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CyberBotX
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Post by CyberBotX »

Game name: N/A
Startup crash
ZSNES *nix 1.42
FreeBSD 5.3, Athlon XP 2400+, 512 MB RAM, X.org 6.8.1, KDE 3.3.2

ZSNES crashes before it can even load. I installed ZSNES via the FreeBSD ports system. Here's what it says when I try to load it:

Code: Select all

ZSNES v1.42 (c) 1997-2005, ZSNES Team

Be sure to check http://www.zsnes.com/ for the latest version.
Please report crashes to zsnes-devel@lists.sourceforge.net.

ZSNES is written by the ZSNES Team (See AUTHORS.TXT)
ZSNES comes with ABSOLUTELY NO WARRANTY.  This is free software,
and you are welcome to redistribute it under certain conditions;
please read 'LICENSE' thoroughly before doing so.

Use ZSNES -? for command line definitions.

zsnes in free(): error: junk pointer, too high to make sense
Abort (core dumped)
[url=http://www.cyberbotx.com/]SNES Sprite Animations[/url], made by an Insane Killer Robot.
I'm a computer programmer (in C++) and a future game designer.
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Post by Cecil »

ZSNES: Win32 2/02 WIP
bug: freezing, music keeps playing
game: Super Metroid

NSRT output:
---------------------Internal ROM Info----------------------
File: Super Metroid (J,U).SFC
Name: Super Metroid Company: Nintendo
Header: None Bank: LoROM
Interleaved: No SRAM: 64 Kb
Type: Normal + Batt ROM: 24 Mb
Country: Japan Video: NTSC
ROM Speed: 120ns (FastROM) Revision: 1.0
Checksum: Good 0xF8DF CRC32: D63ED5F8
--------------------------Database--------------------------
Name: Super Metroid
Country: Japan & USA Revision: 1.0
Port 1: Gamepad Port 2: Gamepad
Genre 1: Action Genre 2: Shooter

Happens at the beginning of the game, after the Nintendo logo disappears,at the very beginning of the short "movie". Can be bypassed if you press either Start or A (forget which one, the button you press to go to the File Select screen). Also happens VERY shortly after starting a new game. Bug not present in 1.42 official.
System Specs:

2.2GHz Athlon64 X2 4400+, 2GB DDR 400 SDRAM
EVGA Geforce 7600GT 256MB
Realtek AC '97
Microsoft Windows Vista Home Premium
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Post by AspiringSquire »

Cecil wrote:ZSNES: Win32 2/02 WIP
bug: freezing, music keeps playing
game: Super Metroid
I already reported this bug, and it has since been fixed. It was caused by a problem with 'SRAM Check+Save'. See pagefault's new build in the WIP thread here.
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Post by Cecil »

AspiringSquire wrote:
Cecil wrote:ZSNES: Win32 2/02 WIP
bug: freezing, music keeps playing
game: Super Metroid
I already reported this bug, and it has since been fixed. It was caused by a problem with 'SRAM Check+Save'. See pagefault's new build in the WIP thread here.
OK, thanks. I'll try out that build, then. :)
System Specs:

2.2GHz Athlon64 X2 4400+, 2GB DDR 400 SDRAM
EVGA Geforce 7600GT 256MB
Realtek AC '97
Microsoft Windows Vista Home Premium
joe_devore
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Post by joe_devore »

I have an Append to make to that "SRAM Check+Save" Bug.
This might not be the same Bug bug??
I just download the Special PageFault Build.
Big File?? haha.
oh well, on to the problem.

The Game is "Far East of Eden Zero"

Code: Select all

---------------------Internal ROM Info----------------------
       File: Far East of Eden Zero (J).smc
       Name: HU TENGAI MAKYO ZERO  Company: Hudson Soft
     Header: None                     Bank: HiROM
Interleaved: No                       SRAM: 64 Kb
       Type: SPC7110 + RTC + Batt      ROM: 40 Mb
    Country: Japan                   Video: NTSC
  ROM Speed: 120ns (FastROM)       Version: 1.0
   Checksum: Good 0xDE89             CRC32: 1E327BD9
--------------------------Database--------------------------
   Name: Far East of Eden Zero
Country: Japan                  Version: 1.0
 Port 1: Gamepad                 Port 2: Gamepad
starts, NO Picture can hear sound,
This seems to happen on and off, confusing??????
I Disable "SRAM CHECK+SAVE," then reset it works.
I reenable it it still works, Dosen't make any sense.
The "SRAM CHECK+SAVE," might not completely the bug.
Maybe there is maybe there isn't, ???? :? :? :?
Well keep this in mind any way.
--------------------------------------------------------------------------

Oh yeah btw,
You all remember that Sound Interpolation Bug I report in great detail
awhile back, its still there... :lol:
I used the Above game to test it this time,
No problem before any sound starts as before, After sound starts
Try to enable or disable, results in FULL CRASH as before.
Deathlike2
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Post by Deathlike2 »

Occurs in 1.42 and post-WIPs (including 2/07 WIP)

Savestate not able to load properly under SRM Check+Save in DOS/Windows port.

