches, but the preset definitely isn't it.

You can prove this for yourself by loading a ROM from the SNESCE that does in-memory patching, and assigning it the same preset ID, then dumping RAM from the running process - Nintendo's will be patched, yours won't (even though it's the same game and preset).
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: therourke on March 06, 2018, 12:28:38 pm
Little Magic ... more likely be transparency issue with Canoe. Would be faster if someone could find preset id that toggles this. Even if add dsp-1, sa-1, s-dd1 header because doesn't use chips anyway.

Little Magic. Another idea later.
I tried the A210 preset ID - which enables transparency in Jurassic Park and Kirby - but this had no effect.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 06, 2018, 01:03:21 pm

"Lock-On" works when applying "10BD" as Preset ID



But I thought Lock On worked just fine and it was the Japanese version (Super Air Diver) that didn't work?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on March 06, 2018, 02:18:45 pm
But I thought Lock On worked just fine and it was the Japanese version (Super Air Diver) that didn't work?

Super Air Diver also works with 0x10BD
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Mugi on March 06, 2018, 03:05:17 pm
this is slightly offtopic but could anyone send me a copy of the sfrom tool, the official link is dead Q_Q
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 06, 2018, 03:35:50 pm
this is slightly offtopic but could anyone send me a copy of the sfrom tool, the official link is dead Q_Q

http://darkakuma.z-net.us/p/sfromtool.html
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Bosco82 on March 06, 2018, 03:41:42 pm
For use with Mystic Ark use the Preset ID for Breath Of Fire II which is 1068, the game won't C7 and will play the cutscene correctly.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on March 06, 2018, 04:28:35 pm
Ballz 3D runs fine on dsp1. Where did that "concrete" fact come from that needs dsp1b? Pilotwings has pre-recorded flight data to playback on dsp1. Only useful if other game requires dsp1b math. What up with Battle Racers? lol

I only tested out Ballz 3D with DSP-1 for maybe 10 or so minutes (one match) because the game was just so damn strange.
I'm not exactly sure if, maybe later or at certain points, the game requires DSP-1B to run properly.

@pimpinelephant: One point of clarification - while canoe does indeed do in-memory patching for several titles (nearly all of the ones shipped with the SNESCE, perhaps others), those patches are _not_ tied to the preset ID.  It is looking for something else to identify the game to determine if it should apply RAM patches, but the preset definitely isn't it.

You can prove this for yourself by loading a ROM from the SNESCE that does in-memory patching, and assigning it the same preset ID, then dumping RAM from the running process - Nintendo's will be patched, yours won't (even though it's the same game and preset).

Huh, very interesting! Yeah, I was being honest when I said I barely knew anything about Preset IDs. :laugh:

I wonder then, why does Pilotwings suffer from two separate bugs when used with either its offical ID or Super Mario Kart's ID respectively? Possibly a mem-patch specifically for Pilotwings, or is it simply just feature-on/off related? Or is it just Canoe being Canoe? :D

For use with Mystic Ark use the Preset ID for Breath Of Fire II which is 1068, the game won't C7 and will play the cutscene correctly.

Ooh! Will definitely go test this one out, but I already believe you.
Bosco82, coming in hot with all of these different fixes! Very nice find!

I'm assuming Breath of Fire II's ID enables the "feature" that properly displays that cutscene. What's so special about that cutscene?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 06, 2018, 04:46:46 pm
Funny. Wake up to read all this. :)


Way to go Bosco82! So C7 could mean missing feature? I would never be able to fix those if true. Or maybe it's something special on audio side.

And that clears me up for handling technical things which may not have preset ids to correct them. Or maybe many problem games have id hacks which haven't been discovered where to use. Crud. How many patches I made don't need crude hacks then??


Didn't notice anything unusual about that scene. But going to check right now again. It shares something with Breath of Fire II. Does that game boot with 0000 id?


===ed
Lots of C7 on the list. May not touch them then.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 06, 2018, 04:58:16 pm
Funny. Wake up to read all this. :)


Way to go Bosco82! So C7 could mean missing feature? I would never be able to fix those if true. Or maybe it's something special on audio side.

And that clears me up for handling technical things which may not have preset ids to correct them. Or maybe many problem games have id hacks which haven't been discovered where to use. Crud. How many patches I made don't need crude hacks then??


Didn't notice anything unusual about that scene. But going to check right now again. It shares something with Breath of Fire II. Does that game boot with 0000 id?


===ed
Lots of C7 on the list. May not touch them then.

Demi confirms the ID prevents Mystic Ark from C7 when the cutscene starts, however, the cutscene is not displaying correctly since the background is missing (it looks black). So I guess a patch would still be needed.

As far as I know, Breath of Fire boots fine with 0000.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on March 06, 2018, 05:23:37 pm
Funny. Wake up to read all this. :)

Way to go Bosco82! So C7 could mean missing feature? I would never be able to fix those if true. Or maybe it's something special on audio side.

And that clears me up for handling technical things which may not have preset ids to correct them. Or maybe many problem games have id hacks which haven't been discovered where to use. Crud. How many patches I made don't need crude hacks then??

Didn't notice anything unusual about that scene. But going to check right now again. It shares something with Breath of Fire II. Does that game boot with 0000 id?

===ed
Lots of C7 on the list. May not touch them then.

Preset IDs are very finicky in that they might fix one issue but break something else, so the vast majority of games that never got released on the Virtual Console are just tested with ID 0000 (unless they require a special chip).
I'm not sure if another preset ID would have fixed any of the issues that you have already fixed, it's possible, but since your work has been perfectly fixing these issues with no side effects, I'm going to have to say not likely. :thumbsup:

And if I'm not mistaken, C7 could mean anything I believe. I think Robin64 mentioned this way earlier in the thread, but I believe C7 just simply means that Canoe can't run it, which could mean lots and lots of different things. I believe there's just a lot of overlap between C7 and Preset IDs due to the game asking for something, but since whatever feature is turned off, Canoe goes all HAL 9000 and says, "I'm sorry Dave, I'm afraid I can't do that." and returns a C7. I believe so anyways.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Robin64 on March 06, 2018, 05:38:53 pm
As an example of how finnicky Preset IDs are, Link to the Past's official Preset ID is 0x101D. However, using Link to the Past Redux, a hack hosted on this website, you will get a C7 when using that PID. You need to set it to 0x0000 for the hack to run. So you have to wonder, how much is the hack changing that the original base ID no longer works? This isn't the only example of this, either, there are many hacks where the base ID no longer applies.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Bosco82 on March 06, 2018, 05:50:11 pm
I found 2 other preset ID's that work with that part of Mystic Ark but they all show that small part of the cut scene exactly the same. It works with presets 1101 and 110C which are for FF3 and Chrono Trigger.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 06, 2018, 05:52:51 pm
I found 2 other preset ID's that work with that part of Mystic Ark but they all show that small part of the cut scene exactly the same. It works with presets 1101 and 110C which are for FF3 and Chrono Trigger.

By "exactly the same" you mean with a black background?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 06, 2018, 06:04:46 pm
MA cutscene:
4bpp bg2 mountains
4bpp sprites (birds, golem)
8bpp bg1 backdrop
== Mode 3

Other than clip window math to make black bars, don't see anything else interesting.


Black bg1. Sounds exactly like Little Magic. But no clip windows there. But similar layering
4bpp sprites
2bpp bg2 windows
8bpp bg1 backdrop
== Mode 4


There goes that theory. Bust-a-Move has
4bpp sprites
8bpp bg1 backdrop
2bpp bg2 windows
== Mode 4

and looks (mostly) fine.


Other than bg1 vs bg2, have nothing now.



Zelda3 = 1MB game. Could use preset id and see if Nintendo memory patches rom (check 1MB vs copy 1MB). Easy test. Save to sram bad areas.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: Bosco82 on March 06, 2018, 06:13:44 pm
Yup that little area with the giant coming out has a black background.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: DarkAkuma on March 06, 2018, 06:16:46 pm
And if I'm not mistaken, C7 could mean anything I believe. I think Robin64 mentioned this way earlier in the thread, but I believe C7 just simply means that Canoe can't run it, which could mean lots and lots of different things. I believe there's just a lot of overlap between C7 and Preset IDs due to the game asking for something, but since whatever feature is turned off, Canoe goes all HAL 9000 and says, "I'm sorry Dave, I'm afraid I can't do that." and returns a C7. I believe so anyways.

C7 basically means that canoe tried to execute some of the games code and it returned an unexpected result/error. I know, a pretty generic answer. But I just felt I should chime in as "can't run it" is kind of wrong. I've done a LOT of testing, and boot time results come as mostly 4 things, full proper boot, C7, Black Screen (No Border), Black Screen (with Border). The 2 black screen results are more of the "can't run it" variety. C7's can happen in the middle of a game. For example, when developing the Star Ocean patch, id see certain pointers get set wrong and point outside of the scope of the memory addresses. When that pointer gets executed the game C7's.

And while I'm at it, I might as well mention that yea. DSP1 is an exception to the special chips needing a specific preset id. To understand why, you have to look at the development cycle of the original VC ROM releases. DSP1 was supported from the start. Meaning the earlier branch of canoes ancestors code was designed to emulate DSP1 from the ground up. SA1, SDD1 and Super FX all were added later. And each are supported differently. SA-1 requires a PID to execute code, SDD1 requires a PID to bypass SDD1 calls and instead requires the ROM to be hacked in a certain way, and Super FX seems to just require a previously unused header byte to be set to a non-zero value (generally 0x0C). In the broadest terms, a PID is just a tag to allow a game to be executed with whatever unique specific functions/hacks/combination of features the devs felt were needed to achieve optimal execution. It's canoe equivalent of ZSNES/SNES9X old game specific hacks.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: matt! on March 06, 2018, 06:17:56 pm
I think C7 is just "crash" and that could result from a missing feature in Canoe.

Given that a preset changes the capability of Canoe them this means there are lots of possibilities.

And what DarkAkuma said  :woot!:
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on March 06, 2018, 06:33:14 pm
C7 basically means that canoe tried to execute some of the games code and it returned an unexpected result/error. I know, a pretty generic answer. But I just felt I should chime in as "can't run it" is kind of wrong. I've done a LOT of testing, and boot time results come as mostly 4 things, full proper boot, C7, Black Screen (No Border), Black Screen (with Border). The 2 black screen results are more of the "can't run it" variety. C7's can happen in the middle of a game. For example, when developing the Star Ocean patch, id see certain pointers get set wrong and point outside of the scope of the memory addresses. When that pointer gets executed the game C7's.

And while I'm at it, I might as well mention that yea. DSP1 is an exception to the special chips needing a specific preset id. To understand why, you have to look at the development cycle of the original VC ROM releases. DSP1 was supported from the start. Meaning the earlier branch of canoes ancestors code was designed to emulate DSP1 from the ground up. SA1, SDD1 and Super FX all were added later. And each are supported differently. SA-1 requires a PID to execute code, SDD1 requires a PID to bypass SDD1 calls and instead requires the ROM to be hacked in a certain way, and Super FX seems to just require a previously unused header byte to be set to a non-zero value (generally 0x0C). In the broadest terms, a PID is just a tag to allow a game to be executed with whatever unique specific functions/hacks/combination of features the devs felt were needed to achieve optimal execution. It's canoe equivalent of ZSNES/SNES9X old game specific hacks.

Listen to this man over anything I say. I would probably say DarkAkuma has more knowledge on these matters than anybody else in the scene honestly.
Very interesting too! I definitely learned something new.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 06, 2018, 06:44:27 pm
Bosco82 with more cartridge header fixes. Wouldn't thought to check those. Thanks for picking up on this side.

Spent down time doing some emu tests with Cheat Engine. Handful games (8+) lockup because cpu runs too slow I guess for game (sync). Look into that. Spider-Man messes up menu because maybe dma runs too fast. Tripped Top Gear 2 PAL piracy screen by going fast. Didn't trip Smurfs trap, and played ~8 levels using super cheat.

Ballz 3D runs fine on dsp1. Where did that "concrete" fact come from that needs dsp1b? Pilotwings has pre-recorded flight data to playback on dsp1. Only useful if other game requires dsp1b math. What up with Battle Racers? lol

Spreadsheet. Could add names of tester to list until you hit 2-3 verification. Then green it. But reyvgm does have thick orange marker.

Little Magic ... more likely be transparency issue with Canoe. Would be faster if someone could find preset id that toggles this. Even if add dsp-1, sa-1, s-dd1 header because doesn't use chips anyway.

Going to throw GH fix into KDL3 boot. Just to see what it does.


===1
https://www.sendspace.com/file/6io2r6
KDL3 - wake2 timer. May have to use special preset ids. Unsure what it'll do.


===2
https://www.sendspace.com/file/r2uqj8
Spider-Man: Animated Series (USA). Fix vblank wait for menu.


===3
(removed waku waku -- needs work)

Little Magic. Another idea later.

Tests from Demi

Kirby 3
"Didnt seem to work. Loaded fresh game, no saves. Completed level. Went back to menu, reloaded game, saves were gone. Preset ID A210 / 10A2"

Spiderman patch works.

Here's Mystic Ark issue with those other RPG IDs:

Wrong
(https://i.imgur.com/iAMfKJJ.png)

Correct
https://youtu.be/C6FemEtNYLU?t=63
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 06, 2018, 06:51:41 pm
Kirby 3 with 10A4 still wishy-washy results? iirc this id doesn't always save either.


Doubt this'll turn up anything.
https://www.sendspace.com/file/kagm7l

Tests Zelda3 USA (w/ id) for rom mods. Wait 30 seconds. Then send sram over.


Picture = exactly how I imagined.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: reyvgm on March 06, 2018, 07:15:31 pm
Kirby 3 with 10A4 still wishy-washy results? iirc this id doesn't always save either.


Doubt this'll turn up anything.
https://www.sendspace.com/file/kagm7l

Tests Zelda3 USA (w/ id) for rom mods. Wait 30 seconds. Then send sram over.


Picture = exactly how I imagined.

Wait, that patch is for Zelda 3 or Kirby 3?
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 06, 2018, 07:18:58 pm
Asking for Kirby3 wake2 with 10A4 id. Sounds like game won't always save though still.
=== answered below. No more tests needed. Shelve idea.


Zelda3 USA w/ 101D. Saves to sram any rom mods (+ mine). Thinking this'll be zero but want to be absolutely sure.
https://www.sendspace.com/file/kagm7l


Does MK3 need id for Canoe? Because that has mode3 sprites-bg2-bg1 layering (similar to Mystic Ark). Center dragon tile should keep sliding in/out to reveal hidden fighter underneath (can't remember who atm. Smoke?).
=== MK3. Not UMK3.


Goodie. Spider-Man works. Scratch those files from hdd. Short notes:
lda #$81
-
bit $4212
===> emu expects nmi here. rti @ 005.
bne -


I think real hardware sets vblank and waits a bit before running nmi. So has time to escape. If emulator fails, it starts sending trash after enough tries. WAI and be done.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on March 06, 2018, 07:19:19 pm
Kirby 3 with 10A4 still wishy-washy results? iirc this id doesn't always save either.

I tested Kirby 3 with 10A4, and the SRAM still did not save after completing a stage.
It still only saves to SRAM after soft-resetting with "L + R + Select + Start".

EDIT:

Does MK3 need id for Canoe? Because that has mode3 sprites-bg2-bg1 layering (similar to Mystic Ark). Center dragon tile should keep sliding in/out to reveal hidden fighter underneath (can't remember who atm).

I looked around for a bit, but I couldn't find any information on Mortal Kombat 3 needing a specific Preset ID, somebody probably would have mentioned it somewhere I would imagine. I'm going to assume the lists are saying working with ID 0000, I think anyways. I have not tested the game on Canoe myself.

EDIT2:

Will test MK3 on Canoe later today!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 06, 2018, 07:33:06 pm
Funny enough. MK2 character select screen is mode4 (sprite-bg2-bg1). Sounds like 0000 id here also. What are you doing Little Magic (4) / Mystic Ark (3)??


===1
This will keep testers busy.
https://www.sendspace.com/file/5m72q4

Dream Basketball - Dunk & Hoop (Japan)
F-1 Grand Prix - Part II (Japan)
F1 Pole Position (USA)
Firemen, The (Europe) (En,Fr,De)
Super Fire Pro Wrestling (Japan)
Super Fire Pro Wrestling 2 (Japan)
Super Fire Pro Wrestling III - Final Bout (Japan) (Rev 1)
Super Fire Pro Wrestling Special (Japan) (Rev 1)
Super Fire Pro Wrestling - Queen's Special (Japan)
Super Fire Pro Wrestling X (Japan)
Super Fire Pro Wrestling X Premium (Japan)
Wakuwaku Ski Wonder Spur (Japan)

Should fix bad sound or boot issues.


===2
Super Final Match Tennis (Japan)
https://www.sendspace.com/file/ts5bql
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: KingMike on March 06, 2018, 10:57:10 pm
The next thing I tested was with the Demos that play out when sitting idle at the splash screen. I tested Pilotwings with different DSP-1 BIOSes via Higan. I used the exact same ROM and only switched the DSP-1 BIOS.
Pilotwings with dsp1.rom = The plane in the demo landed successfully.
Pilotwings with dsp1b.rom = The plane in the demo crashes before reaching the runway.
Pilotwings demo is dependent on a bug in the original DSP1 ROM. (that is, Pilotwings is written to compensate for the DSP bug)
The plane crashes with the DSP1B ROM because the bug was fixed in the later ROM. (so now Pilotwings can no longer correct for the error)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 06, 2018, 11:32:17 pm
Little Magic debug test3 -- try 8x8 bg1 tiles (MK2,MK3)
https://www.sendspace.com/file/3hg8xp


Working on Rendering Ranger R2. Rewriting transfer routines. Messy but maybe doable. Unless they put in lots of them.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: pimpinelephant on March 07, 2018, 07:45:56 am
I went ahead and tested Mortal Kombat 3 with both Preset IDs 0000 and 1068 (Breath of Fire II) to see if there was any difference. The results appeared to be exactly the same.

I primarily looked at the character select screen, the sliding dragon tile in particular that shows a character (Smoke?) behind it. It looked to be displaying correctly with both Preset IDs. I didn't notice any differences, they appeared to display identically to each other.

===1
This will keep testers busy.
https://www.sendspace.com/file/5m72q4

Dream Basketball - Dunk & Hoop (Japan)
F-1 Grand Prix - Part II (Japan)
F1 Pole Position (USA)
Firemen, The (Europe) (En,Fr,De)
Super Fire Pro Wrestling (Japan)
Super Fire Pro Wrestling 2 (Japan)
Super Fire Pro Wrestling III - Final Bout (Japan) (Rev 1)
Super Fire Pro Wrestling Special (Japan) (Rev 1)
Super Fire Pro Wrestling - Queen's Special (Japan)
Super Fire Pro Wrestling X (Japan)
Super Fire Pro Wrestling X Premium (Japan)
Wakuwaku Ski Wonder Spur (Japan)

Should fix bad sound or boot issues.

I was only able to test one of these games with the time that I had. I know, I'm a lazy bum! :laugh: I apologize!

The Firemen (PAL) appears to be working correctly now. The background music now plays.

Pilotwings demo is dependent on a bug in the original DSP1 ROM. (that is, Pilotwings is written to compensate for the DSP bug)
The plane crashes with the DSP1B ROM because the bug was fixed in the later ROM. (so now Pilotwings can no longer correct for the error)

Huh, very interesting!
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: therourke on March 07, 2018, 11:00:38 am
Little Magic debug test3 -- try 8x8 bg1 tiles (MK2,MK3)
https://www.sendspace.com/file/3hg8xp


Working on Rendering Ranger R2. Rewriting transfer routines. Messy but maybe doable. Unless they put in lots of them.
Little Magic now shows some tiles, but they are a mess: https://i.imgur.com/ZaenmVE.jpg (https://i.imgur.com/ZaenmVE.jpg). Interestingly, the entire first level shows up in the top left corner. Is that the sprite for the level map maybe? 1st level looks like this: https://i.imgur.com/YEfY5uj.jpg (https://i.imgur.com/YEfY5uj.jpg)
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: etiel on March 07, 2018, 11:07:55 am
Some tests:

Dream Basketball: Works! Tested all game modes and menus, no black screen. A bit of lag in regular mode but that was expected I guess. 3 on 3 mode is great!
- Minor issue: Some text is cut off at the beginning of a regular game: https://imgur.com/gallery/YsyKx (https://imgur.com/gallery/YsyKx). This happens in snes9x as well. Again, very very minor, the game works great.

F1 Grand Prix Part II: Works. No C8 or black screen.

F1 Pole Position: Did not boot. Black screen

Little Magic: same result as therourke.

Super Final Match Tennis: Works!

WakuWaku Ski Wonder Spur: Works.

Hopefully someone can test the wrestling games.
Title: Re: Canoe official snes emulator -- problems and fixes
Post by: sluffy on March 07, 2018, 01:25:57 pm
Dream Basketball -- jot it down for later. somewhat curious about what causes it.
F1 GP II -- was thinking C8 is audio crash, since what I experienced on snes9x
F1 Pole -- hmm. another hidden bug on top of sound.

LM -- Confirms Canoe is not drawing 16x16 8-bpp mode3/4 tiles. Don't know if there's game who does this... would need list of preset ids and work through them. This trick is used to save vram space (75% reduction) so unsure how to handle for now. Test only draws upper-left 8x8 tile so it "draws" correctly now. Just not what we want. Exact same for Mystic Ark.

SFMT -- yup.
Waku -- puyfect.


Human engine sound bug:
cmp $f4
bcs -

Replace bcs with bpl. Bug with wrap edge cases (stops transfer early).


bpl math = always works when inc+1
00-FF = FF[01]
00-00 = 00
00-01 = FF [stop]

80-7F = 01
80-80 = 00
80-81 = FF [stop]


==1
Dream Basketball. Time Over > 34 sprite tiles on a line. Normal hardware behavior (and bsnes+). You'd need hacked emu to display more tiles, then confirmed works. Can't be worked around -- too many players on court. Nice to know though.


==2
Actually could. Just split sprites up/down. Other time.


==3
https://www.sendspace.com/file/0hq5br
Sports Illustrated Championship Football & Baseball

I'm sure someone will get to the FPW ones eventually.
Title: Re: Canoe emulator -- problems and fixes
Post by: reyvgm on March 07, 2018, 07:02:32 pm
Latest patch tests from Demi

F1 Gran Prix 2 still has issues (see up-left)
https://i.imgur.com/gDPQUt5.png

Super Fire Pro Wrestling 1, Super Fire Pro Wrestling 2, Super Fire Pro Wrestling 3. What exactly were the problems with these games? There were no reported issues before, and with or without the patch both games seem to run just fine.

Super Fire Pro Wrestling Queen's Special. Patch seems to work. But when the translation on RHDN is applied, there are issues.  Selecting any of these options results in a black screen.
https://i.imgur.com/vWPO1SQ.png

Super Fire Pro Wrestling X. The only immediate difference I could find between patch/nopatch is the title screen actually plays music with the patch. Game works fine otherwise regardless.

Title: Re: Canoe emulator -- problems and fixes
Post by: sluffy on March 07, 2018, 07:34:49 pm
FPW games = idk if there were problems to begin with. But. They all use Human sound engine. And that's buggy with some games for sure (Firemen, F1 GP 2, Dream Hoops, Waku). Did all in 1 sweep to be sure.


Even if Canoe doesn't need, I'd still want them for snes9x (1.51 + Human = problems). But if a patch isn't required, just toss it away. I'll document them regardless in the writeup section. ;)


So from now on, I'll explicitly mention whether patch is not mentioned on spreadsheet and mainly geared for snes9x (1.51). Toss out FPW1-3,S patches since not needed for Canoe. Does FPWQS bug out without using sound patch? Or just sound patch? Should've just filed all of them under Snes9x maybe.


Going to change thread focus to Canoe or Snes9x. Since I'm bothered which games don't work with Geiger for trace logs. And I'm not doing this solely for Canoe.
Title: Re: Canoe emulator -- problems and fixes
Post by: reyvgm on March 07, 2018, 07:37:49 pm
Tests from demi

Super Fire Pro Wrestling X Premium. Without patch, there's an audio issue on an instrument (noticable on title screen). BZZT sound. Patch takes care of this. FIXED

Sports Illustrated: Championship Football & Baseball. Game doesn't crash anymore when selecting a mode. FIXED


@Robin64, can you test Super Fire Pro Wrestling Special with the patch? Demi can't add the game to hakchi, and he doesn't have Hakchi CE or SFROM Tool.



Does FPWQS bug out without using sound patch? Or just sound patch? Should've just filed all of them under Snes9x maybe.


From Demi's description it seems that the original Japanese game works fine with sound patch. BUT, when the translation is applied, and the the sound patch is applied, the issues happen.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 07, 2018, 07:46:54 pm
SFPWQS with only translation needs checking... or translation trips another sound path when used together. Or whatever. Something I'm not going to like.
=== Going to need Canoe verification that T-Eng SFPWQS (no audio) works okay.


BZZT can be bad audio transfers? Gotta check broken games.


===1
Rendering Ranger boots! Then dies. Sound sync.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 07, 2018, 08:59:02 pm
Rendering Ranger R2 uses custom SPC700 timings, snes9x 1.51 couldn't emulate it due to the inaccurate APU-CPU timings.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 07, 2018, 09:20:48 pm
Sports Illustrated blindly has cpu send audio packets. Hand-tweaked timing. Has no handshakes for in-game loading. Add some and good.


Rewriting Ranger's sound transfer engine (for 1.51 test). Before I got black screen always (disabling snes9x sound hack header detection). Then Virgin logo. Now shows 2nd splash. Then dies again.

A mix of blind transfers and bad handshaking. Think I can get this one working after all.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: pimpinelephant on March 08, 2018, 08:43:30 am
I decided to do some testing with Battle Racers, just to see if I would be able to get any sort of different result. Unfortunately, everything I tried ended with the exact same result.

Even when changing the chipset to a non-DSP value, the exact same "black screen with red dots" displays. I was hoping it would at least boot up to show the "Banpresto" logo like it does in Higan without the DSP-1 rom.

I just find it odd that the game exhibits the exact same results, no matter if you use ID 0000 or a DSP ID. Usually Canoe will C7 if you try using ID 0000 with a special chipset game. I'm not even sure if the game is actually booting-up or not to be completely honest with you, but if you soft-reset with "L+R+Select+Start" at the black screen with red dots, the red dots do in-fact disappear. So maybe it is booting-up, or at least trying to, not exactly sure.

Anyways, I didn't achieve any results to speak of unfortunately, but I did want to at least mention them just in case it might be helpful at all.
Battle Racers must be doing something really strange that Canoe really, really doesn't like.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 08, 2018, 09:05:15 am
Maybe header is damaged? Or needs modify? Company id?

Idea: if you play (stock) working games without preset id, what errors appear? You may learn what each id switches on. Fewer blind pid trials.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 08, 2018, 01:24:33 pm
Maybe header is damaged? Or needs modify? Company id?

Idea: if you play (stock) working games without preset id, what errors appear? You may learn what each id switches on. Fewer blind pid trials.

Most games play just fine with stock ID 0000. The only games that have IDs are the ones that have been released for the Virtual Console.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 08, 2018, 01:39:00 pm
Someone said to check these titles -- 10EF fixes lots of stuff. Other than 1016 (hires), nothing else pid very interesting (hearsay).


10BA
Pilotwings = sound

10EF = sound
Asterix
Brainies
Dai-3-Ji Super Robot Taisen
Secret of Evermore
Sim City 2000
Spectre
Super Star Wars
Super Star Wars: Empire Strikes Back
Super Star Wars: Return of the Jedi
Wario's Woods

10F7
Clock Tower  [sound]
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 08, 2018, 01:47:48 pm
Someone said to check these titles -- 10EF fixes lots of stuff. Other than 1016 (hires), nothing else pid very interesting (hearsay).


10BA
Pilotwings = sound

10EF = sound
Asterix
Brainies
Dai-3-Ji Super Robot Taisen
Secret of Evermore
Sim City 2000
Spectre
Super Star Wars
Super Star Wars: Empire Strikes Back
Super Star Wars: Return of the Jedi
Wario's Woods

10F7
Clock Tower  [sound]

Yes, but they break other things. For example, in Pilotwings, if you use that ID a sound issue is fixed, but you can't beat the game if you use passwords because some rings you need to pass through on mission 8 don't register so you can never complete the mission. Without the ID, you are able to just passwords to finish mission 8 just fine.

In the star wars games, it fixes sound issues, but breaks the graphics in some mode 7 stages.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 08, 2018, 02:04:32 pm
So if I can discover what the "audio trick" is, then some problem pids can be removed and use with 0000. Like 10F7 I can already guess, being Human. 10EF idk, that's many. 10BA = I should look at this.


Rendering Ranger R2 - wip2
https://www.sendspace.com/file/u5bb1i

Sanity check. Lots and lots of handshake "errors". Relies too much on precise timing. Haven't caught all code paths yet on cpu and apu (23/24 done).
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 08, 2018, 02:28:39 pm
So if I can discover what the "audio trick" is, then some problem pids can be removed and use with 0000. Like 10F7 I can already guess, being Human. 10EF idk, that's many. 10BA = I should look at this.



Yep. Most (all?) of the patches you've made are for games that don't have official IDs.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: lich on March 08, 2018, 05:26:03 pm
Been away for a couple of days and boy I've missed out a lot. Next week I'm heading to Aspen, Colorado for some skiing so I will be away for a while.

Anything that needs to get tested? (yeah I know, I can check the comp list, just wanted to say hello)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Domino089 on March 08, 2018, 05:32:20 pm
Has anyone tested pinocchio with the preset ID 10EF / 10F7? maybe this can solve the audio problem
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 08, 2018, 05:53:47 pm
Other than Rendering Ranger R2 (wip2), not much on list. Everyone is pretty quick about checking off not-so-interesting things. Other than grabbing screens, not much to do (ex. Yuu Yuu Hakusho).


Someone tossed me this, saying game couldn't be detected as LoROM or HiROM.
https://www.reddit.com/r/miniSNESmods/comments/756zg4/goof_troop_fix/

Don't see that hex offset infile, assuming it's Hikachi footer?


Star Wars games with 0000 .. no constant buzzing / static sounds? Want to eliminate echo buffer as problem.
=== ed: someone said missing sfx (0000)? And what are Pilotwings music issues (0000 = slow? distorted?)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: therourke on March 08, 2018, 06:10:18 pm
Rendering Ranger R2 - wip2
https://www.sendspace.com/file/u5bb1i

Sanity check. Lots and lots of handshake "errors". Relies too much on precise timing. Haven't caught all code paths yet on cpu and apu (23/24 done).
Rendering Ranger now loads with this patch, and seems playable. But there is an overscan issue, as outlined in this post: https://www.reddit.com/r/miniSNESmods/comments/75bkmq/how_to_disable_overscan_in_certain_games_to_make/

I opened the wip2 patched rom in a hex editor and changed the values as outlined above (2 instances of "8d 33 21" changed to "9c 33 21") and this fixed the overscan, buuuuuuuuuut turns the colours psychedelic (see here: https://imgur.com/y4VaBtJ) I figured out that only the 1st instance of the hex value edit fixes overscan issues, but this also screws the colours.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 08, 2018, 06:28:56 pm


Star Wars games with 0000 .. no constant buzzing / static sounds? Want to eliminate echo buffer as problem.
=== ed: someone said missing sfx (0000)? And what are Pilotwings music issues (0000 = slow? distorted?)

According to the community doc: Super Star Wars PresetID EF10 fixes lightsaber swing sound issues, but last level renders incorrectly. PresetID 0000 renders last level correctly but then has sound issues.

Super Star Wars: The Empire Strikes Back PresetID EF10 fixes lightsaber swing sound issues, but 3D Snowspeeder level is missing the bottom half. PresetID 0000 renders last level correctly but then has sound issues.

Pilotwings. The sound issue with the game (if you use 0000) is when you pause the game, and then unpause. The engine of the airplane, the wind noise, they get turned off. The ID BA10 fixes music issues but you are unable to finish Lesson 8 with the light plane if you get there by using a password. Can not interact with arches to complete the mission. Playing game normally (from start, or save states) lets you clear the level just fine.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 08, 2018, 07:14:45 pm
O-kay! That makes sense for Pilotwings.


Rendering Ranger R2 - japan patch + overscan
** Clock Tower - 1.51 patch  (unknown 0000 Canoe; not needed if using offical pid)
https://www.sendspace.com/file/8i266p


CT = typical Human sound bug

RR2 = handshake means send data -- raise flag -- wait; game does opposite with optional wait. TBH, thought was nearly impossible to fix originally.

RR2 = sets irq after 224 because of 240 overscan; move irq upward


===1
Could battle racers be "Goof Troop" problem? Can't detect Lo/Hi? Is this Canoe's doing or the frontloader?


SFPWQS English patch requires header rom. Audio patch needs no-header. Unsure if Canoe has problem with English patch alone (could use verify).



===2
Human Grand Prix I-IV sound pack
https://www.sendspace.com/file/v1vtgs

These gives 1.51 problems. Other than III, unconfirmed for Canoe = may have glitches other than sound + boot or working.



===3
Bishoujo Senshi Sailormoon Sailor Stars - Fuwa Fuwa Panic 2 (Japan) (ST)
>> Broken header. If noone figures it out after few days, will jump on it.



===4
Human Soccer Pack + Taekwon-do
https://www.sendspace.com/file/urz2tp

Give 1.51 problems. Later sound engine. Not documented in Canoe so need test vanilla. If error, add patch.

Super Formation Soccer 1/2 may be "bug-free" so not included -- someone should check though! Soccer 94 is for both versions.

Assuming that SOS / Septentrion are sound okay. So ignored.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: therourke on March 08, 2018, 07:54:10 pm
Nice! Rendering Ranger seems like it is working now with both those patches applied. Not played through a lot though. Anything to look out for?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 08, 2018, 08:05:19 pm
When I worked on patch, bumped into tons of problems. Usually freezes or missing / wrong instruments.


California Games II -- someone says USA works but Europe fails. reyvgm sheet says USA fails. Conflict.

Bishoujo Senshi Sailor Moon S - Jougai Rantou! Shuyaku Soudatsusen -- C8 boot?
Cho Aniki: Bakuretsu Ranto Hen -- screen?
ClayFighter: Tournament Edition -- info?
ClayFighter 2: Judgment Clay -- info?
Cyberknight 2 -- screen?
Dark Law: The Meaning of Death -- screen?
Der Langrisser -- scroll glitch?
Dirt Trax FX -- screen?
Euro Football Champ -- screen? not understanding
F1 World Championship Edition -- same
Ganbare! Daiku no Gen-san -- item screen?
Jumpin' Derby -- screen?
Lucky Luke -- screen?
Mighty Morphin Power Rangers: The Movie -- screen?
Nigel Mansell's World Championship Racing -- screen?
Sailor Moon -- screen?
Smurfs Travel the World -- when?
Sunset Riders -- animation?
Utopia - The Creation of a Nation -- screen?
WWF Royal Rumble -- screen?
WWF Super WrestleMania -- screen?
Yuu Yuu Hakusho -- screen?
Yuu Yuu Hakusho: Tokubetsu Hen -- screen?

Long list.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 08, 2018, 08:37:33 pm
Queens Special with the english patch and your patch works fine, no crashes and the audio works fine, probably forgot to remove the header from the translated game. I'm not good at Pilotwings anybody want to test out this old copier patch and find out if it fixes anything.

http://www.filefactory.com/file/2xt06yl68z7f/pilothiromIPS.zip
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 08, 2018, 08:48:26 pm
I just checked Rendering Ranger with your latest patch.
I played LV1, LV2 and until before the end of LV3
There is regular GFX flickering for example in the bottom left corner the special meter.
LV1: At the Endboss the color palettes for everything on screen gets massively messed up.
After beating him everything is back to normal.
LV2. At the end of the level you get on board of your space ship. The ship then starts spinning and takes up.
The GFX is messed up for the ship once in the air.
LV3 some slowdowns, a bit flickering but no problems seen. Have not reached the endboss in this level.
This game needs more testing.
Also can you als apply the patches to the PAL Version of the game called Targa?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 08, 2018, 09:27:01 pm
Williams Arcade Classics. This requires snes9x "sound sync".
Off = generates sound samples per frame
On = generates sound per scanline

Game modifies audio on-the-fly. Strange technique. Don't understand it much at all. You'd better hope there's a pid for this (or one that cuts down on bad notes = same sync).


