Problems?

Discuss ROM-compatibility related issues here.
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MarathonMan
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Problems?

Post by MarathonMan » Wed Oct 16, 2013 8:48 pm

Has anyone had problems with ROMs other than Super Mario 64?

I'm gotten libdragon ROMs, most commercial ROMs booting on my end. There's a few select issues I'm aware of, but I'd like to hear any community feedback on the issue in an organized thread. Where possible, please give steps on how to reproduce the issue if it's not clear.

Thanks!

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yarLson
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Re: Problems?

Post by yarLson » Thu Oct 17, 2013 3:37 pm

Well I have a pretty big selection of n64 games that'd I'd like to test out and report but I can't get cen64 to compile on arch linux. I think its because I don't have SSSE3 support in my cpu, at least that's where the compile fails. I will be upgrading soon so hopefully that fixes the issue and I can help out.

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Re: Problems?

Post by Presence » Sat Oct 19, 2013 10:57 am

yarLson wrote:Well I have a pretty big selection of n64 games that'd I'd like to test out and report but I can't get cen64 to compile on arch linux. I think its because I don't have SSSE3 support in my cpu, at least that's where the compile fails. I will be upgrading soon so hopefully that fixes the issue and I can help out.
I had a PKGBUILD written for cen64 so I could test it out easily. I went ahead and uploaded it here for anyone else who runs Arch and wants to use it. Don't know if it will help you or not.

As for issues I've had, I've noticed some ROMs will fail to launch. For example, I can launch Mario Party and Mario Party 2 just fine, but when I launch Mario Party 3 it just hangs on a black window. The output lines in the console ("72.44 VI/s, RCP: 75.46 MHZ, VR4300: 113.19 MHz" for example) keep coming.

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ShadowFX
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Re: Problems?

Post by ShadowFX » Sat Oct 19, 2013 5:56 pm

With my previous tests, it showed only Mario Party running. Mario Party 2 running however is an improvement since I last tested it :)
Mario Party 3 isn't working since the beginning.
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MarathonMan
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Re: Problems?

Post by MarathonMan » Sat Oct 19, 2013 9:58 pm

Mario Party 3 is setting CP0 register 18 (WatchLo). Right now CEN64 doesn't emulate this register, so that may be the issue. Hmm...

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wark91
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Re: Problems?

Post by wark91 » Sun Oct 20, 2013 4:08 am

Hello !

I tried some games :

Banjo-Kazooie : black screen with number 1002 / 736 / 736
Banjo-Tooie : black screen
Bomberman 64 - The Second Attack! : black screen
Bomberman 64 : black screen
Castlevania - Legacy of Darkness : black screen
Castlevania : black screen
Conker's Bad Fur Day : black screen
F-ZERO X : black screen
Golden Eye 007 : black screen
Mario Party 1 : same beahviour of super mario 64 after taking the green warp
Mario Party 3 : black screen
Ogre Battle 64 - Person of Lordly Caliber : black screen
Wave Race 64 : black screen
Yoshi's Story : black screen

Wark.

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rogerhanin2002
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Re: Problems?

Post by rogerhanin2002 » Sun Oct 20, 2013 7:45 am

regression since 2013-09-23 02:24:28 for Hey You, Pikachu! (U)
booted before (but hang on start menu)
after doesn't boot

win 7 64bit
proc: intel Q6600 (sse3)
compile parmeters:
x64-4.8.1-posix-seh-rev3
release + RETROLINK_JOYSTICK

regression since 2013-10-13 08:40:46 for Lode Runner 3-D (U)
go ingame before (but framebuffer bug)
after hang on "transferring to world-hub" screen

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MarathonMan
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Re: Problems?

Post by MarathonMan » Sun Oct 20, 2013 10:09 am

Thanks to both of you! There are some regressions in that list that I can start looking at to see where they broke.

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Snowstorm64
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Re: Problems?

Post by Snowstorm64 » Mon Oct 21, 2013 6:18 am

I tested a lot of commercial games on latest git revision of CEN64, I have a i7 that supports up to SSE4.2.

