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 Post subject: Re: Mesen - NES Emulator
PostPosted: Fri Aug 02, 2019 2:18 pm 
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Joined: Sun Feb 07, 2016 6:16 pm
Posts: 724
I thought I had fixed the issue with comments endlessly repeating themselves, but it looks like it was only fixed it in Mesen-S and not Mesen. I'll try to commit the fix for it over the weekend.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Fri Aug 02, 2019 2:23 pm 
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Joined: Thu Apr 23, 2009 11:21 pm
Posts: 1034
Location: cypress, texas
Sour wrote:
I thought I had fixed the issue with comments endlessly repeating themselves, but it looks like it was only fixed it in Mesen-S and not Mesen. I'll try to commit the fix for it over the weekend.
Thank you so much Sour! :D (pointless note: I'm currently using Mesen 0.9.8)


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Fri Aug 09, 2019 8:41 am 
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Joined: Mon May 30, 2011 9:01 pm
Posts: 220
Hi Sour, I'm looking up HD pack tags in the online documentation using Chrome and some of them are too long to display in one line but they don't warp and there is no horizontal scroll bar. This one for example:
https://www.mesen.ca/docs/hdpacks.html#lt-background-gt-tag
Can you fix that when you have time? For the time being, I copy and paste the page content to notepad to read. Thanks.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Sat Aug 10, 2019 5:16 am 
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Joined: Mon May 30, 2011 9:01 pm
Posts: 220
I have a problem with <background> tag and it would be nice if you can change the behavior of this tag. Currently if the background image contains transparent area, then the emulator shows solid white in that area. Is it possible to change this behavior so that if an area in the background image is transparent, the emulator would render that area as if no <background> tag is defined? ie shows the bg colour and shows the bg priority sprites even through the "Show Behind Background Priority Sprites" parameter is disabled. Thanks.

I have a scene where there are a large section of solid colour and a small section where the bg tiles use transparancy for bg priority sprites to show:
The original screen. The stars are bg priority sprites
Attachment:
Dragon Ball Z II - Gekishin Freeza!! (J) [!]_001.png
Dragon Ball Z II - Gekishin Freeza!! (J) [!]_001.png [ 3.04 KiB | Viewed 1118 times ]


The background image with transparent section:
Attachment:
cutscenebg.png
cutscenebg.png [ 23.11 KiB | Viewed 1118 times ]


The stars no longer shows and that area is filled with solid white:
Attachment:
Dragon Ball Z II - Gekishin Freeza!! (J) [!]_002.png
Dragon Ball Z II - Gekishin Freeza!! (J) [!]_002.png [ 89.07 KiB | Viewed 1118 times ]


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Tue Aug 13, 2019 11:12 am 
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Joined: Wed Jun 15, 2016 11:49 am
Posts: 98
I'm looking into the game T&c Surf Designs - Wood and Water Rage, and I noticed there are these odd sprites just before the first level loads.

I looked into it a bit, and I noticed that OAMADDR is not reset when one of the OAM DMA's runs a couple frames before (when the screen turns grey.)

There doesn't seem to be anything special happening, but I haven't gotten a chance to dig too deeply into it.

I think OAMADDR should be reset at this point though.

Maybe a hardware test would help too. (These stray sprites also occur earlier on during loading.

Also this isn't just a visual glitch, this effects sprite zero timing which is keeping me from syncing some TASes between BizHawk and Mesen, so I'd really like to know which one is correct.

Thanks!


Attachments:
surf.png
surf.png [ 20.28 KiB | Viewed 859 times ]
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 Post subject: Re: Mesen - NES Emulator
PostPosted: Thu Aug 15, 2019 8:36 am 
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Joined: Thu Apr 23, 2009 11:21 pm
Posts: 1034
Location: cypress, texas
Sour wrote:
I thought I had fixed the issue with comments endlessly repeating themselves, but it looks like it was only fixed it in Mesen-S and not Mesen.
If anyone else has experienced the endless repetition of comments, it may help to know that this problem has only occurred for me after I click File>Workspace>"Export Labels".

So, if you remove all of the extra comment lines from your .mlb file after each export, your .mlb file should always be in good shape. :)


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Sat Aug 17, 2019 12:56 am 
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Joined: Sun Jan 22, 2012 12:03 pm
Posts: 7568
Location: Canada
Two requests:

1.

I use a laptop, and I frequently switch from using it at my desk with a second monitor to using it by itself with a single monitor.

The main emulator window always comes up fine, but it seems like all the other windows (PPU viewer, debugger, etc.) remember their position on the now non-existent monitor. I use Dual Monitor Tools to force them to come back to the screen I'm using, but it happens to me continually and is momentarily confusing every time when the window doesn't appear. (If I didn't have Dual Monitor Tools it would be a lot harder to resolve, I think.)

2.

Manually marking things as "verified code" or "verified data" gives me some problems. The disassembler seems to override and display things as code anyway, and also it will get overwritten the next time that "data" is run again. I'm not sure the exact conditions that cause this but its seems like if I try to switch one of the last couple of executed lines of code to "data" the disassembler view will not show them as data, instead continuing to display them as code no matter how I mark them?

If someone manually marks something, it would probably help if that could be a sticky choice. Something like "manual code, manual data, auto", where auto would go with whatever the verified option is like it currently does.

Also the keyboard shortcuts for marking code/data (Ctrl + 1/2/3) seem to conflict with the open PPU viewer shortcuts. (Or do I have old default settings that have propagated through...?)


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