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Skelux
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Fri Feb 17, 2012 4:37 am |
| Mime |
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Joined: Fri Feb 17, 2012 12:53 am Posts: 4
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Corn wrote: 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). This particular error is already fixed in the 0.4 Bug Fix patch and beyond. Now that the patch makes the game playable on PSP (and other devices), I'm interested in solving the more detailed issues which impact the game play. Edit: I released an early version of my SMSR Light Edition patch, it may improve the speed of Super Mario Star Road on the PSP: http://www.mediafire.com/?zad8ar66o2hbnb3
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Amin0152
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Fri Feb 17, 2012 6:45 pm |
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Joined: Tue Feb 07, 2012 10:14 pm Posts: 368 Location: Ottawa, ON
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But Skelux, in the SM64 Star Rod game, the game can't continue in the psp, because of the ''Retrio Remix Castle'' Crash (2nd boss world). And there are also 3 crashes that frezzes the game when loading to a new world. Please fix those bugs.
And the game does not save. Can you fix that two?
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Salv-E
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Fri Feb 17, 2012 7:29 pm |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2896
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Amin0152 wrote: And the game does not save. Can you fix that two? Like it has been mentioned several times in this thread, you must add SM RS to the roms.ini to be able to save.. Anyways roms.ini has been updated in the latest rev 755 with the entries of Star Road and Christmas Carnival, also the camera fix cheat has been added in Daedalus.cht.
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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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Skelux
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Fri Feb 17, 2012 10:05 pm |
| Mime |
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Joined: Fri Feb 17, 2012 12:53 am Posts: 4
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Amin0152 wrote: But Skelux, in the SM64 Star Rod game, the game can't continue in the psp, because of the ''Retrio Remix Castle'' Crash (2nd boss world). And there are also 3 crashes that frezzes the game when loading to a new world. Please fix those bugs.
And the game does not save. Can you fix that two? Could you provide a better explanation of you bugs you have found, perhaps in a list? Also, If DaedalusX64 has a built-in debugger, maybe you could show me the details of what's causing the crash. I'd also like to try and solve and graphical errors.
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Amin0152
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Sun Feb 19, 2012 4:23 pm |
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Joined: Tue Feb 07, 2012 10:14 pm Posts: 368 Location: Ottawa, ON
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Quote: Could you provide a better explanation of you bugs you have found, perhaps in a list? Also, If DaedalusX64 has a built-in debugger, maybe you could show me the details of what's causing the crash.
I'd also like to try and solve and graphical errors. The crashes are reported in the fifth page in the bottom of this topic.
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Skelux
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Sun Feb 19, 2012 11:59 pm |
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Joined: Fri Feb 17, 2012 12:53 am Posts: 4
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Ok, so it is this correct?
-Gloomy Garden crashes on entry -Retro Remix Castle crashes on entry -The second section of Bowser's Slippery Swamp crashes on entry -Koopa Canyon crashes on entry -I also noticed that black backgrounds in levels are not displayed correctly
I cannot test these, so perhaps you or someone else would be willing to help experiment with some possible fixes
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Corn
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Mon Feb 20, 2012 3:23 am |
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Joined: Sat Jan 31, 2009 7:11 am Posts: 442
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I have not had the time and pleasure to play other than running around in the starting point (which is an amazing feat you have done just there  ) so I can't say much about the crashes but as far as textures goes I just want to point out that the PSP don't have a second texturing unit and double pass rendering has not been implemented. If you are combining both texture0 and texture1 it will *only* render texture0.
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Amin0152
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Fri Mar 09, 2012 9:36 am |
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Joined: Tue Feb 07, 2012 10:14 pm Posts: 368 Location: Ottawa, ON
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Yes, they realeased the SMSR Bug Patch Fix. Excellent work Skelux. Here's the patch. But, you still didn't fix the important bugs. Will it be possible?
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Amin0152
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Fri Mar 09, 2012 2:32 pm |
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Joined: Tue Feb 07, 2012 10:14 pm Posts: 368 Location: Ottawa, ON
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Oh just patch the one with the newest version which is 0.8. But remember that you need to patch that in a new rom of SMSR. The problem is you have to moddify your rom.ini so you can save automaticly the gmae instead of saveslot. And Daedalusx64 i don't know much about cheats but can you put a cheat that can unlock the door of this game.
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Amin0152
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Post subject: Re: Super Mario 64 Star Road, Christmas Carnival & Missing S  Posted: Thu Mar 22, 2012 8:06 pm |
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Joined: Tue Feb 07, 2012 10:14 pm Posts: 368 Location: Ottawa, ON
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The SMSR Light Edition patch is improving speed of the game, but the texture is weird.
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