Code: Select all

Last: 14/09/2013
Actual: 21/10/2013

Title of commercial games                                Region           Review

Animal Forest                                            J                Playable, some weird issues, clock issues?, hangs at some point
Banjo-Kazooie                                            U                Weird numbers at boot, not playable (2002, 736)
Banjo-Tooie                                              U                Black screen
Blast Corps                                              U, v1.1          Severe graphical issues, hangs at Rareware logo
Bomberman 64                                             U                Black screen
Bust-a-Move '99                                          U                Playable, may hangs at some point
Carmageddon 64                                           U                Game hangs at main menu when pressing enter
Castlevania                                              U, v1.2          Black screen
Conker's Bad Fury Day                                    U                Black screen
Diddy Kong Racing                                        U                Requires Memory Pak, not playable
Doom 64                                                  U                Requires Memory Pak, not playable
Donkey Kong                                              U                Severe graphics issues
Dr. Mario 64                                             U                Game hangs at main menu
Duke Nukem 64                                            U                Requires Memory Pak, not playable
Excitebike 64                                            U                Black screen
Earthworm Jim 3D                                         U                Almost playable, severe graphical issues, game hangs if intro is running
F-Zero X                                                 U                Game hangs at logo screen.
FIFA '99                                                 U                Playable, hangs at some point
FIFA - Road to World Cup '98                             U                Black screen
FIFA Soccer 64                                           U                Black screen
Glover                                                   U                Playable, some graphical issues, (segfault at main menu?)
Goldeneye 007                                            U                Black screen
GT 64 Championship Edition                               U                Black screen
Harvest Moon 64                                          U                Game hangs at main menu
Hey You, Pikachu!                                        U                Requires microphone, black screen.
Iggy's Reckin' Balls                                     U                Playable, hangs at end level, mempak issues
Indiana Jones and the Infernal Machine                   U                Black screen
International Superstar Soccer 64                        U                Playable, mempak issues
International Superstar Soccer '98                       U                Playable, mempak issues
International Superstar Soccer 2000                      U                Playable, mempak issues
Jet Force Gemini                                         U                Not playable, some weird issues and game crashes at gfx=B0303b80, 80223e68 and other
Killer Instinct Gold                                     U                Almost playable, some weird issues, game may hangs at some point
Kirby 64 - The Crystal Shards                            U                Playable, but controls don't work well
Mario Golf                                               U                Black screen
Mario Kart 64                                            U                Playable, some graphical issues, controls don't work well
Mario Party                                              U                Playable, some graphical issues, game may hangs at some point
Mario Party 2                                            U                Playable, some weird issues, some graphical issues, game may hangs at some point
Mario Party 3                                            U                Black screen
Mario Tennis                                             U                Black screen
Mega Man 64                                              U                Playable, some graphical issues
Mortal Kombat 4                                          U                Playable, mempak issues
Multi Racing Championship                                U                Requires Memory Pak, not playable
Ogre Battle 64 - Person of Lordly Caliber                U                Black screen
Paper Mario                                              U                Game hangs at intro
Perfect Dark                                             U                Black screen
Pilotwings 64                                            U                Playable
Pokémon Snap                                             U                Playable, game hangs at third course, Oak never recognize first photo (23/10)
Pokémon Stadium                                          U                Game hangs at N64 Logo
Pokémon Stadium 2                                        U                Game hangs at N64 Logo
Rayman 2 - The Great Escape                              U                Playable, some graphical issues, hangs at some point, mempak issues
Resident Evil 2                                          U                Strange white dot during boot, then game hangs
Sin and Punishment                                       J                Playable
Starcraft 64                                             U                Game hangs at intro
Star Fox 64                                              U, v1.1          Playable, some graphical issues
Star Wars Episode I - Battle for Naboo                   U                Black screen
Star Wars Episode I - Racer                              U                Running, controls don't work
Star Wars - Rogue Squadron                               U                Black screen
Star Wars - Shadows of the Empire                        U, v1.2          Playable
Super Mario 64                                           U                Game crashes at main menu
Super Smash Bros.                                        U                Playable
The Legend of Zelda - Majora's Mask                      U                Playable, some weird issues
The Legend of Zelda - Ocarina of Time                    U                Playable, some graphical issues, game may hangs at some point
The Legend of Zelda - Ocarina of Time Master Quest (GC)  ?                Playable, some graphical issues, game may hangs at some point
Tonic Trouble                                            U, v1.1          Stuck at Ubisoft Logo, not playable.
Top Gear Rally                                           U                Playable, some weird issues, some graphical issues, mempak issues
Top Gear Rally 2                                         U                Playable, some graphical issues, some weird issues, mempak issues
Turok - Dinosaur Hunter                                  U                Playable, mempak issues
Turok 2 - Seeds of Evil                                  U                Black screen
Turok 3 - Shadow of Oblivion                             U                Black screen
Vigilante 8                                              U                Black screen
Vigilante 8 - 2nd Offense                                U                Black screen
Wave Race 64                                             U                Game hangs at N64 Logo
World Driver Championship                                U                Black screen
Worms Armageddon                                         U                Menu works, not playable
Yakouchuu II - Satsujun Kouru                            J                Playable
Yoshi's Story                                            U                Black screen
14/09/2013 vs 21/10/2013
Some games that saw improvements:
*International Superstar Soccer '98 (from "game hangs at Konami logo" to "playable")
*Mortal Kombat 4 (from "main menu works, not playable" to "playable")
*Star Wars Episode I - Racer (from "black screen" to "running, control don't work")
*Star Wars - Shadows of the Empire (from "game hangs at Lucasfilm's copyright" to "playable")


