+  RHDN Forum Archive
|-+  Romhacking
| |-+  General Romhacking
| | |-+  So I took a look at Geiger's Snes9x.
Pages: 1 ... 3 4 [5]
Author Topic: So I took a look at Geiger's Snes9x.  (Read 4962 times)
Ryusui
Guest
« Reply #60 on: October 04, 2006, 02:05:27 am »

Well, now there's something funny.

Before now, I never quite got the second mission of Patlabor, where Ota has to negotiate with a rogue Labor pilot. At first I thought it was an issue of what the normally hotheaded Ota should say, but then I finally figured it out:

I already knew that the rogue pilot says he's Iranian and doesn't speak much English or Japanese (Ota tries to talk to him in Engrish at first: "HELLO! I AM OTA POLICEMAN. NICE TO MEET YOU. AND, STOP THE LABOR OK?"), but I didn't quite catch until now that his speech (written entirely in katakana) is so broken that Ota - and the player! - have trouble understanding him. After the option where you get to tell him you trust him, all the choices from then on are matters of trying to work out what he just said: figure his story wrong, and negotiations turn explosively sour (the entire negotiation takes place amid tanks of something volatile).

This is gonna be a fun part to work into English. Problem is, the script is uncompressed, but it's packed in fairly tight: I have literally no room to maneuver here without expanding the ROM or something crazy like that. Good news, though, is that kanji are all two bytes long, and I'm pretty sure I could work in some manner of DTE or other script compression.
RedComet
Guest
« Reply #61 on: October 04, 2006, 05:35:58 am »

The only reason I can see for the savestates being implemented in bsnes is for hacking purposes. I know that when I'm testing a game and someone finds a bug 3 hours into it, I don't want to play through 3 hours to find a bug that takes all of three minutes to fix when I could just load a save state before the bug and save 3 hours in the process.

Let me just say, I really admire what byuu's doing with bsnes. If I could actually code worth a shit, bsnes has almost inspired me to *try* to make a Genesis emulator in the same vain.
pagefault
Guest
« Reply #62 on: October 19, 2006, 07:29:39 pm »

First of all fixes don't come overnight, it's not exactly easy to navigate the ZSNES code and come up with a proper fix when you have over 20k lines of uncommented assembly. Second, the WIP's are completely optional to use and if you read the disclaimer we have that pops up when you run it says it is a work in progress. Also what is this about competition? We are not in this for competition purposes, we just do this as a hobby. It's not like we are running a company here and we have to stay a step ahead of everyone else.

There has not been a release in a long time because there is a lot to be fixed, so would you rather complain about buggy releases or no releases at all? We work on stuff when we have time and thats pretty much it. We will be back with a release when we are ready. Until then feel free to use whatever meets your needs.

I do not snap at people to use a certain WIP, those are just other people on the forum giving us a bad name, the only reason we ever did WIP's because people wanted to see what we were doing. But I guess some people don't want that?

What we are working on right now:

SPC core has been replaced with libopenspc with blessing from TRAC
CPU core has been rewritten to use a cycle timing based core (still not perfect but a hell of a lot better than before)
Major source porting and cleanup by Nach and grinvader
And tons and tons of bug fixes.

I may be going on a little rant here myself but there is no pressure on my end to get any of this stuff done in a quick and sloppy way, if it is going to be done at all it will be done right. byuu is making wonderful progress with his emulator, so if ZSNES currently isn't your cup of tea you can always use that, in fact I recommend you do if you do any ROM hacking because of all of the hard work and time he puts into making it right, plus contributing his finds to the community so we can fix our things as well.

Please do not associate people on the board who are not developers with the project because they do not represent what we are trying to do. As I said before this is just a hobby, just like rom hacking. I think people need to take things less seriously.

edit for spelling.

Quote from: Nightcrawler on October 02, 2006, 08:30:50 am
Quote from: creaothceann on October 02, 2006, 04:54:48 am
Quote from: Nightcrawler on October 01, 2006, 01:52:45 pm
Why would they change the offsets for existing information? I don't know the details of what's going on over there with ZSNES but I don't think there is much need to alter the existing information and it's place. Even if there is, they can at least offer the new savestate format as a new version. Do they at least update the file version number when they make these changes?

