Blackthorne (U) doesn't start in 3-29-06 WIP
Moderator: ZSNES Mods
Blackthorne (U) doesn't start in 3-29-06 WIP
Doesn't start in latest WIP. Music appears to begin playing but gets stuck and screen stays black.
NSRT v3.3 - Nach's SNES ROM Tools
---------------------Internal ROM Info----------------------
File: Blackthorne (U).SFC
Name: BLACKTHORNE Company: Interplay
Header: None Bank: LoROM
Interleaved: No SRAM: 0 Kb
Type: Normal ROM: 8 Mb
Country: USA Video: NTSC
ROM Speed: 120ns (FastROM) Revision: 1.0
Checksum: Good 0x3AC9 CRC32: 856BEAB1
MD5: EE33097D436B4901A71F7E4C9A5CB409
--------------------------Database--------------------------
Name: Blackthorne
Country: USA Revision: 1.0
Port 1: Gamepad Port 2: Gamepad
Genre 1: Platform Adventure Genre 2: Shooter
NSRT v3.3 - Nach's SNES ROM Tools
---------------------Internal ROM Info----------------------
File: Blackthorne (U).SFC
Name: BLACKTHORNE Company: Interplay
Header: None Bank: LoROM
Interleaved: No SRAM: 0 Kb
Type: Normal ROM: 8 Mb
Country: USA Video: NTSC
ROM Speed: 120ns (FastROM) Revision: 1.0
Checksum: Good 0x3AC9 CRC32: 856BEAB1
MD5: EE33097D436B4901A71F7E4C9A5CB409
--------------------------Database--------------------------
Name: Blackthorne
Country: USA Revision: 1.0
Port 1: Gamepad Port 2: Gamepad
Genre 1: Platform Adventure Genre 2: Shooter
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- ZSNES Developer
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Disable Stereo Sound to fix it.
Edit: All games that broke with the latest DSP changes seem to work with Stereo Sound disabled.
This commit message broke it:
Edit: All games that broke with the latest DSP changes seem to work with Stereo Sound disabled.
This commit message broke it:
Code: Select all
2006-02-27 18:32 grinvader
* src/: initc.c, cpu/dma.asm, cpu/dspproc.asm: Silly DSP code
removed, should fix a lot of games (including EWJ2) [pagefault].
Removed now useless EWJ2 hacks.
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- ZSNES Shake Shake Prinny
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Hmm, the only change in that with any real impact on games is in dspproc.asm.Jonas Quinn wrote:This commit message broke it:Code: Select all
2006-02-27 18:32 grinvader * src/: initc.c, cpu/dma.asm, cpu/dspproc.asm: Silly DSP code removed, should fix a lot of games (including EWJ2) [pagefault]. Removed now useless EWJ2 hacks.
Maybe too much was deleted ?
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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So does the sound in EWJ2 play correctly now?Jonas Quinn wrote:Code: Select all
Removed now useless EWJ2 hacks.
The fix was for the music, not the sound effects.ICEknight wrote:So does the sound in EWJ2 play correctly now?Jonas Quinn wrote:Code: Select all
Removed now useless EWJ2 hacks.
The sound effects in this game are really, really time sensitive. For example, when I rewrote my APU core I was accidentally adding one extra cycle per opcode (called add_cycle() immediately after opcode fetch, despite the fact that opfetch memory read added a cycle anyway), and this totally broke EWJ2's sound effects.
Until ZSNES implements true APU opcode cycle counting, I do not believe EWJ2's sound effects can be fixed without an absolutely brilliant hack.
Until ZSNES implements true APU opcode cycle counting, I do not believe EWJ2's sound effects can be fixed without an absolutely brilliant hack.
I don't know. I don't have a PAL unit so I am guessing the clock speed of the PAL processor, as well as things like cycles/scanline, when events occur, etc.
It's mostly a clone of the NTSC timing with a slightly adjusted CPU clock rate and with an extra 50 lines per field.
I'm more interested in why Mortal Kombat (E) works. The US one is doing something extremely screwy. I can't even tell what's happening because the screen is so chaotic. I'll try EWJ2(E) with my improved APU core and sync code and see how things go tonight.
It's mostly a clone of the NTSC timing with a slightly adjusted CPU clock rate and with an extra 50 lines per field.
I'm more interested in why Mortal Kombat (E) works. The US one is doing something extremely screwy. I can't even tell what's happening because the screen is so chaotic. I'll try EWJ2(E) with my improved APU core and sync code and see how things go tonight.
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Take MK U and run it in PAL mode, and it'll probably work too.byuu wrote: I'm more interested in why Mortal Kombat (E) works. The US one is doing something extremely screwy. I can't even tell what's happening because the screen is so chaotic. I'll try EWJ2(E) with my improved APU core and sync code and see how things go tonight.
At least back in the old ZSNES days that worked.
It's actually because of Mortal Kombat I allowed the old versions of NSRT to hack the video mode of a ROM.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Insane Coding
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Insane Coding
The only difference in PAL mode is that rigth now it is slightly bugged to allow more executing tha NTSC, so if you adjusted the execution percentage in the config file you should be able to reproduce the same results as running the game in PAL mode.Nach wrote:Take MK U and run it in PAL mode, and it'll probably work too.byuu wrote: I'm more interested in why Mortal Kombat (E) works. The US one is doing something extremely screwy. I can't even tell what's happening because the screen is so chaotic. I'll try EWJ2(E) with my improved APU core and sync code and see how things go tonight.
At least back in the old ZSNES days that worked.
It's actually because of Mortal Kombat I allowed the old versions of NSRT to hack the video mode of a ROM.