Can't believe this hasn't been implemented yet.

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Krysanto
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Can't believe this hasn't been implemented yet.

Post by Krysanto »

Hello ladies and gentelmen.

I'm really missing a feature in ZSnes.
There needs to be an option that, when you start the game, there's a 1-7% chance of it not working properly.
And on the screen it says: Press A rapidly to blow the cartridge.
That is all. Thank you for your time.
Please apologize my grammar and general lack of english skills. Im not a native english speaker :/
Gil_Hamilton
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Re: Can't believe this hasn't been implemented yet.

Post by Gil_Hamilton »

That feature's only implemented in Z.NES, as the ZSNES console was generally reliable enough that it didn't need any spittle.
Squall_Leonhart wrote:
You have your 2s, 4s, 8s, 16s, 32s, 64s, and 128s(crash course in binary counting!). But no 1s.
DirectInput represents all bits, not just powers of 2 in an axis.
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adventure_of_link
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Re: Can't believe this hasn't been implemented yet.

Post by adventure_of_link »

Gil_Hamilton wrote:That feature's only implemented in Z.NES, as the ZSNES console was generally reliable enough that it didn't need any spittle.
And every once in awhile, ZGB as well...
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
grinvader
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Re: Can't believe this hasn't been implemented yet.

Post by grinvader »

Krysanto wrote:Press A rapidly to blow the cartridge.
Pressing A will do fuck all, exactly like on a cart with a dirty connector. Blowing the cartridge is a romtool feature, not an emulator one.
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paulguy
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Re: Can't believe this hasn't been implemented yet.

Post by paulguy »

Would be interesting to see an emulator that emulates unconnected or intermittent data or address lines.
Maybe these people were born without that part of their brain that lets you try different things to see if they work better. --Retsupurae
mudlord88
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Re: Can't believe this hasn't been implemented yet.

Post by mudlord88 »

And how would you do that?
Emulate cart interfaces like how C64 emulators do it, by emulating the actual I/O interfaces?

All SNES emus just read the ROM as a array, no delays involved.
paulguy
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Re: Can't believe this hasn't been implemented yet.

Post by paulguy »

Yeah, I know. It just would be nice it could like, simulate a random data or address line getting stuck high or low or being intermittent. I know it wouldn't be exactly what goes on with a dirty NES or something, but it woulf be neat to add some kind of randomness to what's going on with a particular mapper as far as that goes and see what happens.
Maybe these people were born without that part of their brain that lets you try different things to see if they work better. --Retsupurae
grinvader
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Re: Can't believe this hasn't been implemented yet.

Post by grinvader »

mudlord88 wrote:All SNES emus just read the ROM as a array, no delays involved.
It's trivial to add read/write delays, and it's also simple to design the memmap code taking the pcb traces into account. Then you can make each line misfire at will. Stupid feature, but feasible.
Not really interesting to pull in any regard.

The trace-memmap design makes it very easy to mimic some tricky stuff, though, so that idea could be good.
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paulguy
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Re: Can't believe this hasn't been implemented yet.

Post by paulguy »

Oh yeah, I know it's dumb as hell, just would be amusing to see how old games would just blow up in to a blob of mush.
Maybe these people were born without that part of their brain that lets you try different things to see if they work better. --Retsupurae
kode54
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Re: Can't believe this hasn't been implemented yet.

Post by kode54 »

With NES games, it's possible to glitch out the game without crashing by twiddling bits on the character ROM/RAM address or data lines. Not so easy to do that with most other consoles, since they usually have a single address and data bus. In which case, twiddling an entire line will likely result in the entire game crashing spectacularly.
Gil_Hamilton
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Re: Can't believe this hasn't been implemented yet.

Post by Gil_Hamilton »

Ain't nothin' wrong with a spectacular crash. As long as it's not mundane.
Squall_Leonhart wrote:
You have your 2s, 4s, 8s, 16s, 32s, 64s, and 128s(crash course in binary counting!). But no 1s.
DirectInput represents all bits, not just powers of 2 in an axis.
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Zer0
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Re: Can't believe this hasn't been implemented yet.

Post by Zer0 »

Ha. Would be interesting.
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