Not sure if this Canoe switch will fix Little Magic (0000). Or hires games.
-no-cpurender                         Use the old GPU code for rendering
-cpurender                            Use the CPU for rendering


Soul Blazer: either hdma is failing to set clip windows. So all bright. Or clip window is failing itself. Either one. Or transparency layers fail. Have to think of test.


===1
https://www.sendspace.com/file/dzd513
Soul Blazer volcano test1

Best guess: color math problem. Similar to IoG menu problem but "reverse cut hole". 9x says alternate color math method works.

@@ Being Quintet, this may muck up some other special effect elsewhere.



===2 Hidden Post
There is regular GFX flickering for example in the bottom left corner the special meter.
>>> Probably irq hack relocate. Need to find alternate method. Or tighten.

LV1: At the Endboss the color palettes for everything on screen gets massively messed up.
After beating him everything is back to normal.
>>> Irq likely again.

LV2. At the end of the level you get on board of your space ship. The ship then starts spinning and takes up.
The GFX is messed up for the ship once in the air.
>>> Assuming irq. There's 3 overscan hits.

LV3 some slowdowns, a bit flickering but no problems seen. Have not reached the endboss in this level.
>>> Flickering = emm. Unsure.


This game needs more testing.
>>> Yes. This is one trouble game.


Also can you als apply the patches to the PAL Version of the game called Targa?
>>> When I get a .. wth. I'll do it sooner. Hopefully won't be as bad 2nd time around. You'll play Targa also so yes.

Take time to get around play testing several levels. But only way to get logs I want myself.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: therourke on March 09, 2018, 04:29:19 am
-no-cpurender or -cpurender have no effect on Little Magic
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: lich on March 09, 2018, 06:01:16 am
Applied the two patches for Rendering Ranger r2. Played two levels and everything seems to work okay except when you get hit by an enemy the colour palettes of the player goes on a short psychedelic LSD-trip.

Recorded it on my potato for science: https://streamable.com/ppyh5 (https://streamable.com/ppyh5)

!!!UPDATE!!!

According to the community comp list (Thomas what's your nick on this forum?):

Human Grand Prix   Japan   Working   Yes   
Human Grand Prix II   Japan   Working   Yes   
Human Grand Prix III   Japan   Not  Working   Black Screen C8 error
Human Grand Prix IV     Japan   Working   Yes   


Tried "Grand Prix III" without sluffys patch -> black screen
Tried Sluffys "prix3" patch and the game worked.

Tried the main championship mode and time attack mode without any issues (visual or audio)

Thx again Sluffy, the CEO of Canoe patching!

!!!UPDATE2!!!


I saw that you had Dirt Track FX on your list so I gave it a try (again). This game uses the "FX GSU-1 (FX-Argonaut)" chip just like Doom and Dirt Racer. Both these games run fine on the Canoe, except this motherf*****. Menu is intact, with some glitches depending on what game modes you choose on the menu, but as soon as you play the "go/run/start" button you get a black screen.

Here's what I recorded: https://streamable.com/mirph (https://streamable.com/mirph)

Notice the "glitch staples" after I pressed "rad tag" that quickly vanishes. There's a small "lag" time before choosing a track (notice how I pressed the buttons like crazy), when choosing an opponent it then turns into black screen.


!!!UPDATE3!!!

Can anyone help me with testing this "savefix" patch for games that don't save, haven't tried it yet. (kirby dreamland 3 etc)

Download: https://drive.google.com/file/d/1P6CiEo3h-vNRjI6Mfx9j43vgL52F6ZQ1/view?usp=sharing (https://drive.google.com/file/d/1P6CiEo3h-vNRjI6Mfx9j43vgL52F6ZQ1/view?usp=sharing)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 09, 2018, 06:07:37 am
Applied the two patches for Rendering Ranger r2. Played two levels and everything seems to work okay except when you get hit by an enemy the colour palettes of the player goes on a short psychedelic LSD-trip.

Recorded it on my potato for science: https://streamable.com/ppyh5 (https://streamable.com/ppyh5)

I havent seen this problem. What rom do you use? I took the rom from the NoIntro Collection.
I applied the two IPS patches with LunarIPS.

Also in order to test this faster, here are Level codes:
YYQNSTOJ   Level 2
NXXNXTTI   Level 2 (easy, 7 lives)
NNLILKPD   Level 3
JNHIDKLD   Level 3 (easy, 7 lives)
UHTOSUWH   Level 4
MHNOMUQH   Level 4 (easy, 7 lives)
UJTQSWWH   Level 5
TLSSRIWH   Level 6
GFIQHSLD   Level 7
PLPUOITF   Level 8
URXQW40P   Level 9 (final level)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 09, 2018, 10:06:53 am
Human Soccer Pack + Taekwon-do
https://www.sendspace.com/file/urz2tp

Give 1.51 problems. Later sound engine. Not documented in Canoe so need test vanilla. If error, add patch.

Super Formation Soccer 1/2 may be "bug-free" so not included -- someone should check though! Soccer 94 is for both versions.

In the rar, there are two soccer95 patches. What is soccer95ucc? I only see one Super Formation Soccer 95 made by Human.


California Games II -- someone says USA works but Europe fails. reyvgm sheet says USA fails. Conflict.

Sorry. Fixed it. US is fine, Euro is the one with the problem.

Cho Aniki: Bakuretsu Ranto Hen -- screen?
ClayFighter: Tournament Edition -- info?
ClayFighter 2: Judgment Clay -- info?
Dark Law: The Meaning of Death -- screen?
Yuu Yuu Hakusho -- screen?
Yuu Yuu Hakusho: Tokubetsu Hen -- screen?

Demi tests and images:

Cho Aniki
The game has like a brightness layer on top of everything. The bright screen is clearly a layer issue. It wasn't there initially, but it happened on the next match. When the AI did it's special move, it fixed itself briefly. It re-appeared again later.
https://imgur.com/a/rSUt8

ClayFighter: Tournament Edition
Characters render incorrectly on character select screen (see image). During fight, the audio may cut out. When the match finishes, the game randomly locks up.
https://imgur.com/LYce6BX

ClayFighter 2: Judgment Clay
Graphic error on stage screen (see image). Game locks up after first round (though the win icon is still sparkling)
https://i.imgur.com/uuX82ts.png

Dark Law: The Meaning of Death
Graphical bugs on the bottom of the screen
Bug images:
https://imgur.com/a/M3yGx

How it should look:
https://youtu.be/v1ZJO4S_kjE?t=465

Yuu Yuu Hakusho
Yuu Yuu Hakusho: Tokubetsu Hen

Initial logos offsets screen on both games.
At start of the opening movie for the second game, there is a minor graphical glitch at right side of Yusuke.
https://imgur.com/a/KhNXZ

World Class Rugby
Vanilla game: field is entirely white. Patched with EvilGames LoROM to NTSC patch (fixes overscan). This is the game now with patch: https://imgur.com/a/FTin7

Bishoujo Senshi Sailor Moon S - Jougai Rantou! Shuyaku Soudatsusen has been removed from the list as it apparently loads just fine. I don't know where I got that it had issues.

Soul Blazer
Tried the patch. Volcano area is still incorrect.

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: lich on March 09, 2018, 11:25:44 am
I havent seen this problem. What rom do you use? I took the rom from the NoIntro Collection.
I applied the two IPS patches with LunarIPS.


Always use the latest no-intro (2017-05-29) that can be downloaded from archive.org. Either that, vimms lair or edgeemu.

I'll try this again with a different rom. Has someone else tested it?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 09, 2018, 11:51:29 am
no-intro 2017 says:
Super Formation Soccer 95 della Serie A (Japan)
Super Formation Soccer 95 della Serie A (Japan) (UCC Xaqua Version)

Both are different enough physical rom. dk where UCC comes from.



Dream Basketball = confirmed bug on real hardware (1st period)

Rendering Ranger R2 = does anyone know if bad colors happens on real hardware? bsnes+ also has hit glitch.


Those are some strange screens. Crap - Blazer fails again; have to find new method.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 09, 2018, 12:14:12 pm
Dream Basketball = confirmed bug on real hardware (1st period)

So if the bug is also on real hardware, then that means your patch pretty much fixed the initial problem (the black screen), right?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 09, 2018, 01:08:49 pm
RR2: I am actually not sure if this is a bug when you get hit.
That could be on purpose. Somebody needs to check it on HW.
Somebody here with a SNES2SD? I am sure nobody can afford a real copy by now XD
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: matt! on March 09, 2018, 01:35:25 pm
World Class Rugby
Vanilla game: field is entirely white. Patched with EvilGames LoROM to NTSC patch (fixes overscan). This is the game now with patch: https://imgur.com/a/FTin7
Interestingly World Class Rugby 2 was an NTSC-U only release that is basically the same game but with fewer, Japanese, teams. The pitch is the correct colour. Maybe they fixed a bug? Or maybe it's optimised for NTSC?

https://gamefaqs.gamespot.com/snes/571022-world-class-rugby-2/data

March 09, 2018, 01:40:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
no-intro 2017 says:
Super Formation Soccer 95 della Serie A (Japan)
Super Formation Soccer 95 della Serie A (Japan) (UCC Xaqua Version)

Both are different enough physical rom. dk where UCC comes from.
Wikipedia says

Quote
There are two alternative editions: Super Formation Soccer 95: della Serie A (UCC Xaqua)[1] and Super Formation Soccer 95: della Serie A (Extra Package).[1] The UCC Xaqua version is a kind of promotional edition, the idea was to promote a sports drink (energy drink) called Xaqua (manufactured by UCC and endorsed by the Italian Football League) with the participation or partnership of the Italian footballer Roberto Baggio (clearly visible on the back of the game packaging), via a contest held in 1995 in which the participants had to correctly answer three questions and return the postcard. The winners received the cartridge as a prize. Only 3000 copies were distributed. In the opening scene instead of having the cinematic intro sequence showing all the team logos, there is an advertisement of Xaqua featuring Roberto Baggio (1993 FIFA World Player of the Year). Also the box art is different, and in the UCC Xaqua version there is a strong hidden team called Xaqua. In the Extra Package edition there is a special book with all the 396 players' data.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: pimpinelephant on March 09, 2018, 01:43:07 pm
Pilotwings. The sound issue with the game (if you use 0000) is when you pause the game, and then unpause. The engine of the airplane, the wind noise, they get turned off. The ID BA10 fixes music issues but you are unable to finish Lesson 8 with the light plane if you get there by using a password. Can not interact with arches to complete the mission. Playing game normally (from start, or save states) lets you clear the level just fine.

Just a tiny bit of clarification, I tested Pilotwings with a couple different Preset IDs with these results:

ID 0000 = No boot, C7 error.
ID 10BA = Using password to play Lesson 8, flying through the arches does not register (nothing happens).
ID 10BD = Pausing/unpausing during gameplay will mute ambient sounds (engine noise, etc.).

I'm not good at Pilotwings anybody want to test out this old copier patch and find out if it fixes anything.

http://www.filefactory.com/file/2xt06yl68z7f/pilothiromIPS.zip

I actually found that patch not too long ago when I was testing Pilotwings earlier. Unfortunately, I can confirm that this old copier fix doesn't do anything for Canoe as it still resulted in the exact same bugs with both ID 10BA and 10BD respectively.

According to the community doc: Super Star Wars PresetID EF10 fixes lightsaber swing sound issues, but last level renders incorrectly. PresetID 0000 renders last level correctly but then has sound issues.

Super Star Wars: The Empire Strikes Back PresetID EF10 fixes lightsaber swing sound issues, but 3D Snowspeeder level is missing the bottom half. PresetID 0000 renders last level correctly but then has sound issues.

I believe all three of the Super Star Wars games got released on Virtual Console, so that should mean that they each have their own Preset ID. If I'm not mistaken, 10EF is (or at least believed to be) Super Return of the Jedi. This is interesting, I'll go ahead and test out the other Super Star Wars games with other Preset IDs and see if I achieve any sort of different result.

And just in case anybody might find it helpful,
DarkAkuma's Official Preset ID List: Link (https://docs.google.com/spreadsheets/d/1PbIPVA4NpFEXs1zk249aR3FSuBTY3r-ajpTq3dP3GnQ/edit#gid=0)

Someone tossed me this, saying game couldn't be detected as LoROM or HiROM.
https://www.reddit.com/r/miniSNESmods/comments/756zg4/goof_troop_fix/

Don't see that hex offset infile, assuming it's Hikachi footer?

I believe this was an issue with Hakchi and its HiROM/LoROM detection. When an SFROM is created, a header and footer are added to the ROM, and if I'm not mistaken, Hakchi was detecting ROMs incorrectly thus adding a footer with a HiROM value instead of a LoROM value.

And just in case it might be of any help at all, here's a list of the header and footer values: Link (https://gist.github.com/anpage/c1085055db0242ea3c7558dab56712a5)

===1
Could battle racers be "Goof Troop" problem? Can't detect Lo/Hi? Is this Canoe's doing or the frontloader?

I tested Battle Racers with the SFROM footer denoting LoROM instead of HiROM (all previous tests were done with HiROM value), and probably to be expected, the game did not boot, it just gave me a C7 error. At least I didn't get the red dots! :laugh:

I've also tested both vanilla Battle Racers as well as the "fixed" version ([f1]), unfortunately the results were the exact same in Canoe (red dots).

So if the bug is also on real hardware, then that means your patch pretty much fixed the initial problem (the black screen), right?

You know, this actually brings up a really interesting question! If a bug is found to have also occurred on real hardware, do we just leave it as is? :laugh:
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 09, 2018, 01:49:25 pm

You know, this actually brings up a really interesting question! If a bug is found to have also occurred on real hardware, do we just leave it as is? :laugh:

Of course. The point is to get the games working on Canoe as if you were playing it on the original hardware.

March 09, 2018, 01:51:55 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I believe all three of the Super Star Wars games got released on Virtual Console, so that should mean that they each have their own Preset ID. If I'm not mistaken, 10EF is (or at least believed to be) Super Return of the Jedi. This is interesting, I'll go ahead and test out the other Super Star Wars games with other Preset IDs and see if I achieve any sort of different result.

You're right. I was going by the reports from the community doc which listed those problems for the games. I don't know why whoever reported it used Jedi's IDs instead of using the proper IDs. My guess is that if you use the proper ID for each game, not only will the sounds be fixed, but there will also be no graphic issues.

Let us know when you check.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: lich on March 09, 2018, 01:53:01 pm
RR2: I am actually not sure if this is a bug when you get hit.
That could be on purpose. Somebody needs to check it on HW.
Somebody here with a SNES2SD? I am sure nobody can afford a real copy by now XD


I think you're right. Tried a different rom -> same issue. Checked playthroughs on youtube, even though they're playing on emus everyone has the same "issue". So I guess the creators of Rendering Ranger r2 did this on purpose, very weird, but doesn't really affect the gameplay though.

I suggest we should list this as "working" until someone proves us wrong. This game is one of the most expensive games on the market, they only made a couple of thousand psychical games. Really great game btw, but one of the hardest ones out there.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 09, 2018, 02:41:40 pm
Pretty sure the RR2 color when getting hit is an issue. It looks bad, and you usually see those kinds of colors when there's a palette issue. Like when the colors are the opposite or what they are supposed to be.

This video on nicodouga, apparently from real hardware, doesn't show any weird coloring when the character gets hit (you need to register to see it)
http://www.nicovideo.jp/watch/sm29367627
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 09, 2018, 02:44:24 pm
That would mean, that it is also a bug on Higan/BSNES.
I have already asked on the byuus forum and wait for a response.

Edit: I checked the video you linked. This is a TAS Video. It runs on a emulator.
We still need confirmation from real HW.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 09, 2018, 03:13:12 pm
Stuff like FF5 desert flicker or Dream period. Guess worth mentioning that happens on hardware so officially not emulator bug. But wouldn't mind if someone bfix.

Yu Yu Hakusho (1/2) -- mode 5. Hires. Plus cutscene.

Sharp idea. Compare Rugby 1 vs 2. Thinking dma error.
===> PAL patch used. Oh~. Checked Japan game. Redo. Re-read sheet. And error. Let's see...!

RR2. wondering why it does that.

Aniki bug. Pic strongly reminds of Blazer bug. Subscreen addition errors? Either try 1/2 mode. Or inverse. Subtraction. Thinking..
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 09, 2018, 03:39:16 pm
Ok two things:

Final Fantasy 5
Sorry, but apparently the flickering does NOT happen in real hardware. I reported that it did because I was assuming that Higan was near-flawless in its emulation. But I saw a video playing the game on real hardware and the flickering line does not happen during desert battles. Here's a save in front of a desert https://www.sendspace.com/file/hc3f7c

Rendering Ranger
The previous video I linked only showed the character getting hit while having the energy shield. Due to the framerate differences, the character looks completely invisible. But on this video  https://youtu.be/eGtWsR-wcZ4?t=167 presumably also from real hardware, shows the discoloration. I messaged the author to verify if the video was done using an emulator or real hardware. Will let you know once I find out. <--- it was an emulator video


March 09, 2018, 03:47:39 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
That would mean, that it is also a bug on Higan/BSNES.
I have already asked on the byuus forum and wait for a response.

Edit: I checked the video you linked. This is a TAS Video. It runs on a emulator.
We still need confirmation from real HW.

This is real hardware. Japanese people use TAS as a synonym for speedrun. Here's the same video on youtube, the description says it was done on real hardware.
https://www.youtube.com/watch?v=Mdh5nSw9teE

--------

Ok let me clarify a bit.

Rendering Ranger played on HIGAN:
When you get hit, either normally or while having the energy shield = you'll get the discoloration

On the nicodouga video, played on real hardware:
The player only got hit while having the shield, and no discoloration was seen. But maybe it's because the character goes invisible for a long time due to the framerate differences (that's something normal with rapidly flickering images).

On this second youtube video that also looks like from real hardware ttps://youtu.be/eGtWsR-wcZ4?t=167
The character does get hit without the energy shield and the discoloration happens. I contacted the author to see if the video is real hardware or emulation. If it's real hardware, then the discoloration is native to the game. If emulation, then the previous nicodouga video stands and there's no discoloration.

*edit*
Author of second video replied. It was done on emulators. So the Nicodouga video (which also has a youtube link) is confirmed to be real hardware and in it there's no discoloration when getting hit.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: lich on March 09, 2018, 04:07:18 pm
Gosh I wished someone knew the guys over at Nintendo who made Canoe. I would seriously pay a lot of money to get leaked inside info to give us the "secret codes" that unlock all games  ;D Let me dream for a bit guys...

I remember reading a thread written by a programmer who compared the coding of his nes mini and snes mini, apparently the snes has waaaaaay more flaws than the nes mini. According to this guy all games ever released to NES worked with the native emulator without any special patches or preset id's except like 2-3 games. His theory was that nintendo wanted the snes mini released ASAP, and therefore didn't put as much "love" into it as they did with the nes mini :( 
Wish we had the same "luxury" as the NES mini scene.

Hey at least we have something that makes us stay up at night...  :banghead:  ::)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 09, 2018, 04:11:31 pm
Gosh I wished someone knew the guys over at Nintendo who made Canoe. I would seriously pay a lot of money to get leaked inside info to give us the "secret codes" that unlock all games  ;D Let me dream for a bit guys...

I remember reading a thread written by a programmer who compared the coding of his nes mini and snes mini, apparently the snes has waaaaaay more flaws than the nes mini. According to this guy all games ever released to NES worked with the native emulator without any special patches or preset id's except like 2-3 games.
Wish we had the same "luxury" as the NES mini scene :D

Hey at least we have something that makes us stay up at night...  :banghead:  ::)

That's because NES mappers are common knowledge and they are not that hard to emulate. SNES "mappers", ie, are much more complicated and lots of different companies used their own special chips or variations of them.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 09, 2018, 04:25:36 pm
RR: yeah but at the end of the video at the Bossfight he gots hit and that looked like what we have. Look at 4:04
also the other video shows the colors at 3:05

@sluffy since you are looking into RR, there is one question I alwas had about this game.
There is a Highscore section in the game and you can also enter your name and such.
The game does not save. But since they included a full function to enter your name, my guess is that there is a save function somewhere but just disabled. When it came to production it was always cheaper to produce without backup. For RR is was hard to find a publisher back then and Virgin propably didnt want to have a save feature. Could you please have a look if there are traces for a save feature?

Also there is Jurassic Park.
Everybody says A210 works but it actually does not really.
I testet a few versions of the game.
A210 does not work with the US Rev1.
It is messing up your hero sprite in all versions.
The HUD is transparent as it should be in the US version but the Mr. DNA signs are not but should be.
With that the game is very hard to play with that raptors.
With the german version the HUD and the Mr. DNA signs are transparent but by pressing start the Mr.DNA signs become solid for a short moment. Not sure if that is on real HW this way. Character GFX is also messed up.
Could that game be fixed?

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: lich on March 09, 2018, 04:48:26 pm
That's because NES mappers are common knowledge and they are not that hard to emulate. SNES "mappers", ie, are much more complicated and lots of different companies used their own special chips or variations of them.

Yeah I know, big hardware development if you compare those two, but still... Anyways, heading towards Aspen in a couple of hours. Looking forward coming home and seeing that "sluffy canoe fixes" list being 100 % green  ;)

Have a great weekend and thanks for all the hard work everyone puts into this!
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 09, 2018, 05:01:39 pm

also the other video shows the colors at 3:05


Ok you're right. Good catch. I watched almost the entire video waiting for a chance where he got hit and missed that part -_-

Ok, then it's not a canoe issue. Good. Another game fixed then.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 09, 2018, 05:03:47 pm
Uh no, the game is not fixed. It is still corrupted at the LV1 endboss and in LV 2
Havent checked the other levels yet.
Or was there already a new patch?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 09, 2018, 05:07:23 pm
Uh no, the game is not fixed. It is still corrupted at the LV1 endboss and in LV 2
Havent checked the other levels yet.
Or was there already a new patch?

No new patch, but according to Lich's last report the game seems to be fine?

*edit*
Just saw your notes. I added the results to the doc.


Also there is Jurassic Park.
Everybody says A210 works but it actually does not really.
I testet a few versions of the game.
A210 does not work with the US Rev1.
It is messing up your hero sprite in all versions.
The HUD is transparent as it should be in the US version but the Mr. DNA signs are not but should be.
With that the game is very hard to play with that raptors.
With the german version the HUD and the Mr. DNA signs are transparent but by pressing start the Mr.DNA signs become solid for a short moment. Not sure if that is on real HW this way. Character GFX is also messed up.
Could that game be fixed?

Sluff needs pics of the issues or a video or else he can't tell what he's supposed to fix. Start with the US version because Euro ones are not always properly supported by the SNESC.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 09, 2018, 07:32:28 pm
Jurassic Park with A210
https://www.dropbox.com/s/bznm7v8jdvp1wee/IMG_4450.jpg?dl=0 (https://www.dropbox.com/s/bznm7v8jdvp1wee/IMG_4450.jpg?dl=0)
https://www.dropbox.com/s/wxre3g3mj0lzm2y/IMG_4451.jpg?dl=0 (https://www.dropbox.com/s/wxre3g3mj0lzm2y/IMG_4451.jpg?dl=0)
This random pixels near the char are not supposed to be.

The odd thing is, that for some reasone I do not have any trouble with the Mr. DNA signs anymore.
Could it be that Hakchi2f did some errors at import?
I updated to the latest CE
But so or so, the corrupted character sprite is always present with A210.

RR:
https://www.dropbox.com/s/a1wythlyeyhm6o9/IMG_9253.JPG?dl=0 (https://www.dropbox.com/s/a1wythlyeyhm6o9/IMG_9253.JPG?dl=0)
https://www.dropbox.com/s/81p2ogkixiqw80e/IMG_5778.JPG?dl=0 (https://www.dropbox.com/s/81p2ogkixiqw80e/IMG_5778.JPG?dl=0)

The corruption starts as soon as you have destroyed the first set of cannons on the boss.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 09, 2018, 07:41:07 pm
Tested Jurassic Park (not the rev 1) with ID A210 and the transparency is just perfect.
https://imgur.com/wpYEksw
https://imgur.com/33rxDzH

If you are using Hakchi CE, you have to enter the ID as 10A2, which is the proper way.

Original hakchi2 uses it the reverse way (A210). Always remember that.

What I did notice is that with that ID, the character has a few glitched pixels now on certain animations.
https://imgur.com/Z0RCr4I
https://imgur.com/hgziB1c

-----------

Super Formation Soccer 94 World Cup
Super Formation Soccer 94 World Cup Final Data
There are music issues during the title screen. Either it's mute or it's missing sound channels. Music is missing after a match.
Also, there are serious hi-res text issues (it goes off screen).

PATCH TEST
Sound/music now plays just fine. There's still the hi-res text issue.


Super Formation Soccer 95
Super Formation Soccer 95 UCC
There are music issues during the title screen. Either it's mute or it's missing sound channels. No during during matches.
Blurry hi-res text and team select screen.

PATCH TEST
Sound/music now plays just fine. There's still the hi-res text issue.


Super Formation Soccer 96
There are music issues during the title screen. Either it's mute or it's missing sound channels.
Blurry hi-res text.

PATCH TEST
Sound/music now plays just fine. There's still the hi-res text issue.


Taekwon-Do
The only sound issue I heard is if you let the intro run it will show gameplay and the audio is messed up there. But when you actually start playing, the sound and music are fine.

PATCH TEST
Sound/music now plays just fine.


Is hi-res something that you could fix via a patch? I remember old ZSNES versions that didn't support hi-res, but later ones did. Maybe there's a way?

--------

Also tested:

Human Grand Prix

Sound/music issues. Goes to a black screen before starting a race.

PATCH TEST
Music issues fixed. Game also loads the race now.


Human Grand Prix 2
I did not hear any sound issues. Everything sounded just fine. However, there's a hi-res text issue. The only hi-res text is the "Produced by Human" text. On the SNESC it looks huge and on the wrong place.

Patch not needed.


Human Grand Prix 4
Sounds/music are screwed up once you start a race.

PATCH TEST
Sound/music fixed.


Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 09, 2018, 08:02:00 pm
If you are using Hakchi CE, you have to enter the ID as 10A2, which is the proper way.
Original hakchi2 uses it the reverse way (A210). Always remember that.

You need to enable SFROM Tool for the proper way.
If it is not activated you still need to enter the reverse way on CE.

Also JP Rev1 seems to work aswell.
I always used the same roms, so I think that could be a bug with the old Hakchi2 version.
I am on CE now to be save and so far the transparency for the HUD and the Mr. DNA signs seem to work.
Maybe there is a fix for the char sprites. will test then a bit more.

Please check my last post for pictures about RR Boss 1 and description.

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 09, 2018, 08:07:46 pm
You need to enable SFROM Tool for the proper way.
If it is not activated you still need to enter the reverse way on CE.

Also JP Rev1 seems to work aswell.
I always used the same roms, so I think that could be a bug with the old Hakchi2 version.
I am on CE now to be save and so far the transparency for the HUD and the Mr. DNA signs seem to work.
Maybe there is a fix for the char sprites. will test then a bit more.

Please check my last post for pictures about RR Boss 1 and description.

Added pics to the doc
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 09, 2018, 08:11:42 pm
Okay here we have clarification about the "Hit Bug" for RR.
This is no bug. Here is actual SFC footage thanks to a person from the BSNES forums
https://imgur.com/G4nEVjZ
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 09, 2018, 09:01:20 pm
Okay here we have clarification about the "Hit Bug" for RR.
This is no bug. Here is actual SFC footage thanks to a person from the BSNES forums
https://imgur.com/G4nEVjZ

Well we kinda stablished that already with the youtube footage from real hardware.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 09, 2018, 09:19:38 pm
https://www.sendspace.com/file/uq03u8
World Class Rugby (Europe). Interrupt must finish by line 0 (hdma). Convert nmi to fastrom.


Other than using hires pid to unblur text, not sure. Because they can't be remapped to "normal" modes.
- 512x224 wide (common)
- 512x448 interlace (yuck)

Can't think of a way to patch a fix. Seems kinda "hard-coded". Unless someone wants to rip down the screen and chop lots of stuff.


Has anyone tried hires pid on Little Magic? Hi-res requires 16-wide pixel tiles, which is bugging out LM and MA.


*lots of catching up todo in thread*


===1
Glitched JP pixels. Maybe side-effect of Kirby 512 blending algorithm (how they did it for that game). Then again, some pixels look they cast drop shadows? Or ... 10A2 soft-patches and tada! Rom corruption. It'd be like using my patches on alternate game revisions, regions.

Ranger. Trying to figure out what causes stage color corruption. Hit effect -- how would this look on CRT? Gundam bleed technique?

SD3 high gamma. Reminds me of Blazer Volcano actually. Adding main + sub = 2x bright. 512x224 menu.


512x448 Interlace
Air Strike Patrol briefings, hq
Power Drive
Ranma 1/2: Chounai Gekitou Hen menu
RPM Racing in-game (explains strange pictures)
Smash Tennis menus

http://nerdlypleasures.blogspot.de/2017/10/the-rise-of-interlacing-in-video-game.html
== Says Chrono Trigger uses interlace for 1 ending!


Nice test results. Expected more Human games to fail on Canoe somewhere.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 09, 2018, 10:22:20 pm
===1
Glitched JP pixels. Maybe side-effect of Kirby 512 blending algorithm (how they did it for that game). Then again, some pixels look they cast drop shadows? Or ... 10A2 soft-patches and tada! Rom corruption. It'd be like using my patches on alternate game revisions, regions.

Ranger. Trying to figure out what causes stage color corruption. Hit effect -- how would this look on CRT? Gundam bleed technique?

JP:
as far as I can see they do not have drop shadows and only the frame for looking down and the frame for looking up right are affected.

RR:
It looks like this on CRT.
Somebody made this for us today.
https://imgur.com/G4nEVjZ
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 09, 2018, 10:56:54 pm
512x448 Interlace
Air Strike Patrol briefings, hq
Power Drive
Ranma 1/2: Chounai Gekitou Hen menu
RPM Racing in-game (explains strange pictures)
Smash Tennis menus

Just to share some knowledge, this is very well explained here: https://youtu.be/5SBEAZIfDAg?t=366 (https://youtu.be/5SBEAZIfDAg?t=366)
and....here: https://www.youtube.com/watch?v=AnEuk8Vj3w0 (https://www.youtube.com/watch?v=AnEuk8Vj3w0)

All of the "SNES features" videos uploaded in this channel so far are really cool.

Quote
Has anyone tried hires pid on Little Magic? Hi-res requires 16-wide pixel tiles, which is bugging out LM and MA.

By the way, which one is the hires preset id?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 09, 2018, 11:15:55 pm

== Says Chrono Trigger uses interlace for 1 ending!


No way. I would have noticed because I took screenshots of the entire ending and the images would have come out half-resolution if that were the case.

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 09, 2018, 11:19:03 pm
No way. I would have noticed because I took screenshots of the entire ending and the images would have come out half-resolution if that were the case.

The game has several endings, has anyone been able to test them all?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 09, 2018, 11:23:28 pm
The game has several endings, has anyone been able to test them all?

I have taken screenshots of all the endings, each and every scene. http://www.vgmuseum.com/end/snes/d/cro.htm

If there were any hi-res scenes, I would have noticed because the images would have come out in hi-res or half-hi-res in the case of interlaced. I know I'm using the wrong terms, but you know what I mean.


By the way, which one is the hires preset id?

Depends, Secret of Mana's official ID is 10B0, but the unofficial 1016 ID is used to enable hi-res in Super Play Action Football and Seiken Densetsu 3. There are probably more. That ID supposedly belongs to Mario's Super Picross.


March 10, 2018, 02:04:51 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's the Ultimate Fighter video with the issue. The screen randomly goes black while playing, but you can still move and everything (you can hear it). If you pause the game and unpause it, it goes back to normal. I have no idea what triggers this.

https://www.youtube.com/watch?v=-CuzZIHrGAA
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 10, 2018, 10:17:17 pm
Ranger
https://www.sendspace.com/file/p7vbgi


no$cash says:
Chrono Trigger (crash into Lavos sequence) (whatever mode? with Interlace). Meaning 448 height. Then again, this might be an interlace bug and not actually drawn 448. Just flipped on.

Otherwise for Human Prix 2, Yu Yu interlace legal text .. they'd have to be "redrawn" to 512-wide 1/2 or 256-wide 1/4 size. Prix 2 can be changed to mode1 but it looks heavily zoomed in and crops most of the text away.

Yu Yu 2 intro bug -- basically Alien 3 again. But not simple.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 11, 2018, 01:08:09 am
Well, the crash into lavos sequence is not in the ending. I just saw the sequence and yes, it looks like the background is interlaced.

Here's a save https://www.sendspace.com/file/npppgt

To see the sequence, load the 3rd save, go to the right stairs, board the epoch, full speed ahead, select 1999 apocalypse, the select Fight to see the sequence.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Musgy on March 11, 2018, 04:09:54 am
Hello! Just found this thread. Pretty interesting how canoe plays some games differently! I was curious about some of the games like Troddlers that have sound issues? Could that be easily fixed? I don't know much about hacking but I'll help where I can  :)


I've seen what you've done with the rom fixings, sluffy, and I'm amazed! The community's lucky to have people like you  :thumbsup:
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 11, 2018, 09:13:02 am
Very good news for Rendering Ranger!
I have tested the game for about one hour.
I played Level 1 and 2 in easy and also in normal.
The reported problems are all gone as far as I can see.
I also tried several levels with the codes I posted earlier.

Potential Issues:
I had a full lockup with black screen after I went Game Over in the first level.
After Game Over normaly the Highscore screen should appear.
This happened only one time. In order to make sure I deleted reinstalled the game and tried again.
Crash did not happen again so far but we should keep an eye on it.

There are a few rough sounds playing.
The Virgin jingle at the beginning and the Rainbow Arts logo sound are very scratchy.
Also the cursor sound it makes when you switch options or enter highscores sound very noisy and scratchy.
I dont know if this is just bad sound emulation by canoe.

In Level 7 I think there was a GFX error in the city BG short after the beginning.
We need to check this again.

Also I had no time so far to try all levels. Since this was a hard game to patch, I suggest that a few people do a real playthrough to be sure it can be played from start to end.

Also a quick unlimited or 99 live hack would help testing the game much better/faster :)

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 11, 2018, 09:45:47 am
https://www.sendspace.com/file/2hihrm
quick cheats


==1
Disabling overscan requires rescheduling interrupts around nmi @ 225. Means delaying nmi as long as possible because irq launch order is critical for game.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 11, 2018, 10:59:04 am
nice man! Will check it out later today.
Have you had a moment to check for the possible hidden save feature?
Awesome work! Thanks.

PS: do you think the patches work for targa too?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 11, 2018, 11:33:28 am
New overscan. Do nmi myself (no rogue firing).
https://www.sendspace.com/file/craazn


Will check for sram and targa.
== No hidden sram found
== Targa = RR with graphics changes; patches dual region
== Rendering Ranger ROM has Targa in it
== Targa ROM no-intro is 4MB; header says 2MB (overdump)


Pictures of Jumpin' Derby? Would like to know when graphics garble happens.


Warlock (USA) -- hud line flicker
https://www.sendspace.com/file/09hd8i

Wait h-blank. Then write ppu.



Chrono. Logs says mode1. No interlace bit set. Junk rumor.


Sound issues = greenhorn status. not really experienced enough to bash most audio problems. unless spc transfer related.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: matt! on March 11, 2018, 05:00:39 pm
== Targa = RR with graphics changes; patches dual region
== Rendering Ranger ROM has Targa in it
Can you tell us more? Do you mean both graphics are in RR? Is there a way to swap between them?

Targa also has the player sprite green flash. Proves it was intentional I guess? FWIW.

https://youtu.be/Qz6p2CMF8nU?t=2m43s
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 11, 2018, 05:19:50 pm
1st guess is Targa is original version. Then ported to Rendering Ranger. Both engines are "identical". Devs edited graphics from Targa ==> Ranger, and changed few text.

Patches work both games because basically same layout exactly.


D-Force: what is zoomed mode slowdown?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 11, 2018, 05:36:06 pm
D-Force: what is zoomed mode slowdown?

My guess is when you press L or R to change altitude which uses Mode 7.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 11, 2018, 05:37:21 pm
New overscan. Do nmi myself (no rogue firing).
https://www.sendspace.com/file/craazn

Is this patch for Rendering Ranger too?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 11, 2018, 05:41:16 pm
Yes. Might stop random black crashes, hangs.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 11, 2018, 05:48:20 pm
My guess is when you press L or R to change altitude which uses Mode 7.