To reproduce:
1) Load ZSNES
2) Make sure SRM Check+Save is not enabled, the Snapshots directory can be undefined or defined to any other valid directory other than the ZSNES directory, and that there are no savestates in the ZSNES directory
3) Load a game (best to use a game that does use SRM aka "battery backup" like FF2)
4) Save a state (via F2)
5) Quit ZSNES
6) Load ZSNES
7) Enable SRM Check+Save
8) Load same game used in Step 3
9) Load save state immediately (via F4)
10) Wait approximately 10 secs
11) Attempt to load save state

You will get an error message at this point. Seems to only occur in the Windows+DOS port.

If you attempt to save a savestate at this point, you will find a savestate in the ZSNES directory.

This does NOT occur when using the save/load state features in the GUI. (If you substitude the load savestate via the GUI, there is no problem.) This is probably a directory problem. (ZSNES tries to find the savestate in the ZSNES directory instead of the snapshots/savedir.. which is the actual bug)

Another bug occuring in the Windows/DOS port (1.42 through 2/07 WIP):
When you start ZSNES for the first time (meaning there are no ZSNES generated files in the directory ZSNES is run, and you just load the GUI), and then you define the savedir path (with a valid directory of course)... if you select a ROM via Load (in the GUI)... the current savedir is redefined as the directory where you have selected your ROM from..

To reproduce:
1) Start ZSNES to the GUI like if it were your first time (remove all zsnes .cfg and .dat files)
2) Define Savedir via the Paths menu to a valid directory
3) Select your ROM via the Load menu, the ROM must NOT be in the same directory ZSNES is in
4) Pause the game by visiting the GUI (via ESC key)
5) Look at the Savedir directory via the Paths menu

Obviously the Savedir path should not change when you select a ROM and change directories AND on the first time ZSNES initializes.
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Post by creaothceann »

BUG: F3 menu reacts strangely to the cursor keys (DOS)

Example: I'm at slot 0 and select slot 1, then press Enter. The F3 menu disappears. Now when I press F2, ZSNES saves to slot 2.
Deathlike2
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Post by Deathlike2 »

This first bug in my original post hasn't been fixed in the new 2/10 WIP version.
Savestate not able to load properly under SRM Check+Save in Windows+DOS port.

To reproduce:
1) Load ZSNES
2) Make sure SRM Check+Save is not enabled, the Snapshots directory can be undefined or defined to any other valid directory other than the ZSNES directory, and that there are no savestates in the ZSNES directory
3) Load a game (best to use a game that does use SRM aka "battery backup" like FF2)
4) Save a state (via F2)
5) Quit ZSNES
6) Load ZSNES
7) Enable SRM Check+Save
8) Load same game used in Step 3
9) Load save state immediately (via F4)
10) Wait approximately 10 secs
11) Attempt to load save state

You will get an error message at this point. Seems to only occur in the Windows+DOS port.

If you attempt to save a savestate at this point, you will find a savestate in the ZSNES directory.

This does NOT occur when using the save/load state features in the GUI. (If you substitute the load savestate via the GUI, there is no problem.) This is probably a directory problem. (ZSNES tries to find the savestate in the ZSNES directory instead of the snapshots/savedir.. which is the actual bug)
I've found some interesting details though..

Also, if you hit F3 (after step 10), then it works normally.

If you goto the GUI after the bug occurs (after step 10), it works normally as well.

The part of the bug that is obvious.. ZSNES somehow changes the Savestate dir in memory after 10 secs occur (under the steps I have laid out). Perhaps, it is forgetting to change certain variables when SRM Check+Save is enabled when no ROM is loaded. It works fine when you change the option when the ROM is loaded.

A different bug though (occurs in Windows+DOS port and in 1.42 through 2/10 WIPs):

It is impossible to directly change to Interpolation when you have already selected another filter. However, you can change to any filter from Interpolation. Eg.

Interpolation -> HQ mode = OK
Interpolation -> Super2xsai = OK
But
HQ mode -> Interpolation = NOT OK
Super2xsai -> Interpolation = NOT OK
Deathlike2
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Post by Deathlike2 »

I'm going to hold off on mentioning any news bugs since it just seems transprancy addition and subtraction (am I right?) isn't fully implemented..

However, I fear that the Chrono Trigger bug I mentioned earlier will be on the backburner. It's the bug where you run away.. and when you succeed, the menu "loses" its transparancy during the mosaic effect.

