Posts for snesmaster


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I see there is BSNES and BSNESv115+. Is the v115+ the newer and better one to use?
Post subject: Graphics Debugger for SNES in BizHawk
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I have been using an interim build of BizHawk for mapping games for the SNES. I have version "Interim Build SVN r4263. I decided to try to download and use the newest version to see if there were any improvements. I downloaded Version 2.6.2 that was released on 2021-05-25. When I loaded up a SNES game the option for "Graphics Debugger" under the SNES menu was gone. Has that functionality been removed, or is it just in some other place I have not been able to find?
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Thanks, it works great now!
Post subject: SNES Graphics Debugger
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Hi, I have not used this in quite a while. I just downloaded the most recent version (BizHawk-2.0) and either the Graphics Debugger for SNES was removed or there is a new way to get to it I can't figure out. Was it removed, and if so was it an accident and will it be put back. Or will it no longer be supported? Thanks for any help.
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I don't know if this is connected or not. But I noticed when I record an uncompressed .avi file to capture a long frame animated sprite it starts recoding 1 frame after I tell it to start recording. I know in FCEUX it would start recording on the frame I was on.
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The reward has been claimed and the emulator that did it was bSNES.
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The title screen of Super Mario World is a great place to view the missing pixel at the top and the extra one at the bottom. You will see the wooden blocks around the boarder of the screen. The top blocks are missing the dark color line around the top part of the wooden blocks (The missing line). And there is a solid 1 pixel solid line at the bottom (the extra line). This extra line at the bottom does start to show the 1st of the missing 16 pixels that would add up to the 240. That extra line at the bottom will sometimes have content in it depending on the game and location of the game you are in. If you take a screen shot and measure of the height of each wooden block that makes up the boarder around the title screen, you will see they are all 16 pixels tall except for the top ones that are only 15 pixels tall due to the missing row of pixels.
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I found a weird glitch that is very subtle for the SNES section of Bizhawk. It shows one extra pixel at the bottom of the screen and one pixel less at the top of the screen. This is something most people would not notice, but when measuring 16 x 16 tiles for maps I see that this is an issue. On another note: Also the size is 224 x 256. The NES has the 224 x 256, but you can also display the 240 x 256 to show more graphics from most games. Is this something that can/should also be available for the SNES? The above image shows the Bizhawk window in Magenta and the full graphics that are being missed. 1 pixel at the top and 15 pixels at the bottom.
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I did check out the link you provided, but I did not see functions that set hot keys or change the BG color? Am I just missing them or do those need to be written? The biggest thing that is holding me back right now is not being able have the User Backdrop color used in the sprites. If someone has the time to write a script that would set a hot key turn on all the layers for the SNES game, I should be able to figure out how to make the rest of the hot keys from that. Also if someone can show me a script that would use the User Backdrop color for the Sprites in the Graphics debugger, or set it in the emulator window when all the BG layers are off I should be able to do what I need to do. Thanks for any help you can provide.
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Making what with LUA scripts? Can all 3 of those things be done in LUA, or were you just thinking of one or two? I know nothing about LUA, so that is not something I would be able to do if that is what you were suggesting? Or was that message meant for the developers of Bizhawk and not me. If that is the case I don't feel so bad not knowing what it means.
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I just completed mapping World 1: Yoshi's Island from Super Mario World on the SNES using Bizhawk. You can view the maps and sprites I captured from the game at: http://www.snesmaps.com/maps/SuperMarioWorld/SuperMarioWorld.html Overall the mapping experience was a very pleasant one. Much easier then using zSNES with vSNES and having to constantly load save states into a separate program to capture each screen shot and sprite frame. There are three issues that when resolved will make the mapping experience go even quicker and easier. 1. I was unable to capture the animated sprite for the Iggy Koopa from the castle. That level uses a black background when all the BG layers are turned off, and the User Backdrop color does not register for the sprites in the graphics debugger. Once that feature is added I will go back and capture the sprites I am not able to capture now. 2. This one has to do with the "Hotkeys" under the SNES tab for turn on and off Layers. 90% of the time I want to turn on/off All of the BG layers or All of the sprite layers at the same time. So I just set them to the same hot key. However sometimes I need to just turn off a certain BG layer so then I must go in and make separate Hotkeys. Then when I'm done go back and make them the same Hotkey again. Also when I'm turning on and off certain BG layers, I need to futz around trying to remember what layers are on or off to get it so all the layers are on again. So what would really help is adding to that Hotkeys window under the SNES tab an option to have a separate Hotkey that would turn on/off All BG layers at the same time, and one that would turn on/off all Object layers at the same time. Then add one more Hotkey that can be used to turn On all layers back to normal. That way when I'm done getting what I need I don't need to sit there turning on and off layers trying to get them all back on. 3. This is more a bug report then a requested feature. I notice that the program will crash a lot if the emulator is paused when I bring up the Graphics Debugger. I have gotten in the habit of making sure the emulator is not paused when I open up the Graphics Debugger. The error message that comes up is: "Unhandled exception has occurred in a component in your application. If you click Continue, the application will ignore this error and attempt to continue. Object reference not set to an instance of an object." When I click details I get this: ---------------------------------------- LuaInterface Assembly Version: 2.0.4.24551 Win32 Version: 2.0.4.24551 CodeBase: file:///C:/VideoGames/EMU/BizHawk/Builds/r4263/dll/LuaInterface.dll ---------------------------------------- lua51 Assembly Version: 0.0.0.0 Win32 Version: CodeBase: file:///C:/VideoGames/EMU/BizHawk/Builds/r4263/dll/lua51.dll ---------------------------------------- EMU7800 Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/VideoGames/EMU/BizHawk/Builds/r4263/dll/EMU7800.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. Thanks for taking the time to read all of my requests. Hopefully it won't take too much work to add the requested features. Please let me know when some or all of these features have been added and send me a link to the new build that has them so I can begin using them once they are ready.
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Thanks, I have downloaded it and started mapping out Super Mario World with it. If a version becomes available that has the Sprites use the User Backdrop option let me know, as that will help a great deal.
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Hi, how has fixing the stability of the SNES core come along? I'm going to start mapping Super Mario World next week and I was wondering if this emulator is in good enough shape that I should start using it now as my primary tool to map games? If it is in good enough shape to start using, what is the link for the most recent build that I should be using?
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Is there a way to enter Game Genie codes for the SNES using BizHawk? if so how, if not can that be added?
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I just downloaded r4118 and the copy functionality for the Graphics Debugger seems to work a lot better now. I see you added the sprites option. This may still be in progress, but currently the "User Backdrop" mode does not work on the sprites, it currently just shows them on a black background. Also I notice now there are modes for "BG1 Screen" and "BG1". What is the difference between the two modes?
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I just want to verify that this is the link to use for the latest build: http://code.google.com/p/feos-tas/downloads/detail?name=BizHawk.zip
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Scan line is set to "0". I don't see where the refresh options are. I set the scan line to "224" and that made no difference. However in testing it further I did notice something else. If the emulator is not paused, I can just tab over to the Graphics Debugger window do the mouse over copy and it works. When paused that does not work. However when it is paused if I click on the window before I copy it then it works, however I don't need to click on the window when the emulator is not paused. So when it is paused I must click in the window before copying, but I don't have to when it is not paused.
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I found a bug in BizHawk for the SNES. It happens in DKC and Breath of Fire II. First set the window size to "1x" then on the title screen for DKC as it goes through its stuff on one of the screens the window size jumps back to "2x" for the one screen and then jumps back to "1x" after that screen is gone. The same thing happens early on in Breath of Fire II. When in the introduction and leaving the first village to walk up to the dragon, in one of the ares the window size jumps to "2x" and then back to "1x" when you leave that area.
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The message comes up saying it has been copied to the clipboard, however it does not make it to the clipboard.
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I found a problem with the Mouse Over and Ctrl+C to copy. It does not work if the Emulator is paused. It is important to do it while it is paused since I normally pause the game while I'm getting the screen shot. Is this something can can be easily fixed?
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zeromus wrote:
maybe possible, but it's absolute lowest priority as it's a ton of work.
Yea, if it's a lot of work it's not a big deal, just something that would be nice but not at all necessary and by all means focus on more important things like the sprites :)
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I just downloaded version 1.3.0 Thanks for adding the palette selection feature. That seems to work great. I was wondering is it possible in the Graphics Debugger to have it show multiple background at the same time. For example in Breath of Fire it would be handy to show BG1 and BG2 at the same time where the transparencies in BG1 would show through to BG2 behind it. I would still want to be able to view them individually like it is now, but it would be nice to toggle multiple layers on and off so several can be on at the same time. Kind of like what can be done in the main emulator window. Also I get this error sometimes when opening the Graphics Debugger: It seems to happen at random. If I open and close the window about 5 times I normally get this error at least once. A window pops up with "Unhandled exception has occurred in a component in your application. If you click Continue, the application will ignore this error and attempt to continue. Object reference not set to an instance of an object. Details: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at BizHawk.MultiClient.SNESGraphicsDebugger.UpdateColorDetails() at BizHawk.MultiClient.SNESGraphicsDebugger.paletteViewer_MouseMove(Object sender, MouseEventArgs e) at System.Windows.Forms.Control.OnMouseMove(MouseEventArgs e) at System.Windows.Forms.Control.WmMouseMove(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.296 (RTMGDR.030319-2900) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- BizHawk.MultiClient Assembly Version: 1.3.0.4026 Win32 Version: 1.3.0.4026 CodeBase: file:///C:/VideoGames/EMU/BizHawk/Builds/BizHawk-1.3.0/BizHawk-1.3.0/BizHawk.MultiClient.exe ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.296 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Web Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.272 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Web/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Web.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.278 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.282 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- BizHawk.Emulation Assembly Version: 1.3.0.4026 Win32 Version: 1.3.0.4026 CodeBase: file:///C:/VideoGames/EMU/BizHawk/Builds/BizHawk-1.3.0/BizHawk-1.3.0/dll/BizHawk.Emulation.dll ---------------------------------------- SlimDX Assembly Version: 4.0.10.43 Win32 Version: CodeBase: file:///C:/VideoGames/EMU/BizHawk/Builds/BizHawk-1.3.0/BizHawk-1.3.0/dll/SlimDX.dll ---------------------------------------- Microsoft.VisualBasic Assembly Version: 10.0.0.0 Win32 Version: 10.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- Newtonsoft.Json Assembly Version: 1.3.0.0 Win32 Version: 1.3.0.0 CodeBase: file:///C:/VideoGames/EMU/BizHawk/Builds/BizHawk-1.3.0/BizHawk-1.3.0/dll/Newtonsoft.Json.dll ---------------------------------------- BizHawk.Util Assembly Version: 1.3.0.4026 Win32 Version: 1.3.0.4026 CodeBase: file:///C:/VideoGames/EMU/BizHawk/Builds/BizHawk-1.3.0/BizHawk-1.3.0/dll/BizHawk.Util.dll ---------------------------------------- LuaInterface Assembly Version: 2.0.4.24551 Win32 Version: 2.0.4.24551 CodeBase: file:///C:/VideoGames/EMU/BizHawk/Builds/BizHawk-1.3.0/BizHawk-1.3.0/dll/LuaInterface.dll ---------------------------------------- lua51 Assembly Version: 0.0.0.0 Win32 Version: CodeBase: file:///C:/VideoGames/EMU/BizHawk/Builds/BizHawk-1.3.0/BizHawk-1.3.0/dll/lua51.dll ---------------------------------------- Accessibility Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
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Sorry for the confusion I was talking about Castlevania 3 not working in the Name Table Viewer in FCEUX. The game works just fine. Now after the help I got in this post I found out it works fine in the Name Table Viewer as well if I set the Scanline number to "239".
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Thanks for clearing that up. I was able to get it to work switching the memory domains.
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Kewl, I just set it to "239" and that solved the problem. Thanks!