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 Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S
PostPosted: Fri Jan 27, 2012 9:53 pm 
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NEMU still has the most pleasant N64 debugger and emulates a few things more accurately than PJ64, too bad some features are incomplete.

I got The Missing Stars to run, but ... no bug at that Goomba! It runs perfectly fine.


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 Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S
PostPosted: Fri Jan 27, 2012 11:22 pm 
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messiaen wrote:
NEMU still has the most pleasant N64 debugger and emulates a few things more accurately than PJ64, too bad some features are incomplete.

I got The Missing Stars to run, but ... no bug at that Goomba! It runs perfectly fine.

lol pc version doesnt have a dynarec is pure interpreter last i knew


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 Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S
PostPosted: Sat Jan 28, 2012 3:49 am 
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messiaen wrote:
NEMU still has the most pleasant N64 debugger and emulates a few things more accurately than PJ64, too bad some features are incomplete.

I got The Missing Stars to run, but ... no bug at that Goomba! It runs perfectly fine.


If NEMU is interpreter only (?) then this could be a dynarec issue.
I am not sure someone has tried to pass that point with dynarec off with Daedalus.

Thanks for testing it on NEMU



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 Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S
PostPosted: Sat Jan 28, 2012 10:24 am 
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I mean, it worked perfectly on the PC debug version of Daedalus.


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 Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S
PostPosted: Sat Jan 28, 2012 9:05 pm 
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@Corn : You got confused with the question I asked him about cheats :P
@messiaen: Interesting, I'll check it out.



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<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
<Dougamer>I'll "aquire" kirby and check...
20 minutes later...
<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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 Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S
PostPosted: Sat Feb 04, 2012 5:06 pm 
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@Salv-E: How do you get Daedalusx64 rev 747 to recognize cheats for SM64 Star Road? I can't seem to get the name right for the cheats messiaen suggested to show up in rev 747. Thanks.


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 Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S
PostPosted: Sun Feb 05, 2012 6:35 pm 
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re4thewin wrote:
messiaen wrote:
NEMU still has the most pleasant N64 debugger and emulates a few things more accurately than PJ64, too bad some features are incomplete.

I got The Missing Stars to run, but ... no bug at that Goomba! It runs perfectly fine.

lol pc version doesnt have a dynarec is pure interpreter last i knew


PC version does have a dynarec, is the same front end that's under the hood of the PSP version, but there aren't any optimization to the generated code. You can read more here: http://strmnnrmn.blogspot.com/2006/05/d ... tatus.html

PS: Anyone has a savesate to the goomba? I'm having a hard time finding it, I can't reproduce the crash.

adt1340 wrote:
@Salv-E: How do you get Daedalusx64 rev 747 to recognize cheats for SM64 Star Road? I can't seem to get the name right for the cheats messiaen suggested to show up in rev 747. Thanks.


Read cheat FAQ: viewtopic.php?f=12&t=3298

As long as you have SM64 Star Road in your roms.ini and defined correctly the country ID, Daedalus will recognize the cheats for it.
That was the error that nerd made.. viewtopic.php?p=44931#p44931

Anyways here's the entry for SM64 Star Road (extracted from the latest private SVN, it'll be included in the next public revision)
[Super Mario 64 - Star Road (U)]
NumberOfGroups=1
SR Camera Control,="Enable when inside the game or it will fail",8033C685-0005,8033C849-0002,D033AFA1-0010,8033C849-0000,D033AFA1-0008,8033C848-0030,
R0 write fix,=1,8124BBD4-0000,8124BBD4-0000,



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<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
<Dougamer>I'll "aquire" kirby and check...
20 minutes later...
<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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 Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S
PostPosted: Sun Feb 05, 2012 7:43 pm 
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HA HA AWSOME!



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 Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S
PostPosted: Wed Feb 08, 2012 8:27 pm 
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Joined: Tue Feb 07, 2012 10:14 pm
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Location: Ottawa, ON
I just reported a bug while entering the: Koopa Canyon (Desert World). Here's a saveslot before the crash is happening. (You need 30 stars to get in this world!)


Attachments:
File comment: The save before the crash
saveslot5.ss [1.62 MiB]
Downloaded 46 times


Last edited by Amin0152 on Thu Feb 09, 2012 6:35 pm, edited 1 time in total.
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 Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S
PostPosted: Thu Feb 09, 2012 6:35 pm 
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Location: Ottawa, ON
I reported a crash: When you enter the pipe for the 1st boss, the game crashes. If you're ever wondering how I got throught this without any crashes of frezzes, is that there's another way to get the key. Figure out you're selfs. (It's a Glitch from the game) Confusing is it. Anyways, when enabling Memory Access Optimasation, in this scene the game will crash. ;)


Attachments:
File comment: Enter to the pipe and the game crashes. (Read Description).
saveslot2.ss [1.61 MiB]
Downloaded 41 times


Last edited by Amin0152 on Thu Mar 01, 2012 7:35 am, edited 2 times in total.
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 Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S
PostPosted: Fri Feb 10, 2012 8:20 pm 
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Wow, I posted 3 crashes in 3 days in a row :o . Ok I reported a crash: When you enter the 2nd boss world (fortress) the game automaticly crashes. :-[ (You need 40 star to get in this world). :o here a savestate before the crash. This crash is need to fix as soon as possible, before somebody gets stuck in the game.


Attachments:
File comment: Just enter the fortress and the game crashes!
saveslot9.ss [1.66 MiB]
Downloaded 44 times
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 Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S
PostPosted: Sun Feb 12, 2012 5:31 pm 
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Location: Ottawa, ON
Just for a remaider, you had a guy that had a crash when enterring to Glommy Garden, me to I've received the same issue (Here's the saveslot). :P


Attachments:
saveslot14.ss [1.57 MiB]
Downloaded 35 times


Last edited by Amin0152 on Mon Feb 13, 2012 8:23 pm, edited 1 time in total.
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 Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S
PostPosted: Sun Feb 12, 2012 5:35 pm 
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Joined: Tue Feb 07, 2012 10:14 pm
Posts: 368
Location: Ottawa, ON
I don't wont to bother you guys :-\ , but for the next PFF for the Star Road game can you fix those 4 crashes that I sent to you.
For extra (If you want to) : Debug a code so the game can go way faster. :)
Please Daedalusx64 you need to do this as soon as possible probably 27 of us is stuck, because of the bugs. :(


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 Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S
PostPosted: Fri Feb 17, 2012 12:56 am 
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Joined: Fri Feb 17, 2012 12:53 am
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I'd like to see SMSR working on as many systems as possible, so although I do not own a PSP, I'd like to discuss the errors so they can be solved.

Yesterday, I released an update to the SMSR Bug Fix Patch (0.6): http://www.mediafire.com/?4eoysecr1laz11v

Would anyone be willing to compile a neat list of known bugs?


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 Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S
PostPosted: Fri Feb 17, 2012 2:58 am 
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Nice and thanks to take your time to join the forum and help make it work on DaedalusX64 emu as well.

One of the issues that has been seen is the "sloppy" NOP by zeroing only half of the instruction word.
When emulating it is very costly to check for (any) R0 register modification so therefore it is assumed to never change. A real NOP is what always should be used (0x00000000). Unlike real hardware a modification to R0 will propagate in the code. This is not an issue on normal ROMs since as far as I know almost all ROMs follow this convention (Jet force Gemini being one that dont).



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