This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
HARVEST MOON SNES US smc with header
Moving from screen to screen. This address should fire when entering the farm during spring. The address show up as red in hex viewer. I've confirmed with Geiger's it does fire.
Would it be possible to get this to work more appropriately with Super Mario RPG as well?
There's a certain chunk(s?) that are clearly read but you cannot log them, trace them or anything. It's like they don't exist even when it's clearly right in your face. It's something to do with the SA-1 chip that causes the problem with emulators. There's also a really awkward bit of forcing bank switching repeatedly instead of just flipping them all on to display all data. I'm not sure if that last one is really workable but the first part is EXTREMELY important as it makes debugging certain things impossible.
Hopefully I'll be working on it soon now that things have been slowing down at work, which has been eating up most of my programming time lately; developing C++/Qt applications like this one (and my other main projects as of late) is also what I do for a living, and sadly I don't have an unlimited amount of time to put into the same general thing every single day
By your logic, all Atari 2600 games should be totally bug-free, or the occurrence of bugs should be extremely unlikely.
How'd that work out in reality?
I'd be very surprised to learn that any rippable SPC (i.e. excluding music engines that depend on 65816-side data streaming) from any game hasn't been long-since ripped by now
The crash still happens with the latest git revision. I'll take a look later and see what's going on, thanks for pointing it out.
Are you aware of bsnes mercury? It includes Super FX over clocking.I'm familiar with it, though I haven't used it before. Personally I'm not sure if SuperFX overclocking is the sort of thing I'm interested in adding to an accuracy-oriented emulator though.
Nice! Missed this one. But about data: still we could have a diversification about read and read-written?
The debug does not show the address to the FX-BUS?
While this looks great and everything appears to be adequately made, there is one problem that irks me though, I write my code in Hex, not in ASM. So I prefer to write A90A or C905 rather than LDA 0A or CMP 05 for instance. The issue with this is that you cannot continue writing after one byte, sure you can press left after filling in one byte but that seems needlessly mundane and a step backwards to what is provided by Geiger's SNES9X. Also if you do use that method and you go to the end of the line instead of cycling back to the next bit of hex as you'd imagine the writing cursor is within the address line, which is just sort of silly. Another issues I have is with pasting, when you go to paste it doesn't even write to code... it doesn't write to anything really.
All in all it is a great looking emulator with good compatibility but some of the more crucial debugging aspects are still a bit finnicky and need some work. A great effort though.
Having done some romhacking back in the day I can say quite confidently that I hate soft patching. I've had quite a few problems with it and I remember a lot of people who also did. I think it's important to remember adding features for the sake of having them can also add layers of complexity and bugs that you might not want.
Look: Konami delists itself from New York Stock Exchange
Maybe they are not making too much money anymore?