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Where Has FEoEZ Gone? 
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Hazed
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With Mother 3 *mostly* out of the way now, I could probably start to do stuff with FEoEZ, but I imagine byuu's busy with his 5000 projects too. We both have project-itis.


Mon Oct 27, 2008 6:08 am
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I'm still desperately trying to wrap up loose ends on my projects so that I can focus on FEoEZ exclusively ... I want to give it my full attention, as it's going to require a massive amount of reprogramming.

bsnes has eaten up pretty much 99% of my free time lately. With a new release out of the way, I should be at a good stopping point to finish up the loose ends on all of my other severely neglected projects (xkas, bview, hiro, etc.)

I'm hoping to get started on FEoEZ by January, but I know that's way too optimistic ... the good news is that I'm pretty fast at ROM hacking these days, so I doubt it's going to span several years like some of my other projects in the past.

I suppose if I'm not at a good stopping point by then, we can try and get the script extracted and worked on while I finish up other things.


Mon Oct 27, 2008 6:25 am
Hazed
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Tis okay, I'm in no rush. I've been tinkering with Tomato Adventure this past week, and lord knows I have plenty of other projects to keep my occupied until I'm 80 as it is. I'd like FEoEZ to be done slowly and surely, like a relaxing walk through a park compared to the mad dash across a giant, busy freeway that Mother 3 was :P


Mon Oct 27, 2008 7:32 am
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It'll be a long wait. But I'm glad you guys plan to hack/translate the game. We wouldn't be able to play the game, anyway, since it never came to this side of the world.

Awesome.

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Mon Oct 27, 2008 6:37 pm
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Hazed

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Glad to hear this game was finally cracked, and that Byuu and Tomato are working on an English trans :)

By the way I just curious....did DQ IIIr ever get a 100% complete English trans?


Thu Oct 30, 2008 1:32 pm
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The website for YnT is at http://www.yntproject.net/ . You probably missed it because you were trying http://www.yntprojects.net/ which lead to a dead page.

That's right, I found your web site for you. ^_^


Fri Jan 02, 2009 6:07 pm
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Hi..... what is the status of this project? Someone begins to translate FEOEZ?

Thanks


Thu Jun 25, 2009 7:59 pm
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I think that Byuu and Tomato are planning to tackle that. I don't know if they started yet, though.

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Thu Jun 25, 2009 10:39 pm
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I need an emulator that has:
- true SPC7110 decompression support
- save states
- a nice Linux debugger

I'm working on the second one. Once they're all ready I can start trying to extract the script.
Give it ~15 + (# of requests for updates * 3) months.


Thu Jun 25, 2009 11:06 pm
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I thought that Nach's special build of zsnes had full decompression support? Windows only, though (I had to use WINE to get my screenshots).

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Fri Jun 26, 2009 12:10 am
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ZSNES v1.42's debugger was DOS only, and barely adequate. The bugs added in the scons(?) port of it makes it unusable.

I also want something a lot more powerful. VRAM, OAM and CGRAM viewers, unused memory detection, read/write breakpoints to all memory types, direct masked tracing, the extended cycle timing information to benchmark my new routines and see how close I'm cutting it to the end of Vblank, etc etc.

I'm also going to be doing some stuff with the memory mapping (yes, it's necessary, you'll see why soon enough), and I'm not sure if other emulator authors will follow suit or not.


Fri Jun 26, 2009 2:58 am
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Quote:
Give it ~15 + (# of requests for updates * 3) months.


hahuahuahau Cool :wink:

But bsnes doesn't have save states? And a debugger?


Fri Jun 26, 2009 3:22 pm
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The Doug wrote:
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Give it ~15 + (# of requests for updates * 3) months.


hahuahuahau Cool :wink:

But bsnes doesn't have save states? And a debugger?

Savestates, for sure, no. And here's why:

Due to the way BSNES is programmed and its purpose (accurate SNES emulation down to the last Hz, etc) save states would be very difficult, if not impossible to implement.

Debugger, no idea.

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Fri Jun 26, 2009 5:05 pm
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adventure_of_link wrote:
The Doug wrote:
Quote:
Give it ~15 + (# of requests for updates * 3) months.


hahuahuahau Cool :wink:

But bsnes doesn't have save states? And a debugger?

Savestates, for sure, no. And here's why:

Due to the way BSNES is programmed and its purpose (accurate SNES emulation down to the last Hz, etc) save states would be very difficult, if not impossible to implement.

Debugger, no idea.


So I guess bsnes 0.048 will come as a shock to you.


Fri Jun 26, 2009 6:02 pm
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Note that the savestate (and cheat support) user interface will probably be different from what is described on that page.

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Fri Jun 26, 2009 6:21 pm
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ZSNES Shake Shake Prinny
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dfreer wrote:
So I guess bsnes 0.048 will come as a shock to you.

don't mind the butar, it doesn't go out much

byuu wrote:
I also want something a lot more powerful. VRAM, OAM and CGRAM viewers, unused memory detection, read/write breakpoints to all memory types, direct masked tracing, the extended cycle timing information to benchmark my new routines and see how close I'm cutting it to the end of Vblank, etc etc.

I am interested in a deeper explanation of some of these for my personal agenda:

'unused memory':
    as in, redundant due to mirroring ? or those chunks padded with garbage ?
'R/W breakpoints to all memory types':
    I assume by type you mean ROM, WRAM, SRAM, IRAM and co. and by R/W, "break on read from/write to *addr". if i'm wrong, please load MDR with correctitude bitchslap.
'direct masked tracing':
    elaborate on this one please, i can't even guess from the name.

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Fri Jun 26, 2009 7:11 pm
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It's fun abbreviating things for the masses :)

Quote:
'unused memory':

as in, redundant due to mirroring ? or those chunks padded with garbage ?


ROM hackers often need their own RAM. The current method is to pick a spot that looks empty (eg lots of 0x00s) and hope the game isn't actually storing anything important there.

This leads to fireworks glitches, script engine crashes, etc.

By this feature, I mean a tool that keeps count of the number of writes to each WRAM address. Run the game for a few hours, try and uncover every event, and then scan the results to find memory that the game never uses.

It's this, or expand SRAM and use the new SRAM data as your scratch RAM.

Quote:
'R/W breakpoints to all memory types':

I assume by type you mean ROM, WRAM, SRAM, IRAM and co. and by R/W, "break on read from/write to *addr". if i'm wrong, please load MDR with correctitude bitchslap.


Yes, standard rwxv breakpoints. Break on:
[ X ] Read
[ ] Write
[ ] Execute
[ 0x55 ] Value
[ 0x028000 ] Addr
-> break when 0x55 is read from 0x028000.

Quote:
'direct masked tracing':

elaborate on this one please, i can't even guess from the name.


Trace masking built into the emulator. Eg "we've already encountered the opcode at 0x208000, so don't disassemble it again to the trace log." And I'd like to further extend it to support ignoring only when PC matches the last N PC values to bypass those ~100,000 opcode "wait for NMI" loops that are oh-so-common, but not bypass the good stuffs.


Fri Jun 26, 2009 8:07 pm
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