Closed GoogleCodeExporter closed 9 years ago
hum, this is very curious because I never noticed such glitches myself and I've
always been trying to fix the tiniest possible video or audio lag issue. I
haven't
heard of any report so far and now you are telling me it happens in ALL games ?
That's quite embarrassing...
First, the NTSC filter is somehow experimental so be sure to switch it OFF
unless
you want to specifically use it.
Secondly, check if you are not using PAL version of the game (you can know from
the
ROM Info screen, check the "region" field at the end). Forcing the TV Mode to
60hz
can lead to some issues since emulation speed and video sync are not the same.
Be
sure to set the mode to AUTO (if your TV can support a PAL 50Hz signal) or use
US/JAP versions of the game.
Last, can you tell me if the same things happened in previous builds (official
or
SVN) and if they are constantly or randomly happening ? Also try to switch
High-Quality FM and/or Filtering OFF and see if that helps.
About, the sound being noticeably glitchy (noisy & crackly) on startup, I think
I've
already experimented this. I'm not sure where it could come from (maybe a bad
initialization somewhere) but it's definitively fixed by reloading (not just
reseting) the game.
Original comment by ekeeke31@gmail.com
on 11 Oct 2009 at 11:20
Before I forget, could you also post the SYSTEM option menu settings you are
using
and the caracteristics of your Wii (PAL/NTSC, video settings and cable setup...)
Original comment by ekeeke31@gmail.com
on 11 Oct 2009 at 11:34
... and the versions of devkitpro/libogc/libfat/ect you are using to compile
the source
that should be all I need for now ;-)
Original comment by ekeeke31@gmail.com
on 11 Oct 2009 at 11:36
It does seem to happen in other games, but it's to varying degrees of frequency.
Also, I think things like this are easily overlooked because they can happen for
minor moments and may not even be noticeable unless somebody has a good enough
memory
of playing original hardware or can compare the two directly like I have. Like I
said, they're nothing game-breaking, just noticeable if you're looking for that
sort
of thing. The emulator in general runs very nicely, so it's harder to notice
these
things. I honestly wouldn't consider it something to be embarrassed about-
personally, this is very much my favorite emulator on the Wii, and possibly in
general. :P
I couldn't tell you if I can remember these things happening in earlier builds
because I've come across this emulator relatively recently, but I can download
the
latest official build sometime and I'll let you know if I encounter similar
things.
As for devkitpro, my version was literally just updated this morning (And I
compiled
the game before this update), but I don't remember what version I was using. I
think
I downloaded it initially in... August? So whatever the latest version was
around
that time. The libogc/libfat/etc were at their latest versions at the time of
r355,
and still are.
Okay, emulator settings (SYSTEM):
Console Region: AUTO
System Lockups: ON
68k Address Error: ON
System BIOS: ON
Lock-On- it changes depending on what game I'm playing. Right now it's on Sonic
&
Knuckles, for use with a Sonic 3 ROM. ( I love this feature; excellent job :D )
The version of the game I'm using is Sonic 3 (U)(!).gen; I tend to stick to
NTSC ROMs
if I can help it since they're the region I'm in anyway.
I'm gonna re-compile the latest version now that devkitpro is updated, and see
if I
encounter those glitches again. Do you think it's possible that having the
program
itself outdated by a month or so could be causing this? Also, I'll be sure to
turn
S-Video filtering off, though it did seem to help some of the objects that
flicker in
the background a little bit (like the cloud-lines in Angel Island Zone or
Sandopolis
Zone)
Original comment by Rhetoric...@gmail.com
on 11 Oct 2009 at 12:16
Forgot to mention: My Wii is NTSC and it's hooked up via Composite Cables. The
Wii's
"Screen" settings are at default, I think... Resolution is 4:3 and I'm running
it on
one of my older CRT TV's that my Genesis is connected to.
Original comment by Rhetoric...@gmail.com
on 11 Oct 2009 at 12:25
[deleted comment]
Okay, so I went to compile the emulator again and had the same results. So, I
uninstalled devkitpro, reinstalled everything and added the proper lib files,
etc.
Playing through S3K, I don't seem to be encountering the same graphical errors
I did
before. There are still some glitchy things going on, but there were instances
where
this type of graphical error was on actual hardware (the ones I encountered
previously with the emulator were most definitely not)
However, the sound lag still pops up from time to time even now- both with
High-Quality FM enabled and disabled. It's brief, yet noticeable.
Also, when compiling the emulator, I seem to have encountered a couple of
errors, as
illustrated by these screen-shots:
http://img208.imageshack.us/img208/7134/error1u.png
http://img208.imageshack.us/img208/1461/error2y.png
Is this anything to worry about? The emulator compiled fine, I just don't know
what
these messages mean, exactly. The only difference I could find is that the
boot.dol
that was outputted by this compiling session was somewhat larger than it was
before I
re-installed devkitpro (2,102 KB compared to the previous 2,013...)
Thanks for listening to my feedback, and I'll be sure to try and report if those
graphical errors do appear again.