This ONLY occurs on the new graphics engine (since it debut, the old graphics engine has no problems).

http://users.wpi.edu/~syip05/Images/ctrun.png - you'll see the bug in effect

http://users.wpi.edu/~syip05/Images/ct.zs1 - savestate to reproduce bug
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Post by pagefault »

Deathlike2 wrote:I'm going to hold off on mentioning any news bugs since it just seems transprancy addition and subtraction (am I right?) isn't fully implemented..

However, I fear that the Chrono Trigger bug I mentioned earlier will be on the backburner. It's the bug where you run away.. and when you succeed, the menu "loses" its transparancy during the mosaic effect.

This ONLY occurs on the new graphics engine (since it debut, the old graphics engine has no problems).

http://users.wpi.edu/~syip05/Images/ctrun.png - you'll see the bug in effect

http://users.wpi.edu/~syip05/Images/ct.zs1 - savestate to reproduce bug
-edit-

Ahh I will look at it.
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Post by pagefault »

Do you still have the FF3 one like this. Apparently all the windowing fixes I am doing are related to all of this.
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Post by FitzRoy »

Couple of wierd bugs to report in Final Fight (J). Capcom intro has a bunch of garbage in it when the rom loads. Only happens to Final Fight (J), but not the (U) or (E) versions.

Image

Also, on the title screen, you'll see that the copyright text at the bottom gets cut off by 1 or 2 lines. Note that in the screenshot, the garbled stuff at the top isn't seen in actual play, but when the f1 menu is activated, you can see it (and thus it appears on the screenshot). So it apparently has something to do with the text cutoff... especially since it is the same two colors as the bottom text.

Image

Neither occurs in Super Sleuth.

---------------------Internal ROM Info----------------------
File: ffj.sfc
Name: FINAL FIGHT Company: Capcom
Header: None Bank: LoROM
Interleaved: No SRAM: 0 Kb
Type: Normal ROM: 8 Mb
Country: Japan Video: NTSC
ROM Speed: 200ns (SlowROM) Version: 1.0
Checksum: Good 0x8E7F CRC32: A425A202
--------------------------Database--------------------------
Name: Final Fight
Country: Japan Version: 1.0
Port 1: Gamepad Port 2: Gamepad
Deathlike2
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Post by Deathlike2 »

Do you still have the FF3 one like this. Apparently all the windowing fixes I am doing are related to all of this.
FF3 seems to be fine since the original fix (all WIPs 2/24 - 4/04). Of course not of those fixes have affected (or changed) this Chrono Trigger bug.
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Post by snkcube »

What ZSNES version are you using FitzRoy?
Try out CCleaner and other free software at Piriform
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Post by FitzRoy »

The apr 04 wip, but it happens in older versions, too. I don't know if it's always been around, but I suspect they're pretty old bugs.

EDIT: Ok, I just spent the last 20 minutes tracking down where the first bug first shows up. It appears in the 11/01/2003 Pre 1.40 WIP, after 10/28/03.

11/01/03
Better memory init, another hack removed [Nach]
Source Cleanup and Compiler Fixes. [Nach]
Up libpng version checking [theoddone33]
Fix install target, -D should not be used. [theoddone33]
Begin porting ui.asm to C [pagefault]
Memory init code ported to C (thanks kode54) [Nach]
SPC RAM hopefully should now be initilized correctly (thanks Overload). [Nach]
Remove support for a hacked rom [pagefault]
Remove unneeded asm code [pagefault]
Removed many hacks [pagefault, Nach]
Compatibility update to PPU, passes one more electronics test (Thanks MKendora!) [pagefault]
Rollback of gfx code to fix nasty colour problems [pagefault]
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Post by jdratlif »

Secret of Evermore (U)
ROM Crash
ZSNESW post 1.42 04/11 WIP
Windows XP SP2

When loading SoE from a specific room right before the Mystic Woods under the Chessboard Maze, it will lose sound after you enter the Mystic Woods. If you try to go back to the save room, the screen goes blank. If you enter the Chessboard Interior and go back, things are fine. It also works fine if you load from the SRM.

This bug does not occur under ZSNESW 1.42 official, even when loading the savestate created by the 04/11 WIP.

To see the bug, just load the save state, go south one room, then go back north. You will lose sound when you go south, and crash when you go back north.

