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No bass in (some? all?) games' music

What steps will reproduce the problem?
1. open Ultima Exodus in FCE Ultra GX
2. open same rom in PC version
3. listen for lack of low end in title screen music

What is the expected output? What do you see instead?
it seems as though a low pass filter is in effect perhaps? basically the 
higher-end twiddling music is playing, but the low end bassy 'bum bum bum' 
music is not. thats a terrible explanation i know but hopefully it makes 
sense.

I know that it has sounded correct in previous versions of FCEUGX, but 
since the sound crackling problem has been in the process of being fixed, 
I've noticed this has come up. I know the problem exists in 2.04 and 2.07, 
but I believe versions before 2.04 were fine. I don't have them to test 
with again though.

there may be other games with the same issue, I just happened to know this 
game really well and so noticed the lack of bass quickly when i started the 
rom

What version of the product are you using?
2.07

Please provide any additional information below.
love all your widescreen user fixes and the lack of crackle! other than 
this minor thing I can't imagine needing anything else! great work all 
around =)


Original issue reported on code.google.com by [email protected] on 20 Nov 2008 at 3:35

Super Mario Brothers starts on World 0-1

What steps will reproduce the problem?
1. Load super_mario_bros.nes
2. Press Start
3. Play World 0-1

What is the expected output? What do you see instead?

I expect to play world 1-1. I play a weird version of 0-1 which takes place
under water and unlike the well known 0-1 bug level is completable. At the
end you find bowser's bridge and an axe. Touching the axe gives the "sorry
the princess is in another castle" message and dumps you back out to the
main menu of SMB.

What version of the product are you using?
2.0.1

Please provide any additional information below.

All other ROMs I have tried work normally. I'll try to record a video of
this behavior. "Reseting" the NES doesn't make any difference.

Original issue reported on code.google.com by [email protected] on 19 Sep 2008 at 2:12

Video is lost after switching to 2X or Cheesy (from GX, 480p)

What steps will reproduce the problem?
1. Using component cables (480P), start fceuGX 2.0.5 and choose a game.
2. Return to the menu and switch between the Screen Scaler options made 
available in 480p 
mode (GX, 2x, Cheesy).
3. Note that while audio plays in all Scaler modes, video will only be 
displayed in GX mode.

What is the expected output? What do you see instead?
All modes of the Screen Scaler should display a picture.

What version of the product are you using?
fceuGX 2.0.5, Homebrew Channel beta 8, USA Wii, 3.3U.

Please provide any additional information below.
This is on a Samsung flat screen EDTV (480p, CRT) with the official Nintendo 
component cable.

Original issue reported on code.google.com by [email protected] on 20 Oct 2008 at 12:57

Slight emulation "Jitter"

What steps will reproduce the problem?
1. General gameplay
2.
3.

What is the expected output? What do you see instead?
while it is nowhere near as bad as in the previous public release, I still
experience
"jittering" on every game I played.  It is VERY slight, most people might
not even
notice it, but every couple seconds the sound stutters a bit, and
occasionally a
scrolling screen jitters a little bit.  The sound jittering is constant on
every game I loaded, the video jitter happens much less. Of all the games I
tried, it was most
evident in the intro to Castlevania 3, where both types of jittering manifest.

What version of the product are you using?
R127


Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 29 Oct 2008 at 12:37

Classic Controller joystick

What steps will reproduce the problem?
1. Play a game?
2.
3.

What version of the product are you using?
Latest svn.

Please provide any additional information below.

I think this is a problem with ogc, but I can be wrong.

The joysticks on the classic controller doesn't do anything. I've debugged
this a little and it turns out that there's something wrong with
WPAD_Data(int). The struct pointer that this thing returns has a sub struct
(is it called that?) "exp.classic.ljs". This thing seems broken
as (on my wii atleast) this always looks this way:

    struct vec2b_t max; =  {61, 198}
    struct vec2b_t min; =  {49, 140}
    struct vec2b_t center; =  {56, 58}
    struct vec2b_t pos; =  {5, 7}
    float ang; <-- this one works as it should!!!
    float mag; <-- always 0.0f

Any ideas? :)

Original issue reported on code.google.com by [email protected] on 10 Nov 2008 at 9:30

Games run slowly in 2x, even slower in Cheesy

What steps will reproduce the problem?
1. Choose a game
2. Set the Screen Scaler to GX or Cheesy
3. Notice the game's video, audio and gameplay are slower than expected.

