Post v1.42 ZSNES WIPs

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

Moderator: ZSNES Mods

Locked
SquareHead
Veteran
Posts: 970
Joined: Fri Jan 21, 2005 11:15 am
Location: Montana, United States

Post by SquareHead »

Clements wrote:If you are using RELEASEGRADE=yes, then it takes longer, and depending on how fast your system is, it can take about 20 minutes. The CPU=athlon-xp command makes no difference to compile time for me.
Ahh thats the flag I was looking for, thanks.
SquareHead
Veteran
Posts: 970
Joined: Fri Jan 21, 2005 11:15 am
Location: Montana, United States

Post by SquareHead »

grinvader wrote:
SquareHead wrote:Or, if you need one and only one extension, is it possible to put all 10 savestates into the one file? Padding the unused space of course. Depending on what slot is selected, use a pointer to read the correct section of the file?
Hey that's an excellent idea, thanks a lot Squarehead !

With a single file... more insane features.
ZSNES would use a single state file, holding X states (X=10 for starters, so we don't have to rework gui stuff). When you select a slot, there will be new functions in GUI->Game:
Export state
Erase state
Import state

Exporting a state would dump the current state slot (if not empty) to your save dir, so you can share it, make a backup, hack it, and so on.
Erasing a state would erase current slot (durr) after confirmation.
Importing a state would load a single state into the current slot (after confirmation if current isn't empty).
No need for padding empty states, we'll use smart headers in this file.

This format wouldn't be limited to 10 states, but you wouldn't be able to access the states > 10 until we rework the GUI.
Hey grinvader, if this were to be implemeted, would that mean with rewinding, you could set how far back you want to be able to rewind? Maybe even in it's own area of the file? (Actually I don't quite know about that, after a while the file could be quite large and unmanagable after a while.)
Aerdan
Winter Knight
Posts: 467
Joined: Mon Aug 16, 2004 10:16 pm
Contact:

Post by Aerdan »

Rewind states are in RAM.
Nach
ZSNES Developer
ZSNES Developer
Posts: 3904
Joined: Tue Jul 27, 2004 10:54 pm
Location: Solar powered park bench
Contact:

Post by Nach »

SquareHead wrote:would that mean with rewinding, you could set how far back you want to be able to rewind?
In addtion to what Aerdan said, you can already set how far back you're able to rewind.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
Insane Coding
SquareHead
Veteran
Posts: 970
Joined: Fri Jan 21, 2005 11:15 am
Location: Montana, United States

Post by SquareHead »

SquareHead wrote:You know I should actually try some of this stuff every once in a while.
Damn even I should read the docs, and play with zsnes a bit before asking a dumb question.
grinvader
ZSNES Shake Shake Prinny
Posts: 5632
Joined: Wed Jul 28, 2004 4:15 pm
Location: PAL50, dood !

Post by grinvader »

For pointers with both settings at max (99 rewind states and 19.8 seconds intervals) you can rewind back 32 minutes and 40 seconds, given you have enough memory.
皆黙って俺について来い!!

Code: Select all

<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Nach
ZSNES Developer
ZSNES Developer
Posts: 3904
Joined: Tue Jul 27, 2004 10:54 pm
Location: Solar powered park bench
Contact:

Post by Nach »

grinvader wrote:For pointers with both settings at max (99 rewind states and 19.8 seconds intervals) you can rewind back 32 minutes and 40 seconds, given you have enough memory.
For the largest RAM states required, 99 of them will be ~40MB, I think most of us can handle that.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
Insane Coding
MonkeyforaHead
Rookie
Posts: 16
Joined: Thu Sep 09, 2004 11:46 pm
Location: location, location
Contact:

Post by MonkeyforaHead »

ipher wrote:11/09/05
ALL: Fixed BG latches for modes 2 and 4 to be 13 bit (fixes Star Fox). [pagefault]
Image
DO A BARREL ROLL!

Seriously though, summed up in one line, that looks like such a pithy little fix. So what was the greater challenge, identifying the problem, or fixing it? Either way, this is extreme awesome. Although the game pretty much breaks completely if high-res Mode 7 is active...
For great justice.
creaothceann
Seen it all
Posts: 2302
Joined: Mon Jan 03, 2005 5:04 pm
Location: Germany
Contact:

Post by creaothceann »

MonkeyforaHead wrote:Although the game pretty much breaks completely if high-res Mode 7 is active...
The hi-res Mode7 filter is not a SNES feature, so use it at your own risk. :wink:
vSNES | Delphi 10 BPLs
bsnes launcher with recent files list
MonkeyforaHead
Rookie
Posts: 16
Joined: Thu Sep 09, 2004 11:46 pm
Location: location, location
Contact:

Post by MonkeyforaHead »

creaothceann wrote:The hi-res Mode7 filter is not a SNES feature, so use it at your own risk. :wink:
Well yeah, I knew that, just figured I'd point it out since it seems to work so well with other games. Not that I really care about it being unavailable for Star Fox, I was just kinda :shock: when it started up until I realized what was the matter. :P
For great justice.
ipher
ZSNES Developer
ZSNES Developer
Posts: 269
Joined: Wed Jul 28, 2004 2:37 am
Contact:

Post by ipher »

Now that Thanksgiving is over, a new WIP!

