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Post by yoyofr on Aug 24, 2005 7:04:12 GMT 1
sound handling has changed in this version. basically the snes stores sounds as 'samples' which are compressed ones. The decoding is done now in assembly, using the algorithm from 'Antiresonnance'. Snes9x users know what I mean. The drawback is sometimes it sounds worse than the original standard C code from previous version. In snes9x, the user can choose between both decoding method, so I guess in next release will do the same.
regarding the highres game (som, seiken densetsu 3), I'll check. But from your description I think it's normal : these games use 512 pixels wide screen, so only 1 pixels/2 is drawn. It would look better if it was interpolated but games would be slower. Perhaps will add an option (another one ! ;-) ) for this.
regarding EVO, did you try the "accurate mode" to compare with "PSP accelerated" ? if it looks the same then I guess it's normal. If not you've find a new rendering bug ;-)
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Post by seikion on Aug 24, 2005 8:19:34 GMT 1
Hello! Nice emulator, Yoyo and co.! I too noticed Chrono trigger getting a higher frameskip rate, so I changed "auto" value for frameskip 4... the problem is that the game is working forcing frameskip 4 instead of maximum frameskip 4 is possible to change that in next releases? All the rest looks good Thanks for your work!
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Post by yoyofr on Aug 24, 2005 10:07:52 GMT 1
what do you mean ? is it about having auto frameskip with a customizable maximum value ?
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Post by seikion on Aug 24, 2005 10:40:44 GMT 1
what do you mean ? is it about having auto frameskip with a customizable maximum value ? Yes, in 0.1 maximum frameskip was 4 so when auto was selected this was'nt as noticeable as now... I think frameskip 9 is too much... a customizable maximum frameskip sounds like the best choice
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Post by giahuypotter on Aug 24, 2005 11:49:32 GMT 1
Don't know if it's a bug or not.
In the roms selecting menu screen, if the user goes up to the GAMES folder(X:/PSP/GAMES/), he won't be able to go the snestyl folder anymore since it isn't showed up on the list. For those like me(puting all the roms in a ROMS folder), if that folder is put in the snestyl folder then the way to go back to that place again is to edit the .ini file or reinstall the emu(or move the roms to somewhere else) Note: For me, editing the ini file make the emu crash.
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Post by jambox on Aug 24, 2005 15:08:30 GMT 1
... regarding EVO, did you try the "accurate mode" to compare with "PSP accelerated" ? if it looks the same then I guess it's normal. If not you've find a new rendering bug ;-) It looks normal in accurate mode, but with any of the PSP modes it has the strange transparency layer. Let me know if you need me to send a save state.
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Post by craig588 on Aug 24, 2005 23:09:28 GMT 1
Earthworm Jim 2 is missing the accordian sounds in the intro.
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obake
New Member
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Post by obake on Aug 26, 2005 15:50:11 GMT 1
i played zelda today with fs=0 and during the game, a small blue box appeared with the text "frameskip = 9" and then the framskip was fixed at 9. this happened three times, and i don't know why.
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Post by craig588 on Aug 26, 2005 16:42:23 GMT 1
You hit the analog stick. I don't like that feature either, because while mashing around with the pad I regularly hit the edge of the analog stick.
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Post by yoyofr on Aug 26, 2005 16:58:11 GMT 1
so you can use INPUT CONFIG and setup the analog stick 4 directions to something else.
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obake
New Member
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Post by obake on Aug 26, 2005 17:42:09 GMT 1
ahh thanks a lot
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Post by bonytony21 on Aug 27, 2005 17:58:28 GMT 1
From the thread about speedhacks:
The speedhack config doesn't get saved when you save default settings. If I set speedhacks off, exit the emu, then try to load the game with default settings, speedhacks are still enabled. Perhaps it's a bug that the speedhacks setting is not saved?
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Post by prettzv on Aug 28, 2005 1:39:52 GMT 1
I have found that as my battery is starting to die (which is fast when overclocked and running an intensive game) I don't have time to save state before it crashes. But as the power gets low the FPS lowers so you know when it is gonna die. But everytime my battery dies it tries to do a save or something then I crash. Red screen with nuts happens and some gibberish at the top. Is there a way to set up a warning at like 17-19 percent. By 15 percent you are dropping to fast to change anything normally.