...And games that are affected by regressions:
*Hey You, Pikachu! (from "playable, game hangs at some point" to "black screen")
Last edited by Snowstorm64 on Wed Oct 23, 2013 12:20 pm, edited 1 time in total.
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MarathonMan
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Re: Problems?

Post by MarathonMan » Mon Oct 21, 2013 9:38 am

Wow, thank you! :shock:

I will try to make use of all this information.

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nmaster64
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Re: Problems?

Post by nmaster64 » Wed Oct 23, 2013 3:52 am

Snowstorm64 wrote:I tested a lot of commercial games on latest git revision of CEN64, I have a i7 that supports up to SSE4.2.

Pokémon Snap - U - Playable
Can you (or anyone) test this one more thoroughly? No emulator is able to play this properly to the end.

One of the following always happens:
1. You can take photos, but the red dot and names don't appear. This prevents signs from being registered, so you cannot progress past Valley.
2. Everything in-level works, but the Oak check cannot detect the Pokemon in the pictures, preventing you from actually turning in any photos.

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Snowstorm64
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Re: Problems?

Post by Snowstorm64 » Wed Oct 23, 2013 7:15 am

nmaster64 wrote:
Snowstorm64 wrote:I tested a lot of commercial games on latest git revision of CEN64, I have a i7 that supports up to SSE4.2.

Pokémon Snap - U - Playable
Can you (or anyone) test this one more thoroughly? No emulator is able to play this properly to the end.

One of the following always happens:
1. You can take photos, but the red dot and names don't appear. This prevents signs from being registered, so you cannot progress past Valley.
2. Everything in-level works, but the Oak check cannot detect the Pokemon in the pictures, preventing you from actually turning in any photos.
I can guarantee that you can indeed play Pokémon Snap without problem(EDIT: Wrong statement, see below) (aside of little slowdowns and the lack of audio, but that's normal), nearly at full speed. Though I just played only first level (the tutorial), I took photos of pokémon roaming around with the infamous red dot. At the end level, Oak judged the photos and gave me points for pose, size and technique. Later I viewed the album with best photo of every pokémon found to this point. The only bummer thing is that you can't save.

I think Pokémon Snap is actually cen64's first big win, whereas other emulators have failed to emulate properly. However, cen64 still isn't ready for any use but testing, since it's an alpha software and needs to fix some thing as the audio or the save system.

EDIT: My bad, I had a second run, this time more intensely, and I didn't notice that Oak never recognized the first photo, no matter what pokèmon is. This is a bug, I'll edit the compatibility list. Also, at third course game hanged. Sorry for about my mistake about the game's compatibility with cen64.
Last edited by Snowstorm64 on Wed Oct 23, 2013 12:19 pm, edited 2 times in total.
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MarathonMan
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Re: Problems?

Post by MarathonMan » Wed Oct 23, 2013 9:56 am

Snowstorm64 wrote:I think Pokémon Snap is actually cen64's first big win, whereas other emulators have failed to emulate properly. However, cen64 still isn't ready for any use but testing, since it's an alpha software and needs to fix some thing as the audio or the save system.
I've been avoiding audio/mempak saves/etc. in interest of figuring out the core stuff. Audio would sound like garbage to most people right now since extremely few users can enjoy this at full speed.

Point in case: lots of games will actually run at full speed if you apply tweaks that would ordinarily be taken care of if timings were probably implemented (e.g., for Pokemon Snap, you can comment out a CycleRSP and CycleVR4300 call from Device.c:CycleDevice and it'll still run fine, just considerably faster -- 30-40VI/s on a 2.6GHz CPU).

I'd like to get the timings nailed down so people the average user can enjoy running things and full speed and blow this 'cycle accuracy is too slow myth' out of the water once and for all.

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Re: Problems?