What is the expected output? What do you see instead?
Game should play at normal speed.

What version of the product are you using?
FCE Ultra GX 2.0.6

Please provide any additional information below.
Homebrew Channel, 3.3U, component cables, 480p.

Original issue reported on code.google.com by [email protected] on 22 Oct 2008 at 1:56

Wii Classic Controller bug

What steps will reproduce the problem?
1. Add any rom x:\fceugx\roms
2. Launch the rom from fceugx homebrew channel
3. some minutes playing...

What is the expected output? What do you see instead?

After some minutes playing any rom, the classic controller acts as if i
were pressing the diagonal up+right key. Then I have to go back to the fceu
menu pressing home in the wiimote, unplug the classic controller and plug
it again to make the emulator work fine.

What version of the product are you using?

fceu 0.98 12, homebrew channel 3.3e (last)

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 4 Nov 2008 at 9:09

NES Zapper

This is just a suggestion.
Can it be possible to use B button of the Wiimote by default to shoot, this
more confortable.
thanks for your hard work.


Original issue reported on code.google.com by [email protected] on 7 Sep 2008 at 12:54

Save state filenames are not BC

What steps will reproduce the problem?
1. Use r14 release and save a game
2. Update to latest SVN
3. Try to load a save state from the state manager.

Save state file names used to be in the format {crc32}.fcs, but now they
are in the format {romfilename}.fcs.  It would be nice to try the CRC32
filename if the fcs file for the romfilename is not found.  Then, new saves
would be in {romfilename}.fcs format.

Original issue reported on code.google.com by [email protected] on 9 Sep 2008 at 1:18

Zapper Trigger & VS Insert Coin Issue, FDS select disk little fix

Hi!
I have noticed that using the A botton for both the Zapper Trigger and the
insert coin button for VS Zapper Games is not recommended.

The game sound stops because of a little sound played when insertig a coin
repeteadly and even the game some times is not responding (Duck Hunt VS,
for example). Because of that I have attached a modified pad.c file without
A botton mapping for zapper and a little usleep(100000); between FDS insert
and selecting. Twice button push is still required, but you can do it more
relaxed.

In addition, I have attached a modified video.c file for fceultra without
the comments for the FCEU_DispMessage(); function that helps a lot for disk
sides selecting, also I have tested so far that it only shows messages for
the FDS Games.

As a proof of concept I have attached a binary with the changes, I hoped it
is not a problem of doing so.

Keep this exellect work alive and congratulation for the new VBAGX release.

Regards.

Original issue reported on code.google.com by pakitovic on 7 Oct 2008 at 10:33

Attachments:

Freeze on network initializing

there is no FCEUGX.xml file packaged with this release eventhough it is
listed in the readme.txt,also there is no information in regards to where
this file should be located. I am unsure if this is the source of my
problem. Im using HBC 8 on an unmodded wii v.3.2.


Original issue reported on code.google.com by [email protected] on 9 Sep 2008 at 4:58

Loud popping sound occurs when a game is reset

What steps will reproduce the problem?
1. Load any game by using the 'Choose Game' option.
2. Press HOME to return to the Game Menu and select 'Reset Game'.
3. Hear the popping sound.

What is the expected output? What do you see instead?
Though admittedly this is a minor issue, it should be possible to load 
games without this noise occurring.

What version of the product are you using?
FCE Ultra GX 2.0.6

Please provide any additional information below.
In 2.0.5 sometimes a very soft noise occurs when a game is loaded or 
reset. This is much more noticeable and a bit jarring.

