Fishynes 0.01a


This is getting better and better. I think one thing that may be needed is a framerate limiter, as SMB seems to run faster than normal even with 0 frameskip!
 
Redeeman posted on Mar 18 2006 at 08:39 PM said:
this is an excellent emulator, do you think you could release the source code?
Have you got the source yet? I'd like to take a look myself sometime.
 
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critical posted on Mar 20 2006 at 11:21 PM said:
Redeeman posted on Mar 18 2006 at 08:39 PM said:
this is an excellent emulator, do you think you could release the source code?
Have you got the source yet? I'd like to take a look myself sometime.

The source will be included in the next release, that'll give me time to tidy it up a little :)
 
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fishybawb posted on Mar 21 2006 at 10:30 AM said:
The source will be included in the next release, that'll give me time to tidy it up a little :)
Cheers dude. Keep up the good work :)
 
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Game review for FishyNES001d

Game FPS Description

10 YARD FIGHT 52 perfect
ARCH RIVALS 48 minor graphical errors(especially in cut scenes)
BACK TO THE FUTURE 44 bottom 1/5 of screen is scrambled
BATTLETOADS 49 bottom 1/3 of image is on the top of screen
BOMBERMAN 52 some blocks don't show up
BUBBLE BOBBLE 52 perfect
CASTLEVANIA 47 good, but life & enemy life bars flash
DEADLY TOWERS 51 perfect
DIG DUG 51 totally unplayable
DONKEY KONG 51 perfect
FRIDAY THE 13TH 51 energy bar flashes, occasional color issues outside
KARATE CHAMP 44657? perfect
KIRBY'S ADVENTURE 44657? graphical errors in pause screen and start menu
KUNG FU HEROES 44657? graphical errors only between levels
MARBLE MADNESS 44657?graphical errors on countdown before level starts
MEGA MAN 44657? perfect
METROID 50 perfect
MIKE TYSON'S PUNCHOUT 44657? gameplay is good, but incredibly slow
MS PACMAN 51 bottom of image is on top of screen
PAPERBOY 51 good, but run into invisible objects
RIVERCITY RANSOM 51 goes black after intro
SLALOM 30 perfect
SUPER MARIO BROS. 50 perfect, but once started me on 8th level
SUPER MB & DUCK HUNT 50 both have graphical errors
SUPER MB,DH, & TRACK 50 all good
SUPER MARIO BROS. 2 50 good, but graphical errors between lives
SUPER MARIO BROS. 3 50 perfect
WHERE'S WALDO 48 perfect (but hard to find that bastard on the 2x!)
ZELDA, THE LEGEND OF 53 good, but flickers going up or down a screen
ZELDA 2-ADV. OF LINK 54 graphical errors on overhead view & intro screen


All in all, a very good build. I definately suggest changing the "skin" folder to something else (it may seem trivial, but I know it would make my day). Keep up the good work fishy and I'll keep looking for that PM!
 
Funny you put that up--I have been working on a compatibility chart myself. I tried to make a layout that would be easy to compare games as new versions come out to see what breaks and what improves. Here's the wip preview;




Also, in regards to your chart, SMB3 has issues with menu at the bottom at times. Also, qualifying paperboy as 'good' is a little too kind for me, that has some serious problems with a ton of objects missing and entire the background is totally messed up. Third, the top status bar for Slalom is really messed up too in .1d.
 
naples39 posted on Mar 21 2006 at 11:53 PM said:
Funny you put that up--I have been working on a compatibility chart myself. I tried to make a layout that would be easy to compare games as new versions come out to see what breaks and what improves. Here's the wip preview;




Also, in regards to your chart, SMB3 has issues with menu at the bottom at times. Also, qualifying paperboy as 'good' is a little too kind for me, that has some serious problems with a ton of objects missing and entire the background is totally messed up. Third, the top status bar for Slalom is really messed up too in .1d.
Why don't you put that in the Wiki?
 
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A common glitch is a kind of vertical misplacement...

*Zelda and Duck Tales 1&2 have the same glitch when scrolling to a new screen vertically.
*Wizards and Warriors plays ok, but the status area of the screen is always scrambled. Like it's fixed vertically while the rest of the screen scrolls up and down. Similar glitches in the sequels.
*MegaMan 3 stage select severely screwed up but plays really well (but it only runs well at Frameskip 1 @ 32fps)
*Castlevania 2 runs well, gamestart/password screen is scrambled, and passwords can't be properly read or entered at all.
*Crystalis gets FUBAR after the intro when the guy jumps in surprise (actually kind of funny) and has a vertical scrolling glitch reminiscent of the similar glitches in Zelda, DT1&2, and W&W.
*Guardian Legend and Castlevania 3: Black screen
*Ikari Warriors 2: Doesn't seem to do voices (pauses when it should)
*Solstice: Title screen seems glitchy, sprites glitch as you walk around in game.
*Rad Racer: The terain is sliced up. Kind of playable, but not fun.
*Rad Racer 2: The terrain and menus are completely scrambled.
*Ring King: Plays ok, but menu screens scrambled, and slight graphics glitches on boxers during play.
*TeenageMutant NinjaTurtles: side scrolling screens seem off vertically, platforms are visually a sprite-tile higher than normal, but the platform hit detection is normal.
*Powerblade: Glitch very similar to TMNT, but worse, like 1/3 of the screen off.
*Milon's Secret Castle: Outside castle has black bars that go the height of the screen and minor scrambling, but shops and game stages seem fine.
*Bionic Commando: at 0 frameskip runs aaalmost full speed. 1 frameskip is a bit too fast. In any setting, the music speed will vary, but even at fs 0 the percussionist sounds like he's on caffeinated crack.
*BattleToads: Like Mooseknucle pointed out, it's similar to the other vertical screen placement glitches.
*ShadowGate and Uninvited: Screen often scrambled, or blinking between proper and scrambled.
*Astyanax: Plays pretty well, but intro has glitches. Title screen is half scrambled, but seems to get fixed for a split second after I press start.

