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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Geiger
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Geiger

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Posted on 02-11-05 04:08 AM, in Geiger's Snes9x Debugger Mark 9 Link
Not quite fceuxd, but close enough.

So what features do you find lacking?

---T.Geiger
Geiger

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Posted on 02-11-05 07:40 AM, in Geiger's Snes9x Debugger Mark 9 Link
The only real distinguishing 'feature' that stands out is a PPU viewer.

That is something I look to add in the future. It just did not make the cut this round.

I say it's not quite fceuxd because fceuxd seems more streamlined

That can mean a lot of things. Please be more specific.

and contains a few more features that, while unneccesary, are useful.

Please be more specific. And where was all this during the beta-test period.

Being able to go through the code base and viewing ALL the code during a break (not just the stuff after the break that you execute through) would be nice.

I am certainly no FCEUXD master; I simply do not have the time to play around with it. But as I recall, it disassembles everything, even stuff that is not code. I do not do this automatically for the user like FCEUXD does, but there is a disassemble command. So are you just wanting it done automatically, or am I missing something else?

---T.Geiger
Geiger

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Posted on 02-11-05 09:32 AM, in Geiger's Snes9x Debugger Mark 9 Link
The format of the download won't open on my computer.

Its 7-zip format. http://www.7-zip.org

I was going to release in zip format, but that's an extra 100k. I prefer to keep my server bandwidth to a minimum.

There is no standard for this, and now you want to force your personal set standard on everyone?

Actually, no. Despite my personal feelings on the matter, I still took a poll of my beta-testers (which came out in favor of the change) before I made my decision. Even after that, I was unsure. It basically boiled down to a tech support issue. The information presented in the debugger will now always match up to the ROM.

So you are releasing bug filled and file killing aps now?

In the sense that choosing the wrong deinterleaving method or sloppily editing a ROM will kill a file, yes. It will not kill a file all on its own; the user will have some responsibility in the matter.

---T.Geiger


(edited by Geiger on 02-11-05 05:33 AM)
Geiger

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Posted on 02-11-05 09:38 AM, in Let's have a singing contest. Link
I'll just keep editing these into the first post, I s'pose.

If you really want to enter me into the contest, I suppose that is fine. But the two alternate versions of If I Only Had do not qualify, as they are the exact same wave filtered through some special effects.

---T.Geiger
Geiger

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Posted on 02-11-05 05:03 PM, in Geiger's Snes9x Debugger Mark 9 Link
does this feature work on dma/hdma transfers and mvn, too?

Works fine with MVN and MVP.

Not sure if it works with DMA/HDMA. I am uncertain if it goes through the same section of code that everything else does, nor do I really know how to test it properly.

As for Mario Kart...it will start...but when you start a race...everything gets messed up

I will try this out today and see what I can come up with.

if you set up a write-breakpoint of a ram adress, it will also break on any load-opcode accessing said ram adress if the following opcode is a write.
example:
breakpoint set to $7e:00CC, break on write only.
$C0/1358 A5 CC LDA $CC [$00:00CC]
$C0/135A 8D 0E 21 STA $210E [$81:210E] <--- break occurs here


This problem has not been seen before now. What game are you working with?

---T.Geiger
Geiger

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Posted on 02-11-05 06:40 PM, in Geiger's Snes9x Debugger Mark 9 Link
As for Mario Kart...it will start...but when you start a race...everything gets messed up

I played through the first race of the Mushroom Cup with Mario and experienced no problems. Used the standard NA release.

Course, that was after it took me an hour to figure out the ROM was write-protected and the header could not be removed. :bleh:

if you set up a write-breakpoint of a ram adress, it will also break on any load-opcode accessing said ram adress if the following opcode is a write.

I think I know what the problem is here. I am guessing it has to do with the fact that one instruction is printed and another executed in the same loop. One instruction comes up with the appropriate address and the other comes up with the correct mode. If this is indeed the problem, it should work the other way also. Like say a read breakpoint where a write operation to the address followed by a read of a different one activates the breakpoint.

Anyway, I will look into it.

(edit)

Actually, it is a variable initilization problem caused by feature conflict. I believe I have fixed the problem in the WIP version.