Original comment by Rhetoric...@gmail.com
on 11 Oct 2009 at 3:05
Yes, flickering occurs on real hardware also, this is due to a sprite rendering
limitation, some emulators turn that off but it's not accurate... NTSC filter,
when
set to composite, will try to reproduce some video artefacts that were
introduced by
the video signal and television (not the console itself !) and that game
designers
sometime took in consideration to get additional fake colors or transparency
effects.
However, it's still experimental and might introduce wrong effects...
I'm more concerned about the sound lag, could you point exact situation where
this
occurs (possibly with a SRM or/and savestate file) and what is exactly wrong ?
I played through the first two areas without noticing any sound lag or video
glitches, so, at this state, it's impossible for me to fix something I cannot
notice
myself ;-)
The version of devkitpro and libs are ok, size of dol doesn't matter anyway. The
warnings happens when compiling the GCN version (it's fixed on my side now).
Original comment by ekeeke31@gmail.com
on 12 Oct 2009 at 7:07
Yeah, I'll try to see if I can get a savestate of it happening. Barring a
savestate,
I may try to record some random gameplay every now and then and see if I can
get you
an actual video recording with a "TV Tuner" or whatever they're called, but
that may
not happen for a little while since I have to get one first. :P
Also, thanks for letting me know about the compiling error thing, I don't know
too
much about what most of the errors actually mean on a technical level, just that
something is amiss while the program is running, haha.
One more thing- you mentioned that some emulators turn off that sprite rendering
limitation. Do you think that something like that will ever appear in this
emulator
as an option you could toggle on or off? If not, that's alright, because I much
prefer the accuracy aspect that this emulator has as it is. I was just curious
to see
how some games play without it.
Original comment by Rhetoric...@gmail.com
on 12 Oct 2009 at 12:42
well, i added this option in SMS Plus because the sprite limit was more
restrictive
and the flickering more noticeable but there isn't anything preventing this to
be an
option here.
However I don't think it will be so noticeable, maybe in badly programmed games but
there are also lot of games that use this hardware limitation as a sprite
masking
feature, and will display wrong when disabled.
Original comment by ekeeke31@gmail.com
on 12 Oct 2009 at 5:34
Hey ekeeke, I deleated the configuration & history it creates & changed the
settings
except changing the Ntsc filter. I don't hear the sound bug. As for the water
tiles, it
happened in the xmas release (8 days after xmas) because I had the Ntsc filter
set to
RGB. I have yet to see this in r355
Original comment by geno11...@yahoo.com
on 13 Oct 2009 at 1:12
Can we consider this to be fixed ?
I played through Sonic 3 & KNuckles up to those levels and did not notice any
sound
bug or lag (and "one second or two" as you said would be VERY noticeable). Same
with
all the games I've tried so far.
Regarding video glitches, there aren't any in that game except those happening
on
real hardware (bugged palette transitions + sprite limit).
Now, if you are encountering other video glitches, please make a specific issue
with
a detailled description for each one, just saying that there are "some
glitches" in
"some games" won't help me, especially when I've tried a lot of games to be sure
there wasn't any emulation flaw and did not noticed anything wrong ;-)
Original comment by ekeeke31@gmail.com
on 15 Oct 2009 at 6:53
Well, if you haven't been able to find any and you've played for a while,
perhaps the
problem is on my end after all somehow. I think I may have found an area where
you
can get it to happen a lot:
http://img208.imageshack.us/img208/3484/act2.png
Go to this area in Act 2 and stand where I am. Spindash to the left, then drop
back
down into the water. Repeat this for a little while and eventually the sound
might
lag like I've been experiencing in other parts of the game.
Since this sort of pertains to this issue, here's a sound bug that I'm almost
positive you should be able to encounter: Every so often, in Sonic 3 and
probably S3K
too, when entering one of the giant special stage rings hidden in the level, the
noise in the special stage will sound crackly just like it sometimes does at
the SEGA
logo when you first start the game. Opening and closing the menu fixes this
problem.
I'd try and get you a savestate, but I'm not sure if that would be possible
because,
as I said, the problem is fixed when opening and closing the menu. Does this
seem
like it could be related to the SEGA screen noise problem?
Original comment by Rhetoric...@gmail.com
on 15 Oct 2009 at 7:20
This is NOT related to the SEGA sound. In S3K, there are two SEGA sounds. 1.
When you
start up the game. 2. Sound Test #FF. This sound bug is related to the biliniar
being on.
(I think thats how you spell it.) When you boot it from hbc, change the
biliniar on to
off. The bug isn't there. Remember, S3K was meant to be one game. I will look
at the
tiling in Carnival Night Act 2.
Ekeeke, whats your settings?
Original comment by geno11...@yahoo.com
on 15 Oct 2009 at 7:42
@geno1140
This makes no sense sorry, bilinear is a VIDEO options, I'm 100% sure it doesn't
affect sound rendering.
It's more likely something that is random and fixed when entering the menu. And
yes,
sound test #ff is the SEGA screaming sound, it's the one used on startup, hence
why
it's in the sound test.
