Post v1.42 ZSNES WIPs

General area for talk about ZSNES. The best place to ask for related questions as well as troubleshooting.

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deathtok
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Post by deathtok »

Nach,

On the same note as the savepath "bug" this also occurs with the 'sound enabled' option, i often play games like Tetris with sound disabled so I can listen to mp3's and each time ZSNES is restarted it is re-enabled. I don't believe this happened prior to the newer releases. I'll track it down if you're interested.

...

pagefault,

The netplay in your latest build is great. I played online last night for an hour with my friend. While we rarely have desync issues the gameplay was noticeably smoother. Great fixes, no problems so far. If it's relevant we used UDP, default port, latency of 1, and we're both on cable.
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Post by Dead »

May I ask which games work well for you in particular? Any estimate on what your ping times are? I am curious to know. Thanks.
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Post by anewuser »

pagefault wrote:...grinvader and ipher have been inducted into the "l33t" group known as "Assistant Coders" so give them a pat on the back...
Congratulations, you guys. You know what that means, right? More work. Now, stop watching pr0n on the internet and get back to coding! :twisted:
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deathtok
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Post by deathtok »

Syvalion wrote:May I ask which games work well for you in particular? Any estimate on what your ping times are? I am curious to know. Thanks.
We usually play these games:
  • Tetris and Dr. Mario
    Super Tetris 3
    Super Mario Kart
I did have a problem with my cousin playing Mortal Kombat 3, we desynced. But that was before v1.40 came out and we haven't played since.
Dead
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Post by Dead »

Thanks, deathtok, that information is useful.

Some games seem to work well consistently, and others seem to break quite often. It would be great if someone figured out why. I think I'm on the case. :?

v v v v v v v cool v v v v v v v
Last edited by Dead on Sat Feb 05, 2005 10:13 pm, edited 1 time in total.
deathtok
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Post by deathtok »

I forgot to tell you that next time I'm on I'll do a ping test.
ieremiou
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Post by ieremiou »

I see that the save directory location not saving properly in the zsnesw.cfg bug has been fixed.

Congrats! That was truly annoying.

Not critical but something strange is happening with my MinGW build of ZSNES.
2 of the 4 gui effects don't seem to be working.
The two effects - Burning Effect and Water Effect B do not seem to be working on my build.

I checked it with Ipher's Build (02/02/05) (MSVC) and Burning Effect works but Water Effect B doesn't seem to work.

Snow (smoke in the sourcecode?) and Water Effect A seems to work the same in both builds.

I'm just wondering if anybody else with MinGW builds are seeing this.

Thanks
/Ieremiou
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Post by pagefault »

ieremiou wrote:I see that the save directory location not saving properly in the zsnesw.cfg bug has been fixed.

Congrats! That was truly annoying.

Not critical but something strange is happening with my MinGW build of ZSNES.
2 of the 4 gui effects don't seem to be working.
The two effects - Burning Effect and Water Effect B do not seem to be working on my build.

I checked it with Ipher's Build (02/02/05) (MSVC) and Burning Effect works but Water Effect B doesn't seem to work.

Snow (smoke in the sourcecode?) and Water Effect A seems to work the same in both builds.

I'm just wondering if anybody else with MinGW builds are seeing this.

Thanks
/Ieremiou
Yeah it's a known issue. Something about the code doesn't allow it to work properly in mingw. I don't really know much about it though.
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Post by Nach »

ieremiou wrote: but Water Effect B doesn't seem to work.
You probably don't get it then. You have to start a game with a wild background and hit escape.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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ipher
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Re: Post v1.42 ZSNES WIPs

Post by ipher »

ZSNES 2/07 WIP is now available at ipher's WIP Site


Whats New:
2/07/05
D_W: Fixed SRAM path saving when loaded from config file. [Nach]
W_S: Even lower CPU utilization in GUI, this is a really quick and dirty fix [pagefault]
W_S: F1/F3 menu's now included in CPU usage fix [pagefault]
WIN: Begin support of the debugger. [pagefault]
SDL: Fixed video change freeze problems. [Nach]
ALL: Fixed register overwriting when using Check SRAM+Save. [Nach]
ALL: Fixed loading of sound off. [Nach]
ALL: Fix some ZMV bugs. [pagefault]
ALL: Fixed some bizarre sprite corruption bugs in some squaresoft games. [pagefault]
ALL: Fixed video fail restore. [Nach]
ALL: Removed some unneeded code that only slowed things down. [Nach]
ALL: Netplay fixes round 3. [pagefault, Nach]
ALL: Align more data. [Nach, pagefault]
GUI: Changed video change key to spacebar. [Nach]
SRC: Added CPU parameter for specific CPU optimizations. [Nach]
SRC: Something to help our porting of code from assembly to C. [Nach]
SRC: By annoying bordering on moronic demand, added win32-unix-shell. [Nach]
SRC: Merged ztcp. [Nach]
SRC: Removed src/video/2xsaiw.inc [Nach]
[url=http://www.ipherswipsite.com]ipher's WIP Site[/url]
AspiringSquire
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Post by AspiringSquire »