---T.Geiger


(edited by Geiger on 02-11-05 03:15 PM)
Geiger

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Posted on 02-12-05 01:27 AM, in Geiger's Snes9x Debugger Mark 9 Link
(old link)

A bugfix release


Fixed
- Write breakpoints did not always work correctly
- Saving the ROM no longer crashes if the file cannot be opened for write access
Changed
- Hex editor did not


(edited by Geiger on 02-15-05 04:40 PM)
(edited by Geiger on 02-15-05 04:43 PM)
(edited by Geiger on 02-15-05 04:43 PM)
(edited by Geiger on 02-15-05 04:43 PM)
Geiger

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Posted on 02-12-05 04:41 AM, in Geiger's Snes9x Debugger Mark 9 Link
How do roms get interleaved? Is it something that certain copiers do when they dump the game?

http://nsrt.edgeemu.com/forum/kb.php?mode=article&k=2

Probably a bit more information than you want, but it is everything you always wanted to know about interleaving.

---T.Geiger
Geiger

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Posted on 02-12-05 08:55 PM, in Geiger's Snes9x Debugger Mark 9 Link
what do I do if my browser thinks that this is a text file? Is there a specific program I can open it with?

Get the 7-zip utility which I linked on the first page. Until then, you should be able to just right-click and save.

As for the Mario Kart bugs. It's surely a bug.

You need to be more specific. I have already tested Mario Kart and found no problems. I do not have the time to play the game in its entirety.

----T.Geiger

Geiger

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Posted on 02-13-05 09:59 AM, in Geiger's Snes9x Debugger Mark 9 Link
Header removal does not work within compressed files.

Actually, it does work, I just save the file uncompressed. Considering that there could be multiple things in the compressed archive, I decided it would be best to do it that way instead of overwriting or deleting it.

The main window position is saved, which is nice. The debugger window position is not saved and tends to open right in the way, which is not nice.

Yeah, I need to add in coordinate saving for the debugger and hex editor.

requiring the debugger window to be open at all times

I thought that one over pretty early on. Basically, I do not see the point in using this version of Snes9x unless you are going to use the debugger. I think it better that the user run regular Snes9x or ZSNES if they just want regular emulation. About the only feature you can actually use without the debugger window is tracing (Num-Div and Num-Mult should still work).

Or is there another reason I am not seeing?

---T.Geiger
Geiger

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Posted on 02-13-05 10:45 AM, in Let's have a singing contest. Link
My band did a cover of the song "Zombie" by the Cranberries

Oh, sure, the professional has to come in and just ruin all of our fun.

Actually, pretty decent music there. It is quite a refreshing change to hear one of their songs without Dolores's thick Irish accent.

---T.Geiger
Geiger

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Posted on 02-13-05 08:58 PM, in Geiger's Snes9x Debugger Mark 9 Link
The whole interleaving thing just seems odd. Although, how it still works based on what I can understand, is beyond me.

The article I mentioned a bit back is a good read on the subject. I strongly suggest going over it if you would like to understand what interleaving is all about. But in a nutshell, interleaving just means the ROM data is not in the proper order.

does the debugger actually write changes and save them back to the rom while emulating?

The edits made in the hex editor are live for the copy of the ROM in memory only. There is a Save ROM button on that window which will save the contents to file.

The header removal / deinterleaving is prompted to save immediately. Choosing the wrong deinterleaving method (in the Open ROM dialog) is the item most likely to corrupt your ROM beyond use. That is not to say that the percentage is very high, but it does exist and is something to be wary of (hence my strong warning).

---T.Geiger
Geiger

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Posted on 02-14-05 09:40 PM, in Geiger's Snes9x Debugger Mark 9 Link
I can also vouch for the Mario Kart bug

The first time I tested for this bug, the game worked flawlessly. But apparently that was a fluke because I cannot get it to work at all now.

However, if you have ever listened to me talk about the Snes9x codebase, you know that I think it is an absolute mess, and this problem appears to be related to that.

The above is a screenshot from a base code build, which is well before I start applying any of my code changes. Either something is not kosher in the C cores (I am pretty sure the official releases still use ASM cores), or the problem is getting introduced when I try to get the thing to compile on my system. Right now I have no idea which, nor do I have the sort of time necessary to track this down. It may be awhile before I can fix this.

(edit)

Anyone happen to know what special chips this uses? Is it just the DSP chip?

I was trying to configure my joypad in this thing and it keeps frustrating me. did you do something to it?

No. No build I have ever created has modified the control setup code. I cannot test for a controller, but it works fine with my keyboard.