The existing information seems to be still in the old place for now. Eventually the format will become a new one, called PSR. We'll see how easy that will be to support.

IIRC the version number is not changed for WIPs, only for official releases. Of course it doesn't help that it's only one byte in size.

Uh Oh.. I feel a big rant coming on.... yes.. here it comes....

[rant]
Too bad ZSNES official releases are YEARS apart usually.. I can't stand when everybody over there snapat some new person that they need to use the WIP version that they have no knowledge of whenever anybody needs any type of support. It's only logical as a casual user that you would use the official versions. The WIP releases can't be found anywhere on the ZSNES site itself. Yet, they act like everybody should know about them and everybody should use them.

The last official version was from January 2005!! There's been MANY WIP since then and so many changes it's not even funny.

Here's an idea.. RELEASE A NEW VERSION! How many WIP have been released since Jan 2005? 20? They can't produce some stable code in nearly 2 years after all those WIP releases? That's just sad. That's exactly the message I think they're sending when they do things like this. If you're going to look at it like ZSNES is ALWAYS a WIP then how about you just scratch official builds altogether and post a link to the WIP releases. Make up your mind.

I just really dislike the direction ZSNES has been going in recent times. Actually SNES emulation in general has taken a dive.

Let's look at their main competition:

SNES9x. SNES9x people can't even update their own Windows port anymore...
SNEeSe isn't too bad, but despite recent advancement, you go to the homepage and it says the last news is from June of 2005.

What the hell is going on with SNES emulation? It seems to be falling all to hell. Sure, BSNES is a nice new kid on the block, but BSNES doesn't target the same user base that SNES9x and ZSNES does. BSNES will never have savestates or those types of things that cater to the casual emulation user.

None of the other emulators in development (Aside from Super Slueth, are there any others I forgot?) none of them have reached the same maturity or emulation level yet of the big players.

Oh well.. I'm done ranting now.. [/rant]
« Last Edit: October 19, 2006, 07:42:50 pm by pagefault »
byuu
Guest
« Reply #63 on: October 20, 2006, 03:29:13 am »

And just to reiterate myself in case I wasn't clear.

Yeah, we definitely aren't competing. I wouldn't be giving away all of my new findings and helping to fix bugs on the ZSNES bug reports forum if we were competing. Likewise, my DSP core and mode7 formula is from anomie/SNES9x, additional IRQ info from anomie and TRAC/SNEeSe, color add/sub help from GIGO/SNESGT, etc etc.

All of the different emulators equate to two things:
1) Some of us can't work in teams. There are many different reasons for this.
2) Some of us have different opinions of where to draw the line between compatibility, speed and accuracy; but we're all working toward the same ultimate goal. All emulators are just different paths to get to the same place in the end.

Speaking of which, I finally convinced pagefault to remove the OAM addr stuff I mentioned a while back, leaving me with nothing to openly bitch about ;_;
You can all make threats on my life instead of his when Uniracers stops working, heh. Though I still think a game-specific hack should be added for it or something, at least. I was just bitching because it affected all games, and wasn't counted as a hack :(

Quote
SPC core has been replaced with libopenspc with blessing from TRAC

<perfectionist_nazi>
Why does everyone call the S-DSP the SPC? x.x
</perfectionist_nazi>
Nightcrawler
Guest
« Reply #64 on: October 20, 2006, 01:16:17 pm »

pagefault:

I think it's mainly Nach that always snaps in about the latest WIP or SVN even in many cases. Beyond that, you're right. Most people on the forum are NOT the ZSNES developers. I will try and remember to keep that distinction. Nach often shoots down any bug report immediately by throwing SVN in there. HOW is anybody who isn't a forum or community regular even supposed to have the HINT that they should be trying the latest SVN before reporting bugs?

Believe me, I know how unfriendly the ZSNES source is. I've stated before that code should have never gone open source. I wouldn't touch it with a 10 foot pole. No offense to _Demo_ and ZsKnight as they wrote a great emulator at the time they coded it, but they wrote some pretty poorly readable and poorly scalable code. I know the project was never originally intended to be open source, and well it suffers now because of it. There's almost no such thing as a minor change in ZSNES because of it. At least much of it has been ported to C which as been a big step up, but as you said, there's still 20K of poorly readable code. I don't kno w

ZSNES's disclaimer showing the WIP thing is just my point. Your releases are sending very mixed messages if you ask me. More so recently then ever. Anybody who uses that last official release is scoffed at for not knowing there are WIP or SVN releases. And naturally, you have a large problem in my opinion with people reporting bugs that were fixed TWO years ago because you never released another version.