*In exploration mode.

March 11, 2018, 06:01:16 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

Chrono. Logs says mode1. No interlace bit set. Junk rumor.


It's true! Look at the native screenshots:

(https://i.imgur.com/02DGtxc.png)

I'm going to test D-Force in a moment. The slowdown stuff could get resolved by using the -no-latency command.
I'll test Chrono too to see if that part looks correctly in the SNESC.

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 11, 2018, 06:06:06 pm
Oh! Didn't see that part. Watched Lavos rising and stopped. Too early. haha.

Mode7 interlace. Not ones we want .. but who knows.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 11, 2018, 06:07:16 pm
Shit, I just found out D-Force uses hi-res during the entire game.

(https://i.imgur.com/jeytk9O.png)

(https://i.imgur.com/rn9hVsv.png)

I'll check if the SNESC renders it correctly.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 11, 2018, 07:10:32 pm
Final Fantasy V (Japan) - desert top-line flicker
https://www.sendspace.com/file/we2fqg

Square uses bg2vofs hdma trick to create waving backdrop. If you "over-scroll" by few pixels, somehow goes out-of-bounds and shows black. Don't know why besides vram is pretty stingy. Top line (0) will always be "blue", don't scroll that line.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 11, 2018, 07:40:11 pm
As expected, when you finish D-Force the credits will have that black bar on top.

(https://i.imgur.com/87ZVQ8y.png)

It should be clear like the image on my previous post.


Another glitch:
(https://i.imgur.com/6DW6D8q.png)

When you enter the options screen (in the title screen), the text will be gone (but you can hear the cursor moving). But if you go back out to the title screen and wait for the attract mode to start, when it goes back to the title screen you can enter the options and they will look fine.

As for the slowdown, it seems to be a limitation of the SNESC. Since the game runs in a semi hi-res, when a lot of enemies are on the screen, the game will slow down more than normal. But the game on real hardware also has slowdown, just not as much.



March 11, 2018, 08:07:53 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Tested that scene in Chrono Trigger. It seems fine.

Final Fantasy 5 flickering line fixed!

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 11, 2018, 09:14:31 pm
1st guess is Targa is original version. Then ported to Rendering Ranger. Both engines are "identical". Devs edited graphics from Targa ==> Ranger, and changed few text.

Yes. your guess is right. There is also a interview with the coder.
There was a hand drawn GFX set but that was replaced by rendered GFX by request of the Publisher.
A shame that there is nothing left of it.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 11, 2018, 10:23:37 pm
D-Force uses Mode7 hires extbg. So 2 layers, which is causing priority confusion on options screen (all sprite text). At least no interlace. Chrono Trigger uses mode7 interlace so maybe pid works here? Pretty similar in practice (mode7 hires vs interlace).

Canoe uses "slow cpu" core so games can slowdown lot more than "somewhat normal" emulator.

Too many hires games. Not enough pids.


So D-Force credits uses hires and creates partial black bar instead on Canoe .. seen that artifact before elsewhere.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 11, 2018, 11:02:35 pm
D-Force uses hi-res everywhere. Even the option screen.

Tried D-Force with Chrono's ID and the same issues are present. Also used ID 1016 (used for Seiken Desentsu 3) and same issues.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 11, 2018, 11:19:33 pm
Damn - thought credits wouldn't be flogged using pid. Oh well. See what/if I can do about it.


Just to be sure we're using same technical terms? I get confused over how these get thrown around.
- hires = 512x224 (SD2,SD3,Rudra,D-Force,PAF,..blah)
- interlace = 224x448
- hires + interlace = 512x448 (RPM,ASP,BWR,Yu,HGP2) = evilness
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 11, 2018, 11:27:02 pm
I don't know exactly, but I thought hi-res (full) was 512x448 and hi-res (interlaced ) is either 512x224 or 256x448?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: matt! on March 12, 2018, 11:40:15 am
1st guess is Targa is original version. Then ported to Rendering Ranger. Both engines are "identical". Devs edited graphics from Targa ==> Ranger, and changed few text.

Patches work both games because basically same layout exactly.
Yes, the story goes that it was called Targa and had hand pixel graphics. Then Donkey Kong Country was successful and the developer was forced to use pre-rendered graphics and a name changed to Rendering Ranger. I’m intrigued if there is a way to swap graphics sets on demand in RR?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 12, 2018, 01:08:23 pm
Noticed these C7 games use mode3 (16x16)
Championship Pool
Mickey's Playtown Adventure - A Day of Discovery! (USA) (Proto)
Untouchables

Bosco82 found 1068 (BOF2) works with Mystic Ark (mode3 - 16x16). Same thing here?



And saw this: SA-1 mode 3 - 16x16 (title)
Kakinoki Shogi

Docs sheet says shows title screen. So Canoe can handle that mode? If we use sa-1 id??


Note to self: Pit Fighter select screen uses mode3 8x8.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 12, 2018, 01:23:31 pm
This hand pixeled version exist, just not in the wild.
The programer has decided to keep this version unreleased.
But so or so, the game is cool but very hard.
I have tested the entire game with the latest patches.
Thanks to the cheats I was able to play trough the game in hard.
I had no crashes.
There is still the BG problem in Level 7.
Not very far into this level, the city BG is affected.
For a instand the whole BG is corrupted.
Also there is a new problme in the same level.
At the very beginning of this level there is a red skull ghost on the screen.
This has now a thin green line of corruption until it is gone from the screen.

Just for clarification, what is this sound patch doing for RR?

Have not yet tested the Targa version.

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 12, 2018, 01:37:02 pm
Separated as two patches:
- sound transfers. makes game bootable by rewriting spc upload routines. Adds synchronization flags. Older emus (1.51-) + Canoe.

- disable overscan. reorder interrupts. Canoe only. Stage 7 bug todo.


Ultimate Fighter -- noticed game not often does late nmi (AvP). Could be black screen source.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 12, 2018, 03:07:09 pm
Separated as two patches:
- sound transfers. makes game bootable by rewriting spc upload routines. Adds synchronization flags. Older emus (1.51-) + Canoe.
- disable overscan. reorder interrupts. Canoe only. Stage 7 bug todo.

Thanks for clarification.
In genereal, what would happen if you use patched roms on a real SNES or BSNES?
Will this cause any trouble?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 12, 2018, 03:39:26 pm
Both Ranger patches shouldn't fail on hardware or bsnes. Not gain anything though.


Seiken Densetsu 3 Japan --- 1/2 gamma test (1016 pid)
https://www.sendspace.com/file/0cy9wf
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: KingMike on March 12, 2018, 04:06:02 pm
This hand pixeled version exist, just not in the wild.
The programer has decided to keep this version unreleased.
It is a surprise that even the Targa prototype got out as it was.
From what I had read, it sounds like the creator wished a Prince-like hold on the copyrights to his creation. :P
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 12, 2018, 05:12:15 pm
Both Ranger patches shouldn't fail on hardware or bsnes. Not gain anything though.


Seiken Densetsu 3 Japan --- 1/2 gamma test (1016 pid)
https://www.sendspace.com/file/0cy9wf

From Robin64:

It halves the gamma of the hi-res background in SNES9X, but Canoe handles it a bit differently (black background).

(http://i.imgur.com/5FIu1sT.png)

https://www.resetera.com/posts/5492468/
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 12, 2018, 06:39:38 pm
Dang! Sounds like Canoe does 1/2 on both layers. Then subtract = zero. Have another idea or two to flirt with.


Masters New - Harukanaru Augusta 3 (Japan) (Rev 1)
https://www.sendspace.com/file/bmnnxb

dma tester2 -- snes9x 1.51 (works) + canoe (??)


===1
Next SD3 gamma idea. 1/2 bright. See how Canoe reacts.
https://www.sendspace.com/file/m9l91x
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: pimpinelephant on March 12, 2018, 08:46:07 pm
You're right. I was going by the reports from the community doc which listed those problems for the games. I don't know why whoever reported it used Jedi's IDs instead of using the proper IDs. My guess is that if you use the proper ID for each game, not only will the sounds be fixed, but there will also be no graphic issues.

Let us know when you check.

Apologies for the long delay, I wasn't able to get around to testing everything that I wanted to test until now.

According to DarkAkuma's list, Super Star Wars' ID is 10EA. It's not verified but since it's a strong guess, I'm going to assume that DarkAkuma has it right. I played around with that Preset ID as well as a couple of other ones, but unfortunately, they all came to the same result. I even tried a couple of different ROMs to see if I could get any sort of different result, unfortunately that wasn't the case. Here are my test results:

Revision 1.1, 1.0, Beta, SlowROM check fix, [p1], [h1], every single ROM I tried
0000 = No lightsaber sound effect. Last level (Trench Battle) layers correctly.
10EA = Same as 0000.
10EF = Yes lightsaber. Trench Battle layers incorrectly.

Revision 1.1
10EA - 10EE = Same as 0000. Some layer Trench Battle incorrectly (Did not test all IDs).
10EF - 10F0 = Same as previous 10EF.
10F1 - 10F6 = Same as 0000. Some layer Trench Battle incorrectly (Did not test all IDs).

It's possible that Super Star Wars belongs to a different ID, but I think it's more than likely it really does belong to 10EA.

I do find it interesting that it would appear that Preset IDs determine the layering order for the different modes, at least that's what it appears to me after all of my testing. I'm not sure which mode Trench Battle is displayed in, but why else would some Preset IDs layer Trench Battle correctly, while others incorrectly?

I probably should have tested Trench Battle for all of them, that's my mistake, but I was, at first, only testing for the lightsaber sound effects. Later on, when I realized I should be testing Trench Battle as well, I started doing that but I was too lazy to add them back onto the Classic. :-[ I'll be sure to do that next time when I do another round of testing.

I took a picture of the incorrect layering (10EF) on Trench Battle just in case it might help at all.
Imgur Link (https://i.imgur.com/ws3xsdF.jpg)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 12, 2018, 10:35:00 pm
Apologies for the long delay, I wasn't able to get around to testing everything that I wanted to test until now.

According to DarkAkuma's list, Super Star Wars' ID is 10EA. It's not verified but since it's a strong guess, I'm going to assume that DarkAkuma has it right. I played around with that Preset ID as well as a couple of other ones, but unfortunately, they all came to the same result. I even tried a couple of different ROMs to see if I could get any sort of different result, unfortunately that wasn't the case. Here are my test results:

Revision 1.1, 1.0, Beta, SlowROM check fix, [p1], [h1], every single ROM I tried
0000 = No lightsaber sound effect. Last level (Trench Battle) layers correctly.
10EA = Same as 0000.
10EF = Yes lightsaber. Trench Battle layers incorrectly.

Revision 1.1
10EA - 10EE = Same as 0000. Some layer Trench Battle incorrectly (Did not test all IDs).
10EF - 10F0 = Same as previous 10EF.
10F1 - 10F6 = Same as 0000. Some layer Trench Battle incorrectly (Did not test all IDs).

It's possible that Super Star Wars belongs to a different ID, but I think it's more than likely it really does belong to 10EA.

I do find it interesting that it would appear that Preset IDs determine the layering order for the different modes, at least that's what it appears to me after all of my testing. I'm not sure which mode Trench Battle is displayed in, but why else would some Preset IDs layer Trench Battle correctly, while others incorrectly?

I probably should have tested Trench Battle for all of them, that's my mistake, but I was, at first, only testing for the lightsaber sound effects. Later on, when I realized I should be testing Trench Battle as well, I started doing that but I was too lazy to add them back onto the Classic. :-[ I'll be sure to do that next time when I do another round of testing.

I took a picture of the incorrect layering (10EF) on Trench Battle just in case it might help at all.
Imgur Link (https://i.imgur.com/ws3xsdF.jpg)

Thanks for the tests. First of all, don't burn yourself out testing all those bad GoodSNES versions since no one will be using them. Stick to the single No-Intro rom which is a verified good dump.

Second of all, the problem with these IDs is that those games only came out for the Wii's Virtual Console (which didn't use IDs). And it is strongly suspected the emulator the SNES Classic uses is based off the Wii U's VC (which does use IDs). So it's entirely possible that the Wii's SNES emulator played Star Wars correctly, but the WiiU/SNESC does not. Or it's possible that whatever ID patch they used for the Wii one is simply not available for the WiiU one since the game never came out there. Or we just have the wrong IDs.

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 12, 2018, 10:39:03 pm
Interesting data. Going to leave it alone for now, considering how burned Ranger turned out.


https://www.sendspace.com/file/fyytsk
Ranger overscan rewritten. Too many dev tricks in overscan region. Do everything around 240.

Stage 7 = most tricks. Skull. Begin City. Mid-City. End.


For SD3, I threw down screen brightness to 7/15.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 12, 2018, 11:08:37 pm
I just tried Empire Strikes Back using ID 10EA (which is Super Star War's ID) and the lightsaber sound work, but the hoth level is broken.

So Star War's own ID (10EA) does not have lightsaber sounds, but if you use it on Empire it does? Weird.

Here's is Empire's Hoth issue:
(https://i.imgur.com/VZjgnar.jpg)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 12, 2018, 11:31:26 pm
Took quick peek at Hoth. Mode 7. Bg1 (ground) + Bg2 (sky). Says fixed colour subtraction .... pid is taking full amount off. Weirdness.

Trench ... odd again. Interested about that lightsaber sound. Trench = bg2 (cockpit) + bg3 (trench). Not seeing why bg3 has priority bit. Mode 0. Bg3 should have very low priority. Maybe that pid is patch breaking rom. Or far out Canoe error.


Pilotwings is extremely basic. Makes two requests to 2141 what to do (0E = pause sound, 0F = resume sound). Maybe spc running too fast to see change. Start experimenting.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 12, 2018, 11:54:10 pm
Just tested Empire Strikes Back with its own ID (10EC) and it works just fine? I hear the lightsaber sounds and the hoth level is fine too. I don't know why people were using Return of the Jedi's ID for this game?

Can someone test it out too just in case I'm crazy? I used the Revision A No-Intro (would be ver 1.1 in GoodSNES).

-------

I tested some of the same Super Star Wars IDs too.

0000
Lightsaber sounds are missing, but the Trench Battle will layer correctly.

EA10 / 10EA (Super Star Wars ID)
Lightsaber sounds are missing, but the Trench Battle will layer correctly.

EC10 / 10EC (Empire Strikes Back ID)
Lightsaber sounds are missing, and Trench Battle will layer incorrectly.

EF10 / 10EF (Return of the Jedi's ID)
Lightsaber sounds play correctly, but the Trench Battle will layer incorrectly.

E710 / 10E7 (I picked a random ID)
Lightsaber sounds are missing, and Trench Battle will layer incorrectly.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Robin64 on March 13, 2018, 04:01:22 am
Second SD3 test, now too dark.

(http://i.imgur.com/gThCn8J.png)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 13, 2018, 04:11:46 am
Second SD3 test, now too dark.

(http://i.imgur.com/gThCn8J.png)

Now everything is too dark instead of just the background being affected like on the last patch.

You've been kinda lost there Robin. Haven't updated your doc and I guess haven't made more SFROMTool patches either?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: pimpinelephant on March 13, 2018, 08:29:52 am
Thanks for the tests. First of all, don't burn yourself out testing all those bad GoodSNES versions since no one will be using them. Stick to the single No-Intro rom which is a verified good dump.

Second of all, the problem with these IDs is that those games only came out for the Wii's Virtual Console (which didn't use IDs). And it is strongly suspected the emulator the SNES Classic uses is based off the Wii U's VC (which does use IDs). So it's entirely possible that the Wii's SNES emulator played Star Wars correctly, but the WiiU/SNESC does not. Or it's possible that whatever ID patch they used for the Wii one is simply not available for the WiiU one since the game never came out there. Or we just have the wrong IDs.

Ahh, very interesting! I actually did not know that! And yeah, probably better to just stick to good dumps, it's unlikely a different dump will yield anything different. :banghead:

Took quick peek at Hoth. Mode 7. Bg1 (ground) + Bg2 (sky). Says fixed colour subtraction .... pid is taking full amount off. Weirdness.

Trench ... odd again. Interested about that lightsaber sound. Trench = bg2 (cockpit) + bg3 (trench). Not seeing why bg3 has priority bit. Mode 0. Bg3 should have very low priority. Maybe that pid is patch breaking rom. Or far out Canoe error.

That's definitely a much more likely conclusion than what I said about Preset IDs setting the layering order, and makes much more sense too. Could be that Super Star Wars uses a different Preset ID, or it could be what reyvgm said, and it just simply doesn't have an ID.

I just tried Empire Strikes Back using ID 10EA (which is Super Star War's ID) and the lightsaber sound work, but the hoth level is broken.

So Star War's own ID (10EA) does not have lightsaber sounds, but if you use it on Empire it does? Weird.

Here's is Empire's Hoth issue:
(https://i.imgur.com/VZjgnar.jpg)

Just tested Empire Strikes Back with its own ID (10EC) and it works just fine? I hear the lightsaber sounds and the hoth level is fine too. I don't know why people were using Return of the Jedi's ID for this game?

Can someone test it out too just in case I'm crazy? I used the Revision A No-Intro (would be ver 1.1 in GoodSNES).

-------

I tested some of the same Super Star Wars IDs too.

0000
Lightsaber sounds are missing, but the Trench Battle will layer correctly.

EA10 / 10EA (Super Star Wars ID)
Lightsaber sounds are missing, but the Trench Battle will layer correctly.

EC10 / 10EC (Empire Strikes Back ID)
Lightsaber sounds are missing, and Trench Battle will layer incorrectly.

EF10 / 10EF (Return of the Jedi's ID)
Lightsaber sounds play correctly, but the Trench Battle will layer incorrectly.

E710 / 10E7 (I picked a random ID)
Lightsaber sounds are missing, and Trench Battle will layer incorrectly.

I can confirm that Super Star Wars: The Empire Strikes Back is working correctly with Preset ID 10EC (SFROM Tool automatically gives this ID to the ROM).
The lightsaber sound is working correctly, and the 3D snowspeeder level is also running correctly!
I even added the unneeded PCM patch to the rom, everything still runs correctly (just to make sure).

And thank you reyvgm for doing that testing, and confirming what I thought.

I find it really interesting that Empire Strikes Back and Return of the Jedi are working correctly with the correct Preset ID, but Super Star Wars is not working correctly. As I mentioned before, is it possible that Super Star Wars is actually a different Preset ID? Or does it simply just not have a Preset ID (might explain why 0000 and 10EA display the same results)?

Although, I also find it very interesting that 10EA does not enable the lightsaber sound effect for Super Star Wars but does for Empire Strikes Back. I would assume that this means that this ID is, in fact, supposed to enable lightsaber sound effects, but maybe, as sluffy mentioned earlier, it could just be Canoe doing something strange.

===1
Next SD3 gamma idea. 1/2 bright. See how Canoe reacts.
https://www.sendspace.com/file/m9l91x

Could this same process be used with the other games that are currently using ID 1016 for high resolution (I believe it's the ID that is causing the gamma increase if I'm not mistaken)?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 13, 2018, 01:04:47 pm
Thanks everyone for chipping in, keeping project moving. If you'd like to help, check 1st post, current thread progress spreadsheet by reyvgm. Or start testing, playing games not on the Unverified generic list by everyone.


https://www.sendspace.com/file/q8nus7
More SD3 tests. Please try all of them. Will cover rest of 3/4 cases.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 13, 2018, 02:54:02 pm
For SD3 Gamma 3-1 is a bit too bright, Gamma 3-2 this one looks correct, Gamma 3-3 is black again.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 13, 2018, 03:04:26 pm
o_O

case0: no color = 2x bright (Canoe). Should be 1x.
case1: ( main + back ) / 2 = too bright (Canoe). Should be 1/2 dark.
case2: ( main + sub ) / 2 = okay (Canoe). Normal behavior. (***)
case3: ( main - back ) / 2 = black (Canoe). Should be 1/2 dark.
case4: ( main - sub ) / 2 = black (Canoe). Should be nearly dark.


Guess we hit an override. This should work on other gamma games, unless they do extra tricks. And color math still isn't as expected. Hope there's not many games with color math errors. Or~. Color math register got reset sometime...

At least we have something works.


===1
Keep gamma3-2 as patch. Not touching further. :)


===2
https://www.sendspace.com/file/4rgazc
Soul Blazer - volcano gamma test (sd3 method)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Robin64 on March 13, 2018, 04:24:18 pm
For reference, here are some SD3 shots.

First, base ROM with 0000.
(http://i.imgur.com/MhQZfVg.png)

Second, base ROM with 1016.
(http://i.imgur.com/dJROaw3.png)

Finally, the patched ROM with 1016.
(http://i.imgur.com/KpXYp7A.png)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Domino089 on March 13, 2018, 04:51:48 pm
The fix of SD3 works with english patch?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Robin64 on March 13, 2018, 04:56:45 pm
The fix of SD3 works with english patch?

Yes, works perfectly.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 13, 2018, 05:15:59 pm
Tests

Championshit Pool US
Game boots but crashes with a C7 error when attempting to enter gameplay.   
You wanted to know if ID 1068 helped boot the game.

Results: Success

The ID does boot the game, but there are some graphical issues:
-When you enter gameplay, the pool table is missing.
-When you enter Party and Tournament mode, there's a drawn image, that appears as red lines.
-The coin toss is missing the pool table in the background.

(http://imgur.com/erso1jU.png)


Masters New: Harukanaru Augusta 3
Corrupt graphics in game. Used ID 109D.

Patch Results: Failed

Vanilla game + ID
https://imgur.com/LbsHUpp

Canoe Patch + ID (much better!)
https://imgur.com/tl1ezkQ

SNES9X Patch + Canoe Patch + ID (Worse)
https://imgur.com/iAzKn74


Mighty Morphin Power Rangers: The Movie
The only issue I saw is on the Bandai screen, part of the "B" appears on the top-left.

(https://i.imgur.com/a0NMVqu.png)


Nigel Mansell's World Championship Racing
Menus aren't centered and go off screen in the bottom. This is a hi-res game 512x224.

On Canoe they look like this (check the bottom)
(https://i.imgur.com/EiIX29Y.png)

On SNES9X it looks like Canoe, but if you take screenshots, it shows the full height
(https://i.imgur.com/m2T1IJF.png)

On Higan it shows the correct hi-resolution, but the menu is still cut off too (check the black arrow on the bottom race map, it's cut off).
(https://i.imgur.com/g7rEreU.png)

I think one of the problems is that the menu is not centered and that black bar on top doesn't help. However, I don't know how this is supposed to look on real hardware.


Seiken Densetsu 3
Tested gamma 3-2 patch and compared it to the game running on retroarch.

Result: Not complete.

The gamma 3-2 patch fixes the gamma issues on the character select screen, but the text boxes in game are still too bright.


Super Fire Pro Wrestling Special

Someone with a bit more knowledge help me out. When adding the game to Hakchi, the program says it's an incorrect game (it's from No-Intro). If I add a header to it, I can add it to hakchi, but then the SNESC won't play it.


Untouchables
C7 error after title screen. Use ID 6810 (Hakchi) 1068 (SFROM Tool) to avoid the C7 crash.

Results: Partial Success.

With that ID, there are no crashes. On SNES9X, when you boot the game you'll see the copyright screen, it goes to the Ocean logo, then to the title screen, then to a second copyright screen. If you press Start, it will go to the menu.
On Canoe, you see the copyright screen, but then the Ocean logo  will be completely black (you can still hear music), but then it will go to the title screen like normal and if you press Start, you'll go to the menu like normal and are able to play the game just fine.
In conclusion, with the ID the only problem is that the Ocean logo screen is completely black.


Warlock
Flickering line.

Patch Results: Success!

With the patch, the flickering line is gone.


Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Robin64 on March 13, 2018, 05:34:31 pm
Yeah, SD3 is still odd.

Here's what a text box looked like during Angela's intro:
(http://i.imgur.com/6pSUKzU.png)

And then later in the same intro:
(http://i.imgur.com/Glqnh0n.png)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 13, 2018, 05:38:09 pm
Goody. reports. thanks for bunching them up. ;)

Warlock = typical h-dma wait.

Championship Pool + Untouchables = proves 0000 Canoe can't handle mode3 16TS. Think this over a bit. Ocean logo might be easy one todo. Why does BOF2 pid activate that mode??

SD3 = okay. have to check this in emus more.

Dark Law = ohh... they do some fancy stuff all over. menu glitch looks like scroll problem. processing.. not easy.

Pilotwings = likely going to cook up experiment test sooner. send sound code 5 times instead of 2.

Augusta 3 = agh. thought this one done and dusted.

Power Rangers = canoe, canoe. what do you do?


Try to get easier ones down. Oh yes. Going to look at Saiya Densetsu again and see about moving things around.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 13, 2018, 05:42:02 pm
Seiken Densetsu 3

I think I figured out the pattern as to where the text boxes are normal and where they are bright: When you are outside a building, for example, a town, the text box color will be fine. But when you are inside a building  (house, castle, cave, etc.), the text box color will be wrong.

See video for example how outside color is fine, but inside it's too bright.
https://www.youtube.com/watch?v=Xogsv7ndzfs
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: CanoeFan on March 13, 2018, 05:48:28 pm
Hello, Seiken Densetsu 3 does the following with Preset ID 1016.
In Angela's starting area when you are inside the Castle, you get higher gamma in textboxes an Menus. When you are outside there is correct Gamma in text boxes and menus. (and slowdown in menus even with -no-lowlatency) This is on a Stock Rom. No sluffy patch. I have no Access right now to my Snes Mini to test the patch. Wanted just tell there is a pattern.

I also tested some other stuff.

Kirby save fix:
tested it on headered and unheadered Rom with IDS 0000 10A2 and 10A4

unHeadered:
0000 gives C7 Error
10A2: Black Screen. When hitting reset C7
10A4: Black Screen no C7. Hitting reset lets you make an Emulator save.

headered.
0000: C7
10A2: Game works Sram does not (so nothing different)
10A4: Game works Sram saves only when doing ingame reset (Start select R L) so nothing different.

Played also through Rendering Ranger R2 completely. But not with the newest Overscan patch. Did not see anything wrong regardless. (i have no clue whats supposed to be wrong in Level 7 I think the Screen background flashed black for a millisecond once,or something like that. Will probably Play it again when i have time with the new patch.

Tested the new Illusion of Gaia/Time european Version patch on German Rom. And i didn't see any issues. Black bar in menu is correct. No disappearing Textboxes where old Version of the patch made them diappear. But didn't Play through the whole game.
Patch should probably be added to spreadsheet to not get lost in the thread. Same for European Version of Mystic Quest Legen flickering line patch, which also works on German Version.

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Robin64 on March 13, 2018, 06:00:09 pm
Haha, what an oddity. Lines up with what I've seen too.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 13, 2018, 06:04:07 pm
Haha, what an oddity. Lines up with what I've seen too.

When you're able, can you test Super Fire Pro Wrestling Special? I can't seem to be able to add the game with hakchi2.

When adding the game to Hakchi, the program says it's an incorrect game (it's from No-Intro). If I add a header to it, I can add it to hakchi, but then the SNESC won't play it. All you need to test if you successfully add it is sound stuff. With a vanilla game check if the sound/music is wrong/muted, then try the patched one and see how it compares.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Robin64 on March 13, 2018, 06:21:49 pm
Sound was playing, there was music, seemed okay, but this was an issue.

(http://i.imgur.com/VHYbNSr.png)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 13, 2018, 06:30:05 pm
Sound was playing, there was music, seemed okay, but this was an issue.

(http://i.imgur.com/VHYbNSr.png)

Hi-res issues again. Maybe one of those IDs can fix it?

*edit*
Super Fire Pro Special and Super Fire Pro Wrestling Queen's Special both have hi-res menu issues, so they are all broken too.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Robin64 on March 13, 2018, 06:32:04 pm
The usual 1016 makes it display in hi-res, but doesn't change the size of the screen, so it still looks like that. Just sharper and brigher.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 13, 2018, 06:33:29 pm
The usual 1016 makes it display in hi-res, but doesn't change the size of the screen, so it still looks like that. Just sharper and brigher.

Ok so you tested Fire Pro Special with ID 1016 and Patch and the menu appears like that?

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Robin64 on March 13, 2018, 06:41:24 pm
Super Fire Pro Special with 0000 and no patch is as above, and sometimes the sound goes funny in that it stops and sticks on one note.

With the patch I didn't experience that audio problem.

But both with and without the patch, that screen is the same. Here's the 1016 version.

(http://i.imgur.com/FTlWcMQ.png)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 13, 2018, 06:41:48 pm
Oh god damn it!!!!!!! I had enabled something that displayed all SNES games on Higan on half resolution!!! Fuck. Now I have to retest every game I said was hi-res!



Super Fire Pro Special with 0000 and no patch is as above, and sometimes the sound goes funny in that it stops and sticks on one note.

With the patch I didn't experience that audio problem.

But both with and without the patch, that screen is the same. Here's the 1016 version.

(http://i.imgur.com/FTlWcMQ.png)

Ok thanks, I understand better now.

----------

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: pimpinelephant on March 13, 2018, 07:03:58 pm
Championshit Pool US

Please tell me this was on purpose! :laugh:

Seiken Densetsu 3

I think I figured out the pattern as to where the text boxes are normal and where they are bright: When you are outside a building, for example, a town, the text box color will be fine. But when you are inside a building  (house, castle, cave, etc.), the text box color will be wrong.

See video for example how outside color is fine, but inside it's too bright.
https://www.youtube.com/watch?v=Xogsv7ndzfs

Huh, interesting. I actually beat the game on the Classic about maybe a month or two ago. I immediately noticed this difference in gamma between "indoors" and "outdoors" while I was playing, but I just brushed it off as a side effect of Seiken Densetsu 3's day/night cycle since outdoors is constantly changing between bright and dark, while indoors there is no change since, well, you're indoors. Yeah, I really didn't put much thought into it at all when I was playing. :laugh:

I wonder why ID 1016 causes gamma differences between "indoors" and "outdoors". I wonder what game ID 1016 is even for (Mario's Super Picross?).
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 13, 2018, 07:10:31 pm
Ok Sluffy sorry for the misinformation, here are the games I previously said were hi res and they aren't.

D-Force is not hi-res anywhere. So I guess the reported issues can be fixed.
Nigel Mansel. Not hi-res either, if you notice the SNES9X screenshots, the resolution is 256x239 instead of the regular 256x224. So I guess whatever you did for that Dragon ball Z game that had the bottom screen cut off, could be done for this game too since apparently the SNESC cuts anything over 224 lines.


Games that are still hi-res:
Chrono Trigger. The screenshot I posted is accurate, the game does use that vertical half resolution (224x512) in that scene.
Super Fire Pro Wrestling Special. Full hi-res on the menus.
Super Fire Pro Wrestling - Queen's Special. Half hi-res (512x224) during menus, char select screen, intro.





March 13, 2018, 07:12:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)


I wonder why ID 1016 causes gamma differences between "indoors" and "outdoors". I wonder what game ID 1016 is even for (Mario's Super Picross?).

If the ID doesn't cause the difference. Sluffy's patch does. The ID will show high gamma everywhere. Sluffy's patch fixed the gamma issue on some parts, but not in others.


Super Fire Pro Special with 0000 and no patch is as above, and sometimes the sound goes funny in that it stops and sticks on one note.

With the patch I didn't experience that audio problem.

But both with and without the patch, that screen is the same. Here's the 1016 version.

(http://i.imgur.com/FTlWcMQ.png)

Actually, looking at this further it seems the ID 1016 does turn the text into hi-res correctly when you compare it to the ID 0000 images. The problem now is high gamma, the whole menu goes off screen (probably due to the hi-res nature of the whole screen), and the top text is garbled.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 13, 2018, 07:21:30 pm
Pilotwings sound tester -- poke spu more often
https://www.sendspace.com/file/hl75i8


Augusta 3 = Canoe does not update sa-1 dma registers. Which solves part of the problem. ^^

Nigel = has nice fat black bar on top. Maybe crop it.

FPWS = oh dear. full hi-res.
FPWQS = half hi-res. pid gamma?
CT = mode7 half hi-res works so that's cool.


Don't worry about screenshot misreporting. I was taking shots in snes9x 1.51 and it kept showing full hi-res. Then tried bsnes and saw half hi-res. And then felt sad that Canoe doesn't seem to have full hi-res hidden anywhere.

Will check sd3 with new info here.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 13, 2018, 07:23:03 pm
I guess there are two kinds of Hi-Res issues, the kind like in Seiken Densetsu 3 that with ID 0000 shows the entire screen, but the hi-res stuff is blurry. Fixable with ID 1016 (but introduces Gamma issues).

And there's the other Hi-Res issues, where not only is the text blurry, but the entire screen is too big to fit on the screen. Adding ID 1016 fixes the blurry text, but does not "shrink" the image to fit the screen. Is this something you could find a fix for?

--------

That Pilotwings patch, since I haven't tested Pilotw before. I'm assuming that patch is to fix the sound issues, thus, allowing people to use ID 0000 and be able to complete Lesson 8?
Because with ID 10BD the sound issues are fixed, but then that Lesson 8 bug happens.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: CanoeFan on March 13, 2018, 07:30:17 pm
If the ID doesn't cause the difference. Sluffy's patch does. The ID will show high gamma everywhere. Sluffy's patch fixed the gamma issue on some parts, but not in others.

This is not caused by sluffy's Patch. Different Gamma indoors and outdoors is caused by the Preset ID. Patch has nothing to do with it.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 13, 2018, 07:40:24 pm
This is not caused by sluffy's Patch. Different Gamma indoors and outdoors is caused by the Preset ID. Patch has nothing to do with it.

Oh so with vanilla ROM + ID the text boxes gamma issue still alternated between correct and incorrect?

I thought it was Sluffy's patch that fixed some of the text box issues but not others.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: pimpinelephant on March 13, 2018, 07:43:37 pm
If the ID doesn't cause the difference. Sluffy's patch does. The ID will show high gamma everywhere. Sluffy's patch fixed the gamma issue on some parts, but not in others.

Hmm, interesting! I can definitely confirm that ID 1016 does cause gamma differences between "indoors" and "outdoors" for Seiken Densetsu 3 at the very least (just tested now with no patch), I did not test other games with that ID though.
I'm unsure if 1016 is simply applying a flat gamma increase, or if it's applying a different gamma increase depending on the state of the game (in this case, indoors/outdoors).
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 13, 2018, 07:45:41 pm
Hmm, interesting! I can definitely confirm that ID 1016 does cause gamma differences between "indoors" and "outdoors" for Seiken Densetsu 3 at the very least (just tested now with no patch), I did not test other games with that ID though.
I'm unsure if 1016 is simply applying a flat gamma increase, or if it's applying a different gamma increase depending on the state of the game (in this case, indoors/outdoors).

Sorry then. Disregard my post then.

I thought the high gamma was present all the time and Sluffy's patch just fixed some of it.

But now I see that Sluffy's patch just fixed the gamma issues on hi-res backgrounds found on the menus, but the text boxes still have the issues.

March 13, 2018, 10:58:50 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
More tests.

Here are the current hi-res ID's available:
1016 (Mario's Picross)
10B0 (Secret of Mana)
10B2 (Secret of Mana Jpn)
111E (Marvelous)

I'm going to call hi-res games the following way:
Type 1 hi-res: Games like Secret of Mana, Seiken Densetsu 3 that use hi-resolution graphics but the hi-res assets (be it backgrounds, menus, text, etc) will still show entirely on the screen.
Type 2 hi-res: Games like Super Family Tennis, Super Formation Soccer 94 that use hi-resolution graphics but the hi-res assets (be it backgrounds, menus, text, etc) will be outside the boundaries of the screen.

Tested the following type 2 hi-res games with Marvelous' ID (111E). They have been tested before with ID 0000 and 1016 , this is specifically to test ID 111E to see if it works.

ASP Air Strike Patrol = C7 error.
Human Grand Prix 2 = C7 error.
Super Family Tennis = C7 error.
Super Fire Pro Wrestling Queen Special = C7 error.
Yuu Yuu Hakusho = C7 error.
Yuu Yuu Hakusho: Tokubetsu Hen = C7 error.
Super Formation Soccer 94 tested with ID 1016, menus show correct hi-res text, but the menu goes off screen.
Super Formation Soccer 95 tested with ID 10B2, C7 error.
Super Formation Soccer 96 tested with ID 111E, C7 error.

According to DarkAkuma, the only ID that doesn't cause a C7 error for any Hi-res game is ID 1016.

