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vSNES
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creaothceann
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PostPosted: Thu May 04, 2006 2:39 pm    Post subject: Reply with quote

Beta11: source

This is the same source as the last beta, except that padding bytes have been inserted into records to speed up the access on record fields. Delphi 5 seems to ignore the $ALIGN setting... Confused

This shouldn't make a noticeable difference to the end user though.
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creaothceann
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PostPosted: Mon May 08, 2006 9:10 am    Post subject: Reply with quote

Beta12: executable / source

Another fix for IPS patching.
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creaothceann
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PostPosted: Fri May 26, 2006 6:54 am    Post subject: Reply with quote

I got an email from GIGO with SNESGT savestate info, so this should be better supported soon. Smile
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creaothceann
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PostPosted: Fri May 26, 2006 11:47 am    Post subject: Reply with quote

Beta13: executable / source

- added better support for SNESGT savestates
- added checkbox for keeping the MemViewer memory source after loading a cart
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creaothceann
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PostPosted: Fri May 26, 2006 7:34 pm    Post subject: Reply with quote

http://vsnes.aep-emu.de/vSNES_beta13_fix.rar

This is a new build of the main executable. It fixes some issues with the ListEditor... but unfortunately not all. SNESGT support has still some issues, too.
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creaothceann
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PostPosted: Mon May 29, 2006 6:12 am    Post subject: Reply with quote

http://vsnes.aep-emu.de/vSNES_beta13_fix2.rar

Another new build of the main executable. (This will be the last one until I get more info from the SNESGT author.)
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creaothceann
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PostPosted: Thu Jun 01, 2006 10:46 am    Post subject: Reply with quote

vSNES version 2.9 has been released! [link]

v2.9
- new tools: Movie Editor (SMV, ZMV), CHT Editor
- new fields in the Cartridge window due to new SNES documentation at romhacking.net
- GUI: added checkbox for keeping the MemViewer memory source after loading a cart
- GUI: added Ctrl+? shortcuts for accessing the buttons
- SRC: added code for rendering 256-color BGs in DirectColor mode
- SRC: fixed sprite tile wrapping, incorporates DMV27's sprite visibility info
- SRC: fixed sprite rendering (ypos. was off by one pixel)
- SRC: added better support for SNESGT savestates (still not perfect though)
- SRC: using a new, stream-based library for handling compressed files
- SRC: fixed screen rendering to output 5 bits per color channel, not 8
- SRC: added padding bytes to records ($align seems to have no effect)
- SRC: fixed some ListEditor issues
- SRC: IPS patching (hopefully) fixed

executable
source
debug build
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creaothceann
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PostPosted: Fri Jun 02, 2006 7:35 am    Post subject: Reply with quote

If anybody is bothered by the old version number in the title and the taskbar then I'll upload a fixed build.

Btw. do you have recommendations about a better glyph for the CHT Editor? (Should be 32x32 pixels.)
I'd like to use something from a SNES game.
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Last edited by creaothceann on Mon Jun 12, 2006 9:57 am; edited 1 time in total
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Ichinisan
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PostPosted: Fri Jun 02, 2006 1:25 pm    Post subject: Reply with quote

this is awesomesauce
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creaothceann
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PostPosted: Tue Jun 06, 2006 9:53 am    Post subject: Reply with quote

v2.9a
- GUI: added sprite size mode info to SceneViewer's info page
- GUI: fixed updating ROM info page when the ROM is edited
- GUI: CHT Editor now scrolls to selected item after loading a new table
- GUI: fixed version number in title bar and task bar
- GUI: fixed some spelling in the program and the documentation

(Basically the stuff that should've already been in the previous version.)