11/26/05
ALL: Moved 3 variables over to packed types. Some optimization. [Nach]
SDL: Make most common sound case first. [TRAC]
SDL: Made sound processing use less CPU cycles. [Nach]
MOV: Corrected how movie dumping is handled in various circumstances. [Nach]
MOV: Added PCM audio dumping (only works at stereo 32000) (Thanks Bisqwit for code to get sample generation amount correct). [Nach]
SRC: Finished support for packed arrays. Fixed a parse bug. (parsegen) [Nach]
SRC: Pentium4m was off by a minor version. (archopt) [Nach]
[url=http://www.ipherswipsite.com]ipher's WIP Site[/url]
LDAWG
Lurker
Posts: 102
Joined: Sat Aug 07, 2004 12:07 am

Post by LDAWG »

Sweet!
Trying it out now...
adventure_of_link
Locksmith of Hyrule
Posts: 3634
Joined: Sun Aug 08, 2004 7:49 am
Location: 255.255.255.255
Contact:

Post by adventure_of_link »

Nice, time to compile this new ZSnes :)
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
Clements
Randomness
Posts: 1172
Joined: Wed Jul 28, 2004 4:01 pm
Location: UK
Contact:

Post by Clements »

I just noticed that the Super Mario Kart bug (the glitches in the kart smoke) has been fixed. Yay.
jsnake
Rookie
Posts: 39
Joined: Thu Oct 20, 2005 2:13 am

Post by jsnake »

Er. When I extract it, and load it up, then click Misc. in the GUI, then click "About", it says that it's still the 11/9/05 WIP. Windows version by the way.


Yes, I downloaded the correct version. I'm not an idiot.
Agozer
16-bit Corpse | Nyoron~
Posts: 3534
Joined: Sun Aug 01, 2004 7:14 pm
Location: Nokia Land

Post by Agozer »

The executable is dated 09/11/2005 according to Windows. Why?
whicker: franpa is grammatically correct, and he still gets ripped on?
sweener2001: Grammatically correct this one time? sure. every other time? no. does that give him a right? not really.
Image
adventure_of_link
Locksmith of Hyrule
Posts: 3634
Joined: Sun Aug 08, 2004 7:49 am
Location: 255.255.255.255
Contact:

Post by adventure_of_link »

Not to mention the config script is missing from the source.....

Just copy the config script from 11-05 WIP and use that, it worked for me.

PS: I'm thirding that the Windows binary IS dated 11-09-2k5.
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
Truth Unknown
Regular
Posts: 271
Joined: Tue Jun 14, 2005 8:35 pm

Post by Truth Unknown »

Yay, a new WIP.

I'm going to update my site's Download section.
ipher
ZSNES Developer
ZSNES Developer
Posts: 269
Joined: Wed Jul 28, 2004 2:37 am
Contact:

Post by ipher »

Oops, my bad. I didn't catch the fact that ZSNESW didn't build right (which is why it has the outdated version). Updated ZSNESW and source archives with current CVS.
[url=http://www.ipherswipsite.com]ipher's WIP Site[/url]
Truth Unknown
Regular
Posts: 271
Joined: Tue Jun 14, 2005 8:35 pm

Post by Truth Unknown »

Now with that correction.
And after re-downloading and re-uploading.
My Site's Download Section Up-to-date.
adventure_of_link
Locksmith of Hyrule
Posts: 3634
Joined: Sun Aug 08, 2004 7:49 am
Location: 255.255.255.255
Contact:

Post by adventure_of_link »

Alrighty, let's try this again...

EDIT: The source is still missing a config script... odd...
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
Aerdan
Winter Knight
Posts: 467
Joined: Mon Aug 16, 2004 10:16 pm
Contact:

Post by Aerdan »

ZSNES sources shouldn't include one, as they're not completely platform-independent.
Stifu
Regular
Posts: 245
Joined: Fri Dec 10, 2004 10:02 pm

Post by Stifu »

Clements wrote:I just noticed that the Super Mario Kart bug (the glitches in the kart smoke) has been fixed. Yay.
Actually, it's still there, I just tried... :?
Clements
Randomness
Posts: 1172
Joined: Wed Jul 28, 2004 4:01 pm
Location: UK
Contact:

Post by Clements »

Gone for me:

Image
Shinrin
Rookie
Posts: 31
Joined: Wed Jan 19, 2005 7:13 pm
Location: 127.0.0.1

Post by Shinrin »

Stifu wrote:
Clements wrote:I just noticed that the Super Mario Kart bug (the glitches in the kart smoke) has been fixed. Yay.
Actually, it's still there, I just tried... :?

try deleteing your config file, then try again.
[img]http://i533.photobucket.com/albums/ee335/mcsigshop/Shinrin.png[/img]
Locked