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Post by prettzv on Aug 28, 2005 1:49:15 GMT 1
another bug I have had is some of my roms that worked on .1 are now locking up. Giving me bad dumps. Then some of my gmaes lock up at teh intro screen. They work on PC, but when I get in the game stops. Dungeon Master, and Out of this world to name a few.
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Post by laxer3a on Aug 28, 2005 3:57:19 GMT 1
hi, When battery get in "low" mode, all the memory stick WRITE access are forbidden by the emu. I will check with yoyo if there isnt any miss in the emu. Also, trying to guess the battery life using the FPS isnt really a good choice I believe ;D Most of the people manage their time and do regularly state saving. If you are not able to self manage yourself, we believe that you should just use the autosave with a 10 or 15 mn autosave I actually had the same problem as you in previous intermediate dev versions, the battery was showing a 10%+ remaining , tried to save, then got the "blue screen of death". -> It crashed during the saving !!! I was lucky that the previous file wasnt corrupted but the saved completly failed. 20% still seems to big to force the user not be able to save on their memstick The point is we want to avoid memstick corruptions. So if user start to setup the value themself, then we will end up with a lot of complaining they had problem with their memstick... So let's increase the limit of 3% for the next release. If people still have problem we will have a look. Thanks for the feedback, Laxer3A UPDATE : may be we should put a 5 mn before warning, "Your memstick write access is going to be forbidden in 5mn. Please save your data soon".
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Post by prettzv on Aug 28, 2005 12:10:30 GMT 1
Thnx Layer. I do manage my remaining time, but was unaware that it cuts out the mem stick when it is close to shutdown. I haven't lost anything so not a big deal. Nothing 5 min wont redo, plus it is dragon quest . Not making progress naturally Any who. thnx for the feed back.
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Post by prettzv on Aug 30, 2005 9:03:11 GMT 1
Dragon Quest 6 always locks up on the info screen if you try to veiw all characters. This does not occur if you view each character individually
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Post by laxer3a on Aug 30, 2005 12:55:15 GMT 1
Hey, my nick is LaXer (not a Y) ;D
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Post by zshadow on Aug 30, 2005 14:05:33 GMT 1
awesome emu, the only problem I've encountered is that the emu will randomly crash sometimes (freeze basically, no blue screen) using the PSP acc+acc software mode. Games this has happened in are DKC 2, Super Castlevania IV, FF6.
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griffith
New Member
the White Hawk
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Post by griffith on Aug 30, 2005 16:39:59 GMT 1
On Legend of Mana the sound just suddenly stopped working after a certain Save State. If I turn the sound off it players perfectly. Also, this happened when I had to switch the sound off and turn the processor to 333mhz in the underground castle part, due to the huge lag.
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Post by laxer3a on Aug 30, 2005 17:47:06 GMT 1
Please take care about changing the audio setup during the game. In FF6, at some point in the game if you had the sound before and shut it down, the game just freeze or the map goes black etc...etc... Basically at some point in the game the SnesCPU try to synchronize with the Audio PU, and because it was not emulated, you have a loss of synchro = endless loop. The best way to know if you have a sound issue is : **** Can you still access the emu menu while the game is frozen ? **** If so, it is 90% of the time due to messing up with the audio setup during the game, it is not emu's problem but a user problem This kind of side effect happen on the other emu on PC too. Basically to avoid such issue, stay always in sound emulated without output at least. Some game like Axelay dont even accept to start if the audio is not set, and I would not suggest to remove the sound during the game... you may be frozen at some point. To get back from that, use your latest game saves with the SRAM saves. Not the emu states... The console need to reset the APU (Audio) at these point,when loading a saved game. So you will have your game working again with sound. Using "emu states", try to put to no sound, load the state, see if the games can work or not. If so, get to the nearest save point in your game, backup the SRAM. Then setup the audio, reset the snes and load the game as from a cartridge SRAM. We are trying to avoid such problem in the next versions, but it is a technical challenge. We have some techniques pending (actually usefull for other stuff) that may be able to do so... If the game freeze and the audio has ALWAYS been emulated or on during this game, then yes, TYL got a problem. ZShadow >> Are you using TYL 0.2 ? In 0.1 there was definitely BIG bugs in rendering that were crashing the emu. If you dont use 0.2, we strongly recommend you to do so... Laxer3A
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obake
New Member
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Post by obake on Sept 2, 2005 21:36:40 GMT 1
i played final fantasy 2 today and after the first fight, the game hung up. i retried it a few times with different settings, but it seems, you can't exit the fight screen.
and i don't know, if it was already mentioned, but there are transparency issues in many games. examples: - mario allstars: if you go in any level, an increasing circle "opens" the screen. this is messed up. - mario world: similar to the mario allstars issue - super metroid: in the intro, there are some scaling effects. these are messed up; if the object zoomes out, a black square is left.
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Post by horosha on Sept 2, 2005 23:29:45 GMT 1
Hello team, I greatly appreciate the work you guys have accomplished in so little time with this emulator. Carrying around all the systems in one little portable package is an experience not to be missed. I have noticed a strange bug, however. It deals specifically with the game 'Darius Twin'. I've tested and verified with the NSRT tool to make sure that the ROM itself isn't bad. Here's the problem: You'll be able to play through the entirety of the first stage, but as soon as the boss warning pops up at the end and the music & sound fades out, the boss never enters the stage and the game 'stops'. You can still move your ship around and fire, but the game halts there. It never progresses forward since the boss never enters and the sound doesn't seem to play again, like the emulated sound processor doesn't re-synch with the game. None of the speedhacks are on and sound is being emulated. This is all under Snes9xTYL v0.2c
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Post by watoto on Sept 3, 2005 15:41:05 GMT 1
i have a small suggestion for a new screen size.
when i play super mario kart,i really don't care for the bottom half of the screen displaying the map etc.,would it be possible to add a screen setting to only show the top part fullscreen?
also,the "fast mode 7 " option in the kacks submenu never stays checked when i load a game,can this be fixed?
great work guys!
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noda
New Member
Posts: 5
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Post by noda on Sept 6, 2005 19:08:06 GMT 1
i am busy right now so don't have a lot of time to go through all of the post but on star ocean with the full english patch (dejap's) and graphic decompression the sound messes up a lot (opening voices have like a echo sound but can't make them out good on pc either) and when the messages come up they seem to mess with the background graphics most easy to see is in the first when the messages appear over the water.
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Post by truelink on Sept 8, 2005 0:25:36 GMT 1
I like the emulator, but it keeps freezing on me. It freezes consantly in Super Mario RPG, and it froze once on me in Secret of Mana. When it freezes, I can't open the emulator menu, but I can hit the home button and try to exit. Problem is, it never finishes exitting.
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Post by kerryking on Sept 8, 2005 0:49:18 GMT 1
tweak420: Thunder, Yoyo, and Laxer have made my PsP much funner than ever. Awesome work on the first release, can't wait to see what the future holds. Yeah I dont even play psp games anymore I'm w\either playing Neo Geo Cd or Snes games
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siddy
New Member
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Post by siddy on Sept 24, 2005 8:06:42 GMT 1
Also at 333 my psp can get as hot as 36C is it still safe? For reference, overclocking ur PSP *will lower its life span, jsut as overclocking comp parts will. However, that might mean it will last 15yrs instead of 20. If i intended to run 333mhz for a long time, or even perminatly, then id open my psp and design a better cooler, ie passive heat-sink.
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Post by laxer3a on Sept 24, 2005 17:36:56 GMT 1
Hi
1/ 333 Mhz IS NOT OVERCLOCKING. It is a frequency that the hardware is able to handle without forcing it. Electrical componant have "margin" specification such as voltage range, temperature range, frequency range.
When setting up your PSP to full speed, the hardware is designed in such way that you will have NO problem what soever... The LCD screen, the bus, the ram and all other chipset handle this without any issue.
Now, it is true that like any other device : more you use it, more it get older... So yes, higher temperature, higher number of switch state per transistor makes your PSP life shorter. But not something to really worry about.
Before the "overusage" of your PSP kills one of the transistor inside the silicium (by attracting one by one the atoms due to electrical interaction at atomic level), i think you will have plenty of time enjoying it, even at 333 Mhz. (I am talking about tens of years non stop here)
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siddy
New Member
Posts: 28
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Post by siddy on Sept 25, 2005 0:23:58 GMT 1
Offcourse, but you can never guarantee or even recommend raising the floating point of any processor especially in a psp. I forgot to footnote the "*" on the "*will", but uve done that for me I was jsut setting it out basically so as people are aware of the risk.
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