Code: Select all

NSRT v3.3 RC2 - Nach's SNES ROM Tools

---------------------Internal ROM Info----------------------
       File: Secret of Evermore (U).smc
       Name: SECRET OF EVERMORE     Company: Square
     Header: SWC                       Bank: HiROM
Interleaved: No                        SRAM: 64 Kb
       Type: Normal + Batt              ROM: 24 Mb
    Country: USA                      Video: NTSC
  ROM Speed: 120ns (FastROM)       Revision: 1.0
   Checksum: Good 0x33C2              CRC32: A5C0045E
--------------------------Database--------------------------
   Name: Secret of Evermore
Country: USA                    Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Action                  Genre 2: Adventure
Savestate (.zst) and In-Game SRM

----------------------------

Multiple Games, but I have a savestate for Secret of Evermore
Volume Control Issues
ZSNESW 04/11 WIP

The volume control does not seem to affect all the sound channels. I posted before, but the problem wasn't as clear as it is in the savestate I have now. I thought volume level 0 should be mute. It was never decreasing the volume by very much.

If you load the savestate and turn the volumne down slowly to 0, you can see that some of the music disappears, but some of it doesn't seem to be affected at all.

Savestate (.zst)
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Post by BaD.BoY »

jdratlif

Your bugs confirmed.

Secret of Evermore - Crash
Volume Control
[url=http://www.mozilla.org][img]http://www.spreadfirefox.com/community/images/affiliates/Buttons/180x60/get.gif[/img][/url][url=http://my.opera.com/3608/affiliate/][img]http://promote.opera.com/small/opera120x60.gif[/img][/url]

Sorry for my bad english...
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Post by roach_man »

when i play sim ant the surface overview map and nest overview map is not displayed properly instead of seeing all the ants and the spider all i see is black and some red blobs. i am using the april 11 2005 WIP. here is the nsrt info for both the roms i have. as far as i know the maps have never worked. i have a screen shot saved but no web space to upload it

---------------------Internal ROM Info----------------------
File: Sim Ant (U) (37113).smc
Name: SimAnt Company: Maxis
Header: SWC Bank: LoROM
Interleaved: No SRAM: 256 Kb
Type: Normal + Batt ROM: 8 Mb
Country: USA Video: NTSC
ROM Speed: 200ns (SlowROM) Revision: 1.0
Checksum: Good 0x90F9 CRC32: D08C05DF
--------------------------Database--------------------------
Name: Sim Ant [90F9]
Country: USA Revision: 1.0
Port 1: Mouse/Gamepad Port 2: Gamepad
Genre 1: Simulation Genre 2: None

CRC32: D08C05DF

---------------------Internal ROM Info----------------------
File: Sim Ant (U) (49046).smc
Name: SimAnt Company: Maxis
Header: SWC Bank: LoROM
Interleaved: No SRAM: 256 Kb
Type: Normal + Batt ROM: 8 Mb
Country: USA Video: NTSC
ROM Speed: 200ns (SlowROM) Revision: 1.0
Checksum: Good 0xBF96 CRC32: 9D5FEB20
--------------------------Database--------------------------
Name: Sim Ant [BF96]
Country: USA Revision: 1.0
Port 1: Mouse/Gamepad Port 2: Gamepad
Genre 1: Simulation Genre 2: None

CRC32: 9D5FEB20
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Post by Breadfan »

Free webspace for images here :
http://www.imageshack.ws
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Post by adventure_of_link »

I tend to like photobucket.
Eh, whatever.
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
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Post by roach_man »

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Post by snkcube »

Hasn't the SimAnt bugs been reported?
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roach_man
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Post by roach_man »

snkcube wrote:Hasn't the SimAnt bugs been reported?
i searched before i posted and i did not see anything about sim ant

EDIT: just searched for "ant" and all that came up were the two post i made
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Post by Clements »

It may be the same as this Sim Ant bug:

http://sourceforge.net/tracker/index.ph ... tid=119677
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Post by jdratlif »

I'm not sure if this is already in Bugzilla, since it seems to be down right now. It's complaining it can't connect to the database.

It is however in sourceforge for zsnes 1.337. It's still present in the 1.42 04/11 WIP for Windows.

http://sourceforge.net/tracker/?group_i ... aid=487184

I have a savestate demonstrating it, too.

Just load the state, talk to the guy standing there, and let the fight begin. The cursor will be half-missing in the middle, completely gone at the top of the menu, and present towards the bottom.

Code: Select all

NSRT v3.3 RC2 - Nach's SNES ROM Tools

---------------------Internal ROM Info----------------------
       File: Final Fantasy III (U) (V1.0) [!].fig
       Name: FINAL FANTASY 3        Company: Square
     Header: SWC                       Bank: HiROM
Interleaved: No                        SRAM: 64 Kb
       Type: Normal + Batt              ROM: 24 Mb
    Country: USA                      Video: NTSC
  ROM Speed: 120ns (FastROM)       Revision: 1.0
   Checksum: Good 0x5F32              CRC32: A27F1C7A
--------------------------Database--------------------------
   Name: Final Fantasy III
Country: USA                    Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: RPG                     Genre 2: Turn Based
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