I think you guys should pick one direction or the other. Either ONLY release WIP versions since ZSNES is ALWAYS a WIP OR keep with your official releases, but make them closer together than several years apart. That will eliminate people reporting things from 2 years ago that have long since been delt with. It will reduce forum clutter, keep things easier to manage etc..

This is your project and it's your hobby. You can do as you wish. I'm just throwing out what perception seems to be these days. I base that perception on what I see day to day in the forums.

It's just SEEMS like a disorganized mess when it comes to the public viewpoint looking in. You say there are alot of things to fix and you will make a release when it's ready. Is there ever NOT going to be things to fix? So long as you actively develop ZSNES, it's always going to have bugs and things to fix. That's the nature of emulators. To date, nobody has written a perfect or finished emulator. So, when exactly do you make that release? How many things make the cut? Since it's never going to be finished, does it matter if that release is today or next year? I just don't see what the big hold up is for a release. I'd just as well have WIP versions only since it's always a WIP anyway.

None of this affects me personally. I just speak out for the countless people who are affected by this on the boards all the time. I don't like to see that kind of thing keep going on like that. They are generally not treated as they should be.

On a side note, I don't know how you prioritize bugs you fix, but people have told me recently(I think somewhere on this board actually), they don't bother reporting bugs for ZSNES anymore because their bug reports aren't taken seriously or were ignored. Is that the mentality that you want your userbase to have? I think that's a sign of some sort of organizational, management, or public relations problem.

Anyone who goes to the ZSNES homepage sees the last news post as of May 16th, 2005. People that go there have NO idea that it's even being actively developed anymore.

These are the reasons behind my rant. It's not really even about the actual coding of the emulator.
pagefault
Guest
« Reply #65 on: October 20, 2006, 01:25:11 pm »

I think we will cut down on the WIP's since we have zget now which downloads the source and compiles for people. This will stop the confusion caused by the WIP releases, do you think this would be better?

We plan to fix as much as possible and continue to work on it as long as the developers have interest in doing it, so far we expect to be working on it for a long time. I can't say if some things will never be fixed since so much has to be fixed we have no order or priority in what to fix so we are going to work on general things to begin then address specific issues. We are rewriting a lot of the code anyway so it's being done properly (at least to standards today). I have much respect for the rom hacking community if they have an issue they would like fixed I would be more than happy to escalate that problem so it is fixed so they can release whatever they are working on.

We really do not have any organization at this point, but we are getting better at it and assigning things to people to work on so hopefully this will get much better. I will talk to Nach about what he says to the end users, it's not their fault they aren't using a certain date or build because the game doesn't work. That just isn't right. I think we are going to aim for some kind of service pack for 1.42 in January then another release in June with the major changes. We have a lot of problems we have discovered in the code like hidden hacks and assembly that steps out of bounds causing random results so we have a lot on our hands to get a decent release out.

I am completely open to any input you have you think could help us improve our project and the scene in general. I just would like everyone to get along and be happy, users, rom hackers and coders alike. Lets not turn this into what has happened to the xbox scene.

I also forgot to mention _Demo_ is the only one with access to zsnes.com and he is never around so we can never update the site with info... I wish we really could.
« Last Edit: October 20, 2006, 01:45:08 pm by pagefault »
Lenophis
Guest
« Reply #66 on: October 20, 2006, 01:55:28 pm »

Quote from: pagefault on October 20, 2006, 01:25:11 pm
I am completely open to any input you have you think could help us improve our project and the scene in general. I just would like everyone to get along and be happy, users, rom hackers and coders alike. Lets not turn this into what has happened to the xbox scene.
I have one, rewrite the UI in C/++. It was pointed out to me that the UI is written in assembly (why?!) which seems to be.....stupid. The interface has nothing to do with 65816 core, so why should it be written in assembly?

I realize it's a nightmare anyway you go about it, but if it was done this way changes to any of the interface would be much easier to do. My two pesos, err, cents.