------

Bishoujo Senshi Sailor Moon
I saw no sound issues or border issues. I guess whoever reported it might have been talking about the Euro version. I tested the Japanese version and the only issue is this with the spotlight at the beginning, which also happens on SNES9X and Higan.
(https://i.imgur.com/HelMGSF.png)


Cyberknight 2
I played through the entire intro and saw no music or graphical glitches anywhere in the game. Whoever reported this might have been using a bad rom or maybe the translation breaks the game. The vanilla game plays just fine. I'm going to remove it from my list since there's nothing wrong with it.


Dennis the Menace
Copyright screen is shown, but screen freezes just before the Ocean logo is supposed to show up. It even plays a bit of the music before it hangs. It will stay there forever until you press Reset on the console, you'll then get a C7 error and it will go back to the console menu.
https://www.youtube.com/watch?v=0VufwH_3qk0


Der Langrisser
I played through the entire intro and saw no graphical issues when scrolling or anywhere in the game. Whoever reported this might have been using a bad rom or maybe the translation breaks the game. The vanilla game plays just fine. I'm going to remove it from my list since there's nothing wrong with it.


Ganbare! Daiku no Gen-san
Black screen after item screen.
https://www.youtube.com/watch?v=Uy5R3O53yJM


Outlander
Black square on the title screen (bottom left), the "Press Start" text is missing too. Flickering line on the HUD while playing. The flickering line issue also happens in SNES9X, but not on Higan.

Title Screen issue
(https://i.imgur.com/fGcakZ2.png)

HUD issue
https://www.youtube.com/watch?v=8-oCaOn-WGs


Pit Fighter
Animation when you pick a character is broken.
https://www.youtube.com/watch?v=gRAuzVFVDAU


Super Bomber Man 5
I played several modes and didn't hear any music glitches anywhere in the game. Didn't see the game running too fast as reported either. Whoever reported this might have been using a bad rom. The vanilla game plays just fine. I'm going to remove it from my list since there's nothing wrong with it.


Utopia
Black lines appear on the left and right when examining structures.
https://www.youtube.com/watch?v=hdxD5pdALe8


WWF Royal Rumble US
I played several modes and even got out of the ring and didn't see any HUD glitches anywhere in the game. Whoever reported this might have been using a bad rom or another region. The vanilla game plays just fine. I'm going to remove it from my list since there's nothing wrong with it.


WWF Super WrestleMania US
Many graphical glitches while playing.
https://www.youtube.com/watch?v=dM5c4V3gyoE


I still had more games to test, but it seems my TV has died. It turned off when I wasn't looking and now it's not turning on. I'm going to leave it unplugged for 24 hours just in case and I will try again tomorrow. If it needs repairs then I'm screwed because I have no money for that right now.
And I can't use my monitor for the SNESC because it's old and doesn't have an HDMI port.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: pimpinelephant on March 13, 2018, 11:46:56 pm
Whoa! I'm actually very surprised to see so many games listed as having issues but in actuality are working perfectly fine. This is great work! And thank you for testing so many different things.

That is definitely unfortunate about your TV too. I will try my best to test as many things as I can whenever I have the time, unfortunately time is a bit hard to come by at the current moment. I should have some time soon though, so I will be sure to try testing some of the different issues/patches.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Zimgief on March 14, 2018, 05:39:00 am
Hello, Seiken Densetsu 3 does the following with Preset ID 1016.
In Angela's starting area when you are inside the Castle, you get higher gamma in textboxes an Menus. When you are outside there is correct Gamma in text boxes and menus. (and slowdown in menus even with -no-lowlatency) This is on a Stock Rom. No sluffy patch. I have no Access right now to my Snes Mini to test the patch. Wanted just tell there is a pattern.
On the compatibility liste, it is said:
- Slightly blurry high-res font. Use Preset ID 1610 to make text clear but at cost of raised gamma (very minor tradeoff).
- The boss on the Ghost Ship has graphical issues (invisible rendering of area/character sprites, until it performs a special attack).
- Slow down when entering storage/character menus while in Snow City Elrand (only while outside).
Use -no-lowlatency on command line to eliminate sound glitches in highres areas (Menu).

For the blurry hi-res, sluffy is working on it.
The slowdown accessign menu, I suppose the hardware is simply not powerful enough (what a shame).
Regarding the boss on the Ghost Ship, did you notice anything? Was it taht annoying?
Overall, for you, the experience was good? I have the fondest memories of this game, so I don't want to replay it in a bad way. :p

Apart from Seiken Densestu 3, there is also Rudra no Hihou as a hi-res game which somehow works with that Preset ID: but menus are black. I think/hope this can be corrected!
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: pimpinelephant on March 14, 2018, 06:56:09 am
On the compatibility liste, it is said:
- Slightly blurry high-res font. Use Preset ID 1610 to make text clear but at cost of raised gamma (very minor tradeoff).
- The boss on the Ghost Ship has graphical issues (invisible rendering of area/character sprites, until it performs a special attack).
- Slow down when entering storage/character menus while in Snow City Elrand (only while outside).
Use -no-lowlatency on command line to eliminate sound glitches in highres areas (Menu).

For the blurry hi-res, sluffy is working on it.
The slowdown accessign menu, I suppose the hardware is simply not powerful enough (what a shame).
Regarding the boss on the Ghost Ship, did you notice anything? Was it taht annoying?
Overall, for you, the experience was good? I have the fondest memories of this game, so I don't want to replay it in a bad way. :p

As I mentioned earlier, I actually beat the game as recently as about a month or so ago on the Classic (I put in like 70 or so hours in that game! Trying to get all of the Seed weapons/armor is a real pain!). The gamma increase differences have already been mentioned, although I should probably clarify a little bit about the other issues.

There is definitely major slowdown in both gameplay and music (when in menus) in certain areas, not just Elrand (outside). Glass Desert, Gemstone Valley Dorian (Earth God-Beast dungeon), etc. The cursor will be extremely sluggish, and the music will sound like it's coming from hell.
Using -no-lowlatency will reduce the slowdown in menus by a very large percentage (like 75% or so), but the slowdown (much more slight) still occurs in menus at these certain locations.

As for Gorva on the Ghost Ship, I did not notice anything. For me, that fight played out exactly as it should have when I played through the game.

Overall, I thought the game was amazing. The game is so fun that you end up just ignoring the gamma increases. Aside from the above mentioned issues, I did not encounter anything else so it was extremely easy, at least for me, to forget about the issues while playing.

EDIT:

Pilotwings sound tester -- poke spu more often
https://www.sendspace.com/file/hl75i8

I tested the patch with Preset ID 10BD, unfortunately the sound issues still persist, no engine sounds after unpausing.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 14, 2018, 09:45:05 am
Lots of thanks reyvgm. Hope you're TV comes online (overheated resistor?). Trying to find time to get things going my side. Sounds like people running translations with (un)headered rom errors.


Rendering Ranger - was reported that stage7 had 2 problems (missing red skull and city flicker). So overscan was redone but untested.


Pilotwings: Weird. 10BD causes sound issues? docs sheet says 0000 causes missing sound. 10bd supposed to be okay.. but bad rings. I was targeting 0000 because of rings problem.


Network shutting down for recycle. Have to read last few pages later.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Robin64 on March 14, 2018, 10:10:57 am
For Pilotwings..

10BA is its official ID, which has no sound problems but issues with rings.
10BD is an alternate ID, where rings work but has sound problems.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: mziab on March 14, 2018, 12:07:06 pm
Bishoujo Senshi Sailor Moon
I saw no sound issues or border issues. I guess whoever reported it might have been talking about the Euro version. I tested the Japanese version and the only issue is this with the spotlight at the beginning, which also happens on SNES9X and Higan.
(https://i.imgur.com/HelMGSF.png)

For the record, someone mentioned this very issue a few years back at byuu's forum. However, it's not actually a bug. The spotlight is supposed to look like that to mimic a similar effect from the anime. Relevant link (http://helmet.kafuka.org/byuugold/viewtopic.php@f=3&t=922.html).
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: CanoeFan on March 14, 2018, 01:29:39 pm
Apart from Seiken Densestu 3, there is also Rudra no Hihou as a hi-res game which somehow works with that Preset ID: but menus are black. I think/hope this can be corrected!

For Rudra actually 1016 only causes the background in menus to go black. Sprites are still visible. It looks exactly like what happended to Seiken Densetsu 3 menu with some of sluffy's test patches, which he called weird behaviour from canoe. So this might actually be related?

What I don't know right now is if 1016 will cause Gamma increase in text boxes everywhere or if it's like SD3 depending on Region (indoor outdoor). If it is the same everywhere it might probably be easier to fix?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 14, 2018, 02:18:46 pm
Lots of thanks reyvgm. Hope you're TV comes online (overheated resistor?).

Thanks. Hopefully repairs are not too expensive. I spent a year saving up to buy this TV and it only lasted 4 years -_-

Pilotwings: Weird. 10BD causes sound issues? docs sheet says 0000 causes missing sound. 10bd supposed to be okay.. but bad rings. I was targeting 0000 because of rings problem.

Sorry, I'm not familiar with Pilotwings. I assumed ID 0000 was the one everyone used originally that had the sound issues.
Now that Robin specified what the 2 IDs do, for your next patch specify which ID you want people to use and what to test for so that we are all on the same page :P


For the record, someone mentioned this very issue a few years back at byuu's forum. However, it's not actually a bug. The spotlight is supposed to look like that to mimic a similar effect from the anime. Relevant link (http://helmet.kafuka.org/byuugold/viewtopic.php@f=3&t=922.html).

Excellent, so not a bug. I'll remove it from the list then. I guess whoever reported the other issues was probably talking about the Euro version, but I'm not going to test Euro games because the SNESC doesn't really like playing those sometimes.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 14, 2018, 04:54:06 pm
SD3 (pid 1016) -- gamma
https://www.sendspace.com/file/8dqhm6


Pid forces auto-color bg1 math (hires) and takes 2x. SD3 says sometimes do 1/2 math (optional), which causes normal box colors.

So table found @ cbffc0 and set 1/2 bit. Which could have side-effects (1/2 colors elsewhere). About 15 room "types". Some are for towns, castles, outdoors, dungeon, ???.



===1
https://www.sendspace.com/file/4rgazc
Soul Blazer - volcano gamma test (sd3 method)

Since this got buried and not in docs, repost.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 14, 2018, 05:10:18 pm
I want to test the Soul Blazer one so bad but I can't :(

For anyone willing to test, here's a save of the area and how to get there (it's really easy and fast).
This is already in canoe format, just add these files to the soul blazer directory found at "var>lib>clover>profiles>0" (use the ftp).
https://www.sendspace.com/file/fbwuxb

To reach the Volcano, just enter the bottom portal. Go all the way down and exit the town to go into the ocean. Then go all the way down and left to enter a new area, then go up to reach the Volcano.

You're testing for this:
(https://i.imgur.com/dblqWds.png)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 14, 2018, 05:28:48 pm
SD3 Test - the text boxes look the same outdoors and indoors now
Soul Blazer Test - Now the volcano is the darker color
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 14, 2018, 05:43:28 pm
My SD3 Test shows the text boxes look the same outdoors and indoors now

Same good or same bad?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 14, 2018, 05:50:41 pm
The Text boxes inside now look like the outside text boxes which is correct now
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 14, 2018, 05:54:18 pm
Soul Blazer -- whole volcano is dark now? If so, that strongly insinuates that hdma clip window is not setting correctly ... ... ... can't think of any other reason right now. Or Canoe blows up with too many settings. Twilight Zone.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 14, 2018, 06:38:28 pm
Rendering Ranger - was reported that stage7 had 2 problems (missing red skull and city flicker). So overscan was redone but untested.

Tested with latest overscan and I didn't see anything wrong in level 7. The skull shows up and didn't notice any flicker. That was until I died halfway through; the level is ridiculously hard  :-\.

Pilotwings: Weird. 10BD causes sound issues? docs sheet says 0000 causes missing sound. 10bd supposed to be okay.. but bad rings. I was targeting 0000 because of rings problem.

Tested Pilotwings with patch and pid 0000 and got a C8 error.

SD3 (pid 1016) -- gamma
https://www.sendspace.com/file/8dqhm6

Pid forces auto-color bg1 math (hires) and takes 2x. SD3 says sometimes do 1/2 math (optional), which causes normal box colors.

So table found @ cbffc0 and set 1/2 bit. Which could have side-effects (1/2 colors elsewhere). About 15 room "types". Some are for towns, castles, outdoors, dungeon, ???.

Same result as Bosco82, text boxes and gamma look fine now. Same with translated rom.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 14, 2018, 06:41:09 pm
Soul Blazer Test - Now the volcano is the darker color

You mean dark like the screenshot or is the entire screen dark?



Tested Pilotwings with patch and pid 0000 and got a C8 error.


Don't use 0000. I'm waiting for sluffy to confirm what is the ID he wants people to use.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 14, 2018, 06:44:58 pm
the volcano is the darker color like it should be as seen in the screen shot, but there is no lighter color around you
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 14, 2018, 06:47:00 pm
the volcano is the darker color like it should be as seen in the screen shot, but there is no lighter color around you

Thanks. So it's still incorrect then.

Tested with latest overscan and I didn't see anything wrong in level 7. The skull shows up and didn't notice any flicker. That was until I died halfway through; the level is ridiculously hard  :-\.


If you are willing to test it again, sluffy made a cheat patch that gives you inifinite lives I believe
https://www.romhacking.net/forum/index.php?topic=25789.msg353577#msg353577

Here are the last reports from the last test by FireWisp:

-I had a full lockup with black screen after I went Game Over in the first level. After Game Over normaly the Highscore screen should appear. This happened only one time. In order to make sure I deleted reinstalled the game and tried again. Crash did not happen again so far but we should keep an eye on it.
-There are a few rough sounds playing. The Virgin jingle at the beginning and the Rainbow Arts logo sound are very scratchy.
Also the cursor sound it makes when you switch options or enter highscores sound very noisy and scratchy. I don't know if this is just bad sound emulation by canoe.
-In Level 7 I think there was a GFX error in the city BG short after the beginning.

Passwords to test levels faster:
YYQNSTOJ   Level 2
NXXNXTTI   Level 2 (easy, 7 lives)
NNLILKPD   Level 3
JNHIDKLD   Level 3 (easy, 7 lives)
UHTOSUWH   Level 4
MHNOMUQH   Level 4 (easy, 7 lives)
UJTQSWWH   Level 5
TLSSRIWH   Level 6
GFIQHSLD   Level 7
PLPUOITF   Level 8
URXQW40P   Level 9 (final level)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 14, 2018, 07:30:53 pm
Quote
Here are the last reports from the last test by FireWisp:

That wa smy old report.
Here was the new one. Only Level 7 had issues.

...
I have tested the entire game with the latest patches.
Thanks to the cheats I was able to play trough the game in hard.
I had no crashes.
There is still the BG problem in Level 7.
Not very far into this level, the city BG is affected.
For a instand the whole BG is corrupted.
Also there is a new problme in the same level.
At the very beginning of this level there is a red skull ghost on the screen.
This has now a thin green line of corruption until it is gone from the screen.

...
Have not yet tested the Targa version.

Need to test LV7 myself soon again.
And yes there is a cheat patch here.
It gives you unlimited lives and unlimited speacial weapon.
Use it for testing, it helps :)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 14, 2018, 07:33:26 pm
The volcano area of Soul Blazer works correctly with ID 1068 which is again the Breath of Fire II ID, this is using the vanilla rom
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 14, 2018, 07:39:50 pm
Pilotwings = was targeting 10BD with sound patch. Realized might be better to future target 10BA since it's official. Given success of using official pids on average. Have to think what could cause ring glitch.


Soul Blazer = thank you. Nice catch. That's a useful pid to hold onto. :)
(So it wasn't hdma but *#@ subscreen addition switch)


Could you try Chou Aniki - Bakuretsu Rantou Hen (Japan) with 1068 also? Has very similar color transparency problem to Soul Blazer. Something about performing special move.



===1 Hidden Post
For Rudra actually 1016 only causes the background in menus to go black. Sprites are still visible.
===> Quite possible. Haven't checked but I can 1st guess this one, based on SD3 color testing.


What I don't know right now is if 1016 will cause Gamma increase in text boxes everywhere or if it's like SD3 depending on Region (indoor outdoor). If it is the same everywhere it might probably be easier to fix?
===> Dark Law says 1/2 subtraction and it shows up 2x anyway. So not so sure. Have to check Law + Rudra more later.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: pimpinelephant on March 14, 2018, 08:03:22 pm
Just to clarify something about Preset IDs since so much confusion is floating around.

Special chipset games require a Preset ID. 0000 will not enable it.

As for Pilotwings, we already know the exact differences when used with either Preset ID. If the sound issue is trying to be fixed, then it is ID 10BD, if the Light Plane arch objectives are trying to be fixed, then it is ID 10BA.

ID 0000 = No boot, C7 error. DSP-1.
ID 10BA = Using password to play Lesson 8, flying through the arches does not register (nothing happens).
ID 10BD = Pausing/unpausing during gameplay will mute ambient sounds (engine noise, etc.).



I tested the Soul Blazer patch, and the spotlight effect on the volcano stage still does not appear unfortunately. I used ID 0000.
https://i.imgur.com/IPEeRmq.jpg (https://i.imgur.com/IPEeRmq.jpg)


I tested the Seiken Densetsu 3 patch, and I can also confirm that the gamma issue appears to be fixed.
Both indoors and outdoors display the same gamma/brightness.
It should be noted that I obviously did not test the entire game, but the patch so far looks great!
Important = Along with ID 1016 and the patch, use -no-lowlatency as otherwise there will be major slowdown in menus at certain areas (Elrand, Glass Desert, etc.). Using that command line argument, the slowdown is still there but vastly reduced (similarly to Marvelous).


I also tested Kakinoki Shougi (SA-1). Results:

ID 109C (Super Mario RPG)  = Displays publisher logo (ASCII), then hangs at black screen, C7 error.
ID 109F (Kirby Super Star)   = Immediate C7 error.
ID 111E (Marvelous)            = Immediate C7 error.
ID 10A4 (Kirby 3)               = Game works and runs correctly. I only played for a short while since it's all in Japanese and I have no clue how to play Shogi.
Important = Along with ID 10A4, use -no-lowlatency as otherwise there will be slowdown during the AI's turn. Using that command line argument, there is no slowdown.


EDIT:

Just read the new posts.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 14, 2018, 08:06:09 pm
The volcano area of Soul Blazer works correctly with ID 1068 which is again the Breath of Fire II ID, this is using the vanilla rom

Ooooooooooooooooooo!

Awesome!! Can you also test a couple of other areas that also have the circle of light effect and see if they are fine or if they are broken too?

Here are two .srm saves of the game and how to get to the areas where the light circle is in effect. Convert the save to canoe with SFROM Tool.

Save 1 (https://www.sendspace.com/file/4wgfpt)
Once you load the save, enter the right portal. You'll be in a completely dark area, and the only light should be of a spirit circle, and a torch.

Save 2 (https://www.sendspace.com/file/qpa9s9)
Once you load the save, enter the left portal. You'll immediately see the spirit circle cause some sort of magnifying effect. Go down a bit to the area where there are spikes coming out of the walls, and you'll see the walls disappear when the spirit light passes over the wall.


Thanks for the tests pimpinelephant and Fire-WSP.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Zimgief on March 14, 2018, 08:24:14 pm
Yay! Great news for SD3. So happy. :D
Sluffy strikes again (and again and again)!

Thanks for the info about your playthrough Pimpinelephant. Slowdown only in menus doesn't sound like a big deal (and they're slow anyway, gosh). I read that for Marvelous, having or not a border makes a difference too regarding that  problem.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 14, 2018, 09:06:56 pm
So ID 10A4 (Kirby 3) fixes SA-1 Shougi game. Nice find!

Could you try it on Masters New - Augusta 3 (SA-1) and Jumpin' Derby (SA-1)? Ran golf game through some bsnes tests and Canoe behaves like it's missing a switch. Either that or I try to force it to clear its tile cache decoder.


Was Gundam G-Next ever released on VC? Because it has similar behavior to Augusta 3.

What happens if 10A4 is used on Jurassic Park? Will Alan's graphics up-down walking pixels go away?


As experiment, try 10A4 on Untouchables. Kakinoki Shogi uses exact same mode3 TS16, which Untouchables C7 barfs (0000) or black Ocean logo (1068).


And for super testers, please try 1068 on remaining problem games in reyvgm's list. Non-booting ones. C7/C8 ones. Sound issues. Graphics glitches. I won't complain if it magically fixes something else we don't know it can. Didn't expect Soul Blazer to get knocked out.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 14, 2018, 09:08:33 pm
Can anyone try the F-zero (1018, 1019), Mario Kart (10BD, 10BE) IDs on Top Gear 1 and 2 to see if it fixes their issues?

Demi tests:

Mickey's Playtown Adventure - Day of Discovery (Prototype)
Problem: Game loads, shows the "Hi Tech Entertainment" logo, then the screen flashes green and gives C7 error.

You wanted to know if using ID 1068 would help boot the game and the answer is yes it does boot now with that ID.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: pimpinelephant on March 14, 2018, 09:16:18 pm
Both of the areas from those save files are working correctly with Preset ID 1068.

Although, I have a quick question.

Save 1:
https://i.imgur.com/K8pGMCI.jpg (https://i.imgur.com/K8pGMCI.jpg)

Save 2:
https://i.imgur.com/swdg3Ee.jpg (https://i.imgur.com/swdg3Ee.jpg)

Save 3:
https://i.imgur.com/6z3OTRm.jpg (https://i.imgur.com/6z3OTRm.jpg)

Notice how on each of those pictures, the darkness does not cover the entire screen horizontally by one pixel. Look closely at the right side edge of the pictures.
Need confirmation: Does this occur on real hardware as well?


Yay! Great news for SD3. So happy. :D
Sluffy strikes again (and again and again)!

Thanks for the info about your playthrough Pimpinelephant. Slowdown only in menus doesn't sound like a big deal (and they're slow anyway, gosh). I read that for Marvelous, having or not a border makes a difference too regarding that  problem.

Yes, using no border will free up the Classic a bit to be able to play the game a bit more smoothly (very weak hardware), but the slowdown is still present, just much less severe for both Seiken Densetsu 3 and Marvelous (much, much better though).
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 14, 2018, 09:17:59 pm
reyvgm both test for Soul Blazer work the way they are supposed to, we have a winner
1068 runs Cho Aniki
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 14, 2018, 09:24:13 pm

Although, I have a quick question.

Notice how on each of those pictures, the darkness does not cover the entire screen horizontally by one pixel. Look closely at the right side edge of the pictures.
Need confirmation: Does this occur on real hardware as well?



Don't know if it's like that on real hardware, but the same thing happens on Higan. Don't doubt it's a native game problem which was covered up by overscan back in the CRT days.

reyvgm both test for Soul Blazer work the way they are supposed to, we have a winner
1068 runs Cho Aniki

You're shitting me! Wow, nice!

*edit*
Wait, it said Rock n Roll Racing too but you deleted it?

*edit
Wait, Cho Aniki always ran, the issue was a white layer on top of the game, is that what you meant?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 14, 2018, 09:28:31 pm
Cho Aniki has no white layer anymore, runs correct.
Rock N' Roll still runs the same as it did, SFROM Tool was still applying patches even though i deselected them
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 14, 2018, 09:33:59 pm
Side-note: if Rock n' Roll still needs dma patch, does 1068 clear up some misc issues on Character Select screen and Garage? Something with black tiles or disappearing sprites. Pictures were posted here?
https://www.romhacking.net/forum/index.php?topic=25789.msg352822#msg352822


Soul Blazer. Wow. Never noticed that line before. Happens in snes9x too. And ... looks like programming bug to me. 255,255 window = line sliver. Might be able to bugfix this one.


Breath of Fire II = greatness! Whatever Capcom did there, sure helps out!

Mickey's Playtown = right on! now if we could get SA-1 Kirby pid to draw these special C7 games, I don't have to work on them. This morning is turning out to be good. :)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 14, 2018, 09:46:57 pm
Bof2's ID fixed the C7 Mystic Ark errors, but still show missing graphics during the cutscenes. 

I wonder, since Mystic Ark is Japanese, would using Bof2's Japanese ID (1069) help fix the issue completely?

Demi tested Shin Nekketsu Kouha - Kunio-tachi no Banka with 1068 and nothing changed.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 14, 2018, 10:16:44 pm
Unsure if Breath of Fire II ever had mode3 (256-bit) 16x16 tiles. So far only that SA-1 shougi game (10A4) used it and draws something in Canoe. Have to research list of pids more carefully, because it'd be nice if there's safe pid to reuse.

1069. You never know. Canoe has those odd switches hidden around. Avoiding C7 at least allows a hack to be inserted.

If Untouchtables works with 10A4, use it to draw those other ones (Mickey, Pool, Magic?).



https://www.sendspace.com/file/zp07k3
dragon ball z - super saiya densetsu (rev 1) -- complete overscan kit. moves more boxes out of overscan. should satisfy "working" status.


Shin Nekketsu Kouha - Kunio-tachi no Banka
=== I should check this. Since it doesn't C7, maybe .. drat. Thought 1068 would handle it. Could be Little Magic mode4 16TS.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 14, 2018, 10:19:13 pm
Demi tests:

Tin Star
ID 1068 now prevents C7 crash!
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 14, 2018, 10:21:16 pm
Preset 1068

Untouchables - playable just the ocean logo doesn't show up during startup

Dennis The Menace - ocean logo missing, black title screen but has arrow to go to start and options menu, options and missing logo from options screen, can get to gameplay

Tin Star - missing background during cut scenes
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 14, 2018, 10:24:45 pm
Please try 1068 on Uniracers or Nosferatu! Here's hoping.

And hoping 10A4 can draw Untouchables.


Dennis (mode3). Tin Star (mode3). Of course. Now makes sense.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 14, 2018, 10:25:19 pm
Preset 1068

Untouchables - playable just the ocean logo doesn't show up during startup

Dennis The Menace - ocean logo missing, black title screen but has arrow to go to start and options menu, options and missing logo from options screen, can get to gameplay

Tin Star - missing background during cut scenes

To test untouchables use ID 10A4 .

Tin Star, ok so the same issue as Mystic Ark.

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 14, 2018, 10:44:29 pm
1068 and 1069 both are the same on Mystic Ark and Tin Star, no difference
Untouchables on 10A4 the same as on 1068 missing Ocean logo during start
Uniracers has the same old glitch on 1068
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 14, 2018, 10:46:37 pm
Demi tests:

Untouchables
Both 1068 and 10A4 do the same thing. No Ocean logo.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 14, 2018, 10:59:46 pm
Oh well. Worth a try. How come Canoe likes that Shougi game? lol. I'll work on some more gamma again before trying some surgery on the mode3 list.


https://www.sendspace.com/file/jf5a0d
Soul Blazer USA -- should (bug)fix clip window garbage line. Meaning everybody wins.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 14, 2018, 11:00:20 pm
DBZ Supa Saiya looks much better during the normal stuff but now the battle screen stuff is cut off on the bottom again
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 14, 2018, 11:07:00 pm
Battles (forgot about them). Positive feedback so that's not bad. Another day; have other games to chew apart.

Thanks Bosco82, demi, pimpinelephant for running all those tests in the meantime! Certainly helped cut list down some.


===1
Fast look at Kunio. Transparency. Clip windows. BG3 hud on top. That's really nuts. BG3 doesn't draw anything in playfield area; just bottom. And it manages to override everything underneath. Oh no.. feels like Illusion of Gaia again.

And for the record: 1068 does not fix IoG w/ only Canoe slowrom fix?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 14, 2018, 11:13:06 pm
Demi tested An American Tale - Fievel Goes West and Nosferatu with ID 1068 and it didn't help with anything.

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 14, 2018, 11:16:11 pm
Ran 1068 with_ American Tail test3 hack that showed legal screen? That game has buggering irq boot problem which that one solved, but not after.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 14, 2018, 11:22:56 pm
Ran 1068 with_ American Tail test3 hack that showed legal screen? That game has buggering irq boot problem which that one solved, but not after.

I think he tested the vanilla rom. For both games.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 14, 2018, 11:27:54 pm
Nosferatu vanilla = okay. haven't found any solution there. just debug tests.
American Tail definitely needs that patch to start (cpu bug).


https://www.sendspace.com/file/asckcn
Dark Law gamma test1 -- top menu should be normal-ish. bottom should be dark or black (mistake). would like to know if moving down right path.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 15, 2018, 12:05:29 am
Demi says ID 1068 fixes the black lines problem in Hamelin no Violin Hiki. At least to the extent of what the video showed. He doesn't know if there are problems later on.

I'm afraid this magical 1068 might be breaking cutscene backgrounds for all these games like in Mystic Ark and Tin Star without us realizing it.

I wish someone would discover an ID that fixes the dozens of games with popping/crackling audio :P
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Musgy on March 15, 2018, 12:26:20 am
I saw no one trying this game, so I gave Winter Gold a go. I tried a version with both an anti NTSC lockout path and a LOROM to NTSC patch and another ROM with just the anti-lockout patch. Both versions have the engine running too fast in the intro, by the point the game gets to the title screen before the music ends and not with it. This is supposed to be how it looks like:

https://www.youtube.com/watch?v=ZUvUtqgrbGQ

Other than that, game plays perfect. I haven't seen any graphical glitches of the sort, but I'll keep digging.

EDIT: SRAM works. Kept my character after a circuit. Each event behaves prefectly, though throughout the whole game the top line of pixels flicker and blonk from time to time. Not that bothersome since you're focused on the track or doing tricks, but it's there.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: pimpinelephant on March 15, 2018, 07:30:21 am
Jumpin' Derby:

109C = Game is "playable" but graphics are all garbled.
Picture 1 (https://i.imgur.com/HeRNOXG.jpg)
Picture 2 (https://i.imgur.com/CNlcNBy.jpg)
Picture 3 (https://i.imgur.com/AcgFeZH.jpg)
Gameplay Picture (https://i.imgur.com/jQlQaGp.jpg)
109F = Immediate C7 error.
111E = Immediate C7 error.
10A4 = Same as 109C except hangs on black screen right before entering race.


Augusta 3:

109C = Game is "playable" but gameplay graphics are all garbled. Non-gameplay screens appear fine (intro screens, main menu screen, etc.).
109F = Immediate C7 error.
111E = Immediate C7 error.
10A4 = Same as 109C except suffers from slowdown during various actions of gameplay. This slowdown is not present on 109C.


Soul Blazer "bugfix" patch is working! The darkness now covers the entire screen and no longer reveals a one-pixeled size line on the right edge of the screen.


Jurassic Park with Preset ID 10A4 still displays the couple extra pixels around the character when facing downwards and while walking diagonally (up/right).

Preset IDs for the same game but different region will usually be identical in most cases, there are a couple of exceptions definitely, but for the most part, many are the same.

Virtual Console/Preset ID List: https://docs.google.com/spreadsheets/d/1PbIPVA4NpFEXs1zk249aR3FSuBTY3r-ajpTq3dP3GnQ/edit#gid=0 (https://docs.google.com/spreadsheets/d/1PbIPVA4NpFEXs1zk249aR3FSuBTY3r-ajpTq3dP3GnQ/edit#gid=0)

EDIT:

And for the record: 1068 does not fix IoG w/ only Canoe slowrom fix?

Illusion of Gaia with Preset ID 1068 and SlowROM check fix but no patch still shows the black bar over the menus. It would appear that the patch is, in fact, required.


As for Jurassic Park, I honestly don't know of any other game that utilizes pseudo horizontal 512 (let alone pseudo-512h transparency) other than Kirby 3. I tested a bunch of other Preset IDs for games that utilize any sort of high resolution (512h) just to make sure if the Kirby 3 ID was the only option. Unfortunately, since they're all true hi-res, they either gave a C7 error or no transparency. I'm beginning to think that the Kirby 3 Preset IDs are the best possible result we can currently achieve without patching.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: CanoeFan on March 15, 2018, 11:42:23 am
I saw no one trying this game, so I gave Winter Gold a go. I tried a version with both an anti NTSC lockout path and a LOROM to NTSC patch and another ROM with just the anti-lockout patch. Both versions have the engine running too fast in the intro, by the point the game gets to the title screen before the music ends and not with it. This is supposed to be how it looks like:

https://www.youtube.com/watch?v=ZUvUtqgrbGQ

Other than that, game plays perfect. I haven't seen any graphical glitches of the sort, but I'll keep digging.

EDIT: SRAM works. Kept my character after a circuit. Each event behaves prefectly, though throughout the whole game the top line of pixels flicker and blonk from time to time. Not that bothersome since you're focused on the track or doing tricks, but it's there.

I have a lot of pal games on Canoe and can say the music thing is a side effect from the game now running in NTSC (faster than pal). So this is normal. No big deal in most cases. If the music would be stuttering however, than the wrong patch was applied or bad rom. (or it needs a specific preset ID like Secret of Evermore for example)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 15, 2018, 12:03:41 pm
Quote
Here are the last reports from the last test by FireWisp:

-I had a full lockup with black screen after I went Game Over in the first level. After Game Over normaly the Highscore screen should appear. This happened only one time. In order to make sure I deleted reinstalled the game and tried again. Crash did not happen again so far but we should keep an eye on it.
-There are a few rough sounds playing. The Virgin jingle at the beginning and the Rainbow Arts logo sound are very scratchy.
Also the cursor sound it makes when you switch options or enter highscores sound very noisy and scratchy. I don't know if this is just bad sound emulation by canoe.
-In Level 7 I think there was a GFX error in the city BG short after the beginning.

Tested every level in Rendering Ranger with the latest overscan (i.e. until I died in each, I didn't use the cheat patch) and the levels seem ok.
- I did not have any lockups after game over. I died multiple times on levels 1 and 7 in particular. However, when pressing the soft reset combination to go back to the title screen (Down+Select) the game always shows a black screen.
- Didn't notice any rough/scratchy sounds when compared to snes9x using the patched and vanilla roms. There is no cursor sound when entering a high score, but there is one in the main and password screens and it seems ok to me.
- Again, level 7 looks fine.

I think all that's missing is that somebody does a full playthrough (sorry, don't have the time right now).
--------------------------------
Pilotwings (with latest patch): same behavior
- pid BD10: arches work, sound issues after pausing
- pid BA10: cannot interact with arches, good sound

Nichibutsu Arcade Classics 2 - Heiankyou Alien: Vanilla rom works perfectly fine with pid 0000. Please remove from list. Rom info:
No-Intro Name: Nichibutsu Arcade Classics 2 - Heiankyou Alien (Japan)
(No-Intro version  20130701-030720)
CRC32: 65717023
ROM/File SHA-1: C40C9BF482F8BFA2B4E1B27AB41CCCC737ED8004

Sunset Riders: here's a video of the issue, recorded using a potato -please ignore the window reflection (top left) and focus on the middle of the screen: https://streamable.com/d7nza (https://streamable.com/d7nza)
Notice the yellow blocks that show up randomly, most noticeable towards the end of the video (0:14) https://imgur.com/gallery/A0WNt (https://imgur.com/gallery/A0WNt). Not sure about the explosions. To get there: On the character select screen press Lx5, Rx5. Select your character and then stage 4.
--------------------------------

Finally, I did a few more tests using preset id 6810 and the problems continue in the following games:

- Air Strike Patrol
- American Tail (with last patch -tail3.ips-): You can see the "Licensed by Nintendo" screen and then it goes black.
- Bust-a-Move: Same animation glitches
- Lion King: same minor background issue after you die in lava stage.
- Little Magic: Same. black screen (vanilla), no background (patched).
- Rock n' Roll Racing (patched): Same minor graphic issues.
- Super Family Tennis: this along ASP, I did just for my own amusement. Same problem.
- Super Tetris 2 + Bombliss Gentei Han: Black screen after company logo.
- Top Gear 2: Same. black screen when 2p or password.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: therourke on March 15, 2018, 12:28:33 pm
Thing I noticed in Front Mission: Gun. Hazard, after playing it in Canoe.

There are minor glitches for sprite explosions. These happen all the way through the game. This video shows the glitching : https://youtu.be/ijvyIbQXGys
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 15, 2018, 01:16:08 pm
Mighty Morphin Power Rangers - The Movie (USA)
https://www.sendspace.com/file/wv5cjd

OBJ MSB wasn't setting correctly to $55 on last byte (game loop bug). Because of RTO (?), I think it's supposed to be hidden away. Force it on Canoe - splash logo.