Post by beannaich » Wed Oct 23, 2013 12:24 pm

MarathonMan wrote:Audio would sound like garbage to most people right now since extremely few users can enjoy this at full speed.
Not if your resampling scheme can stretch the audio. At least then it'll just sound like slow-motion instead of playing the sample buffer then dead silence. I think audio should be emulated, regardless of if it will play at full speed or not. Graphics similarly don't render at full speed, yet they are (very close to) completely emulated. I think it's safe to say at this point that CEN64 isn't for playing games yet, and most people trying it out are just checking out compatibility. What better way to show off compatibility then to have some audio playing?

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Iconoclast
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Re: Problems?

Post by Iconoclast » Wed Oct 23, 2013 3:15 pm

Pokémon Snap was always playable using the proper CPU-RDP feedback provided in MAME. This was originally ported to a zilmar-spec plugin by angrylion, which supported all of the action effects in the game perfectly.

Since the RDP is being re-done from the ground-up at some point, part of that code was used in CEN64 to get a better frame of mind with what to do with it.


About audio, the thing is, N64 puts a higher priority on the audio thread than the video interface.
In fact, one time when I put on all cheats in GoldenEye 007 and started excessively firing double grenade launchers in the Facility basement, on a real Nintendo 64, the frame rate decreased with lots of skipping and even some pauses lagging frames, while the audio kept going at perfect speed. So I think the trick is that the audio just needs proper support from the core to have a higher priority. From an accuracy standpoint, it's possible we might not have to anticipate garbage or slow audio if it was implemented early.

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MarathonMan
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Re: Problems?

Post by MarathonMan » Wed Oct 23, 2013 8:31 pm

beannaich wrote:What better way to show off compatibility then to have some audio playing?
Fix the bug that makes arguably the most iconic game, Super Mario 64, work? ;)
Iconoclast wrote:So I think the trick is that the audio just needs proper support from the core to have a higher priority.
This kind of thing is already taken care of implicitly.

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Re: Problems?

Post by Iconoclast » Wed Oct 23, 2013 10:32 pm

The degree to which it is taken care of varies directly with what there is to fear by implementing audio for slow games.

Crackling should not be the result in an accurate implementation, like I suggested.

But I can understand not taking an early interest in it. :P After all, I have not completely finished my OpenAL demonstration.

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Re: Problems?

Post by MarathonMan » Wed Oct 23, 2013 10:52 pm

Iconoclast wrote:The degree to which it is taken care of varies directly with what there is to fear by implementing audio for slow games.
Perhaps not so much fear as my utter inexperience with audio libraries.

As it stands, the audio "plugin" gets 62,500,000 invocations per second (assuming the machine powering the simulator is able to service the load -- most of which are not), has complete control over writes to audio memory-mapped registers, buffers, etc. Futhermore, as the RSP and rest of the system are implemented at the cycle-accurate level, the entire system should effectively produce the memory-mapped registers writes, DMA transfers, and other goodies at the exact same time that the hardware is.

The only "weakness" of the current model is that each step between the 62,500,000 invocations may not be exactly 1/62,500,000th of a second. Later on, when potentially running above 60VI/s actually becomes a realistic concern for any desktop, I can help try to mitigate this by syncing with a HPET and creating a delay every N cycles.

Either way, I am not concerned about the semantics of the audio plugin. Crackling will not happen if the plugin is written properly and the simulator is running at full speed. As of now, it's only a problem if it's not running at full speed. At which point it's not truly playable IMO anyways?

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Iconoclast
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Re: Problems?

Post by Iconoclast » Wed Oct 23, 2013 11:42 pm

Probably not comfortably playable, though that seems like an independent variable to whether the sound should still be internally accurate in accuracy-based projects.

But I understand that the maintenance of full speed alongside cycle-accurate maintenance is a much more challenging concern to you at this phase.

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ShadowFX
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Re: Problems?

Post by ShadowFX » Thu Oct 24, 2013 12:41 pm

Snowstorm64 wrote:I tested a lot of commercial games on latest git revision of CEN64, I have a i7 that supports up to SSE4.2.
I've also began a full compatibility test run through the entire US set. I will take note of your findings and see whether I can reproduce (I have several of my own that most likely need to be reproduced / verified by others). Using build with commit 531c2b06dd (21-10-2013).
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Re: Problems?

Post by beannaich » Fri Oct 25, 2013 5:44 pm

MarathonMan wrote:Fix the bug that makes arguably the most iconic game, Super Mario 64, work? ;)
Okay, what second better way? :D

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Re: Problems?