Original issue reported on code.google.com by [email protected] on 22 Oct 2008 at 2:44

Code Dumper With Zapper Enabled

What steps will reproduce the problem?
1. Launch fceugx from a new installation without a settings file so they
will all be default.
2. Keep the default settings (even if you don't, you should still be able
to reproduce the bug)
3. Before you do anything else, go to the controller setup, enable zapper
to port 2 and save preferences
4. Launch any NES rom and you should receive a code dump (attached)

What is the expected output? What do you see instead?
The game you launched, instead you get a code dump.

What version of the product are you using?
2.0.3b

Please provide any additional information below.
To Launch a game with the zapper without getting a code dump;
1. Make sure the zapper is turned off.
2. Launch a game and then exit it.
3. Turn on the zapper and you should now be able to play the game with the
zapper
4. You have to repeat steps 1-3 every time you exit fceux

Original issue reported on code.google.com by [email protected] on 2 Oct 2008 at 10:17

Attachments:

Hide overscan area

I wanted to have the ability to hide the overscan area so I made these
changes to gcvideo.c :

void RenderFrame(unsigned char *XBuf)
{
    // Ensure previous vb has complete
    while ((LWP_ThreadIsSuspended (vbthread) == 0) || (copynow == GX_TRUE))
        usleep (50);

    // swap framebuffers
    whichfb ^= 1;

    // zoom has changed
    if(updateScaling)
        UpdateScaling();

    int width, height;

    u8 borderwidth = (GCSettings.hideoverscan ? 8 : 0);

    u16 *texture = (unsigned short *)texturemem + borderwidth * 256;
    u8 *src1 = XBuf + borderwidth * 257;
    u8 *src2 = XBuf + borderwidth * 257 + 256;
    u8 *src3 = XBuf + borderwidth * 257 + 512;
    u8 *src4 = XBuf + borderwidth * 257 + 768;

    // clear texture objects
    GX_InvalidateTexAll();

    // fill the texture
    for (height = 0; height < 240 - (borderwidth << 1); height += 4)
    {
        texture += borderwidth << 2;
        for (width = 0; width < 256 - (borderwidth << 1); width += 4)
        {
            // Row one
            *texture++ = rgb565[*src1++];
            *texture++ = rgb565[*src1++];
            *texture++ = rgb565[*src1++];
            *texture++ = rgb565[*src1++];

            // Row two
            *texture++ = rgb565[*src2++];
            *texture++ = rgb565[*src2++];
            *texture++ = rgb565[*src2++];
            *texture++ = rgb565[*src2++];

            // Row three
            *texture++ = rgb565[*src3++];
            *texture++ = rgb565[*src3++];
            *texture++ = rgb565[*src3++];
            *texture++ = rgb565[*src3++];

            // Row four
            *texture++ = rgb565[*src4++];
            *texture++ = rgb565[*src4++];
            *texture++ = rgb565[*src4++];
            *texture++ = rgb565[*src4++];
        }
        src1 += 768 + (borderwidth << 1); // line 4*N
        src2 += 768 + (borderwidth << 1); // line 4*(N+1)
        src3 += 768 + (borderwidth << 1); // line 4*(N+2)
        src4 += 768 + (borderwidth << 1); // line 4*(N+3)
        texture += (borderwidth << 2);
    }

    // load texture into GX
    DCFlushRange(texturemem, TEX_WIDTH * TEX_HEIGHT * 2);
    GX_LoadTexObj (&texobj, GX_TEXMAP0);

    // render textured quad
    draw_square(view);
    GX_DrawDone();

    // EFB is ready to be coied into XFB
    VIDEO_SetNextFramebuffer(xfb[whichfb]);
    VIDEO_Flush();
    copynow = GX_TRUE;

    // Return to caller, don't waste time waiting for vb
    LWP_ResumeThread (vbthread);
}

This will hide the edges (8 pixels wide) of the framebuffer (it will not
copy this area to the texture). It works pretty good, but
GX_InvalidateTexAll() doesn't seem to work, the texture isn't cleared. Thanks.

