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PostPosted: Sat Aug 22, 2015 1:44 am 
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Location: Russia
Good Work :beer:


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 Post subject: Re: Version 0.95
PostPosted: Sat Aug 22, 2015 7:28 am 
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Posts: 38
Woooh! Thanks for the light gun cursor target. Any idea on adding a fast forward button and fixing the translated version of Lagrange Point?

FHorse wrote:
Changelog:
0.95
- The resampler reviewed and optimized. Now the sound quality is dramatically better and the audio output more accurate and correct.
- Added a russian translation (many thx to EXL and Eugene.S).
- Added an option ho hide the mouse cursor.
- Added a new mouse cursor when using the Zapper.
- Fixed APU volume sliders that did not work properly.
- Correct identification of submapper for MMC1 (http://forums.nesdev.com/viewtopic.php?f=3&t=9350&start=90#p153298) and for the mapper 34 (http://forums.nesdev.com/viewtopic.php?f=3&t=9350&start=90#p153334).
- Fixed a bug in the CHR banking registers of mapper VRC2A (http://forums.nesdev.com/viewtopic.php?f=3&t=6928&start=495#p153176).
- Tons of others bugfixes.


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PostPosted: Sun Aug 23, 2015 4:19 am 
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Joined: Mon Dec 12, 2011 8:15 pm
Posts: 352
lidnariq wrote:
I discovered a bug in Nestopia's and puNES's implementation of VRC2a = mapper 22.

Both Nestopia and puNES implement¹ the CHR banking registers as:
Code:
 $B000 : [...D EFG.]
 $B002 : [.... ABC.]
but the hardware (and Nintendulator and FCEU(X)) does this:
Code:
 $B000 : [.... EFG.]
 $B002 : [.... ABCD]

This bug was masked because both m22 games use their CHR banking with something equivalent to
Code:
STA $B000
LSR
LSR
LSR
LSR
STA $B002
causing 'D' to be written to both locations.

Attachment includes a validation ROM for CHR banking: it uses cc65 and knes, and I was too lazy for a Makefile so there's just a script that runs cl65 three times instead. The source even includes a (commented out) "officially wrong" implementation that produces the desired results in Nestopia/puNES but the wrong results in FCEU/Nintendulator. In the center of the screen, it should appear to count from 0 to 127, without skipping any, and the color emphasis bits should change twice as fast (indicating that the LSB is ignored).
Attachment:
m22chrbankingtest.zip

¹ I think I can blame Nestopia's original author for being too clever here.


Are you in the original game PCB or N8/Pow test?

N8/Pow is not Accurate!


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PostPosted: Sun Aug 23, 2015 10:30 am 
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Joined: Sun Apr 13, 2008 11:12 am
Posts: 6450
Location: UK (temporarily)
I traced PCBs, but did not transplant a new 'PROM onto an existing VRC2a board.

Additionally, the definition of VRC2b/c preclude the definition that uses the 16s bit from possibly being correct.


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PostPosted: Mon Aug 24, 2015 12:23 am 
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lidnariq wrote:
I traced PCBs, but did not transplant a new 'PROM onto an existing VRC2a board.

Additionally, the definition of VRC2b/c preclude the definition that uses the 16s bit from possibly being correct.


NESTOPIA Default

Chips::Type& chip = chips.Add(L"Konami VRC II");

chip.Pin(3) = L"PRG A0";
chip.Pin(4) = L"PRG A1";
chip.Pin(21) = (chr >= SIZE_256K ? L"CHR A17" : L"NC");
chip.Pin(22) = L"CHR A15";
chip.Pin(23) = L"CHR A10";
chip.Pin(24) = L"CHR A12";
chip.Pin(25) = L"CHR A13";
chip.Pin(26) = L"CHR A11";
chip.Pin(27) = L"CHR A14";
chip.Pin(28) = L"CHR A16";

Your ROM is configured correctly pin in the database , working correct


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PostPosted: Mon Aug 24, 2015 11:19 am 
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Posts: 6450
Location: UK (temporarily)
Discussion of bugs in Nestopia do not belong in the puNES thread. Please open a new thread, PM me, or discuss this on the bug I opened against Nestopia.