Post by athairus » Sat Oct 26, 2013 2:11 pm

Game: Legend of Zelda, The - Ocarina of Time (U) (GC) [!].z64
CRC: 346DE3AE

Once the new game intro cutscene ends and gameplay begins, Link immediately dies. All the C-stick buttons are an ocarina, and the entire item and mask inventory are filled with ocarinas. I don't remember that happening on my copy of Collector's Edition running on my old GC :)
Capture.PNG
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Iconoclast
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Re: Problems?

Post by Iconoclast » Sat Oct 26, 2013 2:21 pm

That is all because SRAM and FLASHRAM OS PI support are not implemented in CEN64.

It basically is the same thing as creating a save file for Project64 (either *.fla for Majora's Mask or *.sra for Ocarina of Time) with all the data bits impertinent to the security checksum and file existence markers set to NULL. So the absence of SRAM support means the game is operating on entirely zeroed save progress buffers, where 00 is Link's health (hence the reported instant death), as well as the inventory slot ID for the Ocarina of Time inventory item.

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Re: Problems?

Post by athairus » Sat Oct 26, 2013 2:27 pm

Iconoclast wrote:That is all because SRAM and FLASHRAM OS PI support are not implemented in CEN64.

It basically is the same thing as creating a save file for Project64 (either *.fla for Majora's Mask or *.sra for Ocarina of Time) with all the data bits impertinent to the security checksum and file existence markers set to NULL. So the absence of SRAM support means the game is operating on entirely zeroed save progress buffers, where 00 is Link's health (hence the reported instant death), as well as the inventory slot ID for the Ocarina of Time inventory item.
Ah, all right. That makes sense, thanks.

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Re: Problems?

Post by beannaich » Sun Oct 27, 2013 3:51 pm

Game: Mega Man 64 (U)
CRC: 1BFC71F0
Status: Playable/In-game

Only thing I have noticed that is a little screwy is Mega Man will sometimes start running forward all by himself. Not sure if this happens in the real game because the other emulator I tried (1964) couldn't even run the game! Score one for cycle accuracy ;) The framerate was decent during the tutorial stage (40-50 VI/s)

I think we should start and maintain a compatibility database similar to PCSX2 or Dolphin. The redesigned GUI I submitted to Breadwinka already anticipates this feature and the UI shows compatibility status similar to PJ64 and 1964 (Though, since it's not tied to anything, all that is ever displayed is "Unknown"). The database would probably have to be a community ordeal, and I am sure there would be people ready to start on such a thing.

PS: about audio, you're already spending emulated VR4300 time processing the audio (It's already rendered!), you might as well output that data to our speakers :)

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Re: Problems?

Post by ShadowFX » Sun Oct 27, 2013 5:11 pm

athairus wrote:Game: Legend of Zelda, The - Ocarina of Time (U) (GC) [!].z64
CRC: 346DE3AE]
Looks like that screenshot is from the game 'Legend of Zelda, The - Majora's Mask (U) [!]' ;)
beannaich wrote:I think we should start and maintain a compatibility database similar to PCSX2 or Dolphin. The redesigned GUI I submitted to Breadwinka already anticipates this feature and the UI shows compatibility status similar to PJ64 and 1964 (Though, since it's not tied to anything, all that is ever displayed is "Unknown"). The database would probably have to be a community ordeal, and I am sure there would be people ready to start on such a thing.
Just minutes ago, I finished my compatibility test run through the entire US set and that took me days to complete. I will be posting my findings soon in a proper format.
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Re: Problems?

Post by Snowstorm64 » Sun Oct 27, 2013 5:39 pm

MarathonMan wrote: I've been avoiding audio/mempak saves/etc. in interest of figuring out the core stuff. Audio would sound like garbage to most people right now since extremely few users can enjoy this at full speed.

Point in case: lots of games will actually run at full speed if you apply tweaks that would ordinarily be taken care of if timings were probably implemented (e.g., for Pokemon Snap, you can comment out a CycleRSP and CycleVR4300 call from Device.c:CycleDevice and it'll still run fine, just considerably faster -- 30-40VI/s on a 2.6GHz CPU).