Someone pegged me to fix Gun Hazard saves for Nintendo vc patch? Guessing this'll remove conflict -- ignore checksum routine.
https://www.sendspace.com/file/zeqfxe


Ranger level7 mostly glitches early in stage when entering city. levels 1,2,6 at end. But sounds okay from reports. Except for soft reset? This game doesn't let up. :D


Kunio = advanced clip window techniques. This game is trouble for sure.

Outlander, Mohawk = developing technique to workaround sprite rto.

Jurassic Park = have idea in mind to test with 10A4;


===1
Super Star Wars (USA rev1) trench test - lower bg3 priority
https://www.sendspace.com/file/88g4e5

Use official pid ... looking up. 10EA.


===2
Winter Gold is PAL only? That would kinda suck to fix. Noted.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 15, 2018, 02:27:49 pm
Tested every level in Rendering Ranger with the latest overscan (i.e. until I died in each, I didn't use the cheat patch) and the levels seem ok.
- I did not have any lockups after game over. I died multiple times on levels 1 and 7 in particular. However, when pressing the soft reset combination to go back to the title screen (Down+Select) the game always shows a black screen.
- Didn't notice any rough/scratchy sounds when compared to snes9x using the patched and vanilla roms. There is no cursor sound when entering a high score, but there is one in the main and password screens and it seems ok to me.
- Again, level 7 looks fine.


Ok so the current errors with the last two patches combined is:
-Black screen after doing the soft reset. <-- Please note that this Down+Select combination is not something that the game has, nor is it something the SNES Classic has either, this is a reset hack added by hakchi.
-And there's no cursor sound when entering a high score. <-- is it supposed to be like that or is it a bug?

Thanks for all the other reports, specially the Sunset riders vid.


Someone pegged me to fix Gun Hazard saves for Nintendo vc patch? Guessing this'll remove conflict -- ignore checksum routine.
https://www.sendspace.com/file/zeqfxe

This patch replaces the old working one or do they work together?


Demi reports that Adventures of Yogi Bear now boots with 1068 / 6810. But some of the intro screens are missing. Title screen is empty except PRESS START. Map screen is empty except Yogi's face icon. Game is playable though.

Like I said before I think we need to be careful with this 1068 ID. It has helped boot several games, but almost always the cutscene graphics are missing. We have confirmation that Mystic Ark, Tin Star, and now Yogi Bear have missing cutscene graphics.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: CanoeFan on March 15, 2018, 02:46:38 pm
===2
Winter Gold is PAL only? That would kinda suck to fix. Noted.

Speaking of pal games, European language versions of Secret of Mana might need a Gamma fix to. Only ID that enables hires is 1016 again, which causes high Gamma in menu. All other Preset IDs that I testet even the official ones according to the DarkAkuma sheet give a C7 error. Though I only testet the German language version.

Tommorow I also will play through Rendering Ranger again with the latest Overscan Patch and give a report.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 15, 2018, 02:48:04 pm
I asked PM person for info on changed vc bytes for Front Mission but got no data. So that recent patch is to be used for vc-release only. Working patch is for non-vc. Until I get the byte/patch data and rethink it over.


1068 tells me I have to rewrite graphics engine for those now semi-working games. We can probably ditch the pid once it's done.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 15, 2018, 02:51:20 pm
I asked PM person for info on changed vc bytes for Front Mission but got no data. So that recent patch is to be used for vc-release only. Working patch is for non-vc. Until I get the byte/patch data and rethink it over.


1068 tells me I have to rewrite graphics engine for those now semi-working games. We can probably ditch the pid once it's done.

Don't know what you mean by VC-Release, I guess you mean the VC patch?
Anyway, the bytes changed by the VC patch are these:
https://www.resetera.com/posts/5605135/

The game contains a racist message voice clip during the ending, maybe the changes are related to that?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 15, 2018, 03:07:23 pm
Ok so the current errors with the last two patches combined is:
-Black screen after doing the soft reset. <-- Please note that this Down+Select combination is not something that the game has, nor is it something the SNES Classic has either, this is a reset hack added by hakchi.
-And there's no cursor sound when entering a high score. <-- is it supposed to be like that or is it a bug?

- Yeah, I think the soft reset/black screen issue or "soft reset not working at all" has happened to me before in a few other games, don't remember which to be honest.  I just thought it was worth noting after testing RR.
- No high score cursor sound: Apparently, it is supposed to be like that, just tested it in snes9x and bsnes with vanilla rom.

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 15, 2018, 03:09:24 pm
- Yeah, I think the soft reset/black screen issue or "soft reset not working at all" has happened to me before in a few other games, don't remember which to be honest.  I just thought it was worth noting after testing RR.
- No high score cursor sound: Apparently, it is supposed to be like that, just tested it in snes9x and bsnes with vanilla rom.

Hmm, ok, so I guess I can mark the game as fixed then?
Did the soft reset issue happen on the patched game WITHOUT the cheat patch?

Sluffy, can you tell me which of the Rendering Ranger patches is the correct one for people to use or do they have to use the last two ones combined? If that's the case, is it possible to make a single patch so it's easier for people that use SFROM Tool?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 15, 2018, 03:28:02 pm
Hmm, ok, so I guess I can mark the game as fixed then?
Did the soft reset issue happen on the patched game WITHOUT the cheat patch?

Sluffy, can you tell me which of the Rendering Ranger patches is the correct one for people to use or do they have to use the last two ones combined? If that's the case, is it possible to make a single patch so it's easier for people that use SFROM Tool?

I'd say mark as fixed unless someone else wants to do a complete playthrough. The same can be said about SD3 and others... The deeper you dig, the more you find. ;)

- Yes, the soft reset issue happened without the cheat patch.
---------------------------------------------
Here are the patches for Rendering Ranger R2.

First, it is a dual patch:
- japan, found inside this zip file here: https://www.sendspace.com/file/8i266p (https://www.sendspace.com/file/8i266p)
- and overscan. Latest here: https://www.sendspace.com/file/fyytsk (https://www.sendspace.com/file/fyytsk)

and optional:
-cheat: https://www.sendspace.com/file/2hihrm (https://www.sendspace.com/file/2hihrm)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 15, 2018, 03:35:05 pm
Here are the patches for Rendering Ranger R2.

First, it is a dual patch:
- japan, found inside this zip file here: https://www.sendspace.com/file/8i266p (https://www.sendspace.com/file/8i266p)
- and overscan. Latest here: https://www.sendspace.com/file/fyytsk (https://www.sendspace.com/file/fyytsk)

Wait, are you sure you used that Japan patch? Because that's from March 8th, and Sluffy released an updated patch on March 10th:
https://www.romhacking.net/forum/index.php?topic=25789.msg353562#msg353562

I think I'll wait until Sluffy specifies which are the last patches.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 15, 2018, 03:58:59 pm
Rendering Ranger - canoe aio patch
https://www.sendspace.com/file/ethd1r


I'd like to see actual Gun Hazard hex bytes changed by that VC patch -- this area Nintendo used for copy protection. I chose a different 1-byte method but heard it crashes when used together.
0300B3  0300B8 6     PAT  00000020   0000002A 11
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Robin64 on March 15, 2018, 04:12:44 pm
Gun Hazard VC patch and sluffy patch work fine together. The reported crash was because of a translation patch for a headererd ROM, but therourke did get everything working together fine after fixing that.

Here's a more detailed look at the VC patch anyway.

Code: [Select]
Offset: End    Size  Type IPS Offset IPS End  IPS Size Changed To
------  ------ ----- ID   00000000   00000004 5 
00FFDC  00FFDF 4     PAT  00000005   0000000D 9        F7 73 08 8C   
023025  023028 4     PAT  0000000E   00000016 9        A1 3C ED 3D   
02302D  023030 4     PAT  00000017   0000001F 9        48 3D 26 3D   
0300B3  0300B8 6     PAT  00000020   0000002A 11       EA EA EA EA EA EA   
------  ------ ----- EOF  0000002B   0000002D 3     
Rows: 6 (6), Patches: 4 (4), Modified: 12 (18)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 15, 2018, 04:21:40 pm
Thanks. Sometimes should ignore PM'ers. :)
FFDC = rom checksum, toss
300B3 = disable checksum routine, toss
23025, 2302d = these look like ... script ptrs??

Nothing important I guess. Back to work.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: CanoeFan on March 15, 2018, 04:24:05 pm
Rendering Ranger - canoe aio patch
https://www.sendspace.com/file/ethd1r

Just to verify, this patch contains the sound patch with the overscan patch combined? and the overscan part of this all in one patch is the same as your overscan stand alone patch from here? March 13
https://www.sendspace.com/file/fyytsk
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 15, 2018, 04:24:06 pm
Rendering Ranger - canoe aio patch
https://www.sendspace.com/file/ethd1r


So this is the final patch? It includes both of your last working patches into one, right?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: RandPC on March 15, 2018, 04:41:17 pm
I saw no one trying this game, so I gave Winter Gold a go. I tried a version with both an anti NTSC lockout path and a LOROM to NTSC patch and another ROM with just the anti-lockout patch. Both versions have the engine running too fast in the intro, by the point the game gets to the title screen before the music ends and not with it. This is supposed to be how it looks like:

https://www.youtube.com/watch?v=ZUvUtqgrbGQ

Other than that, game plays perfect. I haven't seen any graphical glitches of the sort, but I'll keep digging.

EDIT: SRAM works. Kept my character after a circuit. Each event behaves prefectly, though throughout the whole game the top line of pixels flicker and blonk from time to time. Not that bothersome since you're focused on the track or doing tricks, but it's there.

I haven't played the game but I recall reading from a few people on Reddit that the event times are broken such that it's impossible to get competitive or record times in some of the events when played on Canoe. So while the game plays normally you're supposedly unable to get proper scoring. May want to look into that if you're experienced enough at the game to get sufficient good times normally.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: matt! on March 15, 2018, 05:00:29 pm
I saw no one trying this game, so I gave Winter Gold a go. I tried a version with both an anti NTSC lockout path and a LOROM to NTSC patch and another ROM with just the anti-lockout patch. Both versions have the engine running too fast in the intro, by the point the game gets to the title screen before the music ends and not with it. This is supposed to be how it looks like:

https://www.youtube.com/watch?v=ZUvUtqgrbGQ

Other than that, game plays perfect. I haven't seen any graphical glitches of the sort, but I'll keep digging.

EDIT: SRAM works. Kept my character after a circuit. Each event behaves prefectly, though throughout the whole game the top line of pixels flicker and blonk from time to time. Not that bothersome since you're focused on the track or doing tricks, but it's there.

There's a USA prototype of this, but no ROM has been released. The game runs fast in some parts, but it’s playable and very fun - a true classic that we play often. Maybe the faster speed makes some events more difficult? The main issue I have is that the CPU times are all impossible to beat or even get near.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 15, 2018, 05:12:28 pm
Rendering Ranger = working final build of both sound + overscan together (merged). No changes to test since last release.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Musgy on March 15, 2018, 05:52:44 pm
There's a USA prototype of this, but no ROM has been released. The game runs fast in some parts, but it's playable. Maybe the faster speed makes some events more difficult? The main issue I have is that the CPU times are all impossible to beat or even get near.

So it wasn't my imagination? I did two circuits starting with the ski run and, sure enough, everyone else was a minute or so behind in time. But IMO the gameplay was at an OK level; I never had any speed issues, so all I noticed was the sped up intro and the flickering top bar. I'm gonna try a full circuit again to see if the timing really is out of sync. Could it be a byproduct of the NTSC patch?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 15, 2018, 06:01:14 pm
Rendering Ranger = working final build of both sound + overscan together (merged). No changes to test since last release.

Great, thanks!
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 15, 2018, 07:41:37 pm
Ok so the current errors with the last two patches combined is:
-Black screen after doing the soft reset. <-- Please note that this Down+Select combination is not something that the game has, nor is it something the SNES Classic has either, this is a reset hack added by hakchi.

Quick correction: By soft reset I meant L+R+Select+Start (back to title screen). Down+Select works fine and takes you back to the game folder (same as hardware reset).

Wait, are you sure you used that Japan patch? Because that's from March 8th, and Sluffy released an updated patch on March 10th:
https://www.romhacking.net/forum/index.php?topic=25789.msg353562#msg353562

I think I'll wait until Sluffy specifies which are the last patches.

Ok, I tested both March 8th (japan.ips) and 10th (sound.ips) patches. Did not notice any difference. The game only "changed" when applying a different overscan patch. Maybe someone else can confirm this? Anyway, seems irrelevant now that sluffy is working on the AIO patch.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 15, 2018, 07:51:38 pm
Quick correction: By soft reset I meant L+R+Select+Start. Down+Select works fine and takes you back to the game folder (same as hardware reset).

That's odd. Rendering Ranger doesn't have that reset combination. I tried the game on a PC emulator and pressed L+R+Select+Start and nothing happened. I even configured all buttons to just 1 button to make sure they are all being pressed and held at the same time and nothing. Additionally, just in case my controller or emu was wrong, I tried it in Chrono Trigger (since most Square games had that code) and it worked just fine.

Are you sure your hakchi isn't causing a conflict there? If you moved from hakchi2 to hakchiCE it's possible there's a conflict there since I remember some hakchi versions having L+R+Select+Start as the 'reset to menu' shortcut.

Not all SNES games had the L+R+Select+Start to reset code, and as far as I tested, this game doesn't have it either. Can someone else try it on either canoe or emulators?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 15, 2018, 08:06:10 pm
That's odd. Rendering Ranger doesn't have that reset combination. I tried the game on a PC emulator and pressed L+R+Select+Start and nothing happened. I even configured all buttons to just 1 button to make sure they are all being pressed and held at the same time and nothing. Additionally, just in case my controller or emu was wrong, I tried it in Chrono Trigger (since most Square games had that code) and it worked just fine.

Are you sure your hakchi isn't causing a conflict there? If you moved from hakchi2 to hakchiCE it's possible there's a conflict there since I remember some hakchi versions having L+R+Select+Start as the 'reset to menu' shortcut.

Not all SNES games had the L+R+Select+Start to reset code, and as far as I tested, this game doesn't have it either. Can someone else try it on either canoe or emulators?

L+R+Select+Start (software reset) is a feature of the SNES Classic. It's in the manual: https://www.nintendo.co.jp/clvs/manuals/en_us/manual.html (https://www.nintendo.co.jp/clvs/manuals/en_us/manual.html)

This does not work with Rendering Ranger. I remember that this happened with other two or three games but I can't remember which.

By the way, I'm using hakchi 2.21f.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: RandPC on March 15, 2018, 08:08:38 pm
That's odd. Rendering Ranger doesn't have that reset combination. I tried the game on a PC emulator and pressed L+R+Select+Start and nothing happened. I even configured all buttons to just 1 button to make sure they are all being pressed and held at the same time and nothing. Additionally, just in case my controller or emu was wrong, I tried it in Chrono Trigger (since most Square games had that code) and it worked just fine.

Are you sure your hakchi isn't causing a conflict there? If you moved from hakchi2 to hakchiCE it's possible there's a conflict there since I remember some hakchi versions having L+R+Select+Start as the 'reset to menu' shortcut.

Not all SNES games had the L+R+Select+Start to reset code, and as far as I tested, this game doesn't have it either. Can someone else try it on either canoe or emulators?

L+R+Start+Select should work for any game run through Canoe as long as you don't have a conflicting Hakchi reset key, it's a shortcut Nintendo added to the Canoe emulator itself. Since it's an emulator addition, it wouldn't occur with Rendering Ranger run through a PC emulator. It's supposed to function like hitting reset on the original console would.
The L+R+Start+Select shortcut is covered in the SNES Mini's manual/documentation.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 15, 2018, 08:16:44 pm
L+R+Select+Start (software reset) is a feature of the SNES Classic. It's in the manual: https://www.nintendo.co.jp/clvs/manuals/en_us/manual.html (https://www.nintendo.co.jp/clvs/manuals/en_us/manual.html)

This does not work with Rendering Ranger. I remember that this happened with other two or three games but I can't remember which.

By the way, I'm using hakchi 2.21f.

Ah, I didn't know they added it for all the games. Maybe there's the problem? It's doing something the game was not programmed to do. In that case, it's something that could be fixed, although I have no idea how would sluffy do something like that.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 15, 2018, 08:32:06 pm
Rudra no Hihou - gamma tester stack (1016)
https://www.sendspace.com/file/crgfsq


Ranger + soft reset = very unsure. Can't reproduce this anywhere so hard to imagine what cause is. Will check logs over to look for possible sticky spots.

I'm assuming this "soft reset" is the one that triggers Super Buster Bros. (rev 0) missing graphics reset bug.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 15, 2018, 08:41:58 pm
Rudra no Hihou - gamma tester stack
https://www.sendspace.com/file/crgfsq

Do we need a specific pid to test?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 15, 2018, 08:44:51 pm
Rudra no Hihou - gamma tester stack
https://www.sendspace.com/file/crgfsq


Ranger + soft reset = very unsure. Can't reproduce this anywhere so hard to imagine what cause is. Will check logs over to look for possible sticky spots.

I'm assuming this "soft reset" is the one that triggers Super Buster Bros. (rev 0) missing graphics reset bug.

Probably. I tested it on the PC and the game doesn't have a native soft reset. So whatever the SNESC is doing, it's causing issues for that game too.

By the way I just noticed Super Buster Bros uses hi-res for the entire game.

Yeah what ID to use for Rudra? These are the available ones (thanks to Robin for the info):

Rudra no Hihou 0000 - http://i.imgur.com/Wi28u7u.png
Rudra no Hihou 1016 - http://i.imgur.com/lAJYvgP.png
Rudra no Hihou 1017 - http://i.imgur.com/zSTI0wg.png
Rudra no Hihou 1101 (official) - http://i.imgur.com/fJSVFZ4.png

Rudra no Hihou has its own official Preset ID, and that is 0x1101! Sadly, for whatever reason, Nintendo didn't set that PID to enable hi-res in Canoe. So despite being the "correct" one, it works the same as 0x0000.
Once again, 0x1016 and 0x1017 perform as expected, with the former doing both hi-res and gamma and the latter only doing gamma. 0x1016 would be fine for the game, if not for turning all the menus black

(http://i.imgur.com/6i3Dv0M.png)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 15, 2018, 08:56:48 pm
Probably. I tested it on the PC and the game doesn't have a native soft reset. So whatever the SNESC is doing, it's causing issues for that game too.

Very few games had the soft reset combination on original hardware. Only I know of are Chrono Trigger and Secret of Mana.

In canoe, the combination works for almost every game, so it's a bit weird that it doesn't with RR. However, let's not forget that before sluffy, the game didn't even boot. :P
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 15, 2018, 08:58:41 pm
Rudra - Test 1-1, 1-3, 1-5, 1-8 all show the menus using ID 1016. Gamma looks pretty much the same to me on these tests.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 15, 2018, 09:01:25 pm
Was going to say 1016 for Rudra. But Bosco82 already did it. If menu looks okay, then I think it's cleared for general play. Doesn't do anything special like SD3, or at least I think not.

Weird that gamma is same on all 4. #5 should've been darker. But no complaints if it's okay.


Dark Law tester is also 1016. 1016 for every gamma game problem.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 15, 2018, 09:05:00 pm
Rudra - Test 1-1, 1-3, 1-5, 1-8 all show the menus using ID 1016. Gamma looks pretty much the same to me on these tests.

By looks the same you mean the same bright like without the patch, or that the gamma is dark (normal) in all the patches?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 15, 2018, 09:06:25 pm
The gamma looks the same to me in all 4 patches that show the menus correctly.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 15, 2018, 09:09:05 pm
The gamma looks the same to me in all 4 patches that show the menus correctly.

Ok but the 'gamma is the same' on text boxes mean that they all look correct, or that they look same the incorrect way (bright text boxes)

WRONG GAMMA
(http://i.imgur.com/lAJYvgP.png)

Correct Gamma
(http://i.imgur.com/Wi28u7u.png)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 15, 2018, 09:14:37 pm
Ranger trial (0000 pid) -- soft reset?
https://www.sendspace.com/file/w7x0sc

Found 1 possible sticky spot. Shouldn't keep read / write same apu port very quickly with new values as sync shake.


I'm going to try auto-saying pid always now. And auto-merge patches for Canoe. If someone wants for snes9x (basically just about me and me), then I'll release separate on request.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 15, 2018, 09:16:49 pm
All of the text boxes are the dark color as in the correct gamma screen
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 15, 2018, 09:19:54 pm
All of the text boxes are the dark color as in the correct gamma screen

Ahh, excellent. So the patch fixes all problems then. Gamma and the black menus. Nice!

March 15, 2018, 09:27:08 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Ranger trial (0000 pid) -- soft reset?
https://www.sendspace.com/file/w7x0sc

Found 1 possible sticky spot. Shouldn't keep read / write same apu port very quickly with new values as sync shake.


I'm going to try auto-saying pid always now. And auto-merge patches for Canoe. If someone wants for snes9x (basically just about me and me), then I'll release separate on request.

You could always have a rar/zip with all the separate available patches for a game, and also include a One in All patch. If you name or number them with proper descriptions, then people should have no issues and no one will pester you to make specific patches. I would also include a readme.txt with your credit and whatever explanation you might want to add.

And by the way, sendspace will delete your uploaded files if you are not paying for an account and if no one downloads the file after a (few?) months. If you want to keep your patches online forever and want people to be able to download them, then get a Mega account (http://mega.co.nz). It's free and doesn't delete your files.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 15, 2018, 09:34:45 pm
I'm going to try auto-saying pid always now. And auto-merge patches for Canoe. If someone wants for snes9x (basically just about me and me), then I'll release separate on request.

Maybe someone can help creating a list with the snes9x patches? This reminds me of something: the patches you've uploaded so far for Little Magic fixed the game (at least for me) in snes9x; so snes9x patches are still appreciated. Any progress/ideas for the game working in canoe? - just hoping it's not forgotten, have been playing the game a lot in snes9x :P

Two questions:
- So for Rudra, just use any patch?

Ranger trial (0000 pid) -- soft reset?
https://www.sendspace.com/file/w7x0sc

- Apply on top of AIO patch? Judging by the size of the file, it seems this is AIO+soft reset. Testing...
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 15, 2018, 09:43:12 pm
I tweaked Little Magic sound patch to be more stable, but didn't release because graphics engine needs rewriting for Canoe. And that takes lots of vram. Which is why I'm kinda sitting on the harder ones (Mystic Ark looks full).


===1 Edit read
Rudra = use test1-1 I guess. Simplest method since menu actually (amazingly) works okay.

Ranger = use on clean rom. Guess I should point that out too.

sendspace since these are "temps". Maybe more "permanent later".
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 15, 2018, 10:29:55 pm
Ranger trial (0000 pid) -- soft reset?
https://www.sendspace.com/file/w7x0sc

Sluffy you're unbelievable. Rendering Ranger soft reset now works!!
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 15, 2018, 10:47:32 pm
Sluffy you're unbelievable. Rendering Ranger soft reset now works!!

Yay!

Make an all in one patch if you can to add that one to the doc.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 15, 2018, 11:07:52 pm
Rudra:

- Tested all patches with vanilla and translated rom.
- Can confirm that patches 1-11 and 1-13 don't work with pid 1610 (black menus).
- In snes 9x, 1-5 and 1-13 menus are the closest to original, albeit darker. The others don't have the color gradients found in the original.
- In canoe, all working patches are the same (or very similar), i.e. menus are a bit brighter than the original and without the gradient. The difference is very minor, what matters here is the hires font and the menus work.

So it doesn't really matter which patch you choose, I went for 1-1, as sluffy said.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 15, 2018, 11:11:23 pm
Rudra:

- Can confirm that patches 1-11 and 1-13 don't work with pid 1610 (black menus).
- In snes 9x, 1-5 and 1-13 menus are the closest to original , albeit darker. The others don't have the color gradients found in the original.
- In canoe, all working patches are the same (or very similar), i.e. menus are a bit brighter than the original and without the gradient. The difference is very minor, what matters here is the hires font and the menus work.

Well the point is not really to get the games running. That can be done by installing Retroarch. The point is having the game playing on Canoe perfectly as if Nintendo themselves would have added the game (as long as Sluffy is able and willing).

So none of the patches actually show the correct gamma in text boxes and don't show the color gradient then?

This is the color gradient in the menu
(https://i.imgur.com/JLbZnP5.png)

This is how the text boxes should look:
(https://i.imgur.com/zbIK7sC.png)

You're saying the Canoe patch doesn't look like that?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 15, 2018, 11:19:07 pm
You're saying the Canoe patch doesn't look like that?

Yes, exactly. The textboxes are a bit brighter and the menu is also brighter and without the gradient.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 15, 2018, 11:20:17 pm
Yes, exactly. The textboxes are a bit brighter and the menu is also brighter and without the gradient.

Thanks. Ok, so it's not really perfect then. Hopefully sluffy can put out another patch trying to fix that.

Demi tested Dark Law.
You asked: "Dark Law gamma test1 -- top menu should be normal-ish. bottom should be dark or black (mistake). Would like to know if this is what happens before moving on"

Results: The patch now removes the top and bottom part of the menu. Screenshot taken with ID 1016. Incorrect findings, ignore.
(https://i.imgur.com/89kHamR.png)

Previous screenshot with ID 0000:
(https://i.imgur.com/gpfRuvw.png)
(https://i.imgur.com/10NnLci.png)

With ID 0000, there is a color/brightness gradient in menus (correct behavior). The text is blurry. The menus and text boxes have glitches in the bottom.
With ID 1016, the color/brightness gradient is missing. The text will be hi-res. The menus and text boxes have glitches in the bottom.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 15, 2018, 11:50:18 pm
It's not sluffy's patch causing the top and bottom of the screen to get cut off it does the same thing without it, the ID is causing it to happen
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 15, 2018, 11:58:59 pm
Thanks.

Demi responded that he probably loaded a save from a previous game, that you are correct in saying that ID 1016 does the same thing without the patch.

So if you tested the patch, did you notice any differences in the gamma or any darker or black menus? That's all sluffy wants to know. He's trying to pinpoint what his actions are modifying in the game.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 16, 2018, 11:27:08 am
Rendering Ranger -- last patch = release build for Canoe. One patch and play.

Dark Law / Rudra -- that gradient. 1016 is going to be a problem. Have to look for another Canoe backdoor method, although Soul Blazer proved there might not be one other than another pid switch. Officially I'd mark Rudra as "partial" working -- playable with side-effects.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: CanoeFan on March 16, 2018, 11:35:54 am
Speaking of pal games, European language versions of Secret of Mana might need a Gamma fix to. Only ID that enables hires is 1016 again, which causes high Gamma in menu. All other Preset IDs that I testet even the official ones according to the DarkAkuma sheet give a C7 error. Though I only testet the German language version.

Tommorow I also will play through Rendering Ranger again with the latest Overscan Patch and give a report.

Like I said here, I played through Rendering Ranger R2 again, now using the latest all in one patch.
Game was playable from start to finish. No sound problems. No graphic issues in stage 7.

But: See this Explosion issue therourke posted for Gun hazard.
https://youtu.be/ijvyIbQXGys

This happens here also quite often with explosions or even enemies or bosses, when there is a lot of stuff going on. Also flickering sprites or HUD can happen with lots of stuff going on.
When the big door opens at the boss fight in stage 5, the HUD had graphic issues. (part of the helmet was missing)
I don't know if These are bugs or the game is just that demanding.

EDIT: I played on hard, Preset ID 0000 and with cheats, just to specify that.
For the mana test: 10AF, 10B0, 10B1, 10B2, 10B3 (different mana IDs)and 10F6 (Romancing SaGa 3) all gave C7 error.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 16, 2018, 11:52:04 am
Sunset Riders looks more like irq timing misfire.

Front Mission uses lots of sprites. 1st thought would be Canoe sprite limit problem. Alien 3 / Outlander / Mohawk, but worse here.

Rendering Ranger ... sounds similar. But I'd need to run some sprite checks. On both really.

Mana PAL. Add to queue.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: pimpinelephant on March 16, 2018, 01:24:05 pm
Super Star Wars:

The Trench Battle issues occur on other Preset IDs. The issue with Super Star Wars' ID is no lightsaber sound effects.

Patch results:
10EA = Nothing different, obviously. No lightsaber sound effects. Trench Battle layers correctly.
10EF = Trench Battle still layered incorrectly, unfortunately.


Treasure of the Rudras:

Used patch test1-1.

I didn't notice any difference in gamma/brightness with the text boxes between Preset ID 1016 with patch compared to Preset ID 1101.
Comparison pictures (Left is ID 1101 with no patch. Right is ID 1016 with patch):
(https://i.imgur.com/MPkZqkv.jpg) (https://i.imgur.com/TUIvliS.jpg)

Although ID 1016 with patch does not display the gradient in menus.
Picture 1 (https://i.imgur.com/AjbugOy.jpg)

But with the patch, the game now correctly displays the menus as well as displays the correct gamma. I would consider this a success, awesome job Sluffy!


Dark Law:

Used Preset ID 1016.

It appears that the same issues still persist, unfortunately. Doesn't appear as if anything is different.
Picture 1 (https://i.imgur.com/ub42vNc.jpg)
Picture 2 (https://i.imgur.com/st1saXG.jpg)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 16, 2018, 01:57:40 pm
But with the patch, the game now correctly displays the menus as well as displays the correct gamma. I would consider this a success, awesome job Sluffy!

I agree with you that it is a success; however, this is the correct gamma:

(http://i.imgur.com/fJSVFZ4.png)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: pimpinelephant on March 16, 2018, 02:28:09 pm
Don't be fooled my camera's auto-brightness! :P I apologize for not mentioning that in my previous post.

Preset ID 1101 displays the correct gamma and the picture on the left is ID 1101. I personally don't see any difference between the two, but maybe I'm just blind.

EDIT:

SD Gundam G-Next:

109C = Game is "playable" but graphics are garbled in certain parts of the game.
109F = Immediate C7 error.
111E = Immediate C7 error.
10A4 = Same as 109C except hangs on black screen right before entering gameplay. Slowdown everywhere. No slowdown with 109C.

Here's the interesting part though. There are three options in the main menu, Scenario, Campaign, and ConfigMap.

Scenario has garbled graphics for the map selection:
Scenario Map Selection Picture (https://i.imgur.com/SQUxUdx.jpg)

Scenario has garbled graphics when entering gameplay:
Scenario Gameplay Picture (https://i.imgur.com/lTvhKk9.jpg)

ConfigMap also has garbled graphics for the map selection:
ConfigMap Map Selection Picture (https://i.imgur.com/2k8brU2.jpg)

Campaign, on the other hand, appears to be working perfectly!
I was able to get into the match and everything displayed and worked correctly. I made my moves and then ended my turn, then the AI did their moves, and still everything appeared to be working perfectly.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 16, 2018, 02:41:05 pm
The problem with pid 1101 is that it does not display the hi-res text correctly. Only pid 1016 fixes the text, but unfortunately changes the gamma.

Edit 1: I see what you mean, my point is that with either 1101 or 1016 AND the patch, the gamma is different when compared to original hardware.

Edit 2: Let me test it again, maybe I'm missing something here.

Edit 3: Turns out you're absolutely right, had to switch monitors and double check pids and patches in all roms.

RESULTS:
- Patch 1-1 with preset ID 1610 displays the correct gamma in text boxes.
- Menus are still missing the gradient.
- Gammas are slightly different depending on the location (top or bottom) of the text box. But this is normal behavior. Or maybe it's just me?
- Most cameras don't capture the correct brightness.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 16, 2018, 03:47:17 pm
The problem with pid 1101 is that it does not display the hi-res text correctly. Only pid 1016 fixes the text, but unfortunately changes the gamma.

Edit 1: I see what you mean, my point is that with either 1101 or 1016 AND the patch, the gamma is different when compared to original hardware.

Edit 2: Let me test it again, maybe I'm missing something here.

Edit 3: Turns out you're absolutely right, had to switch monitors and double check pids and patches in all roms.

RESULTS:
- Patch 1-1 with preset ID 1610 displays the correct gamma in text boxes.
- Menus are still missing the gradient.
- Gammas are slightly different depending on the location (top or bottom) of the text box. But this is normal behavior. Or maybe it's just me?
- Most cameras don't capture the correct brightness.

The best way to capture the gamma differences is just to compare it to a text box using ID 0000. That should give you the correct gamma, and as long as the same camera and lighting conditions are used to take a pic of a text box using ID 1016, then the difference should be noticeable if there are any.

It's great that sluffy was able to fix a big part of the problem, but people should now be testing if the gamma changes with text boxes outside and inside buildings (just like Seiken 3).
I notice that in an emulator, if you remove all the layers while in a menu, all that's left is that 'color/brightness' gradient effect. So it's not even a layer you can turn on/off.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: CanoeFan on March 16, 2018, 03:48:13 pm
Did a Rudra Test 1-1 with 1016:

The Gamma fix in text boxes does not apply to the battle menu. The boxes in battles that say the name of a attack when it's performed are affected by the Gamma fix, same for the boxes that say how much Money and experience you earned. But the actual battle menu box where you select your moves is still far brighter.
Edit: I used a english translated Rom, don't know if it also is like that in a japanese one. But the gamma differences in the different boxes is quite noticable.
Edit 2: Every other textboxes outside of battle seem to have fixed Gamma. Indoor and outdoor makes no difference.
Edit 3: Just for those who are intereseted in this. The Seiken Densetsu 3 Gamma fix works with the german translation.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 16, 2018, 05:20:29 pm
In Rudra yes the battle menu is the only thing that the gamma is wrong for, and the gradient is in the menus just its the same one shown in the text boxes, so its not 100% correct.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Robin64 on March 16, 2018, 06:04:05 pm
I'd just like to mention that you should be using hakchi's "Take Screenshot" function to, well, take screenshots. You'll get the SNES Mini graphics buffer that way, and every color will be perfect etc.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 16, 2018, 07:37:48 pm
American Tail test4 (USA, 0000 pid, clean rom)
https://www.sendspace.com/file/nwkdxw


To satisfy another test, anyone try Drift King (Japan, 10BA pid, no patch)? Could be sound issue causing mph throttle.


===1
Docs sheet.

Remove orange. Pid test no longer needed.
-Battle Racers
-Bishoujo Senshi Sailor Moon Super S: Fuwafuwa Panic 2
-Exhaust Heat II F-1 Driver no Kiseki
-Gekisou Sentai Carranger: Zenkai! Racer-senshi!
-Momotarou Dentetsu Happy

California Games II = was this tested using PAL to NTSC patch? Info seems vague.

Mickey's Playtown Adventure - Day of Discovery (Prototype) = I think this is missing logo #2 with 1068 pid? Logo after hi-tech. Before legal screen.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 16, 2018, 08:16:33 pm
American Tail test4 (USA, 0000 pid, clean rom)
https://www.sendspace.com/file/nwkdxw


To satisfy another test, anyone try Drift King (Japan, 10BA pid, no patch)? Could be sound issue causing mph throttle.

American Tail with test4: Black screen. Did not show "Licensed by Nintendo" screen.
Drift King - Shutokou Battle '94 (pid 10BA): Same issue
- Automatic transmission: 69 km/h
- Manual transmission: 130 km/h
Drift King - Shutokou Battle 2 (pid 10BA): Same issue. Auto or Manual T. does not exceed 57 km/h
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 16, 2018, 08:33:47 pm
Sunset Riders (USA, 0000 pid, clean rom)
https://www.sendspace.com/file/6fnz0x

Should fix stage4 random garbage after bombs. H-dma conflict with scroll registers - wait h-blank.



===1
American Tail (USA, 0000 pid, clean rom) - test4a follow-up (check dodgy Canoe behavior)
https://www.sendspace.com/file/x7jaw7


Am I reading that right? Automatic vs Manual on Drift King1 has different upper limits?


===2
Rendering Ranger patch should work with Targa (E). Needs verify with 0000 pid. Greatly assuming does not need PAL to NTSC patch.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: RandPC on March 16, 2018, 09:04:36 pm
Just tried California Games 2, loaded and played fine using NTSC rom. Probably an erronous report from someone using a bad rom.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 16, 2018, 09:09:09 pm
Am I reading that right? Automatic vs Manual on Drift King1 has different upper limits?

Yes, only on Drift King '94, still far from top speed. Manual is 3rd gear max I think. You can still change gears but it won't go over 130 km/h.

March 16, 2018, 09:10:09 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

Sunset Riders (USA, 0000 pid, clean rom)
https://www.sendspace.com/file/6fnz0x

Should fix stage4 random garbage after bombs. H-dma conflict with scroll registers - wait h-blank.