Original issue reported on code.google.com by [email protected] on 5 Nov 2008 at 6:51

Cannot find disksys.rom when launching FDS games

What steps will reproduce the problem?
1. Add a FDS rom and the disksys.rom to x:\fceugx\roms
2. Launch the FDS rom from fceugx

What is the expected output? What do you see instead?
A message stating that it cannot find the disksys.rom in x:\fceugx\roms

What version of the product are you using?
2.0.3b

Please provide any additional information below.
I know it's not a problem with the disksys.rom or the rom since they both
work in fceu for the PC, maybe it still looks for the disksys.rom in the
old directory of fceu\roms?

Original issue reported on code.google.com by [email protected] on 2 Oct 2008 at 10:23

WiiSD loading problems

Hello,
I tryed the r14 release from the downloads section and it seemed to work
fine, except that I had the red-screen problem since I'm using a PAL Wii
with RGB scart.
So I downloaded the r14 source and recompiled it with a modified libogc to
fix the red-screen issue (thanks to eke-eke on libogc forums).
The screen worked fine, however the Wii SD slot stopped working (I got a
"f_open(fceu/roms/) error"), so I was wondering if you had made any changes
before compiling the r14 beta release.
Another problem is that compiling a newer version (the latest revision)
provides a mounting SD card error (error -32), but maybe you were already
aware of that.
If we manage to solve the issue, I can provide a working screen PAL60
version if necessary.
Thanks!
 - JaSp

Original issue reported on code.google.com by [email protected] on 28 May 2008 at 3:52

Save/Load State Controller Buttons?

Since the NES controller doesn't have X/Y buttons, on the Gamecube
controller, could those buttons be set as save state and load state buttons?

Original issue reported on code.google.com by [email protected] on 10 Sep 2008 at 12:46

Correct aspect ratio in widescreen

What steps will reproduce the problem?
1. start a game
2. play it
3.

What is the expected output? What do you see instead?
I have a 16:9 tv, and I set Wii to widescreen mode. NES games are 4:3, but
game screen is stretched (I need to change tv mode to correct it)

What version of the product are you using?
FCEU GX 2.0.2

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 20 Sep 2008 at 8:57

Punch Out! (U) Sound Issue

What steps will reproduce the problem?
1. Game loads but plays slow and sound stutters. 


What is the expected output? What do you see instead?

No Graphics issues

What version of the product are you using?

FCE Ultra GX 2.0.6   (Latest)

Please provide any additional information below.

Punch Out! was the first game I tested because is one of my favorites but I
played Super Mario Bros and everything seem fine.

I would also like to donate to this project. It will be a small
contribution but I feel guilty not giving back when you guys have given me
so much. Thank you all for your time.


Original issue reported on code.google.com by [email protected] on 24 Oct 2008 at 3:13

Saved Preferences Reset Every Time FCEU is Launched

What steps will reproduce the problem?
1. Launch FCEU via the HBC

What is the expected output? What do you see instead?
Go directly to the main menu of FCEU, instead I get a screen saying that
the preferences have been reset (like for the first launch) and lets me set
them and save them and my SD card does have the xml file on it.

What version of the product are you using?
2.0.2

Please provide any additional information below.
This bug is new for 2.0.2, I did not experience it in 2.0.1

Original issue reported on code.google.com by [email protected] on 20 Sep 2008 at 9:58

Original video mode

What steps will reproduce the problem?
This is a known problem.  Sorta like the SNES9x GX, when 005 was released, 
the "Original" video mode made the Emulator IDENTICAL to the SNES Console 
itself.  This is exactly what the FCE Ultra GX needs, an "Original" video 
mode, so that it looks identical to the NES console itself.

What version of the product are you using?
FCE Ultra GX 2.0.2


Please provide any additional information below.
The current video modes are talored to a PC obviously.  Like I said, needs 
an "Original" video mode just like the SNES9x GX 005 has, and it will be 
identical to the NES console ifself.  Good Luck!


Original issue reported on code.google.com by [email protected] on 29 Sep 2008 at 7:14

load roms from zipfiles

My entire collection of roms exists as individual zip files. NEStopia supports 
loading roms directly 
from these files. It would be nice if FCEUltra GX did too.