I'd like to get the timings nailed down so people the average user can enjoy running things and full speed and blow this 'cycle accuracy is too slow myth' out of the water once and for all.
You're right, CEN64's core needs to be completed first, audio isn't that much important right now. I know it's a priority matter, and I don't mean to annoy you, but... at least the save system (EEPROM, SRAM and memory pak) needs to be implemented ASAP, as it's preventing some games from booting, and/or working properly (Majora's Mask, see Iconoclast's post). Isn't something you are looking for, make game bootable and running without problem? ;) One other benefit is that it will help us to test and find bugs in games' advanced phases. An example, for me Pokémon Snap once hanged at third level, without savegame it would be frustrating redo anything at this point to verify this issue and it would stop me by testing further. And if you, as developer, need to debug that course, you wouldn't play everything to reach at that level, it's more convenient to request the savegame from the reporter. Do you agree on this point?
Whatever is the answer, from now I won't stress you anymore for this thing, just...I'm hoping you do what is the right thing, for us and for you. :)

ShadowFX wrote:I've also began a full compatibility test run through the entire US set. I will take note of your findings and see whether I can reproduce (I have several of my own that most likely need to be reproduced / verified by others). Using build with commit 531c2b06dd (21-10-2013).
As beannaich said, we should really make a compatibility database so we can share details, bug reports and others. The how and when it's up to MarathonMan, for now I suggest to make threads, once for every N64 game, in this section, to report issues.
ShadowFX wrote: Just minutes ago, I finished my compatibility test run through the entire US set and that took me days to complete. I will be posting my findings soon in a proper format.
Wow, if I understand correctly, you have tested EVERY game in the US set? It must have been a tough job! I suggest you to make a thread apart in this section, so everyone can see it.
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Re: Problems?

Post by ShadowFX » Sun Oct 27, 2013 6:23 pm

I'm having trouble aligning the text in my new thread, it's really a mess at the moment.
How did you align your review text properly? Or did you do everything by hand?
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Re: Problems?

Post by Breadwinka » Sun Oct 27, 2013 6:56 pm

beannaich wrote:Game: Mega Man 64 (U)
CRC: 1BFC71F0
Status: Playable/In-game

Only thing I have noticed that is a little screwy is Mega Man will sometimes start running forward all by himself. Not sure if this happens in the real game because the other emulator I tried (1964) couldn't even run the game! Score one for cycle accuracy ;) The framerate was decent during the tutorial stage (40-50 VI/s)

I think we should start and maintain a compatibility database similar to PCSX2 or Dolphin. The redesigned GUI I submitted to Breadwinka already anticipates this feature and the UI shows compatibility status similar to PJ64 and 1964 (Though, since it's not tied to anything, all that is ever displayed is "Unknown"). The database would probably have to be a community ordeal, and I am sure there would be people ready to start on such a thing.

PS: about audio, you're already spending emulated VR4300 time processing the audio (It's already rendered!), you might as well output that data to our speakers :)

Exactly im going to be releasing the new GUI its freaking awesome. Some cool things planned with this.

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Re: Problems?

Post by beannaich » Sun Oct 27, 2013 7:13 pm

ShadowFX wrote:I'm having trouble aligning the text in my new thread, it's really a mess at the moment.
How did you align your review text properly? Or did you do everything by hand?
Are you using spaces to align or tabs?

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ShadowFX
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Re: Problems?

Post by ShadowFX » Sun Oct 27, 2013 7:16 pm

I've done all the work within my local text editor using tabs.
"Change is inevitable; progress is optional"

OS: Windows 10
Specs: Intel Core i7-7700K @ 4.2GHz, 16GB DDR4-RAM, NVIDIA GeForce GTX 1080 Ti
Main build: AVX (official)

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Snowstorm64
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Re: Problems?

Post by Snowstorm64 » Sun Oct 27, 2013 7:17 pm

ShadowFX wrote:I'm having trouble aligning the text in my new thread, it's really a mess at the moment.
How did you align your review text properly? Or did you do everything by hand?
You need to use any monospaced font to align properly the text. I don't know what text editor have you used, but I can tell you that I use gedit (I use Linux, btw) for make lists like that one I posted before. Or you may need to install a monospaced font.

EDIT: Don't use tab, just use space.
OS: Debian GNU/Linux Jessie (8.0)
CPU: Intel i7 4770K @ 3.5 GHz
Build: AVX (compiled from git)

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Re: Problems?

Post by beannaich » Sun Oct 27, 2013 7:22 pm

ShadowFX wrote:I've done all the work within my local text editor using tabs.
Some text editors use x number of spaces instead of an actual '\t' character. It seems this board turns a tab character into a certain number of spaces :( So you'll have to align them with spaces then copy paste from your text editor (with monospaced font) into the forum text editor. I could make this list aligned programmatically for you if you'd like.

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ShadowFX
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Re: Problems?