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PostPosted: Mon Aug 24, 2015 7:09 pm 
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lidnariq wrote:
Discussion of bugs in Nestopia do not belong in the puNES thread. Please open a new thread, PM me, or discuss this on the bug I opened against Nestopia.



I think this fix have Problem , nestopia is Not I update.
About PCB definitions. FCEUX I think it's not strictly .


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PostPosted: Mon Aug 24, 2015 8:05 pm 
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Location: UK (temporarily)
That is definitely not the fix; that redefines VRCa to act like VRC2c, which will break the actually-vrc2a games.


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PostPosted: Mon Aug 24, 2015 11:25 pm 
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Joined: Mon Aug 24, 2015 11:15 pm
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Awesome emulator, I created this account to report a minor bug. In the new version "0.95" the option "Hide the mouse cursor" is not working, with this option enabled or disabled the mouse cursor is still visible in fullscreen. I'm using "punes.win64.sdl 0.95"

The mouse cursor disappeared just fine in an early version that I was using "0.92".

Keep up the awesome work dude, this emulator is very promising!

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PostPosted: Tue Aug 25, 2015 4:11 am 
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Bug report
Type : Regression
Version tested : 0.95 D3D9 x64
ROM used : Dynamite Batman (Japan)
CRC32: ed509c6b (without header - 0ff6a3b5)
MD5: c53c65e2b13a58922ddf58c0b1fcddb7(without header - b98a6651e2ec7797bd124257217baf1f)

Description : Just after starting the game and selecting NEW GAME, the game crashes one second after the stage screen appears.
The emulator returns on screen : Illegal opcode 0xf2 at 0xB388.

Image

This regression occurs since version 0.93.
Versions between 0.69 and 0.92 aren't affected.

Same problem with these ROMs:
Batman - Return of the Joker (Europe)
Batman - Return of the Joker (USA)

A savestate (just before the crash) for each version of the game is provided.


Attachments:
Savestates.zip [4.53 KiB]
Downloaded 45 times


Last edited by Kurems on Sat Aug 29, 2015 5:40 pm, edited 1 time in total.
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 Post subject: Version 0.96
PostPosted: Fri Aug 28, 2015 12:23 pm 
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Posts: 225
Changelog:
0.96 (Bugfix release)
- correct all crashes in the SDL windows version caused by the porting to QT.
- always in the SDL windows version fixed a bug that prevented to hide the mouse cursor.
- fixed regression in Sunsoft FME-7 mapper that prevented the proper functioning (Dynamite Batman (Japan), Batman - Return of the Joker and other games now works again).


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PostPosted: Sat Aug 29, 2015 2:53 am 
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Joined: Tue Apr 19, 2011 11:26 am
Posts: 106
Location: RU
lidnariq wrote:
Attachment includes a validation ROM for CHR banking: it uses cc65 and knes, and I was too lazy for a Makefile so there's just a script that runs cl65 three times instead. The source even includes a (commented out) "officially wrong" implementation that produces the desired results in Nestopia/puNES but the wrong results in FCEU/Nintendulator. In the center of the screen, it should appear to count from 0 to 127, without skipping any, and the color emphasis bits should change twice as fast (indicating that the LSB is ignored).

Famicom AV + InviteNES flashcart.

http://rghost.ru/private/78vZQMxbs/2e0b ... 9fc409b818


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PostPosted: Sat Aug 29, 2015 6:54 am 
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Posts: 19254
Location: NE Indiana, USA (NTSC)
Be careful: rghost advertisements have fake download buttons. Do not try to install iLivid.


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PostPosted: Sun Sep 06, 2015 12:24 pm 
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Joined: Tue Apr 14, 2015 1:42 pm
Posts: 6
Can we get xBRZ 1.4 implemented? Thank you for the awesome work. puNES rocks!!! :)


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PostPosted: Tue Sep 08, 2015 6:57 am 
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Joined: Tue Aug 25, 2015 3:17 pm
Posts: 6
Hi, is there way to get fullscreen vsync + smooth scrolling like other emulators (RetroArch, Snes9x, Nestopia, Higan)? Get either visual tearing or jerky scroll (frame drop?) - prefer the 1st.

Great emulator so I stick with puNES regardless. Thanks


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