Original issue reported on code.google.com by [email protected] on 5 Nov 2008 at 2:59

Framerate display

This is an enhancement request, however I can not mark it as enhancement. 
Priority is low also.

For Snes9x GX we have the option to display the actual framerate/expected 
framerate on screen. I consider this option pretty useful to see if 
certain game is causing slowdown on the emulator, or if certain setting is 
eating up processor power.

Unfortunately for FCEUGX we don't have such option, which I believe would 
be great to have since this emulator has a lot more settings to play with 
that might affect the emulator performance, say 3 graphic modes, NTSC/PAL 
timing, high quality/low-pass filter sound settings. Also there are 
reports of PAL roms running faster than what they should.

This option would allow the user to verify the ROMs are playing at the 
right speed, and/or that no performance decrement is taking place after 
playing a little (or a lot) with the emulation settings.

Thanks for reading.

Original issue reported on code.google.com by [email protected] on 21 Oct 2008 at 1:46

Not loading .unf rom files

What steps will reproduce the problem?
1. Try to load a .unf rom file
2.
3.

What is the expected output? What do you see instead?
It doesn't load the game, only .nes files. It says the format is not
recognized.

What version of the product are you using?
FCE Ultra GX 2.0.6

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 23 Oct 2008 at 8:53

The Infamous Sound Bug

What steps will reproduce the problem?
1. Playing for more then a minute or so.
2. Use your ears.
3. Listen in amazement.

What is the expected output? What do you see instead?
The sound should be fine! Instead, it's not. It goes to Hell.

What version of the product are you using?
2.0.2

Please provide any additional information below.
http://www.youtube.com/watch?v=ZOdnMvnFiEk&fmt=18

There is a YouTube video with the problem. Please watch it if you cannot 
hear the problem.

Original issue reported on code.google.com by [email protected] on 21 Sep 2008 at 2:24

Zapper Trigger fires on button release instead of button press

Pull the trigger and hold it down as long as you want -- Zapper never 
fires.
Release the trigger -- Zapper fires.

The Zapper should fire as soon as you pull the trigger (press the button). 
Instead it fires only when you release the button after pressing it down.


Original issue reported on code.google.com by [email protected] on 20 Nov 2008 at 2:14

Contra ! (U) Sound Issue

What steps will reproduce the problem?

1. During game intro (game title) sound stutters 
2. Sound stutters right after defeating every last stage boss.

What is the expected output? What do you see instead?

Sound stutters only during game tittle intro and after defeating every last
stage boss. Game music plays perfect during gameplay.

What version of the product are you using?

FCE Ultra GX 2.0.6

Please provide any additional information below.

I played through the whole entire game today flawlessly except for the
sound issues I already mention above.


Original issue reported on code.google.com by [email protected] on 24 Oct 2008 at 6:55

Crash with zapper game and classic control

What steps will reproduce the problem?
Just launche directly FCEUltra GX activate zapper on the control menu and
launch "Duck Hunt [w]!" and you'll have this exception:
Exception (DSI) occured!
GPR00 00000000 GPR08 00000000 GPR16 00000000 GPR24 00000000
GPR01 8051D460 GPR09 801D0000 GPR17 00000000 GPR25 00000000
GPR02 801CA530 GPR10 00000000 GPR18 00000000 GPR26 00000000
GPR03 00000000 GPR11 801D0000 GPR19 00000000 GPR27 801D34EC
GPR04 804F7C98 GPR12 42000024 GPR20 00000000 GPR28 00000001
GPR05 00000004 GPR13 801D5000 GPR21 00000000 GPR29 0000000C
GPR06 800DF384 GPR14 00000000 GPR22 801D3480 GPR30 801D34A4
GPR07 801D3E50 GPR15 00000000 GPR23 801D345C GPR31 804F7C8C
LR 800BF6E8 SRR8 800bf70c SRR1 0000a032 MSR 00000000
DAR 0000000C DSISR 04000000

800bf70c--> 800bf6e8--> 800b7294--> 800043a4
800dfe8c--> 800dfe28

CODE DUMP:

800bf70c:  8108000C 7F83E378 7D5DF92E 38A00000
800bf71c:  90040004 7D0903A6 4E800421 8001004C 
800bf72c:  7F43D378 82C10020 82E10024 7C0803A6

What is the expected output? What do you see instead?
If you launche another game and aafter that you activate the zapper in
control menu there's no problem

What version of the product are you using?
2.0.3c


Original issue reported on code.google.com by [email protected] on 7 Oct 2008 at 9:08

Upgrade the emu Core to fceu-0.98.13-pre

Hi, I have read that the 0.98.13-pre is stable enough, some emus like FCEUX
use it, so do you plan to upgrade the emu core sometime?