Post by ShadowFX » Sun Oct 27, 2013 7:25 pm

I'm using Notepad++ for Windows, which by my knowledge, uses a monospaced font. I expected the forum to properly use the format I had submitted.
"Change is inevitable; progress is optional"

OS: Windows 10
Specs: Intel Core i7-7700K @ 4.2GHz, 16GB DDR4-RAM, NVIDIA GeForce GTX 1080 Ti
Main build: AVX (official)

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Snowstorm64
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Re: Problems?

Post by Snowstorm64 » Sun Oct 27, 2013 7:28 pm

ShadowFX wrote:I'm using Notepad++ for Windows, which by my knowledge, uses a monospaced font. I expected the forum to properly use the format I had submitted.
Don't use tab, which may vary software by software, you must use space to align text.
OS: Debian GNU/Linux Jessie (8.0)
CPU: Intel i7 4770K @ 3.5 GHz
Build: AVX (compiled from git)

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ShadowFX
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Re: Problems?

Post by ShadowFX » Sun Oct 27, 2013 8:31 pm

That took waaay too long, but it's done. Thanks for the suggestions :)
"Change is inevitable; progress is optional"

OS: Windows 10
Specs: Intel Core i7-7700K @ 4.2GHz, 16GB DDR4-RAM, NVIDIA GeForce GTX 1080 Ti
Main build: AVX (official)

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MarathonMan
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Re: Problems?

Post by MarathonMan » Sun Oct 27, 2013 11:09 pm

Snowstorm64 wrote:You're right, CEN64's core needs to be completed first, audio isn't that much important right now. I know it's a priority matter, and I don't mean to annoy you, but... at least the save system (EEPROM, SRAM and memory pak) needs to be implemented ASAP
EEPROM and SRAM are implemented already... :D

SRAM, however, doesn't seem to fully work in the games that I've tried it for some reason. In OoT, I can see the SRAM reads and writes occuring, and the output file has data... but the game doesn't register the save files?
Snowstorm64 wrote:One other benefit is that it will help us to test and find bugs in games' advanced phases. An example, for me Pokémon Snap once hanged at third level, without savegame it would be frustrating redo anything at this point to verify this issue and it would stop me by testing further.

And if you, as developer, need to debug that course, you wouldn't play everything to reach at that level, it's more convenient to request the savegame from the reporter.
Point taken. I didn't know anyone had the patience to test that far into games yet. :oops:

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Re: Problems?

Post by beannaich » Sun Oct 27, 2013 11:54 pm

MarathonMan wrote:Point taken. I didn't know anyone had the patience to test that far into games yet. :oops:
I would play through Ocarina of Time if I could save and take a sleep break every now and then. Or at least pause the emulation so my CPU isn't getting used all night.

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Patashu
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Re: Problems?

Post by Patashu » Tue Oct 29, 2013 6:44 pm

ShadowFX wrote:That took waaay too long, but it's done. Thanks for the suggestions :)
Notepad++ -> Edit -> Blank Operations -> Tab to Space.

If you get the TextFX plugin for Notepad++, you have even more automation of simple tasks available.
I suggest you familiarize yourself with:
-everything under the Edit menu
-Ctrl+f, the Mark feature (allows you to mark all lines matching a search, and if you tick 'bookmark lines' they get bookmarked) then Search > Bookmark (Inverse Bookmark to select all lines not matching a search, delete all bookmarked lines, etc etc)
-everything under the TextFX menu (if you install it)

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Devin
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Re: Problems?

Post by Devin » Wed Oct 30, 2013 12:49 am

Anyone know what happened here?
Rom in question is the Zelda Ocarina of Time Debug Rom.

Image

Problem signature:
Problem Event Name: APPCRASH
Application Name: cen64.exe
Application Version: 0.0.0.0
Application Timestamp: 52667a0d
Fault Module Name: msvcrt.dll
Fault Module Version: 7.0.7601.17744
Fault Module Timestamp: 4eeb033f
Exception Code: c0000005
Exception Offset: 00000000000011cf
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 4105
Additional Information 1: 5271
Additional Information 2: 5271f53789a4ec14a2475dc6c304116e
Additional Information 3: 0e8d
Additional Information 4: 0e8d319d9ca7834b46c8609c517c3303

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ShadowFX
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Re: Problems?

Post by ShadowFX » Wed Oct 30, 2013 3:28 am

Devin wrote:Anyone know what happened here?
Rom in question is the Zelda Ocarina of Time Debug Rom.
Did it work before?
And did you use this ROM file?

Code: Select all

Zelda no Densetsu - Toki no Ocarina - Master Quest (J) (Debug Version)
"Change is inevitable; progress is optional"

OS: Windows 10
Specs: Intel Core i7-7700K @ 4.2GHz, 16GB DDR4-RAM, NVIDIA GeForce GTX 1080 Ti
Main build: AVX (official)

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Devin
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Re: Problems?

Post by Devin » Wed Oct 30, 2013 2:43 pm

ShadowFX wrote:
Devin wrote:Anyone know what happened here?
Rom in question is the Zelda Ocarina of Time Debug Rom.
Did it work before?
And did you use this ROM file?

Code: Select all

Zelda no Densetsu - Toki no Ocarina - Master Quest (J) (Debug Version)
No idea if it worked before. Shall I download a older Cen build and see if it runs better?

Also I used "Legend of Zelda, The - Ocarina of Time - Master Quest (U) (Debug Version)".
I should note this Rom was patched via Zelda Edit 0.9.5

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Iconoclast
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Re: Problems?

Post by Iconoclast » Wed Oct 30, 2013 4:34 pm

Patashu wrote:
ShadowFX wrote:That took waaay too long, but it's done. Thanks for the suggestions :)
Notepad++ -> Edit -> Blank Operations -> Tab to Space.

If you get the TextFX plugin for Notepad++, you have even more automation of simple tasks available.
I suggest you familiarize yourself with:
-everything under the Edit menu
-Ctrl+f, the Mark feature (allows you to mark all lines matching a search, and if you tick 'bookmark lines' they get bookmarked) then Search > Bookmark (Inverse Bookmark to select all lines not matching a search, delete all bookmarked lines, etc etc)
-everything under the TextFX menu (if you install it)
Not only that, but Ctrl+H ("Find and Replace").

In Notepad++, standard Notepad for Windows, as well as pretty much any other text editor I can think of, you could have the tab `\t` character copied to your clipboard, pasted to the "Find" field, and four space characters specified for the "Replace" field.
Find and Replace will do the same basic type of work.

At least as far as coding is concerned, I have never once used a tab character.
Comes out too ugly when somebody happens to not be using your exact choice of code-editing software, where tab interpretation varies.

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tangomar
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Re: Problems?

Post by tangomar » Wed Oct 30, 2013 5:08 pm

Would it help to have ShadowFX list in CSV format?
I would be easier to maintain in Excel or in Google Spreadsheet.

beannaich
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Re: Problems?

Post by beannaich » Wed Oct 30, 2013 5:26 pm

tangomar wrote:Would it help to have ShadowFX list in CSV format?
I would be easier to maintain in Excel or in Google Spreadsheet.
I'd prefer SQL :P

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Iconoclast
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Re: Problems?

Post by Iconoclast » Wed Oct 30, 2013 5:55 pm

Different ways of laying it out. For flexibility I usually tend to standard HTML3 tables or something.
Raw text is probably best for databases that don't contain a big array of informational fields.

Maybe ShadowFX could be a certain type of moderator with announcement privileges to use HTML tables for organizing the results of the compatibility trials. (A less safe variation of the idea would be just enabling HTML for non-announcement posts.)

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tangomar
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Re: Problems?

Post by tangomar » Wed Oct 30, 2013 6:12 pm

Sure.
I was thinking csv or google spreadsheet so it could be updated by several people at the same time.
Also making fields with limited choices would help.

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Re: Problems?

Post by beannaich » Wed Oct 30, 2013 7:42 pm

SQL would be the best choice, for tracking regressions and improvements easily. Could also be versioned by cen64 build etc etc.

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ShadowFX
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Re: Problems?

Post by ShadowFX » Thu Oct 31, 2013 12:12 pm

Although I'm not that technical, I have no problems doing it the SQL way like you guys are suggesting.
Until then, I'm fine with adding and editing our compatibility list(s) on the forums the way they are now.

At the moment, it's best to let someone (this can be anyone with the proper motivation) manage the final compatibility list so we can keep track of all the changes in overall compatibility.
"Change is inevitable; progress is optional"

OS: Windows 10
Specs: Intel Core i7-7700K @ 4.2GHz, 16GB DDR4-RAM, NVIDIA GeForce GTX 1080 Ti
Main build: AVX (official)

beannaich
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Re: Problems?

Post by beannaich » Thu Oct 31, 2013 12:52 pm

ShadowFX wrote:Although I'm not that technical, I have no problems doing it the SQL way like you guys are suggesting.
I could make a program to manage the compatibility list, or make special builds of the front-end with management capabilities worked into the interface.

Tech Savvy Level: 0

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