What do you mean by "Remember, S3K was meant to be one game", I'm not sure to
understand what you think it means, how is it related to those issues ?
I can see the tiling bug in the underwater section of Carnival Night Act, it's
more
like a brief colored flash when you jump out of the green water. By analysing
the
game code, I see nothing wrong or tricky. Most likely a bugged Tile or Sprite
table
swap. Are you sure it didn't happen on real hardware ? Please test on Kega on
your
computer and tell me if this happens.
Original comment by ekeeke31@gmail.com
on 16 Oct 2009 at 7:17
@RhetoricalDream: I tried what you said at the exact same place in that game and
could not make any sound lag happen. You mean the background music right ?
I don't hear any crackling sound in the bonus level either... what "noise" are
you
exactly referring to ?
Last thing: beware that DAC samples (voice or drums effect generally) on the
Genesis
are often not a good quality, this might sound softer on the real console
because of
analog filtering output, but there isn't much I can do to improve them, they
sometime
sound scratchy yes...
Original comment by ekeeke31@gmail.com
on 16 Oct 2009 at 9:36
Okay, I guess the sound-lag thing is probably just on my end, then. Yeah, it
was the
background music that would lag.
As for the crackling sound in the bonus level, it happens sometimes and it
sounds
exactly like the same effect you'd hear sometimes on the SEGA screen. The noise
that
is made when collecting the spheres had that loud, "scratchy", static-y effect
to it,
which is why I suggested the problem was related to that particular SEGA screen
glitch, somehow.
On a single play-through of getting all 14 emeralds (and entering the special
stages
that many times), it only happened to me once, and it happened right when I
started
that special stage session, and didn't go away on its own. As I said, opening
and
closing the menu fixed the problem for me right away. This wasn't something like
"sound-lag" where it only happened for a second, it lasted the whole stage
until I
opened and closed the menu.
It's possible that it might have lasted outside of the special stage like with
the
SEGA screen noise glitch that also affects the title screen music, but I
corrected it
before I could see if that was the case. I'm sorry for reporting these bugs that
cannot be re-created very easily, but I wanted to bring them to your
attention... I
felt that with this particular sound bug, it seems so similar to the SEGA screen
noise that you've encountered yourself, that you might be able to make a
connection
between the two.
Original comment by Rhetoric...@gmail.com
on 16 Oct 2009 at 10:22
Let me see if it does this on Sega Mega collection.
Original comment by geno11...@yahoo.com
on 16 Oct 2009 at 8:39
The water tile does occur, not the sound bug.
Original comment by geno11...@yahoo.com
on 16 Oct 2009 at 9:05
what sound bug ? again, I don't notice any sound bug in Sonic 3
For the record, Sega Mega collection is also an emulator, so it's probably not
the
most faithful reference...
Original comment by ekeeke31@gmail.com
on 17 Oct 2009 at 12:43
I noticed something, go in Sonic & Tails part as Knuckles. The water tiling
doesn't
occur. I think its the rom itself. Try a different S3K rom. If it still occurs,
then I
will fix it.
Original comment by geno11...@yahoo.com
on 18 Oct 2009 at 2:46
I have come to a conclusion, the blue pallatte affects the background. Its a
glitch with
the blue.
Original comment by geno11...@yahoo.com
on 18 Oct 2009 at 3:04
http://i683.photobucket.com/albums/vv200/Rydia3667/Sonic3Knuckles.png
Here is the water pallette in the background of act 2 of Carnival Night
Original comment by geno11...@yahoo.com
on 19 Oct 2009 at 10:01
yes, I know (not sure where to look on your screenshot though, it's a very fast
color
flash when playing)
But i'm not sure this is a bug though, someone should *really* check if it
doesn't
happen on real hardware, I have some doubts.
The game does miframe palette changes to render the water, using the horizontal
interrupt, which the emulator emulates accurately.
Original comment by ekeeke31@gmail.com
on 20 Oct 2009 at 7:11
My cousin has Sonic & Knuckled but doesn't have sonic 3. He has the actual
hardware, but
he is missing cords to it. I could see if Sonic 3 for the vc if it does it.
(It's worth a
try)
Original comment by geno11...@yahoo.com
on 20 Oct 2009 at 9:04
I can't right now, wii shop channel undergoing maitnence >_<
Original comment by geno11...@yahoo.com
on 20 Oct 2009 at 9:06
Also happens in Kega so it's very likely a bug in that game.
Original comment by ekeeke31@gmail.com
on 21 Oct 2009 at 1:54
Original comment by ekeeke31@gmail.com
on 22 Oct 2009 at 9:23
Since I cannot reproduce any of these issues, there is no point for me to keep
this
opened.
If you want to report other issues, feel free to do it but please report each
issue
separately and describe them precisely, no more report as if it was a general
issue
and "any games" were affected, especially when it's not the case.
Original comment by ekeeke31@gmail.com
on 27 Oct 2009 at 4:40
Original issue reported on code.google.com by
Rhetoric...@gmail.com
on 11 Oct 2009 at 1:19