New WIP. Sweet. 8)

Thanks, ipher!
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Kenshin9248
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Post by Kenshin9248 »

Whoa another wip! Nice job guys :)
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Post by ieremiou »

Nach wrote:
ieremiou wrote: but Water Effect B doesn't seem to work.
You probably don't get it then. You have to start a game with a wild background and hit escape.
Ah, it just runs slower than all the others which are more immediate.

/Ieremiou
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Post by Agozer »

Thank for the release. Much appreciated.

Water Effect B does work, it's just extremely slow to come out.
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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.
deathtok
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Post by deathtok »

On the 2/7 WIP that sound fix I told you about sort of works. The sound will stay disabled in zsnesw.cfg now if I shut it off and close ZSNES. The problem though is ZSNES won't load if sound is disabled. I had to manually re-enable it to get ZSNES to load. I'm guessing it is related to the initialization fix.

To reproduce:
1) Load ZSNES
2) Disable sound
3) Close ZSNES
4) Try to load ZSNES and it won't

Alternatively:
1) Open the ZSNES cfg file
2) Change 'Sound = 1' to 'Sound = 0'
3) Try to load ZSNES and it won't

I hope this helps.

** UPDATE **

I just saw that you did some work on sound initialization stuff after ipher released the WIP. So this post may not be accurate anymore.
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Post by snkcube »

New WIP version. Awesome.
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Re: Post v1.42 ZSNES WIPs

Post by Cebu »

ipher wrote:ZSNES 2/07 WIP is now available

Whats New:
2/07/05
W_S: Even lower CPU utilization in GUI, this is a really quick and dirty fix [pagefault]
May be a quick and dirty fix, but it seems to be working great on here!
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Post by isamu »

how could we ever repay Nachs and Pagefault for their tireless contribution to this outrageously fantastic emulator? You guys are so awesome and my appreciation to you knows no bounds!
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Post by Kagerato »

isamu wrote:how could we ever repay Nachs and Pagefault for their tireless contribution to this outrageously fantastic emulator?
If that's not a rhetorical question, donations are good.

[Edit] I notice now that this post actually occurred (and was responded to) in the thread below, as well... [/Edit]
ipher
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Post by ipher »

ZSNES February 10 WIP is now available at ipher's WIP Site

Whats New:

2/10/05
WIN: Added Use Primary Buffer option [Nach, ipher]
SDL: Begin support for HQ3X and 4X, support will have to wait for a bit while I fix something else. [pagefault]
W_S: Netplay fixes round 4. [Nach]
ALL: Init'd a ton of sound vars. [Nach]
ALL: Rewind backups more sound vars. [Nach]
ALL: Cleaned up debug. [Nach]
ALL: SRAMPath should be fixed for good now. [Nach]
GUI: Added "# of rewind states" dummy option to Save Options. [ipher]
SRC: Added release grade parameter. [Nach]
SRC: Fixed platform changes during compile. [Nach]
SRC: Fixed an error from using search and replace without checking.
[url=http://www.ipherswipsite.com]ipher's WIP Site[/url]
AspiringSquire
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Post by AspiringSquire »

Yet another WIP. This is good. 8)


I've noticed a bug with the new spacebar requirement for changing resolutions: if you switch from a windowed mode to another windowed mode and press spacebar when it asks to "press any key," then the second prompt, which asks the user to press spacebar, does not appear. It doesn't have a chance to revert back to the previous resolution because it already read that the spacebar was pressed.
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Post by Nach »

Thanks for the report, I'll try to have that fixed shortly.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Nach
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Post by Nach »

I can't seem to replicate it. However I commited a fix anyway since I noticed that bit of code doing something stupid.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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creaothceann
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Post by creaothceann »

So you can post bugs here, too?

Would like to mention this one...
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