Now that you mentioned it, I went and looked.. and the script actually DOES delete the locale folder.. beats the hell out of me why, it'll be fixed next round of updates, thanks for noticingnakamichi wrote: BTW,I burned this disc using DCFactory.It works great.But when I go to the menu to choose a language,there is only English available.What's the problem? I can't select another language...maybe the locale folder is missing???
Hmmm....
DreamSNES 0.9.6 BUG List
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Here is another bug update:
This is the nastiest bug I've encountered yet.
* Masoukishin :
When you start this game,your Dreamcast RESETS IMMEDIATELY.
This is really a serious bug.
* Also there is some bug in the Auto-save system.It frequently saves even if the SRAM doesn't change...it saves more times than it's needed...hmmm...
But the manual save (Autosave OFF) works OK.
Another BUG update coming soon...as soon as I test more ROMs.
This is the nastiest bug I've encountered yet.
* Masoukishin :
When you start this game,your Dreamcast RESETS IMMEDIATELY.
This is really a serious bug.
* Also there is some bug in the Auto-save system.It frequently saves even if the SRAM doesn't change...it saves more times than it's needed...hmmm...
But the manual save (Autosave OFF) works OK.
Another BUG update coming soon...as soon as I test more ROMs.
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Just wondering...
How did everyone burn DSNES 0.96? I know the most popular programs are DSSBS and Dreamcast Factory, so is everyones self-booting? I was thinking that if you all stopped worrying about CPU issues and tried burning it using different methods, some of the bugs would be fixed. Might not work, but it's worth a try. I always liked manually self-booting games (ms-dos) or just creating a seperate roms disk and I've never had problems. Just a thought...
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0.96 is an awesome release with way less bugs than 0.95. However it is o bug free. Here are some problems I noticed that are less to do with games.
Scanlines options doesn't work
Saving is still buggy and it won't always detect a save(I have lost a good many hours on Super Mario World because of this).
Other than that the new realease is Great.
For some great games that run really well try Super R-Type and Romancing Saga 3.
Scanlines options doesn't work
Saving is still buggy and it won't always detect a save(I have lost a good many hours on Super Mario World because of this).
Other than that the new realease is Great.
For some great games that run really well try Super R-Type and Romancing Saga 3.
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Here's a new bug update:
* Super James Pond 2 :
After you clear 1st stage,your score gets increased by a whopping 20,000,000 pts.!
* Monopoly 2 (jap)
This is a small bug.The title screen and the in-game NPC characters "blink" occasionaly.This glitch is seen in a few other games as well.
*** ALL of the "trained" ROMs with built in trainers(hacked versions) have this problem :
Whether you activate or disable the cheats,the cheats are ALWAYS active :(
*** This is not really a bug,but this should be fixed as well.
The MP3 sound output is much louder than the SNES games volume.When I go back to the menu,the menu MP3 music rocks my speakers.I got to change the level everytime with a preamp.If only the MP3 output level can be decreased...
For the next bug update,stay tuned...
I think perh also reads this topic...
** And DO NOT post bugs that are already posted in this forum.Don't repeat the same things over and over.If you find something that isn't noted in this topic,and it's a "fresh" bug,feel free to post it.
So sayoonara for now...
DreamSNES rocks tha house :)
* Super James Pond 2 :
After you clear 1st stage,your score gets increased by a whopping 20,000,000 pts.!
* Monopoly 2 (jap)
This is a small bug.The title screen and the in-game NPC characters "blink" occasionaly.This glitch is seen in a few other games as well.
*** ALL of the "trained" ROMs with built in trainers(hacked versions) have this problem :
Whether you activate or disable the cheats,the cheats are ALWAYS active :(
*** This is not really a bug,but this should be fixed as well.
The MP3 sound output is much louder than the SNES games volume.When I go back to the menu,the menu MP3 music rocks my speakers.I got to change the level everytime with a preamp.If only the MP3 output level can be decreased...
For the next bug update,stay tuned...
I think perh also reads this topic...
** And DO NOT post bugs that are already posted in this forum.Don't repeat the same things over and over.If you find something that isn't noted in this topic,and it's a "fresh" bug,feel free to post it.
So sayoonara for now...
DreamSNES rocks tha house :)
Problems with the 0.96
I have some major problems with the latest release.
I have a PAL DC (that's not one of the problems...).
In 60 hz, the games flicker like mad, that did not happen in 0.95. There's no flicker in the menu or logos though.
