EDIT: I put this thread here because I figured it's more of a controller issue than a bug issue. If it's not in the right spot, please move it. I apologize in advance if I'm wrong.
I am using v 1.51 and did not have a problem with the game beforehand. Last month, I switched over to a Logitech Dual Action controller. I get the following error message with Super Mario World 2: Yoshi's Island:
This is what happens when I attempt to start up the game. I have no problems with any other games, just this one. At first I thought it was the deinterleaving problem so I ran it through NSRT. No fix other than it changed the header part.
Other than the Logitech (it works in its app settings and in the GUI itself), I have a Microsoft mouse plugged in a USB hub. That is normal in that I always have it plugged in.
My rom information obtained from NSRT:
---------------------Internal ROM Info----------------------
File: Super Mario World 2 - Yoshi's Island (U) (M3) (V1.0) [!].smc
Name: YOSHI'S ISLAND Company: Nintendo
Header: Exists (type?) Bank: LoROM
Interleaved: None SRAM: 256 Kb
Type: Super FX2 + Batt ROM: 16 Mb
Country: USA Video: NTSC
ROM Speed: 200ns (SlowROM) Revision: 1.0
Checksum: Good 0x132C Game Code: YI
---------------------------Hashes---------------------------
CRC32: D138F224
MD5: CB472164C5A71CCD3739963390EC6A50
--------------------------Database--------------------------
Name: Super Mario World 2 - Yoshi's Island
Country: USA Revision: 1.0
Port 1: Gamepad Port 2: Gamepad
Genre 1: Platform Genre 2: Side Scrolling
Anyone have an idea what's going on? Shoot, even Mario Paint with the mouse-as-a-mouse option works with no problem. It's just Yoshi's Island.
Thanks in advance for any help that anyone can give.
Rubes
Controller and SMW2: Yoshi's Island [SOLVED]
Moderator: ZSNES Mods
-
- New Member
- Posts: 6
- Joined: Sun Dec 07, 2008 2:29 am
- Location: Columbia, S.C.
- Contact:
Controller and SMW2: Yoshi's Island [SOLVED]
Last edited by Dark Rubes on Fri May 01, 2009 12:24 am, edited 1 time in total.
Visit Gaming Insurrection for retro musings!
www.gaminginsurrection.com
www.gaminginsurrection.com
-
- New Member
- Posts: 6
- Joined: Sun Dec 07, 2008 2:29 am
- Location: Columbia, S.C.
- Contact:
Dang ... I feel stupid.
I didn't think about that possible solution seeing as though about 2 or 3 months ago, I remember fooling around with the 2P side to test a game. I never thought about switching those off again.
It fixed the problem. Thank you so much!
Rubes
I didn't think about that possible solution seeing as though about 2 or 3 months ago, I remember fooling around with the 2P side to test a game. I never thought about switching those off again.
It fixed the problem. Thank you so much!
Rubes
Visit Gaming Insurrection for retro musings!
www.gaminginsurrection.com
www.gaminginsurrection.com
-
- Buzzkill Gil
- Posts: 4294
- Joined: Wed Jan 12, 2005 7:14 pm
-
- New Member
- Posts: 6
- Joined: Sun Dec 07, 2008 2:29 am
- Location: Columbia, S.C.
- Contact:
Ah, that is interesting. I did not know that. On my real SNES I never had use for a multitap so I have never seen that come up. Interesting, indeed.Gil_Hamilton wrote:3-5 are the problem controllers. If any controllers above 2 are enabled, it emulates a multitap.
And SuperFX games refuse to boot if there's a multitap connected, because it brings the power draw over the SNES power supply's rated max.
Visit Gaming Insurrection for retro musings!
www.gaminginsurrection.com
www.gaminginsurrection.com
-
- Buzzkill Gil
- Posts: 4294
- Joined: Wed Jan 12, 2005 7:14 pm
I never did either.Dark Rubes wrote:Ah, that is interesting. I did not know that. On my real SNES I never had use for a multitap so I have never seen that come up. Interesting, indeed.Gil_Hamilton wrote:3-5 are the problem controllers. If any controllers above 2 are enabled, it emulates a multitap.
And SuperFX games refuse to boot if there's a multitap connected, because it brings the power draw over the SNES power supply's rated max.
I'm like a sponge. I absorb data lotering in the forums.
Then stuff grows in it and makes it all icky and messed-up.
But that's one of the odder quirks, since there's nowhere in ZSNES that tells you you're enabling/disabling the multitap, nor any options pertaining to it at all.
It's like the KEYB/JOYSTICK and NONE options. Confusing as hell.
-
- ZSNES Developer
- Posts: 6747
- Joined: Tue Dec 28, 2004 6:47 am
It should be covered well enough I guess in the FAQ... but I think "in terms of intuitability" that multitap would automatically be enabled when controllers #3-5 are in use. That should be intuitive enough (although, if someone eventually releases their multi-controller, dual multitap game, then we'll see).
The menu options however are not very reflective in non-DOS ports... there were multiple controller options under the DOS ports, which looks relatively unintuitive elsewhere. Would you have preferred "Enabled/Disabled" instead?
The menu options however are not very reflective in non-DOS ports... there were multiple controller options under the DOS ports, which looks relatively unintuitive elsewhere. Would you have preferred "Enabled/Disabled" instead?
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
-
- Buzzkill Gil
- Posts: 4294
- Joined: Wed Jan 12, 2005 7:14 pm
I dunno. Just some indication somewhere that the multitap was active would probably help kill a lot of these threads, though certainly not all(missing file dinput7.dll! or whatever the hell it was...).Deathlike2 wrote:It should be covered well enough I guess in the FAQ... but I think "in terms of intuitability" that multitap would automatically be enabled when controllers #3-5 are in use. That should be intuitive enough (although, if someone eventually releases their multi-controller, dual multitap game, then we'll see).
The menu options however are not very reflective in non-DOS ports... there were multiple controller options under the DOS ports, which looks relatively unintuitive elsewhere. Would you have preferred "Enabled/Disabled" instead?
As far as the NONE|KEYBOARD/GAMEPAD option... I think not allowing controls to be mapped until after the controller was activated would help.
Or having it change the controller setting when you selected Keyboard/gamepad instead of when you pressed the set button.
Just my two cents.