Quote
I also forgot to mention _Demo_ is the only one with access to zsnes.com and he is never around so we can never update the site with info... I wish we really could.
That would be a problem.
pagefault
Guest
« Reply #67 on: October 20, 2006, 02:03:29 pm »

Quote from: Lenophis on October 20, 2006, 01:55:28 pm
Quote from: pagefault on October 20, 2006, 01:25:11 pm
I am completely open to any input you have you think could help us improve our project and the scene in general. I just would like everyone to get along and be happy, users, rom hackers and coders alike. Lets not turn this into what has happened to the xbox scene.
I have one, rewrite the UI in C/++. It was pointed out to me that the UI is written in assembly (why?!) which seems to be.....stupid. The interface has nothing to do with 65816 core, so why should it be written in assembly?

I realize it's a nightmare anyway you go about it, but if it was done this way changes to any of the interface would be much easier to do. My two pesos, err, cents.


It was like that when we got the code, it's being ported to C as we speak. But yes it was not a good decision to write it like that.
creaothceann
Guest
« Reply #68 on: October 20, 2006, 05:02:53 pm »

Quote from: pagefault on October 20, 2006, 01:25:11 pm
I will talk to Nach about what he says to the end users, it's not their fault they aren't using a certain date or build because the game doesn't work. That just isn't right.
[...]
I think we are going to aim for some kind of service pack for 1.42 in January then another release in June with the major changes. We have a lot of problems we have discovered in the code like hidden hacks and assembly that steps out of bounds causing random results so we have a lot on our hands to get a decent release out.

Currently, WIPs are released when new features have become stable enough for testing. So what's the difference to official versions?

ZSNES is free software that doesn't have to be sold. You can publish "official releases" as frequently as the current WIPs; there's no need to wait until enough features have accumulated for a new "product version".


Quote from: pagefault on October 20, 2006, 01:25:11 pm
I also forgot to mention _Demo_ is the only one with access to zsnes.com and he is never around so we can never update the site with info... I wish we really could.

There's really only one solution to this problem if _Demo_ won't give you access: Open your own website. After all it's your branch from the code you got.
Nightcrawler
Guest
« Reply #69 on: October 20, 2006, 06:32:02 pm »

I don't know. I think I'd rather see either ALL WIP releases or more frequent official releases. I still keep getting stuck on the fact that ZSNES hasn't been updated in 2 years officially. That just doesn't sit right with me. I think that's the root of the issue. Even if you cut down the WIP releases, you still have an old outdated official version which is the only thing on the zsnes page and then you have WIP releases. The two could coexist just fine if there was just more frequent official updates. The problems from 2 years of advancements and no advancements from the last official build. The changelog is ENORMOUS since then.  I agree with creaothceann's mentality here.

I don't don't know why you think we have trouble getting along. I have no problems with you or Nach personally. I don't like  the direction ZSNES is going with it's releases and some things on the forum, and I've been a bit vocal about it, but that's about the extent  of it. This site was made to bring the ROM hacking community together. I like unity. Smiley

You want my opinion. Here are some things I think you guys should do.

1. Get a hold of demo and assume control of zsnes.com. It's really sad that nobody can even update the zsnes page. demo doesn't care about it anymore, so go set up a page and tell him to point the domain to a page with somebody who DOES care enough to update the site again. This is a major problem. THIS is where people go to look for newer versions of ZSNES. Most people who hae the last official build got it from there or another archive site that got it from there.  A website is very important if you ask me. A simple news update a few times a year can go a long way with keeping the public informed and letting people know you guys are working hard. YOu are working hard, but not many people know it.

2. I know you guys have tried a few different things with bug reports. Are you still actively using a bug tracking system? I really think you need to do this and be proactive on bug reports. Let people know you care about them. Log them maybe even comment on why something hasn't been fixed. You even convinced me that you guys DON'T care about bug reports. I reported that same Wozz bug FOUR years in a row, even provided information at one time and it seemed like it was ignored until I 'annoyed' you guys enough with it. This isn't how it should be at all. I see this happening with other bugs as well. So get things together with the bug tracker and let people know it's there and to look there first before reporting a bug. And you may want to post comments on bugs on why they haven't been addressed whether it's because you don't know how to fix it, low priority, or whatever the reason.