===1
American Tail (USA, 0000 pid, clean rom) - test4a follow-up (check dodgy Canoe behavior)
https://www.sendspace.com/file/x7jaw7

===2
Rendering Ranger patch should work with Targa (E). Needs verify with 0000 pid. Greatly assuming does not need PAL to NTSC patch.

- American Tail now works! I just tested it for 5 min, even tried the soft reset. Everything looks fine.
- Sunset Riders: Glitch is also fixed!

- Targa with AIO patch crashes with a C8 error. It does not boot on snes9x either. More testing needed.

Edit 1: I have a Targa rom that works on snes9x that was patched with one of sluffy's patches. Is there a tool to check which patch was applied?

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: RandPC on March 16, 2018, 09:10:39 pm
PAL rom using PAL to NTSC patch also loads fine. Don't think it's worth testing PAL rom without NTSC patch as SNES Mini isn't intended to run those. Can probably remove this from document. I don't think there is anything wrong with this game.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 16, 2018, 09:53:15 pm
I know Targa worked earlier. But didn't check last 2 patches. Will do that. :oops:


American Tail has 2 problems:
- spu handshake sync error (supposed to read f5-f7, then flag f4)

- mystery rogue irq firing sometime after boot
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 16, 2018, 10:06:31 pm
I know Targa worked earlier. But didn't check last 2 patches. Will do that. :oops:

American Tail has 2 problems:
- spu handshake sync error (supposed to read f5-f7, then flag f4)

- mystery rogue irq firing sometime after boot

Yeah, this Targa rom I mentioned works in Canoe too, but it's missing the soft reset fix, so it's an old patch. Anyway, last patch does not work.

Tail: you mean there are still issues? anything to look for?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 16, 2018, 10:12:32 pm
That rogue irq ... I need to know what Canoe is doing around boot time; could affect few other non-booters. Disabled all irqs (which might disable special effects). Have to devise some more tests. Tail works but isn't final yet, but we're close.


Will look at Targa somebit later. Rewriting Untouchables (looks like only Ocean logo is affected from rom scan).
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 16, 2018, 10:16:25 pm
The soft reset patch for Rendering Ranger works just fine for TARGA, my rom is patched for NTSC and I stripped the overdump down to the correct size rom.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 16, 2018, 10:35:35 pm
Demi tests:

Space Football: One on One
Tested 0000 and 1068. Game black screens after pressing start on title.

Marko's Magic Football
After the "Domark" splash screen, game crashes (music is stuck repeating). No C7 error. LoROM to NTSC patch by EvilGames.
Tested PID 0000 and 1068



March 16, 2018, 11:55:09 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Just tried California Games 2, loaded and played fine using NTSC rom. Probably an erronous report from someone using a bad rom.

Thanks. The community doc has it as an Euro title, but the game wasn't even released in Europe. Will remove from list.

I'm also removing from the list Euro Football Champ. The report says the screen overlaps the border, but that just happens if the game is not patched to NTSC. Demi tried the patched game and it looks and works fine.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Musgy on March 16, 2018, 11:06:46 pm
I played some more Winter Gold and looked around and, sure enough, the game has timing issues on the events while playing in Canoe. What it means is that the AI's gonna be more difficult than it should be and always gonna have faster times than you. I'm honestly at a loss of how would that get a fix. This might come late since I gotta wait for a mod to approve this post.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 17, 2018, 04:05:54 am
Demi tests:

Cannon Fodder
Problem: Helicopter is missing from mission intro. LoROM to NTSC patch from EvilGames.

How it should look:
https://youtu.be/-fSnXOT51T4?t=33

Bubsy 1
Bubsy 2
Problem:
-Music issues
-Bad framerate not present on real hardware, music speed seems tied to Bubsy's movement speed.

Demi tested the games on canoe, several PC emus and saw youtube videos and saw nothing strange about bad framerate. Game has been removed from the list. Maybe whoever reported that was playing the Euro version.

Blues Brothers
Problem: Music speed is all over the place.

There no issue. The music speeds up when you pick up a certain item but it seems to be intentional. Game has been removed from the list.

Battle Pinball
Problem: Issue is in the "underwater table", when a game session ends (game over) the screen becomes black and the ranking table screen doesn't appear (the music still plays in the background). Tested with ID 0000 and 1068.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: CanoeFan on March 17, 2018, 05:36:49 am
Did some SaGa testing.

Romancing SaGa 2 needed verification according to sheet. Runs correctly as far as I can tell. Used 1093 which is is official ID according to the DarkAkuma sheet.

Now Romancing SaGa 3 is a tricky one.
Its official ID 10F6 enables Hires with te Rev 1 only. The 1.0 Version gives a C7 error.
I had an english ManaSword Translation at hand, but it is an 1.0 so C7. I also tested the completed spanish Translation, but since it was only on 1.0 there was also a C7 error. (the readme says it's for 1.0) I don't know if the translations work with Rev 1.

With 1016 however all versions work with Hires, including the translations. Of course this causes High Gamma again.
Does someone know if the translations are compatible with Rev 1?

Edit: I applied the spanish patch on a Rev1. It booted with 0000 (no Hires obviously) but 10F6 gives C7. 1016 works with hires but high Gamma of course.

Edit2: So it seems the only one that runs absolutely correctly is an untranlated japanese Rev1 with 10F6.See later post.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 17, 2018, 05:57:16 am
Saga3 trans works with rev 1 just fine. You need to apply a header to the rom (easy tool called Tush on romhacking), apply trans, then remove header and it will work on SNESC.

Lots of old trans only work with headered roms. SNESC does not play roms with headers.

----------------

Here are IDs for games with hi-res modes that have been released on VC in case it would help someone.

1016 (Mario Picross)
1022 (Donkey Kong Country)
10A2 (Kirby 3)
10A3 (Kirby 3 J)
10B0 (Mana)
10B2 (Mana J
10F6 (Saga 3)
1101 (Rudra)
111E (Marvelous)

DarkAkuma has tested IDs 1000 through 1245 on Rudra, but the only one that has worked is 1016.
Interestingly, despite running in hi-res mode, Mario Picross doesn't actually have any hi-res assets (except a few very minor Japanese text. Everything  else is just normal res but at twice the size. DKC uses hi-res on the small RARE logo only. Kirby 3 uses hi-res on many stages for transparent objects in the foreground. Also for water.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: CanoeFan on March 17, 2018, 07:01:25 am
To make things complete I now tested the ManaSword translation on a Rev1 and it works correctly with its Preset ID 10F6. (Hires enabled)

Edit: Since 10F6 works with Rev1 but not with 1.0 something must be different between versions that causes this. Could this knowledge be useful to find out what exactly enables this ID? And if yes could this be used to enable this ID in other games as an alternative to 1016?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 17, 2018, 08:50:11 am
10A2/10A4 creates extra Jurassic Park colored pixels. Thought of an idea to check whether those animation frames are accidentally being soft-patched by pid.

Demi helped remove some frustration - was 98% sure Bubsy / Blues had to be "PAL" type problems. Game just sends "play track" code and then does nothing until sfx are needed.

Saga3 = gamma. Sure. Have to spot check between rev1 and rev0 for any interesting changes.


Once I get Untouchables done, can reuse that code for other troublemakers. Partly showing logo.


===1+2
Untouchables (USA, 0000 pid, clean rom) -- ocean logo (new link)
https://www.sendspace.com/file/pqxj94
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: pimpinelephant on March 17, 2018, 01:45:53 pm
The Untouchables:

The patch correctly displays the "OCEAN" logo screen!


Treasure of the Rudras:

As stated earlier, the battle menu still displays the increased gamma unfortunately.
I've re-uploaded and cropped the "Battle Menu" picture due to my camera adding discoloration that I didn't notice until now. Apologies for that.
Comparison pictures:
(https://i.imgur.com/aS6Oaea.jpg) (https://i.imgur.com/inwUoZR.jpg)


Ace o Nerae!:

I created a video of the C7 error for reyvgm's list. I actually made this video a while ago, but it took me a while, to say the least, to finally edit it into something easier to look at. Exact same C7 error with vanilla and translated ROM.
Hopefully we'll be able to clarify every game that gives a C7 error.
Video of C7 Error (https://streamable.com/8qzho)


Super Star Wars:

I tested the latest patch earlier, but the list still says to test the patch, so I just wanted to make sure.
https://www.romhacking.net/forum/index.php?topic=25789.msg354030#msg354030 (https://www.romhacking.net/forum/index.php?topic=25789.msg354030#msg354030)


As for Romancing Saga 3, I believe its official Preset ID allows the game to work correctly (10F6). So I don't believe a patch is necessary for it. Please correct me if I am mistaken though.


And huh, that's really interesting about Mario's Super Picross! Thank you for that!

Quote
Mario's Super Picross utilizes a "psuedo-high resolution" mode. In this mode, the game is actually rendered at 512x224 resolution making for a long, distorted picture; to compensate for the distortion, the picture is then stretched vertically to emulate the standard pixel aspect ratio at 2x scale. This mode is only used for screens that use text to allow a higher level of detail to display the kana characters. The puzzles themselves and the menus are in the standard Super Famicom resolution, 256x224.

I've tried a bunch of different games with some of the "high resolution" Preset IDs, but unfortunately they have always just returned a C7 error, with the exceptions of Mario Picross, Kirby 3 (not true hi-res), and Rudra (ID does not enable hi-res). I know that some Preset IDs look for a specific ROM otherwise will just C7.
I was wondering reyvgm, do you by any chance happen to know of any games that actually work with these hi-res IDs that appear to be looking for something specific in the ROM?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: CanoeFan on March 17, 2018, 02:06:25 pm
As a comment to pimpinelephant's picture. The blue box in the left picture is the one that the gamma patch didn't fix. The blue box in the right picture is fixed by the gamma patch. The pictures don't show it very well.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 17, 2018, 04:41:50 pm
Could this knowledge be useful to find out what exactly enables this ID? And if yes could this be used to enable this ID in other games as an alternative to 1016?

Probably, unfortunately that involves disassembling the SNESC's code and no one has been able to do it yet.

The Untouchables:

The patch correctly displays the "OCEAN" logo screen!


What ID did you use? Sluffy said to use ID 0000 (which originally gave a C7 error).


I've tried a bunch of different games with some of the "high resolution" Preset IDs, but unfortunately they have always just returned a C7 error, with the exceptions of Mario Picross, Kirby 3 (pseudo hi-res), and Rudra (ID does not enable hi-res). I know that some Preset IDs look for a specific ROM otherwise will just C7.
I was wondering reyvgm, do you by any chance happen to know of any games that actually work with these hi-res IDs that appear to be looking for something specific in the ROM?

I don't know where you got that quote, but Mario Picross is not 512x224, it is 512x448. By taking screenshots with SNES9X, the images will come in the native resolution and all the hi-res areas of the game will be 512x448. Kirby is also not pseudo hi res (unless by pseudo it means that only partial assets are hi-res?).
DarkAkuma already tested IDs 0000-1245 on Rudra, and the only one that enabled hi-res was 1016. So apparently there's no magic ID that will fix all hi-res games :(
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 17, 2018, 05:07:42 pm
Bsnes+ screenshot says Mario no Picross = 512x224. Checked myself and didn't see 2133 interlace 448 height being set.


Still working out some kinks in getting mode3 working for next game. Each one must custom tweak tile math, getting half-res pictures.


===1
Does Mickey's Playtown Adventure (1068) show title screen correctly? City + Game name?

(Put this back out of curiosity -- mode3 TS16 BG1+2. And game uses scroll trick here for large window. Be easier to avoid hacking this part.)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: matt! on March 17, 2018, 06:27:01 pm
Probably, unfortunately that involves disassembling the SNESC's code and no one has been able to do it yet.
They have: me. I've shared the disassembly with various people but really we need to find somebody who is fluent in ARM assembly to help figure it out.

March 17, 2018, 06:33:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Edit: Since 10F6 works with Rev1 but not with 1.0 something must be different between versions that causes this. Could this knowledge be useful to find out what exactly enables this ID? And if yes could this be used to enable this ID in other games as an alternative to 1016?
You're coming at it the wrong way. The game doesn't enable the ID. The ID is manually attached to the game. The ID enables features or options in the emulator.

That said, the difference you've spotted should help us figure out what feature that ID enables.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: CanoeFan on March 17, 2018, 06:46:08 pm
They have: me. I've shared the disassembly with various people but really we need to find somebody who is fluent in ARM assembly to help figure it out.

March 17, 2018, 06:33:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
You're coming at it the wrong way. The game doesn't enable the ID. The ID is manually attached to the game. The ID enables features or options in the emulator.

That said, the difference you've spotted should help us figure out what feature that ID enables.

What I've ment is. The Rev1 version boots, the Rev0 however does not. So there must be something in the game that tells the emulator "boot me" with this ID. Some Kind of Switch. If this would just be a few certain Bytes and you patch them into another game than it might boot also with this ID.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 17, 2018, 07:27:51 pm
Bsnes+ screenshot says Mario no Picross = 512x224. Checked myself and didn't see 2133 interlace 448 height being set.


God damn it, it's true. I gotta stop using SNES9X to test resolutions then. It's weird that Chrono Trigger's half resolution came out properly in screenshots, but Mario Picross one didn't.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: pimpinelephant on March 17, 2018, 07:53:26 pm
Oh, sorry about that! I should have clarified that previously. I did, in fact, use Preset ID 0000. The game correctly displayed the Ocean logo and did not give me any C7 error. I played a little bit of the game as well.


By pseudo, I mean that in the sense that it doesn't render an actual horizontal 512 pixel background (true hi-res). It instead takes the horizontal 256 pixels of the main background and the sub background and then splits them pixel column by pixel column, alternating them into the odd and even columns respectively (technically creating horizontal 512, thus the name pseudo). Most hi-res games use this method for their text/menus.

Kirby 3 and Jurassic Park, on the other hand, also utilize this "pseudo" horizontal 512 but with a twist! They don't use Mode 5 (a true hi-res mode) like most of the other pseudo hi-res games, they instead use one of the other modes for their pseudo horizontal 512 (Mode 1). These are the only two games I know of that do this. By doing this, it allows them to take advantage of three backgrounds which Mode 1 provides, instead of just the two backgrounds that Mode 5 has. When combining the previously explained pseudo hi-res with the third background, a sort of "blending" occurs where in the space of two pixels, it visually appears as three pixels due to the third background. This is what causes the illusion of transparency that these two games display.
If I'm not mistaken of course! Please correct me if I'm wrong, I am dumb afterall.


It's definitely a bit disappointing due to the gamma that Preset ID 1016 appears to be the only one that works to enable hi-res for other games, but I should probably be happy that we at least have one ID that does do it. :thumbsup:
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 17, 2018, 08:08:12 pm
Oh, sorry about that! I should have clarified that previously. I did, in fact, use Preset ID 0000. The game correctly displayed the Ocean logo and did not give me any C7 error. I played a little bit of the game as well.

Nice, thanks!

Sluffy, so this means that your patch makes The Untouchables boot and play with ID 0000 without having to use ID 1068 as before!


Quote
By pseudo, I mean that in the sense that it doesn't render an actual horizontal 512 pixel background (true hi-res). It instead takes the horizontal 256 pixels of the main background and the sub background and then splits them pixel column by pixel column, alternating them into the odd and even columns respectively (technically creating horizontal 512, thus the name pseudo). Most hi-res games use this method for their text/menus.

Yes I understand all that, it's just that I was relying on SNES9X's screenshots which were taking them in 512x448 instead of 512x224, and based on that, I said your quote was wrong. But it was I who was wrong.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: matt! on March 17, 2018, 09:15:12 pm
What I've ment is. The Rev1 version boots, the Rev0 however does not. So there must be something in the game that tells the emulator "boot me" with this ID. Some Kind of Switch. If this would just be a few certain Bytes and you patch them into another game than it might boot also with this ID.
Sorry, you're still thinking about it from the wrong direction.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 18, 2018, 10:25:15 am
Little Magic - canoe (Japan, 0000 pid, clean rom)
https://www.sendspace.com/file/b0c2ry


Little Magic - snes9x (clean rom, new sound engine)
https://www.sendspace.com/file/1l3u99


Mickey's Playtown Adventure (Japan, 0000 pid, clean rom)
https://www.sendspace.com/file/yh68ez
-- Check title screen C7


American Tail (USA, 0000 pid, clean rom)
https://www.sendspace.com/file/xeyfhy
-- Irq tester5


Dennis the Menace (USA, 0000 pid, clean rom)
https://www.sendspace.com/file/qskuxo
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: KingMike on March 18, 2018, 12:59:27 pm
God damn it, it's true. I gotta stop using SNES9X to test resolutions then. It's weird that Chrono Trigger's half resolution came out properly in screenshots, but Mario Picross one didn't.
If I remember, when bsnes/higan had a screenshot function (so many years ago!), it always output 512-wide screens. I'm sure byuu had some technical reason for doing that. (maybe 512 was technically more accurate to what the hardware does and the usual 256 mode simply doubles the pixels? I'll assume he knows more than I do.)
Is possibly bsnes+ still based on a version that does that?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 18, 2018, 01:04:26 pm
Bsnes+ mostly shoots out 256x224 screens. And 512x224 for Kirby 3, Jurassic Park, Mario no Picross, half-res ones == only when activated.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 18, 2018, 01:17:09 pm
If I remember, when bsnes/higan had a screenshot function (so many years ago!), it always output 512-wide screens. I'm sure byuu had some technical reason for doing that. (maybe 512 was technically more accurate to what the hardware does and the usual 256 mode simply doubles the pixels? I'll assume he knows more than I do.)
Is possibly bsnes+ still based on a version that does that?

You're thinking about the bsnes that came with "bsnes-accuracy.exe". That one captures in 512, while the regular bsnes captures images in the native resolution.

Demi tests

Mighty Morphin Power Rangers: The Movie
The rogue letter in the bandai screen is now gone, so the patch has fixed it.

Little Magic
Latest patch WORKS. Music sounds good. Can see everything now! Stage screen, "Stage 1" and actual level tiles. Played 6 levels, no issues. Tested JPN rom and Translation. No issues

Mickey's Playtown Adventure - Day of Discovery
No patch: Confirming ID 1068 does not show visual concept logo.
Yes Patch: Latest patch loads game. See HiTech, VC, Legal. Then greenscreen and C7, no title screen.

Dennis the Menace
Latest patch works. See Ocean logo, title screen, start/options text, logo on options screen, all there. No issues.

American Tail
Latest patch does not work. Black screen.
Not sure what needs to be done. The previous patch (test4a) worked just fine. I played the entire first level.




Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: pimpinelephant on March 18, 2018, 01:28:32 pm
Dennis the Menace:

dennis1 + ID 0000 = Game appears to be working correctly now! The "Ocean" logo screen appeared correctly, as did every other screen. I played the game for a bit as well with no issues.


Little Magic:

magic2 + ID 0000 = This game also appears to be working correctly now! All graphics/sounds displayed correctly. I also played the game for a bit with no issues.


American Tail:

tail5 + ID 0000 = Just a black screen. No C7 error though.


Mickey's Playtown Adventure:

mickey3 + ID 0000 = "Hi-Tech Entertainment" screen displays. Then "Visual Concepts" screen displays. Then "Copyright/Licensed by Nintendo" screen displays. Then a C7 error.


And just an interesting piece of information in case anybody might find it useful. Somebody on Reddit appears to have found the SHA-1 hash that Canoe looks for within the SRAM file in the cases of Super Mario RPG as well as Yoshi's Island.
Reddit Thread (https://www.reddit.com/r/miniSNESmods/comments/854vxt/byte_blocks_for_generating_accurate_sha1s_for/)

Super Mario RPG SRAM file:
SHA-1 of offsets 0 - 1FFC

Yoshi's Island SRAM file:
SHA-1 of offsets 7C00 - 7E7B

I tested this myself, and after importing my own SRAM files (created with Higan) into the Classic, I was able to load my save files that I had just imported (for both games).
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: PM_ME_GANABRUBY on March 18, 2018, 04:46:29 pm
-Hameln no Violin Hiki:
The first boss has garbled graphics. Tested on 1068 pid with and without translation and on 0000 pid with translation.

(https://i.imgur.com/jtH09BN.png)

The Great Battle V clean JPN ROM works perfectly on Canoe, but The Great Battle V with Aeon Genesis's translation released this very month introduces a few minor graphic glitches (tested on 0000 pid) EDIT: On further testing, they also happen on other PC emulators, so they're issues with the translation patch itself, not Canoe and therefore outside the scope of this topic
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 18, 2018, 05:21:36 pm
Higher priority:
American Tail -- used a dirty hack to get it working. Which could easily break something else so I'd prefer to "unhack" it and do something "proper". Not going to grief over this too much, but it's a very peculiar Canoe quirk.

Mickey's Playtown -- I know what's wrong. Just hoped to take a shortcut. But this is fixable.

Adventures of Yogi Bear -- mostly done here. 2 more screens left.

Top Gear 2 -- yes, I'm coming back to this again. Got a better handling of Canoe problems.



Other priority:
Mystic Ark -- the hardest of the C7 1068 gang. Little Magic was tough but this game requires some delicate creative handling.

Hamelin -- ow. Not sure what happens here.

Great Battle V -- it's possible AGTP skews timing which causes visuals to glitch. Because people would've complained heavy if it happened in other emus.

Championship Pool -- if it's easy, I'll do it quickly. If it's drawn-out hacksaw job like 1068 Little Magic, lower priority.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 18, 2018, 05:31:59 pm
The title screen issue was fixed in the v1.10 translation patch for Great Battle V
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 18, 2018, 07:27:33 pm
Time to clear a few titles.

Mickey's Playtown Adventure (USA, 0000 pid, clean rom)
https://www.sendspace.com/file/72vjaa

Adventures of Yogi Bear (USA, 0000 pid, clean rom)
https://www.sendspace.com/file/jcq3c2


American Tail (USA, 0000 pid, clean rom)
https://www.sendspace.com/file/9idr2c
- wait nmi, then start irq. Canoe likely treats "illegal" irq values as 0. Or doesn't like cli before nmi,irq are first set.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: FormerTree on March 18, 2018, 08:23:36 pm
Mickey's Playtown Adventure (USA, 0000 pid, clean rom)
https://www.sendspace.com/file/72vjaa

Original ROM CRC: 0x53524952
CRC with patch: 0x2BDB2347

Played about 3 minutes, no issues. Fixed.

Quote
Adventures of Yogi Bear (USA, 0000 pid, clean rom)
https://www.sendspace.com/file/jcq3c2

Original ROM CRC: 0xEEA38AED
CRC with patch: 0xB17CEBC9

Played to end of first stage, no issues. Fixed.

Quote
American Tail (USA, 0000 pid, clean rom)
https://www.sendspace.com/file/9idr2c
- wait nmi, then start irq. Canoe likely treats "illegal" irq values as 0. Or doesn't like cli before nmi,irq are first set.

Original ROM CRC: 0x7448D45C
CRC with patch: 0x60B15FDE

Played to the 2-1 level and everything was perfect. Definitely fixed.


Great job sluffy, another three off the list. Haven't been around for a week or so but great to see the work continue. Awesome job, man!
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 18, 2018, 08:54:11 pm
Demi tests with the latest patch:

Mickey's Playtown Adventure - Day of Discovery
Latest patch works. Can see all splash screens and play game.

Adventures of Yogi Bear
Latest patch works. Can see title screen, map screen. However, there is a row of pixels on bottom that is missing.

An American Tale
Works.
(no other details given by Demi).

------
Other reports

F1 World Championship Edition
LoROM to NTSC patch by EvilGames. The ghost of the track flickers on the screen randomly.
Video of issue  https://streamable.com/zmol0

Ganbare! Daiku no Gen-san
Black screen after IREM screen. Still same issue if using ID 1068.

Hamelin no Violin Hiki
Video of the huge boss glitch https://streamable.com/cvvvd

Kaite Tsukutte Asoberu: Dezaemon
This game gives a C8 error. ID 0000 and 1068 give the same error.

Lamborghini American Challenge
Issue: Menu music speeds up and slows down seemingly randomly.
This is most noticable at the very start when the Titus logo flies into view. It speeds up dramatically for a brief second then goes back to normal.

Frantic Flea
Issue: Loud crackling noise on top of explosion sound effects.
This effect occurs when you defeat the smaller robot enemies. There's one right at the beginning of the game. Higan seems to do this to, but Canoe puts a lot more emphasis on it so its loud

Kamen Rider
Game works just fine with ID 0000, whoever reported this gave a C7 error was probably using a bad rom. Game has been removed from the list.

Super Family Circuit
Game works just fine with ID 0000, whoever reported this gave a C7 error was probably using a bad rom. Game has been removed from the list.

Ken Griffey, Jr.'s Winning Run
Game works just fine with ID 0000, whoever reported this was probably using a bad rom. Game has been removed from the list.

World Class Rugby
Euro version has garbled graphics while playing, even with LoROM to NTSC patch, PID 0000. The Japanese version works just fine though. It's the same game and in English. Unless Sluffy wants to spend time fixing the Euro version, it's best if people use the Japanese version instead. I removed it from the list.




Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: BigLongJohnson on March 18, 2018, 09:00:37 pm
And just an interesting piece of information in case anybody might find it useful. Somebody on Reddit appears to have found the SHA-1 hash that Canoe looks for within the SRAM file in the cases of Super Mario RPG as well as Yoshi's Island.
Reddit Thread (https://www.reddit.com/r/miniSNESmods/comments/854vxt/byte_blocks_for_generating_accurate_sha1s_for/)

Super Mario RPG SRAM file:
SHA-1 of offsets 0 - 1FFC

Yoshi's Island SRAM file:
SHA-1 of offsets 7C00 - 7E7B

I tested this myself, and after importing my own SRAM files (created with Higan) into the Classic, I was able to load my save files that I had just imported (for both games).

Thanks for confirming!  Got two more!

Preset ID: 109C (Super Mario RPG)
Block: 0-1FFC

Preset ID: 109F (Kirby Super Star) [needs confirmation]
Block: 1F00-1FFE[/b]

Preset ID: 123D (Yoshi's Island)
Block: 7C00-7E7B

Preset ID: 1245 (Star Fox 2) [needs confirmation]
Block: 3912-3A45

Seems that SNES games that have special chips generate their SHA-1 for saves differently from the standard method.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 18, 2018, 09:06:08 pm
World Class Rugby -- released Europe patch for this over week ago. To be used with PAL -> NTSC patch. 0000 pid. Sped up code to avoid garble graphics. Or it still does??
https://www.sendspace.com/file/4axq50


Yogi Bear -- picture of this missing row? Not seeing it in emus. Or it's unrelated to mode3. In-game bottom row black?

Tetris Genteiban -- handshake error.

Top Gear 2 -- possible handshake error. digging through this.


Nice to see that list shrink. Didn't spend much time on most of them.


===1
Top Gear 2 password. Select Country. Pick Australia. No hang? Pick Britain and hangs right after? Or after entering correct code for GB?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 18, 2018, 09:38:38 pm
World Class Rugby -- released Europe patch for this over week ago. To be used with PAL -> NTSC patch. 0000 pid. Sped up code to avoid garble graphics. Or it still does??
https://www.sendspace.com/file/4axq50


Yogi Bear -- picture of this missing row? Not seeing it in emus. Or it's unrelated to mode3. In-game bottom row black?

Tetris Genteiban -- handshake error.

Top Gear 2 -- possible handshake error. digging through this.


Nice to see that list shrink. Didn't spend much time on most of them.


===1
Top Gear 2 password. Select Country. Pick Australia. No hang? Pick Britain and hangs right after? Or after entering correct code for GB?

World Class Rugby

Yes, demi tested the latest patch. Same error. Honestly, don't waste your time with this. SNES Classic is not really designed to play Euro games. Even the Euro version of the SNESC is using NTSC games and not PAL. The Japanese version of World Class Rugby is exactly the same game and works fine.

Yogi Bear
Pics of issue https://imgur.com/a/xG6ZC
It only happens in those two screens apparently.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 18, 2018, 10:19:03 pm
World Class Rugby pal. Yeah, not much sense. That'd be a last item, just for kicks really. Works in snes9x with ntsc and this patch so I'm satisfied. Maybe Canoe ignored fastrom switch .. it shouldn't look exactly the same. But already forgotten about this.


Shift Yogi Bear 1px up/down. Not sure which way, since snes9x shows black for all 3.
https://www.sendspace.com/file/e9smf3 (yogi1a = should be winner)
https://www.sendspace.com/file/l18nm5 (yogi1b = glitches bsnes+)


Top Gear 2 = developing tester. Game likes to use h-irqs for precise h-blank waiting. Canoe doesn't like this when wai is involved. And already has problems with h-irqs on average.
===> https://www.sendspace.com/file/e4libf
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 19, 2018, 08:39:43 am
World Class Rugby pal. Yeah, not much sense. That'd be a last item, just for kicks really. Works in snes9x with ntsc and this patch so I'm satisfied. Maybe Canoe ignored fastrom switch .. it shouldn't look exactly the same. But already forgotten about this.


Shift Yogi Bear 1px up/down. Not sure which way, since snes9x shows black for all 3.
https://www.sendspace.com/file/e9smf3 (yogi1a = should be winner)
https://www.sendspace.com/file/l18nm5 (yogi1b = glitches bsnes+)


Top Gear 2 = developing tester. Game likes to use h-irqs for precise h-blank waiting. Canoe doesn't like this when wai is involved. And already has problems with h-irqs on average.
===> https://www.sendspace.com/file/e4libf

Demi tests

Yogi Bear
Patch yogi1a  fixes the issue. Everything is now perfect!

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 19, 2018, 09:08:13 am
That super compatibility list got a thorough cleaning by demi! If Top Gear 2 goes in-game for all modes, will need video of remaining issues. Likely go after easy games next; or Mystic Ark if none around on reyvgm's sheet.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 19, 2018, 09:41:53 am
Top Gear 2 now works but shows this row of pixels in the 2P screen.

https://imgur.com/gallery/DZ0Jp (https://imgur.com/gallery/DZ0Jp)

Sadly, the patch does not work for Top Racer 2, which is the japanese version of the game. It has the same 2p/password= black screen issue (perhaps should be added to the list?)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 19, 2018, 09:58:43 am
That super compatibility list got a thorough cleaning by demi! If Top Gear 2 goes in-game for all modes, will need video of remaining issues. Likely go after easy games next; or Mystic Ark if none around on reyvgm's sheet.

For Top Gear 2, hopefully someone can test the races and check for glitches.

Top Gear 1 is the one right now that has a few glitches while racing.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 19, 2018, 01:10:16 pm
===1
Top Gear 2 password. Select Country. Pick Australia. No hang? Pick Britain and hangs right after? Or after entering correct code for GB?

I just saw no one answered this question, so:

Pick Australia = no hang
Pick Britain = you can see the password screen
Enter correct password = hang
- It is the same in Top Racer 2

Tested Top Gear 2 patched, two player mode all the way to Canada (about 10 tracks) and I did not notice any glitches or issues. Also, the pixelated line only appears at the beginning when you select 2P and then Start. All menus before each race look fine.

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 19, 2018, 01:12:30 pm
Had that line occur on me also with 9x - should be "easily" fixable. Passwords still break with patch? Implies another irq routine to bash.

Actually really surprised nothing happened for 10 tracks.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 19, 2018, 01:19:27 pm
Passwords work fine with patch. The game runs perfectly fine, no slowdown, all weather effects ok.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 19, 2018, 01:36:57 pm
Passwords work fine with patch. The game runs perfectly fine, no slowdown, all weather effects ok.

Ok so those tests above are pre-patch or post?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 19, 2018, 01:53:57 pm
Post patch.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 19, 2018, 01:55:53 pm
Post patch.

Thanks.

Ok so the game is working fine now.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 19, 2018, 01:56:53 pm
Thanks.

Ok so the game is working fine now.

Yes, except for the line in the first 2P screen.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 19, 2018, 06:49:54 pm
Likely go after easy games next; or Mystic Ark if none around on reyvgm's sheet.
Jurassic Park please :D
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 19, 2018, 07:06:26 pm
Top Racer 2 (Japan, 0000 pid, clean rom) -- 2P / Password
https://www.sendspace.com/file/22knxv


Top Gear 2 (USA, 0000 pid, clean rom) -- 2P / Password
https://www.sendspace.com/file/z8y1mi


Top Gear 1 (USA, 0000 pid, clean rom) -- horizon flicker
https://www.sendspace.com/file/gfxbfv
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 19, 2018, 07:18:12 pm
Sluffy, I patched my Lost Vikings II rom with your password saving patch and it works just fine in canoe.

However, for some reason canoe doesn't like it when I also use the always stereo and faster rom patches. I get a black screen with all three at the same time. I have not tested all combinations, though.

Is it possible for you to create an AIO patch with all three to test?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 19, 2018, 07:34:33 pm
That's kinda weird because didn't have problems on emus. Played whole game many times over with all 3. But rebuilt in case. They're all independent patches and shouldn't conflict with each other.
https://www.sendspace.com/file/v2toxw
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 19, 2018, 08:01:59 pm
For anyone willing to test Top Gear (do it, if only for the amazing music :) ), here are how to get to the affected areas the fastest. The game is really easy, so this shouldn't take too long.

At the main menu, select "Country", then "UK" and enter password "HORIZONS" to unlock all countries in easy mode. Pick the white car, uses less gas and goes fast enough.

1st glitch
Problem: During night/dark tracks, there's a flickering bright line in the horizon. See video https://youtu.be/6LpODWYyMGE?t=344

To test the 1st glitch, select Germany as your country, then race the 1st track and on the 2nd track, it will go dark around the second lap.

2nd glitch
On tracks with tunnels,  there are allegedly glitches outside or inside the tunnel (stop the car and please make a video if possible).

To test the 2nd glitch, select South America, and right at the beginning will be a tunnel. Check if there are glitches outside or inside the tunnel (make a video if possible).

3rd glitch
On some races, track objects such as trees, pegs, roadblocks, are glitched and are where they are not supposed to be.

From what I remember, on the 4th track in USA is where you can see all the pegs and roadblocks glitch out (need video of issue if possible).
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 19, 2018, 08:13:15 pm
Jurassic Park (USA) (rev1) (10A2 or 10A4 pid, clean rom)
https://www.sendspace.com/file/sd67fm

This will create sram file which compares 93:8000-96:FFFF. Grant sprites. When game boots, you can stop. Ideally try both pids but not expecting change.



Top Gear - glitch1. This was bad idea on devs part -- change ppu *before* hdma runs on horizon line. Race condition. Because hdma eats up entire hblank, had to irq 1 line early and check 213d scanline counter for when horizon hits.

Pausing game helps to see this flicker line. Even in Las Vegas it happens on 1.51.


Glitch3 sounds like either Lemmings--Beholder or Nosferatu--Uniracers. Think they're two different types of bugs (1st = ??? timing, 2nd = ???).
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 19, 2018, 08:29:21 pm
Jurassic Park (USA) (rev1) (10A2 or 10A4 pid, clean rom)
https://www.sendspace.com/file/sd67fm

This will create sram file which compares 93:8000-96:FFFF. Grant sprites. When game boots, you can stop. Ideally try both pids but not expecting change.



Top Gear - glitch1. This was bad idea on devs part -- change ppu *before* hdma runs on horizon line. Race condition. Because hdma eats up entire hblank, had to irq 1 line early and check 213d scanline counter for when horizon hits.

Pausing game helps to see this flicker line. Even in Las Vegas it happens on 1.51.

For Jurassic Park, what is it that you need people to do? Test the sprite or get you the SRAM?

For Top Gear.
Yes the flicker line happens on every night track. I said to go to germany to test it because there's a night track on the 2nd race. Las vegas track is the 4th race in the USA (so it takes longer to get there).
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 19, 2018, 08:37:04 pm
Jurassic Park = dump sram for 10A2, 10A4.


Vegas = 1st USA track on Amateur. Daytime desert. Start new game. Pause and it was flashing me. But night tracks are much easier to see, and glitched more too. Had some weird green large ones with the big NYC hills (USA #3).
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 19, 2018, 08:41:41 pm
Jurassic Park = dump sram for 10A2, 10A4.


Vegas = 1st USA track on Amateur. Daytime desert. Start new game. Pause and it was flashing me. But night tracks are much easier to see, and glitched more too. Had some weird green large ones with the big NYC hills (USA #3).

So the patch you made will create a SRAM even though the game doesn't have native SRAM? Nice.