---T.Geiger


(edited by Geiger on 02-14-05 05:41 PM)
(edited by Geiger on 02-14-05 05:42 PM)
(edited by Geiger on 02-14-05 05:51 PM)
Geiger

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Posted on 02-14-05 10:49 PM, in Geiger's Snes9x Debugger Mark 9 Link
What chips does Super Mario RPG use? I have received a report that it does not work either.

---T.Geiger
Geiger

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Posted on 02-15-05 01:25 AM, in Geiger's Snes9x Debugger Mark 9 Link
I have confirmed that their C cores are borked. After jumping through a lot more extra hoops I managed to get the Snes9x source code to compile without any changes (though it still produces a bucket-load of warnings), and it exhibits the same problem for Super Mario Kart. The ASM cores do not.

---T.Geiger
Geiger

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Posted on 02-16-05 01:44 AM, in Geiger's Snes9x Debugger Mark 9 Link
(old link)

Another bugfix release. No update version this time.


New
- Debugger and Hex Editor windows now retain their position and size
Fixed
- Optimization problems caused some special chip games to work incorrectly (Super Mario Kart, Super Mario RPG)
- Occasionally, the main window will just disappear on startup. I have applied a band-aid style fix, so hopefully this will no longer occur
- Step Over no longer turns off an Execution breakpoint
- Step Out can now continue past a breakpoint
Changed
- Registry settings were being saved to the wrong name. All settings will be reset.
- PNG and Zip libraries updated



---T.Geiger


(edited by Geiger on 02-16-05 04:44 PM)
Geiger

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Posted on 02-16-05 06:18 AM, in Geiger's Snes9x Debugger Mark 9 Link
I have received a report that the Freeze feature is borked. I will look into it as soon as I can.

---T.Geiger
Geiger

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Posted on 02-17-05 01:43 AM, in Geiger's Snes9x Debugger Mark 9 Link
(old link)


New
- Smarter disassembler. Allows setting of accumulator and x/y register status. Changes status flags for REP/SEP commands.
- Save ROM support for JMA archives (to an uncompressed file)
Fixed
- Memory Freeze
Removed
- Duplicate zlib code



when dragging the scroll bar to get to the bottom of ROM on the hex editor, you get an error about 1/4 of the way down, only happens when your viewing the ROM though.

I did not encounter this error on Release 4 using Chrono Trigger. Please advise which ROM you are using, what OS, how much memory, and please try it with the new version.

---T.Geiger


(edited by Geiger on 02-21-05 07:00 PM)
Geiger

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Posted on 02-17-05 07:09 PM, in Geiger's Snes9x Debugger Mark 9 Link
(edit) :bleh:

There is another bug I am surprised no one has pointed out yet. Displaying data from both a low and high bank in a LoROM shows incorrect information in the hex editor. For example, a range of 80:0000 to 80:7FFF will be correct, 80:8000 to 80:FFFF will be correct, but 80:0000 to 80:FFFF will show the data at 80:0000 to 80:7FFF and 81:0000 to 81:7FFF.

How would you people like me to fix this?
A) Just leave it be
B) Display low bank addresses only (0000 to 7FFF)
C) Repeat data from low banks in high banks

---T.Geiger


(edited by Geiger on 02-17-05 10:10 AM)
Geiger

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Posted on 02-17-05 07:41 PM, in Geiger's Snes9x Debugger Mark 9 Link
when dragging the scroll bar to get to the bottom of ROM on the hex editor, you get an error about 1/4 of the way down, only happens when your viewing the ROM though.

I think I know what the problem is. And it looks like the LoROM issue just got a lot more complicated.

I am looking at the mapping in Snes9x again. A bank looks like this:
0000 - 1FFF . RAM
2000 - 3FFF . PPU Special Registers
4000 - 5FFF . CPU Special Registers
6000 - 7FFF . I have no freakin' clue
8000 - FFFF . ROM

I had always been under the impression that the low and high banks were mirrored, but it looks like that is incorrect.

(edit)

Ah, okay. I was correct about mirroring, just incorrect about a LoROM's address range. Apparently, it uses the same range as a HiROM (C00000 to FFFFFF). So I have two problems to fix, the default LoROM range and how the data is displayed.

The main problem I have with option C is that the data displayed will not match how it looks in the ROM itself.

---T.Geiger


(edited by Geiger on 02-17-05 10:50 AM)
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