3. Maybe it's because only 2 of you on the ZSNES team are capable of making any real core changes, but it often seems like ZSNES cares more about the fluff and less about what counts in the emulator. Plenty of development time is spent on things that seem to have little to do with the main emulator. Again, if only one or two devs are the only people that can even make core changes, then that's life and understandable. But it seems an awful lot of focus is there for the fluffy things. Although I don't think YOU personally have been working on any of that stuff.

I guess alot of it is a perception thing. Maybe it's because you guys don't communicate that well to the public what is going on to tell the REAL story. Nach loves to say plenty, but it's usually on all the things he's doing which is usually nothing directly related to the core emulator. I think some periodic updates on the ZSNES website would really help.

Let people know what the REAL ZSNES story is. Nobody aside from some forum posts really knows what's going on and just make up their own stories based on the perception they get. Set the record straight once in awhile with official statement.

That's my two cents. All of this post was meant to be constructive. I can't judge my tone of voice well tonight.
Kitsune Sniper
Guest
« Reply #70 on: October 20, 2006, 07:54:09 pm »

I was the one who reported bugs and got ignored outright. I also complained about the recent ZST breaking which wasn't even mentioned in the changelog. Hell, now I can't even LOAD older ZSTs and SRM files. (ZSTs I can understand. SRMs? Not at all.)

I don't have anything against you guys, I just don't think it's worth reporting stuff if I don't get heard. I mean, this is ZSNES, not freakin' Internet Exploder. (*ba dum bish*)
byuu
Guest
« Reply #71 on: October 20, 2006, 09:50:10 pm »

As far as I can see, pagefault is the only one who can make serious core changes. Jonas Quinn can at least touch the memory mapping stuff and things like that. Nach has openly stated that he has no experience with writing emulators, so of course he works on features instead. It's too bad, he's really intelligent, did a great job with Cx4, etc. I think he could do really well on the core. The difficulty of writing an emulator is just like the difficulty of assembly ROM hacking: completely overrated. The only two things you need are a brain, and time.

As far as complaining about broken savestates, geez. Of course they break. The only reason ZSNES states haven't broken between recent versions from a few years back is because little to no work on the core was going on. A savestate is basically a glorified dump of all of the internal variables used by the emulator. Make any changes and now you have missing, as well as duplicate, information in your old savestates. You can get away with some of it. But eventually, there's just too many differences and they no longer work.

Save RAM? Yeah, that should work fine. No idea what's going on for you there. Sounds like an isolated problem, at least.
Kitsune Sniper
Guest
« Reply #72 on: October 20, 2006, 10:36:44 pm »

Which is why I said "ZSTs I can understand. SRMs? Not at all."
pagefault
Guest
« Reply #73 on: October 22, 2006, 06:18:13 pm »

I have moved this thread to our board so it doesn't get hijacked any more than it has. Since this was about a debugger at one point.

http://board.zsnes.com/phpBB2/viewtopic.php?p=131049#131049
« Last Edit: October 22, 2006, 09:01:28 pm by pagefault »
creaothceann
Guest
« Reply #74 on: October 23, 2006, 10:12:03 am »

Quote from: Ryusui on September 22, 2006, 03:38:56 pm
Might I ask, is there any good reason why this program doesn't have anything in the way of a tile/map viewer? FCEUXD has one, Gamelad and bgb have one, Visual Boy Advance has one...granted, Boycott Advance and VBA-SDL-H don't, but I can use them in tandem with VBA's tile/map viewers. I don't have anything for SNES apart from the time-honored primitive method of using ZSNES savestates in conjunction with my debugger...

Are there any SNES emu's with this simple, useful feature?

Quote from: Nightcrawler on September 22, 2006, 09:37:49 pm
[...] better tool than any emulator with a VRAM viewer could ever hope to be in my opinion.

I've been thinking about that, and have actually started working on a project in that regard.

If all goes well then emulator writers will have a DLL that they can link to their programs and which allows opening one of possibly multiple "SNES channels". Other applications will then have the ability, with the same DLL, to "tune into" a channel and read or even change the data of that particular SNES. I also plan to separate the vSNES tools into stand-alone programs that use this interface.

I'm still working on the underlying concepts though, so don't hold your breath yet. Lips sealed
Pages: 1 ... 3 4 [5]  


Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC