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FCEUX Emulator Development
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adelikat
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PostPosted: 2010-02-09 02:54:53    Post subject: Re: PAL detection patch Reply with quote

Andypro wrote:

F:\Games\(e) NES\Blaster Master (U) [!].nes


Lol, interesting.

Ok, I'll put this on the TODO list.
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TheAxeMan
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PostPosted: 2010-03-06 03:36:51    Post subject: Reply with quote

What's the status on new PPU? Should I use it in my run? I noticed that Acmlm used it on Dragon Warrior.
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sgrunt
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PostPosted: 2010-03-06 18:38:25    Post subject: Reply with quote

TheAxeMan wrote:
What's the status on new PPU? Should I use it in my run? I noticed that Acmlm used it on Dragon Warrior.

He didn't use new PPU; he used an old version of the emulator. adelikat has recommended consistently that the old PPU be used.
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TheAxeMan
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PostPosted: 2010-03-07 02:39:37    Post subject: Reply with quote

Ok, I see. Thanks, sgrunt.
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Eclipsed Moon
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PostPosted: 2010-03-07 03:52:26    Post subject: Re: FCEUX 2.1.2 release announcement Reply with quote

sgrunt wrote:
adelikat has recommended consistently that the old PPU be used.

adelikat wrote:
The new PPU offers increased accuracy but changes timing. Old PPU should be used for watching older movies but New PPU is recommended for new TAS movies.

adelikat wrote:
Switch to the new PPU and it will be fixed.


That's all I see in this thread, unless he's said something elsewhere?
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adelikat
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PostPosted: 2010-03-07 03:54:36    Post subject: Reply with quote

I was wrong in that statement, don't use new PPU.
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TheAxeMan
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PostPosted: 2010-03-07 06:37:34    Post subject: Reply with quote

It looks like there were problems with desyncs and I wasn't sure if that was taken care of.

Perhaps it would be a good idea to add some sort of note in the FCEUX configuration options that old PPU is recommended.
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adelikat
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PostPosted: 2010-03-07 06:38:41    Post subject: Reply with quote

The problem with that is that it is recommended for TASers. For regular users it doesn't matter. And for rom-hackers the newPPU is recommended.
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adelikat
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PostPosted: 2010-04-08 14:43:01    Post subject: FCEUX 2.1.3 release announcement Reply with quote

FCEUX 2.1.3 released

direct download

There are some significant changes related to the TAS community in here, read the full changelog for details.

Some significant ones:
SDL users now have a GUI!
A FDS flag in the .fm2 header
lua function zapper.get() now returns data when a movie is playing. This one in particular has some nice applications for movie candy :)
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FatRatKnight
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PostPosted: 2010-04-08 16:06:03    Post subject: Reply with quote

Fun. In response to the rehashed zapper.read(), I hereby create a silly little script for it:

local PrettyColors={
0x0000FFFF, 0x0020FFFF, 0x0040FFFF, 0x0060FFFF,
0x0080FFFF, 0x00A0FFFF, 0x00C0FFFF, 0x00E0FFFF,
0x00FFFFFF, 0x00FFE0FF, 0x00FFC0FF, 0x00FFA0FF,
0x00FF80FF, 0x00FF60FF, 0x00FF40FF, 0x00FF20FF,
0x00FF00FF, 0x20FF00FF, 0x40FF00FF, 0x60FF00FF,
"#80FF00FF","#A0FF00FF","#C0FF00FF","#E0FF00FF",  -- Odd glitch with red
"#FFFF00FF","#FFE000FF","#FFC000FF","#FFA000FF",  -- when at least 128...
"#FF8000FF","#FF6000FF","#FF4000FF","#FF2000FF",
"#FF0000FF","#FF0020FF","#FF0040FF","#FF0060FF",
"#FF0080FF","#FF00A0FF","#FF00C0FF","#FF00E0FF",
"#FF00FFFF","#E000FFFF","#C000FFFF","#A000FFFF",
"#8000FFFF",0x6000FFFF, 0x4000FFFF, 0x2000FFFF}


while true do
    gui.pixel(0,0,0x00000000) -- Clears gui
    local Clr= PrettyColors[ ( movie.framecount()%36 )+1 ]
    local T = zapper.read()

    T.y= T.y-8

    if T.fire == 1 then
        gui.line( T.x ,   0 , T.x , 220 ,Clr)
        gui.line(   0 , T.y , 255 , T.y ,Clr)
    end
    emu.frameadvance()
end


... Odd, running this script when a movie ends from natural causes (let movie play out all its frames) causes FCEUX to crash here. Hrm...
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t3h Icy
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PostPosted: 2010-04-09 16:01:53    Post subject: Reply with quote

Does TASEdit work like in 2.0.3, because it would be spectacular if I only needed one version of FCEUX.

Good stuff on the new version though. =D
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adelikat
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PostPosted: 2010-04-09 18:53:54    Post subject: Notice of sync changes in 2.1.3 Reply with quote

Dwedit wrote:
Since I don't know whether people read the SF tracker or not, I'm cross posting here.

Bug fixes for the file PPU.CPP:

In the function CheckSpriteHit of ppu.cpp:

Change this line: (line #1078)
if((sphitdata&(0x80>>(x-sphitx))) && !(Plinef[x]&64))

To this:
if((sphitdata&(0x80>>(x-sphitx))) && !(Plinef[x]&64) && x < 255)

This bug was a pretty nasty one, causing it to treat transparent pixels of palettes other than 0 as not transparent.


This was implemented in to 2.1.3, specifically svn1593 (for those who have interim builds). It should be noted that it causes sync differences with movies. For instance: http://tasvideos.org/917M.html
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ShinyDoofy
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PostPosted: 2010-04-10 13:42:02    Post subject: Reply with quote

Just updated my svn tree and I do have to say: nice work on the GTK interface! I'll see if I can incorporate some more features like avi dumping...
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adelikat
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PostPosted: 2010-04-12 15:06:51    Post subject: Reply with quote

ShinyDoofy wrote:
I'll see if I can incorporate some more features like avi dumping...


That would be most excellent sir.
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TaoTao
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PostPosted: 2010-04-13 06:34:26    Post subject: Emulation problem - Mahjong (J) Reply with quote

It seems that FCEUX does not emulate "Mahjong (J)" correctly.
This game has a well-known cheat. On a real console, if you perform a soft/hard reset holding <START+A>, you get an excellent hand. But, if you try the cheat on FCEUX, you get a different hand.
Note: you must keep holding <START+A> until the hand is dealt.

Here is the screenshots of the cheat:


Left is the result on a real console. Right is the result on FCEUX.

For a real console, I tested the cheat on my "New Famicom" (HVC-101) for 100+ times, and I always got the left result. I did not test it on a "Famicom the first" (HVC-001) because I do not have it now, but I think you will get the same result on a HVC-001. If you have this game and FC/NES variants, please try the cheat.
For FCEUX, I tested on 2.1.3, 2.1.2, and latest interim build, and I always got the right result, regardless of new/old PPU. And FCEU 0.98.28 produces the same result.

I tested on some other emulators. I got the left result on the emulators below:
* VirtuaNES 0.97J
* NNNesterJ 0.23
* Nestopia 1.40
* Nintendulator 0.970-unicode
And, G-NES 0.618 produced another result.

This issue is not the problem of the initial state of RAM. This game clears the entire RAM, at $CA54, on every RESET interrupt. So this game does not depend on the initial state of RAM. I think this is the problem of timing.

The random number of this game is a 256-bit shift register, and it exists at $23-$42. And the random number is clock-dependant, and you can change the value by your inputs. Because, this game continues to update the random number in NMI-waiting loops, and the input-related routine consumes a little more cycles if you do a input.

When you execute the cheat on a real console, the hand is generated from the 8186-th random number. But on FCEUX, it is generated from the 8187-th. The fact indicates that FCEUX is not strictly accurate at timing, doesn't it?
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Dwedit
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PostPosted: 2010-04-14 05:24:47    Post subject: Reply with quote

Something happened to FCEUX, and it looks like the romhack Mario Vs Airman is broken now:

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NitroGenesis
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PostPosted: 2010-04-16 20:47:48    Post subject: Reply with quote

I also have a problem. "Quattro Adventure (Unl) (U).nes" fails to work with FCEUX2.1.3, but it worked with FCEU and FCEUX 2.1.2
:(
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ugetab
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PostPosted: 2010-04-20 17:30:29    Post subject: Reply with quote

Quattro crashed my copy, so I fixed the crash. Aside from that, it seems to work now, so I hope that's all that was going wrong. May or may not be in the interim version soon, as there's been some update troubles for the site maintainer. If the program's title contains "interim svn1784" or a higher number when you start it, it should contain the fix I put into place.
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adelikat
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PostPosted: 2010-04-20 17:36:06    Post subject: Reply with quote

Interim build updated.
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Randil
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PostPosted: 2010-05-08 05:27:08    Post subject: Reply with quote

I have a few questions about the Hex Editor in 2.1.4-interim:
*Clicking on "Unfreeze all" doesn't crash the emulator, but it does make it freeze for several seconds. Is that supposed to happen?
*I like the feature of adding Read/Write/Execute breakpoints, but is there a(n easy) way to remove a breakpoint from a RAM address?
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ugetab
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PostPosted: 2010-05-09 06:46:31    Post subject: Reply with quote

1. I'm already thinking about this. If you want to, you can use the cheat dialog to get rid of frozen values too.

2. Double-click them to turn them off without deleting them. Works for all forms in current interims, including Forbid.

Edit:
Try the new interim. I got the Unfreeze All option working quite fast.
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Dwedit
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PostPosted: 2010-05-23 08:55:37    Post subject: Reply with quote

Here's a nasty bug in the debugger.

Set a breakpoint that will happen. Don't enable it yet.
Pause the emulator.
Enable the breakpoint.
Use the RUN button in the debugger to resume the emulator.
When the game reaches the breakpoint, the next time you press Run in the debugger, it will crash.

Edit: Bug was quickly fixed! Thanks ugetab.
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wicked
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PostPosted: 2010-05-31 01:35:30    Post subject: Reply with quote

Uhmm when i load any rom, the cheat also load together.

how can i disable the cheats? (no deleting the codes and no moving the cheat file from folder)
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adelikat
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PostPosted: 2010-05-31 01:37:58    Post subject: Reply with quote

just make sure the cheats are off, just double click them.
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adelikat
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PostPosted: 2010-05-31 03:16:16    Post subject: FCEUX 2.1.4 Release announcment Reply with quote

FCEUX 2.1.4 released!

I/We stepped up this time and finally attended to the needs of TASVideos. This is a major release for TASers with tons of movie related goodies. Here are some noteables:

Microphone recording support
New PPU flag in movies
Much faster loading of movie files and loadstates while recording
Finally a fully bulletproof implementation - read-only is now bulletproof
A movie finished mode - similar functionality as GENS & DeSmuME
VBA/SNES9x style read+write loadstate where the full movie is loaded, and not truncated until the next frame (enabled in the movie options dialog)
Memory Poke function (one of the last regressions from old fceu.28)
New input display (inspired by desmume9.6)
More informative Replay dialog including fixing small bugs like inability to report starting from savestate
Replay From Beginning function works with savestate movies
Fixed zapper.read() from crashing on movie playback stops
Autohold - fixed multiplayer display
Hotkeys for RAM Search functions
Lots of cheat search & debugger fixes
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