[executable] [source] [debug build]

Ichinisan wrote:
this is awesomesauce

Cool
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PostPosted: Mon Jun 12, 2006 1:30 pm    Post subject: Reply with quote

v2.91:
- GUI: added controls for displaying CRC32 and Hi/LoROM checksums
- GUI: moved the IPS checkboxes in the options to the cartridge page
- GUI: fixed a small issue with the CHT Editor and changed its glyph
- GUI: added Edit control to display SMV UIDs as Unix dates
- SRC: fixed IPS patching again; added more messages in case it fails
- SRC: fixed the SMV code to use the new SyncOptions flag location
- SRC: added more functionality for managing extended SPC ID666 tags
- SRC: disabled ZMV loading button since the ZMV code is broken

http://vsnes.aep-emu.de/

Next step: ZMVs Confused
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creaothceann
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PostPosted: Wed Jun 14, 2006 12:59 pm    Post subject: Reply with quote

It seems like I won't have any more time to spare this project... Confused
Like always, feel free to use the source and any other files of it for anything you want.

There's a link to the latest build in the Development section ("Question about ZMV format"). Unfortunately its source got lost, or at least has become quite difficult to obtain. (The SMV section should be complete though.) The embedded DFM might be useful for other developers who want to continue; it can be extracted with tools like PE Explorer.
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Deathlike2
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PostPosted: Tue Jul 11, 2006 8:42 pm    Post subject: Reply with quote

Hmm.. looks like a real nice tool. Would it be out of the question to ask for a method to dump the srm from the savestate (from any emulator, particularly ZSNES).. being able to salvage the SRM would be useful to some...
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creaothceann
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PostPosted: Wed Jul 12, 2006 7:04 am    Post subject: Reply with quote

You can do that with the HexEditor; it has a button for saving the current memory to a file. Wink

It doesn't work with ZSNES savestates though since there was no fixed area for SRAM in the specification. It's part of the "extra info" (sp?), but the offset may be different with each game.
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creaothceann
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PostPosted: Thu Aug 24, 2006 3:32 pm    Post subject: Reply with quote

*bump*

It has been asked if the CHT editor in vSNES supports Game Genie codes. This is not the case: the CHT content might be displayed, but the controls expect codes in PAR format.

I didn't even test GG codes since PAR codes are superior. I suggest coverting all codes to the PAR format before using them with vSNES.
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creaothceann
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PostPosted: Tue Oct 10, 2006 11:37 pm    Post subject: Reply with quote

bugfix02.rar

This build fixes the HexEditor save button and adds the ability to select & copy (via Ctrl+C) bytes in a memory region.
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creaothceann
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PostPosted: Sun Oct 22, 2006 9:16 am    Post subject: Reply with quote

There's a checkbox in the options window, page "options", labelled "show decimal values". Disable that and you get hexadecimal values for sprite and tile indices. Changing the checkbox didn't update the SceneViewer immediately; here's a build that does.

http://vsnes.aep-emu.de/vSNES/vSNES_bugfix03.rar
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PostPosted: Mon Nov 13, 2006 7:24 pm    Post subject: Reply with quote

current progress of SDI
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PostPosted: Sat Jan 13, 2007 12:32 am    Post subject: Reply with quote

filouk wrote:
there is a little glitch with the scene feature: when you save the same scene twice in a row, without touching anything between the two times, then this second bitmap as well as the others will be corrupted: first, the "preview" program of Windows XP can't read them, and second, the top line is corrupted (appears in black mostly).

Also, if the "scale 256 to 512" option is checked, this is slightly different :
1. The corrupted files will not work with the "preview" program of Windows XP
2. the right half of the screen will be on the left and the left half will be on the right

Great. Confused

I'm just calling Borland's code (TGraphic.SaveToFile) which works flawlessly in a new project created from scratch. I can only imagine that directly accessing the bitmap's pixel data somehow corrups an internal state of the bitmap.