That's just a few. I'll keep looking, but it seems like you can hit a lot of birds at once if you fix whatever's causing the vertical off-ness.

And for the dirty glitchy graphics, I think you have to blow on the code (careful not to spit too much) and jiggle it around as you press reset a few times...
 
:lol: good ol NES carts
guess I didn't really notice the Paperboy thing cuz I never really played the game that much so I didn't miss out on the background issues. Didn't notice the Slalom issue either...guess I was busy playing though-man I love that game
 
primeris posted on Mar 22 2006 at 12:07 AM said:
glitches etc

some of those problems have to do with games using non-standard mappers. i think fishybawb had said he eventually planned on working on that but i think it has to do with the inevitable differences between an actual cartridge and the rom dump and is not the fault of the emulator, per se. there is a solution but i think it involves having a complete database of the nes games (titles, hashes, whatever) and the mappers that they use.

also there is some similar weirdness with the top and bottom 8 lines of the nes display...i think game programmers just assumed that american tvs would cut this out. i could be wrong about that one though.
 
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That's true for many games like CastlevaniaIII and Guardoian Legend, and perhaps others I mention. But Zelda? It's a minor glitch, and I think addressing it would clear up issues with many other games.

also there is some similar weirdness with the top and bottom 8 lines of the nes display...i think game programmers just assumed that american tvs would cut this out. i could be wrong about that one though.

I've noticed that too in some games... Ducktales 2 and Strider come to mind...
 
primeris posted on Mar 22 2006 at 02:43 AM said:
That's true for many games like CastlevaniaIII and Guardoian Legend, and perhaps others I mention. But Zelda? It's a minor glitch, and I think addressing it would clear up issues with many other games.

also there is some similar weirdness with the top and bottom 8 lines of the nes display...i think game programmers just assumed that american tvs would cut this out. i could be wrong about that one though.

I've noticed that too in some games... Ducktales 2 and Strider come to mind...
Super Mario Brothers 3 does it as well when you fly up in the air and the screen scrolls down.
 
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iignotus posted on Mar 22 2006 at 12:58 AM said:
Why don't you put that in the Wiki?

I have never put anything on the wiki, but I'll give a shot to copying that content onto it if I ever get my 'confirmation email.'
 
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also there is some similar weirdness with the top and bottom 8 lines of the nes display...i think game programmers just assumed that american tvs would cut this out. i could be wrong about that one though.

I've noticed that too in some games... Ducktales 2 and Strider come to mind...

That "weirdness" is also present on a few games when played on my real NES (Rollergames and Bionic Commando come to mind), so they might be glitches that aren't actually down to the emulator :)

Currently fishyNES assumes all ROMs are NTSC, so the upper/lower 8 lines are already cut off.

fishy, how's the rendering code comin' along?

Slower than I'd like, but it's getting there :) I'm pretty busy midweek these days with work and other real-life intrusions, but I should be able to get a lot done this weekend.
 
If it helps for future reference, Nesten and Nintendulator seem to have source codes for the various mappers.
 
fishybawb posted on Mar 24 2006 at 10:51 AM said:
Rollergames

glad to see i'm not the only one who still has a rollergames cartridge lying around. not sure if i ever beat it though....
 
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Keep at it, oh fishy one!

*wiggles fingers and makes hypno-noises* ~~~You want to get Savestates. You want to get Savestates. Rygar says get savestates~~~
 
GeminiDomino posted on Mar 27 2006 at 11:43 AM said:
Keep at it, oh fishy one!

*wiggles fingers and makes hypno-noises* ~~~You want to get Savestates. You want to get Savestates. Rygar says get savestates~~~

Bah, savestates are for wimps :p

Anyway, a quick update for you...

I've dropped the rendering to 8-bit, and got the hardware blitter working. *Most* games run at ~65-66fps and fs0 now, but it still isn't optimised fully yet. I need to get some throttling working... Also the changes broke my already flimsy GUI code, so I've written that from scratch. It was a horrible mess of SDL/minlib anyway, and needed fixing at some point.

Anyway, I feel like it needs more features before I release it to the beta testers, so yes, savestates will hopefully get done in the next few days, time permitting.

Cheers.
 
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