Ok confused Vegas with the 3rd track. But even so, it's best if people test it on a night track since it's easier to spot.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 19, 2018, 08:52:59 pm
Top Racer 2 (Japan, 0000 pid, clean rom) -- 2P / Password
https://www.sendspace.com/file/22knxv


Top Gear 2 (USA, 0000 pid, clean rom) -- 2P / Password
https://www.sendspace.com/file/z8y1mi

- Top Racer 2: Pixel line is still there but much more subtle. All modes work, however, there is no in-game music, not even in 1P mode.

By the way, the take screenshot feature in hakchi did not work for me this time, I got a message on PC saying location not available, any ideas? Is there a way to setup the destination folder for screenshots?

- Top Gear 2: Same as previous patch. https://imgur.com/gallery/DZ0Jp (https://imgur.com/gallery/DZ0Jp)

That's kinda weird because didn't have problems on emus. Played whole game many times over with all 3. But rebuilt in case. They're all independent patches and shouldn't conflict with each other.
https://www.sendspace.com/file/v2toxw

Lost Vikings II AIO patch did not work. C8 error.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 19, 2018, 09:01:46 pm

Lost Vikings II AIO patch did not work. C8 error.

Wait, did Lost Vikings 2 (USA) had an issue with Canoe? I've never heard of this before.

*edit*
Oh, these are improvement patches. Ok, forget I asked.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 19, 2018, 09:06:06 pm
Wait, did Lost Vikings 2 (USA) had an issue with Canoe? I've never heard of this before.

No, vanilla game works fine. There are three patches that improve the game made by sluffy, which were released by the end of last year. https://www.romhacking.net/?page=hacks&game=2702 (https://www.romhacking.net/?page=hacks&game=2702)

When all three are used, the game does not work in canoe.

Edit: This is more like a "separate" request, maybe sluffy can work on it if he's not busy with something else.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 19, 2018, 09:17:16 pm
Vikings II fastrom alone gives C8 also?

Working on TG2/TR2 again. Must be Canoe and it's long hblank times.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 19, 2018, 09:30:03 pm
Vikings II fastrom alone gives C8 also?

Just tested Vikings II with the fastrom patch only and yes, C8 error.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 19, 2018, 09:46:21 pm
Top Racer 2 (Japan, 0000 pid, clean rom) -- 2P line
https://www.sendspace.com/file/hmz1dq
===> Does vanilla 1P have music?


Top Gear 2 (USA, 0000 pid, clean rom) -- 2P line
https://www.sendspace.com/file/v9lrqm


Force wait until striped line. Then turn on screen. Picky game.



Jurassic Park (rev1, USA, 10A2/10A4 pid, clean rom) -- sprite test
https://www.sendspace.com/file/lqn869

Run around with Grant and see if junk pixels go away.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 19, 2018, 10:01:42 pm
Top Gear (first game): consider this a preliminary test, hopefully someone more familiar with the game can test some more.

1st glitch (horizon): Did not see any flickering/green line at night in the second Germany track.
2nd glitch (tunnels): I don't have a way to capture video right now but I stopped and saw nothing wrong with the tunnels at the beginning of SA.
3rd glitch: I noticed trees/bushes popping randomly in the middle of the track in the first Germany track, but not very often. Since the game is so fast it's hard to tell.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 19, 2018, 10:14:09 pm
Top Gear (first game): consider this a preliminary test, hopefully someone more familiar with the game can test some more.

1st glitch (horizon): Did not see any flickering/green line at night in the second Germany track.
2nd glitch (tunnels): I don't have a way to capture video right now but I stopped and saw nothing wrong with the tunnels at the beginning of SA.
3rd glitch: I noticed trees/bushes popping randomly in the middle of the track in the first Germany track, but not very often. Since the game is so fast it's hard to tell.

Thanks. So patch fixes 1st glitch (which was actually the reason of the patch), so it's a success. Now there are the other 2 glitches left.
Hopefully someone can capture video of the 3rd glitch. I know it happens a lot with objects in USA track 4.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 19, 2018, 10:19:12 pm
Top Racer 2 (Japan, 0000 pid, clean rom) -- 2P line
https://www.sendspace.com/file/hmz1dq
===> Does vanilla 1P have music?

Top Gear 2 (USA, 0000 pid, clean rom) -- 2P line
https://www.sendspace.com/file/v9lrqm

Force wait until striped line. Then turn on screen. Picky game.

- Top Racer 2 vanilla 1P music works fine, but it doesn't really matter because patch fixes everything (no line, all modes work, music ok).
- Top Gear 2: the line is gone too! = Success
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 20, 2018, 08:31:46 am
Just gave Jurassic Park a try.
Unfortunately the screen stays black with both PIDs.
Just for clarifiction, in HakchiCE we put in 10A2/10A4 and not the other way round right?


Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 20, 2018, 10:39:53 am
Top Racer (Japan, 0000 pid, clean rom) -- flickering horizon
https://www.sendspace.com/file/9dwesh


Lost Vikings 2 (USA, 0000 pid, clean rom) --- aio debuggers (runs, c8, black)
https://www.sendspace.com/file/00z9bi
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 20, 2018, 11:34:31 am
Top Racer (Japan, 0000 pid, clean rom) -- flickering horizon
https://www.sendspace.com/file/9dwesh

Lost Vikings 2 (USA, 0000 pid, clean rom) --- aio debuggers (runs, c8, black)
https://www.sendspace.com/file/00z9bi

- Top Racer: horizon flicker has been fixed
- Lost Vikings 2: all debuggers work! So, which one should I keep?

---------------------------------
Also, the game Troddlers (USA) is not on the list. From the big list: "Sound is glitchy, especially the percussion samples."

I just tested it and yes, the music is a bit distorted.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 20, 2018, 12:32:08 pm
Thanks as always. I'd say keep aio debug1, since closest to original. Something about cleaning echo buffer is crashing Canoe audio. Don't see what trips on; maybe sometime later since could be useful for remaining C8 games.


Jurassic Park. Could be ... huh. Maybe not hikachi detecting rom correctly? It's 3MB LoROM so unusual sized. #2 should've clean booted.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 20, 2018, 01:15:43 pm
Just gave Jurassic Park a try.
Unfortunately the screen stays black with both PIDs.
Just for clarifiction, in HakchiCE we put in 10A2/10A4 and not the other way round right?

No, all hakchis are backwards IDs, so A210. If you use SFROM Tool (standalone or through hakchi CE), then it's the correct way 10A2.

Jurassic Park. Could be ... huh. Maybe not hikachi detecting rom correctly? It's 3MB LoROM so unusual sized. #2 should've clean booted.

If the IDs were entered incorrectly, then that's why he got black screens. Let's wait for a re-test.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 20, 2018, 03:31:15 pm
I used SFROM Tool so 10A2
But I also did the other way around to be sure. Then the game started but it was like pid 0000.
No pixel errors but no transparency.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 20, 2018, 03:39:06 pm
I used SFROM Tool so 10A2
But I also did the other way around to be sure. Then the game started but it was like pid 0000.
No pixel errors but no transparency.

If you first build it with SFROM Tool, and then add it to hakchi as a regular game, the ID could get changed and it screws it up (at least I've read of that happening to people, might have been fixed since then). So, it's best to add the patched .smc/.sfc rom to hakchi directly when testing and add the ID by pressing CTRL+ALT+E.

Also, doing it that way, you risk SFROM Tool automatically patching the games with some of those patches on the paches folder that could interfere with the testing process since Sluffy needs the roms to be completely clean.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 20, 2018, 03:55:32 pm
Um you have it backwards adding the rom and putting in the ID by using CTRL+ALT+E screws up the sfrom, its better to add the sfrom directly to hakchi
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 20, 2018, 04:04:52 pm
Um you have it backwards adding the rom and putting in the ID by using CTRL+ALT+E screws up the sfrom, its better to add the sfrom directly to hakchi

In Hakchi CE maybe, but not in Hakchi2 (still on 2.21f version). Haven't used CE, so I don't know how it works. (I'm talking specifically about the IDs here. I know hakchi2 doesn't build 'perfect' roms.)

There's no point in building a rom with SFROM Tool when you are testing these patches. Just patch the game with LunarIPS, drop in whatever hakchi you use, add the ID and test. SFROM Tool is to build 'perfect' roms as Nintendo themselves would have made them for the VC. For the purpose of testing, you just need a vanilla clean rom.

But anyways, if doing it that way has worked fine for everyone so far, then carry on. However, when test-patching, if you encounter some strange non-reported behavior, try patching a clean vanilla rom and adding it directly to hakchi just in case.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 20, 2018, 04:21:22 pm
In Hakchi 2.21f it just adds the sfrom and compresses it, it only messes it up if you then use CTRL+ALT+E on the rom otherwise it doesn't touch it
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 20, 2018, 04:28:54 pm
In Hakchi 2.21f it just adds the sfrom and compresses it, it only messes it up if you then use CTRL+ALT+E on the rom otherwise it doesn't touch it

Ok.

Still, since testing sometimes requires people to be trying different IDs, it's still best to add the rom directly to hakchi and let hakchi build the sfrom itself, that way you can change IDs there without screwing anything up or using another tool.

Once the game is fixed by sluffy's patches, then people can use the SFROM Tool to build the perfect roms.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 20, 2018, 06:45:51 pm
Jurassic Park (rev1, USA, 10A2/10A4 pid, clean rom) -- sprite test
https://www.sendspace.com/file/lqn869

Run around with Grant and see if junk pixels go away.

Can confirm that Jurassic Park rev1 with this patch (test2) and any id other than 0000 will result in a black screen.

I'm confused, so there are two different JP patches? what is the sram patch for?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 20, 2018, 06:50:25 pm
Can confirm that Jurassic Park rev1 with this patch (test2) and any id other than 0000 will result in a black screen.

I'm confused, so there are two different JP patches? what is the sram patch for?

Two different tests. Sluffy wants the sram to see what changes I guess.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 20, 2018, 08:35:49 pm
Mystic Ark (Japan, 0000 pid, whatever rom) --- cutscene 1, waking giant
https://www.sendspace.com/file/2w58fg

Short answer: hook game carefully and send my own tilemap. Lucky vram fits just enough to add 2 more tilemaps.



JP Rev1:
test1 = dump sram to see if pid 10A2/10A4 changed anything
test2 = 3MB LoROM with pid 10A2/10A4 to test graphics fix


test2a = 4MB LoROM with pid 10A2/10A4 to test graphics fix (modify header)
https://www.sendspace.com/file/lacjqx

There's no room to refit graphics into 2MB so must expand.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 20, 2018, 09:13:43 pm
Mystic Ark shows the background now ,now when booting the game, going from building to building, is really slow now like the game loads.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 20, 2018, 09:26:04 pm
Try this for mystic ark slowdown  (0000 pid, japan, yada)
https://www.sendspace.com/file/6uuv6u
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 20, 2018, 09:27:59 pm
JP Rev1:
test1 = dump sram to see if pid 10A2/10A4 changed anything
test2 = 3MB LoROM with pid 10A2/10A4 to test graphics fix

test2a = 4MB LoROM with pid 10A2/10A4 to test graphics fix (modify header)
https://www.sendspace.com/file/lacjqx

There's no room to refit graphics into 2MB so must expand.

Jurassic Park test1 with pid A210 = boots but the sprite has the same error.
pid A410 = same as A210

test 2a:
pid A210 or A410 = black screen
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 20, 2018, 09:34:08 pm
JP1 test1 = please dump sram after game boots. Compare 10A2 vs 10A4. If first two bytes is not 0000, upload file.


Not understanding why test2(a) won't boot. test1 = 3MB LoROM also.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 20, 2018, 09:37:08 pm
That seems to have fixed the slowdown in Mystic Ark, looks good now.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 20, 2018, 09:59:40 pm
Ok now that the Mystic Ark cutscene has be been fixed, I'll play the game to reach the 2nd cutscene. Will provide a save so people can test.


Try this for mystic ark slowdown  (0000 pid, japan, yada)
https://www.sendspace.com/file/6uuv6u

People have to use this patch plus the previous one, or does this patch have all the fixes?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 20, 2018, 10:17:04 pm
Has all Mystic Ark fixes. Have to tweak each cutscene - it'll look mini sized


Tin Star (USA, 0000 pid, clean rom) -- cutscenes
https://www.sendspace.com/file/mvo5j0
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 20, 2018, 10:32:35 pm
The background in the first 4 cut-scenes work. I think were good here unless someone else finds an issue.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 20, 2018, 11:03:12 pm
Great Battle 4 (Japan, 0000 pid, clean rom) --- gui flicker (wait h-blank)
https://www.sendspace.com/file/n8mcv6


Great Battle 3 (Japan, 0000 pid, clean rom) --- gui flicker (wait h-blank)
https://www.sendspace.com/file/cgmtz0
===> This one can't see so taking guess from #4
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: RandPC on March 20, 2018, 11:16:56 pm
Great Battle 4 (Japan, 0000 pid, clean rom) --- gui flicker (wait h-blank)
https://www.sendspace.com/file/n8mcv6

Fixed as far as I can tell. Played for about 10min. No GUI flicker apparent.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 20, 2018, 11:25:11 pm
Has all Mystic Ark fixes. Have to tweak each cutscene - it'll look mini sized


Wait, so with the Mystic Ark patch we don't need ID 1068 right? So what your patch fixes is the C7 crash, and not the backgrounds, correct?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 20, 2018, 11:35:22 pm
With 0000 pid, Mystic Ark patch fixes C7 and 1st cutscene background. When I get other 2 saves, have to patch those bg1+2 cutscene tilemap data into rom. Those 2 scenes will look wrong in all emus atm. It'll be very obvious.

tl;dr -- cutscene 1 fixed. Waiting on #2,3 save files to fix those. Then done.


Thanks all for testing.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 21, 2018, 12:25:29 am
Mystic Ark

Cutscene 2
Here's the cutscene 2 save. Unfortunately, there's no way to save close to it. The save has high enough levels, so monsters will not be a problem, but you will have to walk to get to the cutscene. It's not really long and the path is pretty much linear. If anyone wants to try it, here are the directions:

-Leave the town.
-Go left and up a short distance to the tower.
-Inside the tower, go all the way up, then left. Take stairs.
-Follow the linear path, take the stairs. On the next floor, follow the linear path again, take the stairs.
-On the next floor, take the bottom-right title, take the stairs.
-Follow the linear path up to 5 floors.
-Once you reach a small machine, select Examine -> Use Ark -> Power. The cutscene will start.

(Sluffy, since you are using PC emulators, here's a Game Genie code to avoid monster battles so you can get there faster: C2D1-5497)

When testing, please use the patch already posted + ID 0000 to test this 2nd cutscene. We're looking for a C7 crash, or missing backgrounds during the Giant cutscene (make a video if possible).

SRAM
https://www.sendspace.com/file/6faf7z
Canoe save
https://www.sendspace.com/file/kh1zih


Cutscene 3
Cutscene 3 is easy. Load the save, select Magic --> Warp Gate --> Nanaka (1st option), and you'll be warped to the town where the cutscene will automatically start.

SRAM
https://www.sendspace.com/file/8y0z2t
Canoe save
https://www.sendspace.com/file/f1n4pb

When testing, please use the patch already posted + ID 0000 to test this 3rd cutscene. We're looking for a C7 crash, or missing backgrounds during the Giant cutscene (make a video if possible).


-------------

With 0000 pid, Mystic Ark patch fixes C7 and 1st cutscene background. When I get other 2 saves, have to patch those bg1+2 cutscene tilemap data into rom. Those 2 scenes will look wrong in all emus atm. It'll be very obvious.

tl;dr -- cutscene 1 fixed. Waiting on #2,3 save files to fix those. Then done.

I have a few more questions about Mystic Ark.

The original issue was that the game crashed before showing the cutscene. Once it was discovered that ID 1068 would fix the crash, we noticed that the cutscene had missing graphics. I assumed it was the ID's fault. That the ID was "removing" the background in some way.

So what you are telling me is that even with ID 0000, if the game didn't crash, we would have still seen the backgrounds missing from the cutscenes? So it wasn't ID's 1068 fault then?

If it isn't ID 1068's fault, then that makes me feel better because that ID fixed Soul Blazer's issue and I thought that maybe the ID would remove the backgrounds from the cutscenes found in the ending since most of the games fixed with ID 1068 also had missing backgrounds during their cutscenes (Mystic Ark, Tin Star, Yogi Bear, etc).
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 21, 2018, 09:55:17 am
Thanks for saves. Working on #3 first. And they add more complexity - updated dynamic scrolling crud. Un-fun.


Ark: If C7 didn't crash, 0000 pid would still draw black. Just like Little Magic. Have to fix draw engine to use small 8-bpp tiles.



===1
Mystic Ark (0000 pid, Japan, clean rom) --- fix cutscenes 1,2,3
https://www.sendspace.com/file/lgliru


Jurassic Park (10A2 pid, rev1, USA, clean rom) --- combine both testers
https://www.sendspace.com/file/sobwbp
===> Just check if sprites are corrupt

Might be Front Mission like problem with test2 failing.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 21, 2018, 05:35:06 pm
Ark: If C7 didn't crash, 0000 pid would still draw black. Just like Little Magic. Have to fix draw engine to use small 8-bpp tiles.


Ok good. Then games like Soul Blazer's cutscenes shouldn't be affected negatively for using ID 1068.

By the way, how do you know so much about the SNES? Why that system and not others? Did you grow up playing SNES back then and that's why you like it so much?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 21, 2018, 05:51:46 pm
Most experience I've had is cheat hacking. Same for other systems. Emus, dosbox, adventure games I'm more familiar with. Snes allows rom "expansion" or jumping around so it's easier to play with. Can't do this so easily with say PSX. NES,GB/C so-so. Cheat Engine trainers yeah.

And some games have slow-down. Which bothered me enough to try LV2 for experiment. Plus it's harder to fix emu than actual game sometimes.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 21, 2018, 06:04:09 pm
Tested the new Mystic Ark patch on cut-scene 2 & 3 and the backgrounds show up just fine no errors.
Tested Great Battle III there is no flickering pixels, this is fixed.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 21, 2018, 06:08:06 pm
Most experience I've had is cheat hacking. Same for other systems. Emus, dosbox, adventure games I'm more familiar with. Snes allows rom "expansion" or jumping around so it's easier to play with. Can't do this so easily with say PSX. NES,GB/C so-so. Cheat Engine trainers yeah.

And some games have slow-down. Which bothered me enough to try LV2 for experiment. Plus it's harder to fix emu than actual game sometimes.

Wow, so your experience comes from making cheats :P

You must be some kind of hidden genius if you are able to do all this fixing without even actually analyzing the target device's faults (SNES Classic).

Tested the new Mystic Ark patch on cut-scene 2 & 3 and the backgrounds show up just fine no errors.
Tested Great Battle III there is no flickering pixels, this is fixed.

The person that reported the Great Battle 3 flickering said this: "Row of pixels flickers underneath top section of UI (when it expands when someone talks the row is below that as well)"

Did you also test when someone talked to you?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 21, 2018, 06:09:26 pm
Yep this happens pretty much right away at the start and there is no flickering pixels
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 21, 2018, 06:11:56 pm
Yep this happens pretty much right away at the start and there is no flickering pixels

Cool, thanks!

And thanks sluffy for the latest batch of fixes!


Sluffy

This is just for informational purposes only, I'm not asking you to look into this, but...
Would it be possible to find a fix for the Seiken Densetsu 3 issue that happens on the SNES Classic with the hi-res ID in which the music gets distorted when you enter the menu (which is hi-res)? It actually just happens on certain areas, and not every single time.

See video of how the music is not very clear and the tempo goes up and down as the person scrolls through the menu:
https://www.youtube.com/watch?v=in4Ms94w3CI

This is probably just the SNESC not being able to keep up the music while also rendering the hi-res background and text. But I'm wondering if there's something that could "optimize" the game to run better?
Certainly if the SNES Classic's CPU is powerful enough to run emulators like MAME and Playstation, then it can certainly run SD3 full speed if the game was optimized, right?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 21, 2018, 06:49:36 pm
I think it depends on whether it's cpu bottleneck (streaming music sheet like Lost Vikings II) or purely apu side. They tend to be rather difficult to optimize and a lot of work can get you just a few vlines (= nothing in my experience with several games). PAL ==> NTSC timing problems can be monstrously hard on cpu alone (those extra vblank lines are definitely helpful).


But I do know that Canoe is running cycles like 9x 1.51 engine == between slow and slower. You feel slowdowns more often in that emu. I'll keep it in mind if I find some easy trick. Lost Vikings II was pretty sloppy at times, and surprisingly efficient elsewhere. Squaresoft .. never looked that deeply before. But they're like Quintet -- structured everything.


Or! You could cheat and add basic sa-1 coprocessor to do stupid things like oam filling. But I forget if SA-1 is all LoROM only. That'd be hellishly easier than breaking down the rom. Since it's Canoe and not copiers. Of course, I thought about that much later after LV2,Cacoma was sped up decently. Would've saved waterfalls of tears.


Right. Back to next game.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 21, 2018, 06:53:12 pm
I think it depends on whether it's cpu bottleneck (streaming music sheet like Lost Vikings II) or purely apu side. They tend to be rather difficult to optimize and a lot of work can get you just a few vlines (= nothing in my experience with several games). PAL ==> NTSC timing problems can be monstrously hard on cpu alone (those extra vblank lines are definitely helpful).


But I do know that Canoe is running cycles like 9x 1.51 engine == between slow and slower. You feel slowdowns more often in that emu. I'll keep it in mind if I find some easy trick. Lost Vikings II was pretty sloppy at times, and surprisingly efficient elsewhere. Squaresoft .. never looked that deeply before. But they're like Quintet -- structured everything.


Or! You could cheat and add basic sa-1 coprocessor to do stupid things like oam filling. But I forget if SA-1 is all LoROM only. That'd be hellishly easier than breaking down the rom. Since it's Canoe and not copiers. Of course, I thought about that much later after LV2,Cacoma was sped up decently. Would've saved waterfalls of tears.


Right. Back to next game.

Didn't understand over half of it since I'm not technical-savy enough :P
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 21, 2018, 07:20:26 pm
Battle Pinball (Japan, 0000 pid, clean rom) --- underwater table crash
https://www.sendspace.com/file/2yi18k

NMI within NMI = very bad.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 21, 2018, 07:23:26 pm
I think it depends on whether it's cpu bottleneck (streaming music sheet like Lost Vikings II) or purely apu side. They tend to be rather difficult to optimize and a lot of work can get you just a few vlines (= nothing in my experience with several games). PAL ==> NTSC timing problems can be monstrously hard on cpu alone (those extra vblank lines are definitely helpful).


But I do know that Canoe is running cycles like 9x 1.51 engine == between slow and slower. You feel slowdowns more often in that emu. I'll keep it in mind if I find some easy trick. Lost Vikings II was pretty sloppy at times, and surprisingly efficient elsewhere. Squaresoft .. never looked that deeply before. But they're like Quintet -- structured everything.


Or! You could cheat and add basic sa-1 coprocessor to do stupid things like oam filling. But I forget if SA-1 is all LoROM only. That'd be hellishly easier than breaking down the rom. Since it's Canoe and not copiers. Of course, I thought about that much later after LV2,Cacoma was sped up decently. Would've saved waterfalls of tears.


Right. Back to next game.

Here's a better video by Robin showing the difference between opening the menu inside a building and outside. This only happens with hi-res ID. On low res it works fine.
https://www.youtube.com/watch?v=CnlfUgulA_A

It's sort of like the gamma issue that happened outside and inside buildings, but with music.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 21, 2018, 07:58:45 pm
Battle Pinball now shows high scores after the underwater table game overs
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Zimgief on March 21, 2018, 08:43:48 pm
Yeah, that would be nice for SD3, even if really it is a small issue. It's not like you go in this menu that often : it would be different if it was the ring menu which was problematic. But this SA-1 conversion could be a good idea, after all, we have a SA-1 hi-res preset ID : Marvelous.

Concerning Rudra no Hihou: do we have a final version of the patch? If I remember right, someone pointed out that one window dring combats had wrong gamma.

Thak you as always, sluffy!
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 21, 2018, 09:20:58 pm
Jurassic Park (10A2 pid, rev1, USA, clean rom) --- combine both testers
https://www.sendspace.com/file/sobwbp
===> Just check if sprites are corrupt

Might be Front Mission like problem with test2 failing.

test3 with pid A210 = black screen
--------------------------
Great Battle 4 with sluffy's patch + translation works fine too (no flickering gui)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 21, 2018, 09:57:26 pm
Street Racer (USA, 0000 pid, clean rom) --- broken menu racers
https://www.sendspace.com/file/nxl1bf
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 21, 2018, 10:22:56 pm
Speed Racer (USA, 0000 pid, clean rom) --- broken menu racers
https://www.sendspace.com/file/nxl1bf

?
Wasn't this game already fixed by you some time ago?

*edit*
Yeah it was. A flickering line issue. What's this about broken menu racers? Where did you see someone reporting that?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Domino089 on March 21, 2018, 10:36:25 pm
Or maybe sluffy is confused and this patch is for street racer
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 21, 2018, 10:38:00 pm
Or maybe sluffy is confused and this patch is for street racer

Ah, that's probably it. I'll wait to confirm the only mistake is the name and not that he actually used the wrong rom :P
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 21, 2018, 10:45:41 pm
Long day at work. Street Racer.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Robin64 on March 22, 2018, 08:51:58 am
Is the Soul Blazer patch good to go and put in the Patch Pack? Does it need 1068?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 22, 2018, 09:41:46 am
Patch good to fix flicker line. Needs 1068 to fix Volcano transparency regardless of patch.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: lich on March 22, 2018, 10:13:08 am
Street Racer (USA, 0000 pid, clean rom) --- broken menu racers
https://www.sendspace.com/file/nxl1bf


So I'm finally back home to reality in Sweden. Aspen was a blast, now; back to the stock market and testing patches.

The character selection glitches in Street Racer are now gone, all characters are shown as they should. Can someone else confirm so we can mark this as fixed?

I can also confirm that Battle Pinball is now working correct.   

Something else need testing sluffy?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 22, 2018, 10:47:56 am
Juraasic Park needed some testing and SRAM dumps as fr as I see. I just dont have enough time right now to check it myself.
Maybe you can have a look?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 22, 2018, 11:27:50 am
 

Something else need testing sluffy?

Jurassic Park

PATCH TEST 2
https://www.romhacking.net/forum/index.php?topic=25789.msg354287#msg354287

Use a clean ROM Rev 1 for patch, use ID A210 (hakchi) / A410 (SFROM Tool).
Load the game, once it shows graphics, you can turn it off. Hook up the SNESC to hakchi, go to the save manager, and export the save file created. Upload it to sendspace.com (or whatever upload service you want). If possible, provide a save for each ID, but one is fine too.


Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: lich on March 22, 2018, 12:19:13 pm
Jurassic Park Save States

PID A210 + patch

https://www.sendspace.com/file/n8nng9 (https://www.sendspace.com/file/n8nng9)

PID A410 + patch

https://www.sendspace.com/file/0knsmx (https://www.sendspace.com/file/0knsmx)

ignore these downloads
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 22, 2018, 12:23:52 pm
Sluffy, to open these files, change .clvs to .tar.gz and open with winrar or 7zip.

The sram will be called sram.hash - I don't know if that format is what you are looking for though.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: lich on March 22, 2018, 12:40:54 pm
Sluffy, to open these files, change .clvs to .tar.gz and open with winrar or 7zip.

The sram will be called sram.hash - I don't know if that format is what you are looking for though.

I'm confused as fuck since I've been away. I used A210 & A410 in SFROM, that is in the correct order isn't it? I also tried the opposite way 10A2 & 10A4 in SFROM but in that order the game didn't boot. Brainfreeze for just being away 2-3 weeks, wtf.

Robins lists (see below) the PID for Jurassic Park as "10A2" but this is the "wrong" way isn't it? All of his other PID:s are listed the "correct" way aka SFROM way. That's why I got confused I guess..

https://docs.google.com/spreadsheets/d/1Cig-Kh3iBjm2KOWWtYOJTegxhQBdONFTfzZYzyrEQxs/edit#gid=1154410886 (https://docs.google.com/spreadsheets/d/1Cig-Kh3iBjm2KOWWtYOJTegxhQBdONFTfzZYzyrEQxs/edit#gid=1154410886)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: CanoeFan on March 22, 2018, 12:49:28 pm
10A2 or 10A4 is correct for SFROMTOOL.
A210 and A410 is correct for hakchi2.

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 22, 2018, 12:50:55 pm
I'm confused as fuck since I've been away. I used A210 & A410 in SFROM, that is in the correct order isn't it? I also tried the opposite way 10A2 & 10A4 in SFROM but in that order the game didn't boot. Brainfreeze for just being away 2-3 weeks, wtf.

Robins lists (see below) the PID for Jurassic Park as "10A2" but this is the "wrong" way isn't it? All of his other PID:s are listed the "correct" way aka SFROM way. That's why I got confused I guess..

https://docs.google.com/spreadsheets/d/1Cig-Kh3iBjm2KOWWtYOJTegxhQBdONFTfzZYzyrEQxs/edit#gid=1154410886 (https://docs.google.com/spreadsheets/d/1Cig-Kh3iBjm2KOWWtYOJTegxhQBdONFTfzZYzyrEQxs/edit#gid=1154410886)

Uhh, wait no. Damn hakchi and their use of reverse ID order. The correct way is 10A2. The "10" or the "11" will always go first. Hakchi is the one that uses the "wrong" order (A210).

So if you used A210 in SFROM Tool, then you might as well have entered 0000 :P

On Robin's doc all of the IDs are listed the right way, starting with "10" or "11".


To make it easier to understand, imagine you're counting numbers. Which one would be the correct way?

1098
1099
1100
1101

or?

9810
9910
0011
0111

See? The first way is what makes sense.

But seriously, for testing purposes, just use hakchi. Take your rom, patch it with LunarIPS, add it to hakchi and add the ID the reverse way and that's it. Forget about SFROM Tool until after the game is fixed. Once the game is fixed, then use the tool to build a 'perfect' ROM.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Ludi55 on March 22, 2018, 01:23:36 pm
im pretty much a noob with these things but i have a question,it is possible to make games like ganbare daiku no gensan and gekisou sentai car ranger to work on canoe at all?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: lich on March 22, 2018, 01:24:46 pm
Yeah I first entered it the way it should be but I got black screen error. Will test again

*edit*

Patched the rom the traditional way (lunar ips) -> Disabled SFROM in Hakchi CE to get the reversed PID command (ctrl+alt+e) -> entered the PID the reverse way "A410/A210" and the game still won't boot/blackscreen.

So I guess I did it right from the beginning, then I fiddled up the PID and entered them in the wrong order, and then my brain started meltin. Heck, I've tried a bunch of patches and different preset id:s before. Don't know what's up with ze brain today without any problems. Can someone else test the game with the "jurassicpark1".ips?

Forgot to mention that I tried two vanilla roms (latest no-intro pack and a rom from vimm.net
 
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 22, 2018, 01:43:57 pm
Yeah I first entered it the way it should be but I got black screen error. Will test again

*edit*

Patched the rom the traditional way (lunar ips) -> Disabled SFROM in Hakchi CE to get the reversed PID command (ctrl+alt+e) -> entered the PID the reverse way "A410/A210" and the game still won't boot/blackscreen.

So I guess I did it right from the beginning, then I fiddled up the PID and entered them in the wrong order, and then my brain started meltin. Heck, I've tried a bunch of patches and different preset id:s before. Don't know what's up with ze brain today without any problems. Can someone else test the game with the "jurassicpark1".ips?

Forgot to mention that I tried two vanilla roms (latest no-intro pack and a rom from vimm.net

Using no-intro is the way to go. I don't know what romsets vimm uses, but if those are the same ones that have been there for decades, then I would suggest you never touch them.

I guess both of JP's latest patches gave black screens to everyone then.

-------

Check out this readdit thread by Robin64 and people congratulating sluffy for all the fixes:
https://www.reddit.com/r/miniSNESmods/comments/84u2t7/sfrom_tool_expanded_support_patch_pack_140/

I particularly like this comment:
"sluffy is a mad man. having no snes mini himself just fixing that stuff like a true 90s movie hacker"

 :laugh: :laugh: :laugh: :laugh: :laugh:
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: lich on March 22, 2018, 01:52:38 pm
Do you use Hakchi CE, and if, you disable the built in sfrom right? Yeah I've been apart of the /minisnesmods since start, just using a different nickname :)

Btw, Vimm's Lair is a true OG, he's been in the game since day one; "Welcome to the Super Nintendo Vault. This Vault contains a perfect copy of every Super Nintendo game released in the US, verified by No-Intro."  All roms that have been updated to a different rev is on that site. I only use Vimms to double check.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: CanoeFan on March 22, 2018, 02:51:31 pm
I now also tried the jurrasic1 patch and both 10A2 and 10A4 gave a black screen. (the kind of black screen where you can make an emulator save when hitting reset. So no C7 error.)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 22, 2018, 04:24:38 pm
Do you use Hakchi CE, and if, you disable the built in sfrom right? Yeah I've been apart of the /minisnesmods since start, just using a different nickname :)

Btw, Vimm's Lair is a true OG, he's been in the game since day one; "Welcome to the Super Nintendo Vault. This Vault contains a perfect copy of every Super Nintendo game released in the US, verified by No-Intro."  All roms that have been updated to a different rev is on that site. I only use Vimms to double check.

Oh that was you? :P

Well if Vimm is using No-Intro, then good. I thought he was using old GoodSNES versions still.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 22, 2018, 04:43:31 pm
Uniracers -- debug testers (0000 pid, USA, clean rom)
https://www.sendspace.com/file/ax0uds
https://www.sendspace.com/file/7x1mbe

Start a game. Don't move. Wait for sticky cpu. Now press select. Keep doing this until both racers disappear. Count how many clicks it takes.

Now believe that Uniracers, Nosferatu, Eye of the Beholder all share same oam address bug. Not uploading to correct spot.


For Street Racer, it was changing sprite size mid-frame. Mohawk title. Outlander title. Have to downsize sprites manually somehow.



===1
For JP, maybe Canoe 10A2 didn't expect a 3MB LoROM game. May try SA-1 converting this (Kirby3 = 4MB LoROM). But want to get Uniracers another look.


Jurassic Park (rev1, USA, 10A2 pid, clean rom)
https://www.sendspace.com/file/zfgnea

SA-1 map. Unknown results.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: BigLongJohnson on March 22, 2018, 04:52:28 pm
Sluffy, to open these files, change .clvs to .tar.gz and open with winrar or 7zip.

The sram will be called sram.hash - I don't know if that format is what you are looking for though.

No! The sram is called "cartridge.sram".  "cartridge.sram.hash" is just a 20-byte SHA-1 that get's appended to "cartridge.sram"







just tested all 4 Jurassic Park patches with preset id's 0000, 10A2, 10A4

game boots with 0000 for all the patches, glitchness around Grant persists

game black screens with all the patches on preset id's 10A2, 10A4.  Never throws an error, just a black screen

sram is never generated for any of the tests, however, if you create a savestate and load from it, the sram will be created

only going to post the first two bytes of each save, because everything after the first two bytes is exactly the same for each save file. bytes 2-7 are "4E 54 45 4E 44 4F" with the rest of the bytes always being "60"

------| test1| test2|test2a| test3|
=============================
0000| 0000 | 4E49 | n/a  | 0000 |
10A2| 4E49 | 4E49 | n/a  | 4E49 |
10A4| 4E49 | 4E49 | n/a  | 4E49 |

test2a generated .sram's, however besides a 20-byte checksum, they are blank saves.

EDIT:  decided I may as well upload the saves. Here's a link to all 12 .srams if anyone wants to take a look.  You can ignore the last 20-bytes of each .sram.  That's the SHA-1 the SNES Classic generates for save encryption
https://dbr.ee/fIEI

EDIT2:  tested patch 4.
0000 black screen. unlike the other tests that showed a black screen, this one doesn't even load the SNES Classic game border and throws c7 upon reset.

10A2 and 10A4 black screen.  first two bytes of .sram are 4E49.  not going to bother uploading unless asked for.

here's the MD5's of the roms
vanilla: FF42B93F32C7921A88EF46FDF79A8445
test1:   F1352B2D36FEBAFC89C8925C28F4A87D
test2:   F78906A9AF825186E01F5D5A54214C58
test2a: EEA8057F941BCA1D9B7698DE56313C0F
test3:   B1B7770BAF39E0FFB4FB6F85C0778DBD
test4:   6FAF1B48D6B260C92416FC56EFCFE8D2









Kirby's Dream Land 3
TLDR:

- Preset ID "10A2" disables the SRAM entirely.
- Preset ID "10A4" enables SRAM, but the SRAM save mechanism must be triggered.
- Soft-resetting the game triggered the SRAM save 100% of the time (20 times out of 20).
- The question is why the SRAM save does not trigger when it's supposed to (I'm assuming after the completion of a stage).
- What is it about soft-resetting that triggers the SRAM save?

Just wanted to note that you can also force .sram creation by loading a save-state.  so technically, you can force Kirby on 10A2 to save by creating and then loading a save state.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Fire-WSP on March 22, 2018, 05:58:14 pm
Unfortunately a black screen for JP here with latest patch.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 22, 2018, 06:00:12 pm
Verify:
vanilla = FF42B93F32C7921A88EF46FDF79A8445
JP test4 = 6FAF1B48D6B260C92416FC56EFCFE8D2


===1 Fun code
Code: [Select]
NHL 96 -- boot crash for snes9x 1.51
$87/F120 4C 20 43    JMP $4320  [$87:4320]   A:0000 X:AF93 Y:5001 D:4300 DB:7E S:03FC P:eNvmxdIzc HC:0212 VC:147 FC:26 I:00


run code from dma registers ...
874320 mvn $c1,$7e            A:0000 X:af93 Y:5001 S:03fc D:4300 DB:7e NvmxdIzc V:140 H: 644 F:24
874323 jmp $f0f5     [87f0f5] A:ffff X:af94 Y:5002 S:03fc D:4300 DB:7e NvmxdIzc V:140 H: 690 F:24
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 22, 2018, 06:32:58 pm
Nice detailed explanation, BigLong...guy.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 22, 2018, 07:22:14 pm
Saw hidden post now.


Quote
game boots with 0000 for all the patches, glitchness around Grant persists

Now I'm confused. :)


Grant glitched pixels:
vanilla 0000 = okay? bad?
vanilla 10a2 = bad?
test 0000 = same glitch?
test 10a2 = black


0000 pid = sram okay. Should match.
10a2 pid = sram program not run. says NINTENDO.
10a4 pid = sram program not run. says NINTENDO.

Inconclusive. Basically idea failed since can't run test correctly yet. Thanks for trying.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 22, 2018, 07:38:14 pm
Okay, someone please test Jurassic Park the following way. Please use Hakchi, not SFROM Tool. I will write the IDs exactly how they go in hakchi.
You are looking for these sprite glitches on the main character:

Stand still with Grant looking at the screen and check if there are rogue pixels.
https://imgur.com/Z0RCr4I

Walk with Grant diagonally up/right and check if there are rogue pixels.
https://imgur.com/hgziB1c

Vanilla ROM, ID 0000 = Should boot, but there will be no transparencies. Is Grant glitched like the images show?
Vanilla ROM, ID A210 = Should boot, have transparencies, but Grant will have the glitches. CONFIRMED BY ME.
ROM + previous patch, ID 0000 = What happens?
ROM + previous patch, ID A210 = Black Screen?


March 22, 2018, 08:05:05 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
*EDIT*

Demi tests:

Jurassic Park (Rev 1) with jp_test4.ips

0000 = Black Screen on launch, no error
A210/10A2 = Black Screen on launch, no error
 



March 22, 2018, 08:40:17 pm - (Auto Merged - Double Posts are not allowed before 7 days.)


BigLongJonston additional info because his posts are still in moderator limbo:

Can you post the following on romhacking.net for me? Since I'm still a new user over there, my posts are stuck in limbo until a moderator verifies my posts. I'd edit my previous post, but I don't want Sluffy to overlook it!

When I posted my test results earlier, I wasn't sure exactly what we were looking for. I thought the checkerboard shadow below Grant was the glitchiness. I saw your two pictures over on romhacking and can confirm the following tests,

test1 on 0000 = fine, no random colored pixels appearing around Grant when moving
test2 on 0000 = fine, no random colored pixels appearing around Grant when moving
test2a on 0000 = fine, no random colored pixels appearing around Grant when moving
test3 on 0000 = fine, no random colored pixels appearing around Grant when moving
test4 on 0000 = black screen on boot. no SNES classic border shown. c7 error when I reset

all patches on either 10A2 or 10A4 = black screen upon boot, shows SNES classic border, no c7 upon reset

vanilla Rev 1 on 0000 = fine, no random colored pixels appearing around Grant when moving
vanilla Rev 1 on 10A2 = glitchy pixels appearing around Grant (just like your pictures), game lags
vanilla Rev 1 on 10A4 = glitchy pixels appearing around Grant (just like your pictures), game lags
 

Give my apologies to Sluffy for any confusion!
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: BigLongJohnson on March 22, 2018, 09:41:53 pm
vanilla Rev 1 on 0000 = fine, no random colored pixels appearing around Grant when moving
vanilla Rev 1 on 10A2 = glitchy pixels appearing around Grant (just like your pictures), game lags
vanilla Rev 1 on 10A4 = glitchy pixels appearing around Grant (just like your pictures), game lags

game lags slightly on 10A2 and 10A4 in addition to the glitchy pixels around Grant. "Welcome To Jurassic Park" audio is choppy. Grant movement is choppy.

I'm a little freaked out. Just retested vanilla Rev 1 on 10A2 and 10A4. Glitchy pixels appear around Grant, however, this time I have no lag on both IDs.

Only thing that changed between this testing and the last testing was I actually shut down my SNES Classic. I've been testing for a couple hours. Maybe a full power-down cleared some cache/ram, thus no more lagging? Not sure what happened.

So ignore the previous post about lag being present. Don't want to confuse Sluffy with a non-existent issue!
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 22, 2018, 09:53:20 pm
So one idea is screwed until someone figures out how to hack homebrew SA-1 games for Canoe. Other methods aren't getting through.


Summary:
test1-3 = 0000 pid boots okay. 3-4 MB LoROM. Transparency problem.
*** We know that LoROM mapping is okay.

test1-3 = 10A2 pid dies. Unknown reason.
test4 = Kirby3 disguise. SA-1 dies regardless. Emus okay. Unknown reason.


JP = 0000 boots okay. 2MB LoROM. Transparency problem.
JP = 10A2 works. Maybe needs nolow-latency. Grant artifacts.



This will replace raptors, T-Rex with Grant. 10A2 pid. rev1. clean. 2MB LoROM. Purely for info finding.
https://www.sendspace.com/file/mygcfo
== If we get same artifacts, it's blending layering algorithm
== If we get no artifacts, 10A2 is corrupting rom
== If we get different artifacts, could be even more 10A2 rom corruption
== If we get no boot, Canoe is being an *#



Moving on to others:
- Hoping Uniracers joypad test works. That would be critical for (dis)proving OAM theory. And get 2-3 more games out the door.

- EA Sports. Got lots of requests. So. These hang right before speech sample is playing? Take NHL - referee triggers hdma audio streaming for blowing whistle. Portrait shows and hangs? Or mutes mid-sample?

- Top Gear. May want orange highlighter on docs. Many will overlook this. Glitch #2? And video of #3 for frame stepping.

- Space Football: One on One. Docs says: no boot. Other says hang after title?

- Dark Law. I should take a look at fixing the glitch hud.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: BigLongJohnson on March 22, 2018, 10:13:38 pm
This will replace raptors, T-Rex with Grant. 10A2 pid. rev1. clean. 2MB LoROM. Purely for info finding.
https://www.sendspace.com/file/mygcfo
== If we get same artifacts, it's blending layering algorithm
== If we get no artifacts, 10A2 is corrupting rom
== If we get different artifacts, could be even more 10A2 rom corruption
== If we get no boot, Canoe is being an *#


Sounds like the best rom hack ever!  I want a hack where you play as a Raptor and every enemy is Grant.

Grant now only glitches when moving down-left.  Just a glitchy block rather than stray pixels like the previous testing
Raptors are a total glitchy mess unless they're moving straight-down.
https://imgur.com/a/D8Rms

Didn't test on a TRex because I'm not sure where they spawn.

Screenshots are a little grey because the game is paused.  All the glitches also appear on Higan if you'd like to see them for yourself.

Also, sluffy, you can disregard my report about Jurassic Park being laggy.  See my previous post!
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 22, 2018, 10:47:41 pm
Just noticed that block randomly happens in snes9x too (down-left walk). So 10A2 can blow up the rom. Unsafe. And going over 2MB isn't working yet. Guess I'll have to try diff'ing the roms to know exact changes. I'll think of something.

Thanks for reporting. A few more posts and you'll be out of moderation. ;)


And since this might've got buried some posts back:
Quote
Preset ID: 109C (Super Mario RPG)
Block: 0-1FFC

Preset ID: 109F (Kirby Super Star) [needs confirmation]
Block: 1F00-1FFE

Preset ID: 123D (Yoshi's Island)
Block: 7C00-7E7B

Preset ID: 1245 (Star Fox 2) [needs confirmation]
Block: 3912-3A45

Seems that SNES games that have special chips generate their SHA-1 for saves differently from the standard method.

This info is needed by BigLongJohnson for doing Canoe sram transfers.


===1
Probably need video of 1 EA sports hang. Later ones are all similar engines.


===2
Pirates of Dark Water = mid-frame size sprite change again. Have to shrink fighter down from 16x16; item gained is 8x8 tile.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: FormerTree on March 23, 2018, 01:38:40 am
Uniracers -- debug testers (0000 pid, USA, clean rom)
https://www.sendspace.com/file/ax0uds
https://www.sendspace.com/file/7x1mbe

Start a game. Don't move. Wait for sticky cpu. Now press select. Keep doing this until both racers disappear. Count how many clicks it takes.

First, let's verify that we have clean ROMs:
USA ROM CRC 0x383858C7
USA ROM w/ debug1 Patch CRC 0xB9D1E376
USA ROM w/ debug1A Patch CRC 0x5801A2EA

Entering race:
1P -> Mike -> Crawler -> Dragster -> Race.

debug1:
25 (twenty five) times makes both racers disappear

debug1a:
25 (twenty five) times makes both racers disappear

Tested five times on each patch, 25 each time.


Thanks again for all your hard work sluffy, really appreciate it.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 23, 2018, 08:52:42 am
Thanks so much for getting this done. Wasn't fully what I wanted, but revealed important clue. Canoe: two oam writes = save data always; one = trashed.


Uniracers (USA, 0000 pid, clean rom) -- fix offscreen racer
https://www.sendspace.com/file/qlsy6z

Check 1p,2p,vs modes.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: lich on March 23, 2018, 09:25:22 am
Thanks so much for getting this done. Wasn't fully what I wanted, but revealed important clue. Canoe: two oam writes = save data always; one = trashed.


Uniracers (USA, 0000 pid, clean rom) -- fix offscreen racer
https://www.sendspace.com/file/qlsy6z

Check 1p,2p,vs modes.


Testing the patch right now. So far, I've played 1 player mode and I can see the enemy all the time. I haven't played this game a lot, so I have problems catching up with the opponent. Can you or someone specify all the problems we should look after? Is the only glitch remaining that the opponent suddently vanishes? The sluffy canoe fixes list is quite vague. Gonna try 2player mode now and different characters.


**edit**

2 player mode vid

https://streamable.com/7v6qg
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 23, 2018, 09:33:09 am
Hey, welcome back. If you can always see opponent on 1p, that's bad. If you stand still, other racer should disappear. Let me recheck this.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: lich on March 23, 2018, 09:47:35 am
Hey, welcome back. If you can always see opponent on 1p, that's bad. If you stand still, other racer should disappear. Let me recheck this.

Thanks mate.

Vid of 1-player-mode when I stand still a game and next game I catch up against the opponent. Don't forget that I edited my previous post with a vid (2player)

https://streamable.com/zcdke (https://streamable.com/zcdke)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 23, 2018, 10:06:41 am
Thanks, will watch. And oh. Top Gear 2 is fixed, but we need Top Gear 1 vets to play South America (check if tunnel glitches with patch) and Germany (video of offscreen objects randomly appearing).


Password is HORIZONS. May want to play TG1 vanilla on SA first to see tunnels glitch.


===1
Uniracers video looks good so far. Vanilla: when CPU goes offscreen, it reappears right in the middle again and trolls you with its tricks.

VS split uses known tricky OAM behavior and unsure how Canoe handles.


===2
1P video looks okay.
2P video looks bad. Just hangs there in space.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 23, 2018, 10:35:12 am

2 player mode vid

https://streamable.com/7v6qg

I guess this is glitched? The red player is moving around in the air after a bit.

Vid of 1-player-mode when I stand still a game and next game I catch up against the opponent. Don't forget that I edited my previous post with a vid (2player)

https://streamable.com/zcdke (https://streamable.com/zcdke)

And this one looks fine? I'm not familiar with the game, and I don't exactly know what were the issues.

Thanks, will watch. And oh. Top Gear 2 is fixed, but we need Top Gear 1 vets to play South America (check if tunnel glitches with patch) and Germany (video of offscreen objects randomly appearing).
Password is HORIZONS. May want to play TG1 vanilla on SA first to see tunnels glitch.

This is what's needed:

Use this PATCH first:
Top Gear 1 (USA, 0000 pid, clean rom)
https://www.sendspace.com/file/gfxbfv

Then, at the main menu, select "Country", then "UK" and enter password "HORIZONS" to unlock all countries in easy mode. Pick the white car, uses less gas and goes fast enough. The game is easy, enjoy the music.

To test the 2nd glitch, select South America, and right at the beginning will be a tunnel. Check if there are glitches outside or inside the tunnel (make a video if possible). Check that things are not warped or out of place. I believe someone already tested this and said there were no issues?

To test the 3rd glitch, race the first country (USA) until you reach the 4th race, where the issue happens the most. The game is easy.
Check if objects such as trees, pegs, blockades, are where they are not supposed to be. Trees should not be in the road. There will be pegs and road blocks on certain parts, but I remember them being glitched.
Anytime you see something, stop or reduce speed and make a video if possible.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 23, 2018, 01:40:41 pm
Waited long time to get Uniracers (USA, clean, 0000 pid) off my board.
https://www.sendspace.com/file/rz8g6y
https://www.sendspace.com/file/s2k1e3

Don't know which will work. Guessing #1.


2P should show 4 racers at start (two top/bottom). Once goes out-of-bounds, then you should only see 2. Should behave like a normal racing game.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 23, 2018, 01:45:33 pm
Demi tests

Space Football: One on One
I've tested the game. It boots to title screen just fine, but when you press start, it hangs on black screen.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 23, 2018, 01:50:31 pm
Thanks: 1st speculation is American Tail again.

Working on Pirates of Dark Water. Then probably Dark Law retrial. Nosferatu + Eye of the Beholder != Uniracers problem. So meh.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 23, 2018, 02:10:53 pm
Question:

There's a game that doesn't load on the SNESC, but there is a ROM that has been hacked (unknown for what purposes, maybe for copiers?), and that one does run on the SNESC.

If you were to take a look at the vanilla ROM and the hack, would it be possible for you to figure out what was done to it and maybe make a patch to let the vanilla ROM work on the SNESC?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: FormerTree on March 23, 2018, 02:33:49 pm
Waited long time to get Uniracers (USA, clean, 0000 pid) off my board.
https://www.sendspace.com/file/rz8g6y
https://www.sendspace.com/file/s2k1e3

Don't know which will work. Guessing #1.

2P should show 4 racers at start (two top/bottom). Once goes out-of-bounds, then you should only see 2. Should behave like a normal racing game.

2A (CRC 0xD8BEF0E4):
- 1P works fine
- 2P, VS, and Demo Recordings do not. If the two players are on the same screen, the both unicycles are invisible in the bottom half. If the two players are NOT on the same screen, the lower half has two floating unicycles and some garbage graphics.

Screenshots:
Both unicycles on same screen (https://i.imgur.com/YGNI6hZ.png)
Both unicycles on different screens (https://i.imgur.com/FC8cGWi.png)

2B (CRC 0xCF3252CE):
- 1P works fine
- 2P, VS, and Demo Recordings do not. If the two players are on the same screen, then both unicycles are invisible in the bottom half. if the two players are NOT on the same screen, the lower half has one floating unicycle.

Screenshots:
Both unicycles on same screen (https://i.imgur.com/BMcYEYC.png)
Both unicycles on different screens (https://i.imgur.com/WLm7DQ1.png)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 23, 2018, 03:01:33 pm
@reyvgm
Worth a try comparing two.


Pirates of Dark Water (USA, 0000, clean pid) --- level clear screen
https://www.sendspace.com/file/hxfzxe

Shrink down 32x32 ==> 16x16 sprites.


Uniracers = uh oh. If Canoe blocks / glitches access to oam during drawing, 2p is kinda toast atm. Unknown buggy behavior. Savestates weren't used?


===1
Someone gave me ips of BS F-Zero Grand Prix 2 (J) [h1c]. Assuming it's that one.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: FormerTree on March 23, 2018, 03:38:10 pm
Uniracers = uh oh. If Canoe blocks / glitches access to oam during drawing, 2p is kinda toast atm. Unknown buggy behavior. Savestates weren't used?

No save states. In each test, booted game -> 1P -> select character and courses -> play -> reboot -> 2P -> etc. -> reboot -> VS -> etc. -> reboot -> wait for demo.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 23, 2018, 03:47:25 pm
Have to try moving oam around and kludge it.


BS F-Zero Grand Prix 2 (Japan, 0000 pid, clean)
https://www.sendspace.com/file/qpyr25

h1c = hacked up header + name edit
above = cleaned up header only
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 23, 2018, 03:47:31 pm


===1
Someone gave me ips of BS F-Zero Grand Prix 2 (J) [h1c]. Assuming it's that one.

Errrm... I guess that's the one?

I didn't know there was a patch for it, I thought it was hardcoded into the ROM.

March 23, 2018, 03:48:05 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Have to try moving oam around and kludge it.


BS F-Zero Grand Prix 2 (Japan, 0000 pid, clean)
https://www.sendspace.com/file/qpyr25

h1c = hacked up header + name edit
above = cleaned up header only

Oh, so the header was the issue? Thanks!

Who the heck gave you that ips before I even asked about it?? A mind reader?

March 23, 2018, 04:02:15 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Shrink down 32x32 ==> 16x16 sprites.

I don't know what that means specifically on the technical side, but couldn't that be done for those hi-res games that have menus that go off screen? Reduce their bitmaps/text to half the size? From what it looks like, the menus are doubled in size (due to the hi-res) and instead of 'downscaling' them to fit the screen, they go off screen. From what I remember, everything that's normal res (backgrounds, images) are fine, but the hi-res text is the one that goes out of bounds.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 23, 2018, 05:31:02 pm
I think it's case-by-case. Something like Human GP2 logo or Yu Yu Hakusho logo, maybe yes can be redrawn down 1/2 lossless. If it's 8x16 font game, can't do it without 4x16 vwf + possible text blur.


Uniracers (0000 pid, usa, clean) --- try using canoe's bug against itself (2P)
https://www.sendspace.com/file/3jyrhe
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: FormerTree on March 23, 2018, 06:11:34 pm
Uniracers (0000 pid, usa, clean) --- try using canoe's bug against itself (2P)
https://www.sendspace.com/file/3jyrhe

Thanks again for trying. I'll keep testing patches if you keep making them.

uni3.ips -> US ROM w/ patch CRC 0x94bfb8c6

No fixes for 2P, broke 1P. Click links for screenshots:
1P: Flying unicycle when not on same screen (https://i.imgur.com/4EveW3E.png)
2P, same screen: No unicycles on bottom (https://i.imgur.com/Xt2zC7K.png)
2P, different screen: Flying unicycle on bottom (https://i.imgur.com/tL5QigJ.png)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 23, 2018, 07:00:02 pm
Appreciated. Next trick:
https://www.sendspace.com/file/klqy93
https://www.sendspace.com/file/pn18kk


If these fail, going to launch the nuclear attack. Because Canoe refuses to update its sprite cache outside vblank, going to draw so many invisible racers that Canoe won't get to draw the bad ones. Like Dream Basketball on real hardware.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: FormerTree on March 23, 2018, 07:25:55 pm
Appreciated. Next trick:
https://www.sendspace.com/file/klqy93
https://www.sendspace.com/file/pn18kk

4A: (CRC 0xD054CEB9)
1p: Works fine
2p: No unicycles on bottom screen when together, flying unicycle on bottom screen when apart.
VS: No unicycles on bottom screen when together, flying unicycle on bottom screen when apart

4B: (CRC 0x83F288C7)
1p: Works fine
2p: No unicycles on bottom screen when together, flying unicycle on bottom screen when apart.
VS: No unicycles on bottom screen when together, flying unicycle on bottom screen when apart

Launch the nuclear attack.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 23, 2018, 07:50:52 pm
Thanks again for trying. I'll keep testing patches if you keep making them.


https://docs.google.com/spreadsheets/d/1kyriwV4CSEPuhWWXaxw_YRTgbu4Dh5SE-bf2XwJOdX0/

Any game in orange is stuff Sluffy needs, or patches that need to be tested.

March 24, 2018, 12:09:22 am - (Auto Merged - Double Posts are not allowed before 7 days.)
AtomicShroom tested Top Gear and the tunnel glitch appears to be fixed. I mean, I never actually saw the glitched tunnel (my TV died before I could test the game), so I was going by the report in the community doc. Regardless, the tunnel appears to be fine (unless there's another glitched tunnel further one).

Now someone needs to get a video of the 3rd glitch.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 24, 2018, 11:52:41 am
Uniracers (0000 pid, clean, usa) -- rebuilt sprite engine
https://www.sendspace.com/file/nuxva9


Could try Top Gear 1 with vanilla tunnels. If glitches, done. I'll check for 3rd glitch anyway in emus for possible ideas.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: lich on March 24, 2018, 12:27:23 pm
Uniracers (0000 pid, clean, usa) -- rebuilt sprite engine
https://www.sendspace.com/file/nuxva9


Nosferatu (0000 pid, clean, usa) -- even # oam writes
https://www.sendspace.com/file/55st77


Could try Top Gear 1 with vanilla tunnels. If glitches, done. I'll check for 3rd glitch anyway in emus for possible ideas.


Nuclear attack almost worked. Gonna rec a video, give me a couple of mins

Update:

Vid: https://streamable.com/nqcss (https://streamable.com/nqcss)

This was difficult, recording and trying to jump and spin at the same time. The main issue seems solved, but the two players movement also shows in top right corner. You can see one or two wheels there all the time. It's most noticable when you go full speed, jump and do a spin.

Sluffy you have now made this nuclear attack test: http://www.icanw.org/wp-content/uploads/2012/11/test-620x310.jpg (http://www.icanw.org/wp-content/uploads/2012/11/test-620x310.jpg)

Sluffy, please drop the big momma once and for all: http://masspeaceaction.org/home/wp-content/uploads/2015/10/Nuclear-Weapons-Poster_page1_image1.jpg (http://masspeaceaction.org/home/wp-content/uploads/2015/10/Nuclear-Weapons-Poster_page1_image1.jpg)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: arkiokin on March 24, 2018, 01:12:00 pm

Nuclear attack almost worked. Gonna rec a video, give me a couple of mins

Update:

Vid: https://streamable.com/nqcss (https://streamable.com/nqcss)

This was difficult, recording and trying to jump and spin at the same time. The main issue seems solved, but the two players movement also shows in top right corner. You can see one or two wheels there all the time. It's most noticable when you go full speed, jump and do a spin.



Hello, I aso tested the patch, and tested on several type of races : I didn't noticed this issue at any moment. After your vid, I made more tests and again didn't noticed that effect. On my SNESC it works perfectly well (on 1P or 2 P or VS) and I'm a player who had played a lot this game, I'm very familiar with this game. Thanks a lot Sluffy, it's incredible this game can run on canoe so good !!
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: lich on March 24, 2018, 01:54:20 pm
Hello, I aso tested the patch, and tested on several type of races : I didn't noticed this issue at any moment. After your vid, I made more tests and again didn't noticed that effect. On my SNESC it works perfectly well (on 1P or 2 P or VS) and I'm a player who had played a lot this game, I'm very familiar with this game. Thanks a lot Sluffy, it's incredible this game can run on canoe so good !!

Well looks like the nuclear bombing worked out after all. Maybe it's because I'm playing it with custom borders, sometimes this can intervene with the game resulting in glitches, very weird since it's a no-intro rom I'm using. Gonna try without custom borders.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 24, 2018, 01:56:20 pm
It's weird random thing. Maybe leftover from ... idk. Here's super cleaner patch. It will track down bad racers and force them invisible. Originally I drew 124 invisible racers but that blew up emus. This should cover any strange crap this game throws at Canoe.


Uniracers (0000 pid, clean, usa) --- extra redone sprite engine
https://www.sendspace.com/file/4il5b7


Thanks for report that earlier patch is okay. This should 101%+ fix it then. This game almost shouldn't work correctly on Canoe with roadblocks it puts everywhere. :)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: lich on March 24, 2018, 02:25:45 pm
It's weird random thing. Maybe leftover from ... idk. Here's super cleaner patch. It will track down bad racers and force them invisible. Originally I drew 124 invisible racers but that blew up emus. This should cover any strange crap this game throws at Canoe.


Uniracers (0000 pid, clean, usa) --- extra redone sprite engine
https://www.sendspace.com/file/4il5b7


Thanks for report that earlier patch is okay. This should 101%+ fix it then. This game almost shouldn't work correctly on Canoe with roadblocks it puts everywhere. :)

Sluffy you're a god. Just tested the new patch with and without borders, all issues are gone! Guess we can mark this as fixed. I only played first and second track 2 player mode, worked like a charm. Hopefully more testers can test other modes/maps/characters. Well done Sluffy, well done!
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 24, 2018, 02:49:32 pm
Took down Nosferatu. Noticed some strange things happening. Reworking.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 24, 2018, 02:50:31 pm
Congratulations on fixing Uniracers. I don't really care about the game, but I know others do. So taking the time to fix this difficult issue is very much appreciated.

Now, for Top Gear. AtomicShroom has verified that the tunnel glitch (glitch 2) is indeed fixed by your last patch. So, your last patched fixed the flickering horizon line, and it also fixed the tunnel glitch as a consequence :P
Here's what the tunnel looked before https://abload.de/img/topgearglitchf3rjk.png
And here's how it looks with the patch: https://abload.de/img/topgearroo8e.png

As for glitch 3, that's still there. AtomicShroom made a video of the 4th track, and while I don't specifically see what I remember seeing, I do see an issue that is probably what I was reporting. Notice how sometimes when the road elevates and the horizon goes down, parts of the trees or light poles on the sides (or other objects) seem to clip through the track when they shouldn't even be visible since the elevated track is supposed to be covering them from view?

Here's a video from Robin. Notice the trees on the left side (at 3:57 specifically).
https://youtu.be/6LpODWYyMGE?t=236

Video from AtomicShroom.  Notice how the left light poles clip through the road too when they should be covered (at 0:10 specifically).
https://youtu.be/eGcSfCmL7S0?t=10

I can be a bit hard to tell since they are going so fast, but hopefully you get a sense of what's happening.

*edit*
Screenshot of the issue by AtomicShroom
(https://abload.de/img/topgearglitch2ieqh8.png)

He also said that this specific issue happens in ZSNES and SNES9X (version 1.41-1).

Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Ludi55 on March 24, 2018, 03:17:02 pm
Sluffy i have a question, do you think it is possible to make games like ganbare daiku no gen san and gekisou sentai car ranger to work with canoe at all?
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 24, 2018, 03:41:27 pm
AtomicShroom:
I tried sluffy's latest Uniracers patch and... bad news.  In single player mode the CPU, when off screen, is constantly drawn in the top-left corner.

(https://abload.de/img/uniracersglitch47rhv.png)

False alarm.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: CanoeFan on March 24, 2018, 03:44:39 pm
AtomicShroom:
I tried sluffy's latest Uniracers patch and... bad news.  In single player mode the CPU, when off screen, is constantly drawn in the top-left corner. :(

(https://abload.de/img/uniracersglitch47rhv.png)

I tried the latest patch also and I can't replicate this issue. Played a few single player stages and it never happened.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: mamertos on March 24, 2018, 03:45:25 pm
Hi! Has anyone notice a minor graphic glitch in Harvest Moon running with CANOE? Go to the forest at night in fall and you’ll understand. While you’re running through the forest, the leaves are orange, but you keep stand and the leaves become brown. I have tested it with Snes9x and doesn't happen.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 24, 2018, 04:14:38 pm
I tried the latest patch also and I can't replicate this issue. Played a few single player stages and it never happened.

Person that tested it said it did happen to him. The game wasn't even on his SNESC before, so there was no chance of accidentally loading a save from a previous version.

I guess it's possible that small glitches like this could still randomly pop up.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 24, 2018, 04:16:45 pm
A few tests:

- NHL '96: Finished a game and did not experience any lock-ups. However, in the middle of the second period the sound effects went completely silent. A minute later I scored a goal and sound started working again.
- Nosferatu: Noticed the same behavior with the last patch: enemies appear on the other side of the screen.
- Pirates of Dark Water: Completed the first level with Ren. Level Clear screen looks fine now, however, in the "Compass found" screen just a few seconds later Ren's hand shows a few random purple pixels. Looks as if the compass (which is also purple) is trying to appear again in his hand ;). I'll see if I can upload pic later.
- Top Gear: I see some videos uploaded already but here's another one. Germany 1st track: https://streamable.com/xmgr3 (https://streamable.com/xmgr3)
It seems like whenever there's a hill or slope, objects right after pop up in the middle of the track.
- Troddlers (USA): Game needs to be added to the list. http://www.romhacking.net/forum/index.php?topic=25789.msg354338#msg354338 (http://www.romhacking.net/forum/index.php?topic=25789.msg354338#msg354338)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 24, 2018, 04:20:48 pm
A few tests:

- NHL '96: Finished a game and did not experience any lock-ups. However, in the middle of the second period the sound effects went completely silent. A minute later I scored a goal and sound started working again.
- Nosferatu: Noticed the same behavior with the last patch: enemies appear on the other side of the screen.
- Pirates of Dark Water: Completed the first level with Ren. Level Clear screen looks fine now, however, in the "Compass found" screen just a few seconds later Ren's hand shows a few random purple pixels. Looks as if the compass (which is also purple) is trying to appear again in his hand ;). I'll see if I can upload pic later.
- Top Gear: I see some videos uploaded already but here's another one. Germany 1st track: https://streamable.com/xmgr3 (https://streamable.com/xmgr3)
It seems that whenever there's a hill or slope, objects right after pop up in the middle of the track.
- Troddlers (USA): Game needs to be added to the list. http://www.romhacking.net/forum/index.php?topic=25789.msg354338#msg354338 (http://www.romhacking.net/forum/index.php?topic=25789.msg354338#msg354338)

NHL 96. Hmm..., well the report does say it happens randomly. I'll add both notes.
Pirates of Dark Water. Will wait for pic. Video would be better.
Top Gear: thanks, it's easier to see the issue with you going slow like that :P
Troddlers: not adding more games with only sound issues because so far Sluffy has no way of fixing them. So I'll concentrate on only adding games with graphic issues or crashes.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Bosco82 on March 24, 2018, 05:28:31 pm
I've only tested Madden '95 and I know it froze up when I was kicking a field goal
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 24, 2018, 05:32:26 pm
False alarm about Uniracers.

The person that tested it used SFROM Tool to patch a clean game and he got the reported issue above.
He then used Lunar IPS to patch a clean game (but still used SFROM Tool to build the .sfrom) and didn't get his original issues.

I don't know what's going on here with SFROM Tool, but that's why I've always said NOT TO USE IT WHEN TESTING. You do NOT need it, just patch the game with Lunar and add it to hakchi directly.
There's also the possibility that SFROM Tool has a patch in their patches folder for the game you are testing and that patch can cause conflicts with what Sluffy is doing. Also, the tool automatically patches your games with certain patches. So again, NOT TO USE SFROM TOOL WHEN TESTING.

Anyway, seems Uniracers is truly fixed, unless the issue he got happened randomly and still there waiting for someone else to find it.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: sluffy on March 24, 2018, 05:40:50 pm
Uniracers (0000, usa, clean) - 5c
https://www.sendspace.com/file/krg567


I imagine it could be random (top-left corner is very specific condition). This cleans all racers but 2 in 1P mode. If cpu shows up again, this game is running some shifty code paths.


Pirates = can see it in snes9x. Have to really pay attention but purple bead is there. ^^

EA Sports = it's like Clayfighter. Some alien cosmic thing it's doing with spu.

Troddlers = wouldn't hurt to add to list. Remind me to look at. Or someone else.

Ganbare daiku = Took a few looks. Can't isolate crash yet.

Gekisou sentai = Sufami Turbo (ST). Don't know how to handle these yet.

Nosferatu = yeah. Kinda expected that. Checking out the boss now.

Top Gear = fun. Since it can happen anywhere, huh.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 24, 2018, 06:15:43 pm
Ok here's another Uniracers issue. I'll just quote robin:

Well, single player is very impressive! There's a small quirk in 2-player though (which you can view by leaving it on the title screen for a demo).

(http://i.imgur.com/aUJWYDe.png)

You'll note that as the green player falls off into the orange player's screen, their entire sprite moves over into the green half, making it look like there are two greens cycles on the bottom screen. As soon as the sprite is fully over, it vanishes.


This is how it should look:

(http://i.imgur.com/DwctMph.png)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: Robin64 on March 24, 2018, 07:01:42 pm
Thought this might be interesting. I expanded Super Mario World in various ways to find out what size ROMs Canoe does and doesn't support, and here are the results.

(http://i.imgur.com/UTgETR0.png)

As you can see, you can only get 48 Mbit and 64 Mbit games running if they are LoROM. And even then, they need to be a certain type of LoROM. The ones that use the 00:8000-6F:FFFF map don't work, but the other two types do. HiROM at these sizes doesn't work at all. This means stuff like Tales of Phantasia and Crimson Echoes will never work properly in Canoe as they are HiROM at those sizes.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: arkiokin on March 24, 2018, 07:16:41 pm
Uniracers (0000, usa, clean) - 5c
https://www.sendspace.com/file/krg567


I imagine it could be random (top-left corner is very specific condition). This cleans all racers but 2 in 1P mode. If cpu shows up again, this game is running some shifty code paths.




I tested more finely this patch (and the previous 5a with same minor issues) and there are some minor uncorrect locations of player 1 on the screen of player 2 time to time : the monocycle is a bit too low (the wheel is inside the road) or float a bit in the air, just upstair the road (and it appears very briefly : everything come back to normal pretty quickly)More than that it's behaviour is different on top screen and bottom screen:
some screens to show that :

(http://nsa39.casimages.com/img/2018/03/25/mini_180325121145444160.jpg) (http://www.casimages.com/i/180325121145444160.jpg.html)
(http://nsa39.casimages.com/img/2018/03/25/mini_180325122114118410.jpg) (http://www.casimages.com/i/180325122114118410.jpg.html)
(http://nsa39.casimages.com/img/2018/03/25/mini_180325122131930972.jpg) (http://www.casimages.com/i/180325122131930972.jpg.html)

P.S : tested on hackchi2 2.21f with no more added. Patched rom CRC32:F780918C

EDIT : all these minor issues were not found out on the first "5 patch" (the first nuclear bomb ;) ). I tested again this first patch and all these issues (wrong location and not symetric behaviour) were not here. The only issue is the one noticed upper by robin (the monocycle that can appear in part on 2 windows at the same time). Of course it's only for my configuration of my SNESC, cause other had the glitches of wheels in the corner (I never saw). ROM modified : CRC32:66A8DA5: 2.21f, no borders, no modules added (I also noticed, and made some tests, that hakchi2 CE (and hakchi 2.30) leads some graphical glitches with a shadow filter on some game at some moments like castlevania 4 or super ghouls'n ghots, that also depends on which HDMI connector you use : a problem that never appear on the old 2.21f)
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: etiel on March 24, 2018, 07:45:54 pm
Some pictures of the Pirates of Dark Water minor issue:
https://imgur.com/gallery/mTS5h (https://imgur.com/gallery/mTS5h)

Notice the purple pixels in Ren's hand, it is even more noticeable if you finish the level as Tula. It also glows at the same time as the compass. Level clear screen is fine.
Title: Re: Snes emulators (Canoe, Snes9x) -- game problems and fixes
Post by: reyvgm on March 24, 2018, 10:18:53 pm