I'll see if I find something about this bug on the net. For the time being just copy the first BMP file instead of saving again. Wink
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PostPosted: Sat Jan 13, 2007 2:15 pm    Post subject: Reply with quote

By the way, VSnes is great to make Donkey Kong Country 3 maps, because of its abilities to manipulate sprites. However, it would be wonderful if the waterfalls could be displayed ; for the moment vSnes doesn't seem to like them, so I have to take a screenshot and cut/paste. Problem is, what if there is a waterfall at the bottom of the screen ? For example in the snow world you have a large river that flees to the bottom, and it can't be displayed. I would absolutely need vSnes because only it can show me the bottom pixel line.
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creaothceann
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PostPosted: Sat Jan 13, 2007 5:12 pm    Post subject: Reply with quote

(Why don't post that last remark in the other thread? Wink )

filouk wrote:
By the way, VSnes is great to make Donkey Kong Country 3 maps, because of its abilities to manipulate sprites. However, it would be wonderful if the waterfalls could be displayed ; for the moment vSnes doesn't seem to like them, so I have to take a screenshot and cut/paste. Problem is, what if there is a waterfall at the bottom of the screen ? For example in the snow world you have a large river that flees to the bottom, and it can't be displayed. I would absolutely need vSnes because only it can show me the bottom pixel line.

Could you upload some savestates (or SRMs)? I haven't played much of DKC3...

If the game changes stuff via HDMA half-way down the screen, then the saving point will be important. IIRC ZSNES saves its savestates when the screen has already been rendered, so the stuff on the top might be incorrect. SNES9x saves at the top, so the stuff on the bottom might be incorrect.
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PostPosted: Sat Jan 13, 2007 5:51 pm    Post subject: Reply with quote

Ok.

Here is the state file :

http://filouk.club.fr/dkc3.zs3

Open it with vSnes, and then disable the BG2 priority 0 Layer and enable the BG2 priority 0 sublayer. Now look at the river : it's not really there.

Now this is how it is supposed to look (sprites are disabled so the top of the waterfall can't be seen but don't pay attention to that)
http://filouk.club.fr/snap.jpg

There is a river, you see ? Well, vSnes is my only chance to take bottom pixel line of water. So it would be nice if it could display this river.
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creaothceann
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PostPosted: Sat Jan 13, 2007 9:32 pm    Post subject: Reply with quote

Mmh. The picture you posted seems to be alright - 224 lines, bottom line is displayed. Question

About the savestate: Which release of ZSNES are you using?
And can you upload the SRM file as well? I'd like to try it with SNES9x.
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PostPosted: Sat Jan 13, 2007 9:38 pm    Post subject: Reply with quote

No, the picture is not all right : if you look carefully you will see that the 224th line is actually a black line at the top. The bottom line is missing. Just open it with paint and zoom at 6x.

I am using the latest version of ZsNes, 1.50

I'm not sure what you mean about uploading the SRM, you can go to this world map just by starting a new game and entering the Gyrocopter Cheat, which is 7E1C D104.

Also I don't manage to take snapshots with snes9x, when I press F12 nothing happens, no PGN is saved. I would like to find an emulator that would take proper snapshots.
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creaothceann
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PostPosted: Sat Jan 13, 2007 10:08 pm    Post subject: Reply with quote

filouk wrote:
No, the picture is not all right : if you look carefully you will see that the 224th line is actually a black line at the top. The bottom line is missing. Just open it with paint and zoom at 6x.

Ah, now I see. The entire picture is shifted down by one pixel, hiding the last line and creating garbage at the top.

filouk wrote:
I am using the latest version of ZsNes, 1.50

So do I, but the game freezes when I load the savestate. My ROM's CRC32 is 448EEC19.

filouk wrote:
I'm not sure what you mean about uploading the SRM, you can go to this world map just by starting a new game and entering the Gyrocopter Cheat, which is 7E1C D104.

What does it do? I can't see any difference. Sad

filouk wrote:
Also I don't manage to take snapshots with snes9x, when I press F12 nothing happens, no PGN is saved. I would like to find an emulator that would take proper snapshots.

I want to take a savestate with SNES9x.
My version of SNES9x (rerecording v7) takes PNG screenshots. RR v9 (link) should as well...

EDIT: DKC3_SNES9x.png, taken via SNES9x and with the help of a speedrun Smile
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