The ChangeLog includes more Rom compatibility issues fixed as well as other
important improvements.

It's just an idea ;) the same as you did upgrading Snes9xGX from 1.50 to 1.51

PD:Sorry for my english

Info Source: http://fceux.com/web/htdocs/archive.php

Regards, you are the best in emu developing FCEUGX and Snes9xGX are the
best and now VisualBoyAdvanceGX wow!!! ;)

Original issue reported on code.google.com by pakitovic on 18 Sep 2008 at 7:24

Attachments:

Brazilian Portuguese translation file

I'd like to contribute a translation file for Brazilian Portuguese (even if
translations are not in use right now, they might be in the future, so...)

The first version is attached to this report. If there's any issue,
specially regarding the exact wording or layout of the text, feel free to
contact me and ask for modifications.

BTW, the Portuguese from Portugal should be a different file than Brazilian's.

Original issue reported on code.google.com by [email protected] on 5 Jul 2008 at 7:08

Attachments:

Cheat / Game Genie support

The Emulator works great haven't really ran into any issues, but I was
wondering if you guys thought of adding a game genie option.

Original issue reported on code.google.com by [email protected] on 3 Nov 2008 at 11:00

Ability to map a Turbo A and B buttons

It would be great to be able to map a Turbo A and B to buttons, or be able 
to toggle turbo on and off in game. I believe the SNES GX emulator does 
this.

Original issue reported on code.google.com by [email protected] on 22 Sep 2008 at 3:40

Possibility to calibrate IR in Zapper mode

It would be nice to have the possibility to "calibrate" the Zapper when in
Zapper mode.
By "calibrate" I think the easier to do would be a way to move the
crosshair (and thus the IR aiming) up or down, maybe with the Wiimote D-pad
since it's not used while in zapper mode.
I think it is possible since I believe it was possible to adjust the cursor
with this method in a previous version of the Homebrew Browser.
Thank you.

Original issue reported on code.google.com by [email protected] on 29 Oct 2008 at 6:24

Menu Error

What steps will reproduce the problem?
1. Loading a rom
2. Going to the menu
3. Then back to main menu, all while the rom is loaded.

What is the expected output? What do you see instead?
The menu item Game Menu when selected, restarts the wii. No option for 
Reset System, or Exit to launcher is visable.


What version of the product are you using? svn from google code, downloaded 
10-27/28-08


Please provide any additional information below.
changed
[code] sprintf (menuitems[4], "Game Menu"); [/code]
to
[code] sprintf (menuitems[6], "Game Menu"); [/code]
in menu.c


Original issue reported on code.google.com by [email protected] on 29 Oct 2008 at 5:50

Mapping for Start Button

What steps will reproduce the problem?
Before the GX version of FCE Ultra, the Start Button on the Gamecube port 
was fine, meaning, it acted exactly like the "Start" button.  Now, its 
the "Menu" button, and it can't be changed.  This is annoying, especially 
for purists like myself who use the RetroUSB NES controller adapter to 
play NES roms on the Wii.  So for example, if I'm playing TMNT, and I want 
to switch from one turtle to the next, I hit the Start button, but 
instead, it goes to the FCEU GX Menu.  So, to put it simple, the Start 
button cannot be mapped to the actual "Start" button.  This isn't a 
problem for the old FCE Ultra Wii edition, and its not a problem for 
SNES9x GX. 

What version of the product are you using?
Problem is consistent in FCE Ultra 2.0.0, 2.0.1, and 2.0.2

Please provide any additional information below.

This is only a issue on the Gamecube controller ports.  


Original issue reported on code.google.com by [email protected] on 30 Sep 2008 at 4:52

Crosshair enabled/disabled

In order to approach even more the original NES experience it would be nice
to have a "enable/disable zapper crosshair" line in the preferences. But
that also means there should be a way to calibrate the zapper.
Thank you.

Original issue reported on code.google.com by [email protected] on 22 Sep 2008 at 5:13

Wiimote orientation while in menu

The configuration for the arrows while in the menu could support both
wiimote orientations, holding it sideways and holding it upright.

For instance while holding upright, down and left both go down, up and
right both go up, 2 and A both select, 1 and B both go back.

Original issue reported on code.google.com by [email protected] on 6 Sep 2008 at 8:03

Dunk Hunt [VS] loop sound

What steps will reproduce the problem?
launch the game with Zapper on port 2

What is the expected output? What do you see instead?
The sound goes in a loop. I know to play VS game with zapper you'll have to
put zapper in port 1 but this sound bug is strange. Maybe this bug is
allready on the real hardware.

What version of the product are you using?
2.0.4

Please provide any additional information below.

PAL Wii with PAL timming option. The sound game is fine with zapper in port 1

Original issue reported on code.google.com by [email protected] on 19 Oct 2008 at 11:26

CPU timing error

What steps will reproduce the problem?
1. Download Blargg's "cpu timing tests" from:
http://www.slack.net/~ant/nes-tests/cpu_timing_test.zip
2. Run it in FCEUGX 2.0.3c

What is the expected output? What do you see instead?
It fails with the output "Fail OP: $E2   Emulator: 3   Correct: 2"
This means that Opcode 0xE2 took 3 clock cycles, when it should have taken 2.

What version of the product are you using?
2.0.3c

Please provide any additional information below.
This is a bug in FCEU - it is found inside of the file x6502.c,
specifically in this table, where the entry for opcode 0xE2 has a "3" in it
- it should be changed to "2".
static uint8 CycTable[256] =
{                             
/*0x00*/ 7,6,2,8,3,3,5,5,3,2,2,2,4,4,6,6,
/*0x10*/ 2,5,2,8,4,4,6,6,2,4,2,7,4,4,7,7,
/*0x20*/ 6,6,2,8,3,3,5,5,4,2,2,2,4,4,6,6,
/*0x30*/ 2,5,2,8,4,4,6,6,2,4,2,7,4,4,7,7,
/*0x40*/ 6,6,2,8,3,3,5,5,3,2,2,2,3,4,6,6,
/*0x50*/ 2,5,2,8,4,4,6,6,2,4,2,7,4,4,7,7,
/*0x60*/ 6,6,2,8,3,3,5,5,4,2,2,2,5,4,6,6,
/*0x70*/ 2,5,2,8,4,4,6,6,2,4,2,7,4,4,7,7,
/*0x80*/ 2,6,2,6,3,3,3,3,2,2,2,2,4,4,4,4,
/*0x90*/ 2,6,2,6,4,4,4,4,2,5,2,5,5,5,5,5,
/*0xA0*/ 2,6,2,6,3,3,3,3,2,2,2,2,4,4,4,4,
/*0xB0*/ 2,5,2,5,4,4,4,4,2,4,2,4,4,4,4,4,
/*0xC0*/ 2,6,2,8,3,3,5,5,2,2,2,2,4,4,6,6,
/*0xD0*/ 2,5,2,8,4,4,6,6,2,4,2,7,4,4,7,7,
/*0xE0*/ 2,6,3,8,3,3,5,5,2,2,2,2,4,4,6,6,
/*0xF0*/ 2,5,2,8,4,4,6,6,2,4,2,7,4,4,7,7,
};

You can verify that this change is correct a number of ways:
- The test rom mentioned passes on real NES hardware (I have verified this
myself)
- Accurate emulators like Nestopia and Nintendulator pass this test rom.
- Code inspection of Nestopia shows that it uses 2 cycles for opcode 0xE2.