There's no flicker in 50 hz. but there is much more slowdown in 50 hz.
One option in the options menu doesn't work, can't remember which. When you turn it on, it automatically shuts down when starting a game, so the next time you go to the options screen, it's off again.
Also having problem with my romdisc, major errors when loading it. very few games show up. No problem with that on 0.95 (using Krypts rom-list creator)
Det vore bussigt om ni kunde fixa dessa sm?fel.
I have a PAL DC (that's not one of the problems...).
In 60 hz, the games flicker like mad, that did not happen in 0.95. There's no flicker in the menu or logos though.
There's no flicker in 50 hz. but there is much more slowdown in 50 hz.
One option in the options menu doesn't work, can't remember which. When you turn it on, it automatically shuts down when starting a game, so the next time you go to the options screen, it's off again.
Also having problem with my romdisc, major errors when loading it. very few games show up. No problem with that on 0.95 (using Krypts rom-list creator)
Det vore bussigt om ni kunde fixa dessa sm?fel.
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More bugs...
More and more bugs are found every minute.I'm doing some really extensive bug tracking...
Well,here's another "fresh" bug update:
* Street Fighter II Turbo :
After you beat a round,the score counter counts to infinity until you press a button to stop it.
* Vortex
Freezes after the Argonaut logo.
* Stunt Race FX
Unplayable.Polygon drawing is nearly non-existent.
* Super Air Diver 2 (jap)
Messed up Mode 7 graphics.Unplayable due to this.
Until my next bug update,
Sayoonara.
N@kamichi
Well,here's another "fresh" bug update:
* Street Fighter II Turbo :
After you beat a round,the score counter counts to infinity until you press a button to stop it.
* Vortex
Freezes after the Argonaut logo.
* Stunt Race FX
Unplayable.Polygon drawing is nearly non-existent.
* Super Air Diver 2 (jap)
Messed up Mode 7 graphics.Unplayable due to this.
Until my next bug update,
Sayoonara.
N@kamichi
HEY STEZO
If it were a bug with Snes 9X, why then would the previous Dreamsnes Version codes work with the problem titles.
It's good that these people bring these problems to attention so that they may be fixed.
All in good faith you friend.
Michael Barclay
It's good that these people bring these problems to attention so that they may be fixed.
All in good faith you friend.
Michael Barclay
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Bugs,bugs,bugs,...they keep on coming...
Yet another bug update.This time I found out some more amazing bugs!
So here is the latest update :
* Biker Mice From Mars :
A really amazing and nasty bug! When you start a race,it says "TIME OVER" and your bike blows to pieces immediately and you finish in last place! This game is unplayable because of this bug.
There is also an annoying tile which is present on screen during the whole game(when racing).
Only the nasty reset bug found when you start Masoukishin is more terrible than this bug.
* Tinhead (eur)
After you collect an item,the score increases by 66666666! What the...???
Then after a while collecting more items,it decreases by 33333333,then it returns to normal and after collecting more items,the same process repeats again and again!
* Act Raiser (fresh bug update)
Apart from the game not having music(or the music is low-quality like the SegaGEN sound),this game has 2 more bugs:
- the now well-known +60 lives bug is also in this game as well.
- when you are about to start level 1-2,the game freezes.Totally unplayable.
More games are still tested.I'll update as soon as I found a couple more...
If any of you encounters bugs which I haven't seen yet,post here in this topic.I need more bug testers,because I don't have many ROMs to test...just about 300+
N@kamichi
So here is the latest update :
* Biker Mice From Mars :
A really amazing and nasty bug! When you start a race,it says "TIME OVER" and your bike blows to pieces immediately and you finish in last place! This game is unplayable because of this bug.
There is also an annoying tile which is present on screen during the whole game(when racing).
Only the nasty reset bug found when you start Masoukishin is more terrible than this bug.
* Tinhead (eur)
After you collect an item,the score increases by 66666666! What the...???
Then after a while collecting more items,it decreases by 33333333,then it returns to normal and after collecting more items,the same process repeats again and again!
* Act Raiser (fresh bug update)
Apart from the game not having music(or the music is low-quality like the SegaGEN sound),this game has 2 more bugs:
- the now well-known +60 lives bug is also in this game as well.
- when you are about to start level 1-2,the game freezes.Totally unplayable.
More games are still tested.I'll update as soon as I found a couple more...
If any of you encounters bugs which I haven't seen yet,post here in this topic.I need more bug testers,because I don't have many ROMs to test...just about 300+
N@kamichi
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This isn't a bug,but this will fix all sound problems that exist in DreamSNES if it's implemented in the next version.
Have you noticed on various games unusual,annoying or incorrect sounds that were not there when playing on a real SNES?Have you played Final Fantasy VI and heard something like cats fighting instead of wind? Have you had skippy sound without all the channels in FF II/IV?
Well,there is a solution to these sound problems.It's the new Anti-Res SPC700 sound core recently developed and implemented in a new beta version of SNES9x.
If the DreamSNES team can implement this core into the code of the new DreamSNES version,we would have very accurate sound emulation! I think they can get the source for this SPC700 core even now.
If they can use this code and rewrite it optimizing it in SH4 or ARM7 ASM,we can have accurate sound emulation and less CPU strain WITH sound ON.But I have heard that this new core is a bit more CPU demanding,but with optimizations,it can be done to put less strain on the DC's CPU.
Just an idea.I hope someone from the DreamSNES team reads this...
Have you noticed on various games unusual,annoying or incorrect sounds that were not there when playing on a real SNES?Have you played Final Fantasy VI and heard something like cats fighting instead of wind? Have you had skippy sound without all the channels in FF II/IV?
Well,there is a solution to these sound problems.It's the new Anti-Res SPC700 sound core recently developed and implemented in a new beta version of SNES9x.
If the DreamSNES team can implement this core into the code of the new DreamSNES version,we would have very accurate sound emulation! I think they can get the source for this SPC700 core even now.
If they can use this code and rewrite it optimizing it in SH4 or ARM7 ASM,we can have accurate sound emulation and less CPU strain WITH sound ON.But I have heard that this new core is a bit more CPU demanding,but with optimizations,it can be done to put less strain on the DC's CPU.
Just an idea.I hope someone from the DreamSNES team reads this...
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i heard that and thought my dc was crying to death.nakamichi wrote: Have you noticed on various games unusual,annoying or incorrect sounds that were not there when playing on a real SNES?Have you played Final Fantasy VI and heard something like cats fighting instead of wind?
How many more people do the Radical Islamic Subhuman Cockroaches have to kill before people realize they need to be taken out ?
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Liberals click here !!!!
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A save compression system bug...
I've also found another bug in DreamSNES 0.9.6.This time the bug applies to the save compression system included in DSNES 0.9.6.
As the DSNES programmers stated: "Every save is now reduced to only 2 blocks of memory space on our VMU.Whether it originally took 4 or 66 blocks of memory,now it takes only 2!".
Well,then how come in some games the .SRM files are the size of 3 or 4 blocks?
OK,you'll say this is not a big deal,but a WEIRD THING happens with some other games like StuntRace FX,Starfox,and many others which use 16 or even 24(!) blocks on your VMU,when they are supposed to use only 2.
How come DreamSNES 0.9.6 doesn't compress those files as well?
It smells like a bug...
As the DSNES programmers stated: "Every save is now reduced to only 2 blocks of memory space on our VMU.Whether it originally took 4 or 66 blocks of memory,now it takes only 2!".
Well,then how come in some games the .SRM files are the size of 3 or 4 blocks?
OK,you'll say this is not a big deal,but a WEIRD THING happens with some other games like StuntRace FX,Starfox,and many others which use 16 or even 24(!) blocks on your VMU,when they are supposed to use only 2.
How come DreamSNES 0.9.6 doesn't compress those files as well?
It smells like a bug...
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A save compression system bug...
Uh, I don't think anyone has claimed that _every_ save will be compressed to two blocks.nakamichi wrote: I've also found another bug in DreamSNES 0.9.6.This time the bug applies to the save compression system included in DSNES 0.9.6.
As the DSNES programmers stated: "Every save is now reduced to only 2 blocks of memory space on our VMU.Whether it originally took 4 or 66 blocks of memory,now it takes only 2!".
Well,then how come in some games the .SRM files are the size of 3 or 4 blocks?
OK,you'll say this is not a big deal,but a WEIRD THING happens with some other games like StuntRace FX,Starfox,and many others which use 16 or even 24(!) blocks on your VMU,when they are supposed to use only 2.
How come DreamSNES 0.9.6 doesn't compress those files as well?
It smells like a bug...
That would be some pretty magical compression...
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