I do not know of any commercial games which this defect would affect - but
it can't hurt to be more correct :)

Original issue reported on code.google.com by [email protected] on 15 Oct 2008 at 5:08

VS NES Rom Support

VS NES Rom are NES games played as arcade (specially designer for), so they
need a especial button map for 'insert coin'.

FCEU has a function for doing that: 

FCEU_DoSimpleCommand(FCEUNPCMD_VSUNICOIN);

I have attached a very quick and dirty implementation in the pad.c file,
basically is a button combiantion for calling the above function, where the
emu calls the game menu.

Also there is a fix for using zapper with classic controller, there were
not a button mapped for the NES zapper trigger, I have mapped it to A, the
same as in the GC pad.

Some games that I have tested to work perfectly are Super Mario Bros. VS,
Duck Hunt VS and Hogan's Alley VS, the last two must have the zapper in the
Port 1 if you don't want to hear a disgusting noise.

I hoped you can merge this little suggestion with your brilliant work in
this emu, It's very enjoyable the zapper version of NES games in VS mode.
As well as improving game compatibility.

Regards.

Original issue reported on code.google.com by pakitovic on 28 Sep 2008 at 1:26

Attachments:

French translation

I have join the french translation but it came with "éè'à" caracter if this
caracter are not supported juste replace them with the same without
specific things.

Original issue reported on code.google.com by [email protected] on 20 Aug 2008 at 3:58

Attachments:

Emulator crashes for Qoob Pro users

What steps will reproduce the problem?
1. Load the emulator on a Qoob Pro modified Gamecube

What is the expected output? What do you see instead?
The emulator crashed because the fonts cannot be read from the mask ROM IPL
and libfreetype doesn't know what to do if they can't successfully be read.

What version of the product are you using?
This affects all versions and anything using libfreetype.

Please provide any additional information below.
I have a fix to re-enable the original mask ROM and thus libfreetype
doesn't crash. Please see the attached file. This fix has no effect on
other modchips or Gamecubes without modchips so it's safe to always perform it.

Original issue reported on code.google.com by [email protected] on 21 Oct 2008 at 2:14

Attachments:

Color issue in saint seiya

What steps will reproduce the problem?
1. run fceugx from hbc9
2. launch saint seiya Ougon Densetsu (les chevaliers du zodiaque la légende
d'or in my case)
3.

What is the expected output? What do you see instead?
i expect normal color. instead of that i have crappy color. It's not
obvious at the beginning when you enter your birthday but right after that,
you will see the problem ^^

What version of the product are you using?
i use the lastest version compiled by myself (r136). i try with fceux 2.0.4
on pc, the color are normal.

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 11 Nov 2008 at 2:21

Spanish Translation


 Hello, I want to help with this great emulator, I'm not sure if there is
already a spanish translation, so I send to you this.

Feel free to contact me for any updates/issues with the translation file.

Keep up the good work.

Bye.

Original issue reported on code.google.com by pakitovic on 18 Aug 2008 at 4:21

Attachments:

Load Game Selection bar difficult to see against the FCEUX main background

What steps will reproduce the problem?
1. from the main menu, go to "load game"
2. the highlighting / selection bar is rather faint; it can be difficult to 
tell which game is highlighted.


What version of the product are you using?
FCEU GX 2.0.3c, but as I've seen no source changes regarding this, I assume 
it is still the case in the latest build

Please provide any additional information below.

I'm using 2.0.3c on a US Wii, CRT-style TV via RCA AV cables (yellow, red, 
white).  It would be nice if the contrast between selected and unselected 
was a little higher, maybe even color inversion (when selected, black text 
and while background bar, as opposed to white text on normal background).

Just a cosmetic thing, but I thought I'd bring it to your attention.  
Thanks!


Original issue reported on code.google.com by [email protected] on 16 Oct 2008 at 1:57

Video Cropping settings don't save

I turn off the Video Cropping setting in the menu, but when I restart the 
emulator, it reverts back to the default of cropping everything. Other 
settings (such as original video mode) are correctly saved.

Original issue reported on code.google.com by [email protected] on 20 Nov 2008 at 2:17

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