Snes Transparencies, A Temporary Solution?


'Fraid to say, I can't get anything to load with the new version. The GP2x just crashes after attempting to load a rom (not even a blank screen - a hard reboot is necessary).

Of course, it could be to do with it having been stated that this is "not for public release" (could have tester IDs in it and not run on a non-included unit), but just in case that isn't the reason for the crash, just thought I'd mention it.

I've tried Super Metroid, SMB, Chrono Trigger, and Mario All-stars, all with the same result, both with and without an old ssnes.cfg file present. And, indeed, with a new one (start without any config, then configure, then save, restart, and try again... same result).
 
Try redownloading and recopying.

I've noticed a bug, after entering and leaving the main menu about 15 times it crashes the menu, i was entering and leaving that many times to load/save games.
 
yes I'm happy on the progress, sad on my limitation for now i ahve to stop chrono trigger and wait until transparency issues are fixed...well nvm the transparency dissapears in levels, although they kinda get screwed up but if you turn it off and on in the levels you need to it works great top notch!
 
Fast Sprites work really well in Chrono Trigger, improving the speed noticably, but the Transhack kills the background of rooms (even though it looks great on the worldmap).
 
Make sure you save a new config file, mine wouldn't start until I saved a new config file.
 
The games I tried with the transhack the background dissappeared completely. Castlevania, Axelay, Joe and Mac, And Contra all had the dissapearing background. Weird
 
Umm, scratch Fast Sprite Mode working 100% in Chrono Trigger, it looks now like all the sprites are drawn in exactly the reverse order they should... does this apply in all games? If so it's an easy fix I'd think...
 
The games I tried with the transhack the background dissappeared completely. Castlevania, Axelay, Joe and Mac, And Contra all had the dissapearing background. Weird

Yea, it does that in Link To The Past as well.

Umm, scratch Fast Sprite Mode working 100% in Chrono Trigger, it looks now like all the sprites are drawn in exactly the reverse order they should... does this apply in all games? If so it's an easy fix I'd think...

I don't understand Fast Sprites... When I tried it with Lttp, it just blacked out all of the NPC's faces.
 
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Hmmm, ok, here's something I've thought up whilst sitting on the loo :eek: :)

Bit more intelligent now, although it'll most likely still screw up. It's a lot faster than last time though - now switching on the hack actually increases the framerate in most games :D

I'll be most likely putting this and others into an easily accessible in-game menu rather than exiting back to the main menu everytime. This menu will contain just things like small hacks to help you get past certain things in the game, and maybe single-use quick save/quick load.

EDIT: Oops, I forgot... I've updated the file on the www, so just grab it again and try it out.
 
Hmmm, ok, here's something I've thought up whilst sitting on the loo :eek: :)

Bit more intelligent now, although it'll most likely still screw up. It's a lot faster than last time though - now switching on the hack actually increases the framerate in most games :D

I'll be most likely putting this and others into an easily accessible in-game menu rather than exiting back to the main menu everytime. This menu will contain just things like small hacks to help you get past certain things in the game, and maybe single-use quick save/quick load.

EDIT: Oops, I forgot... I've updated the file on the www, so just grab it again and try it out.


The other bug I noticed is that none of my settings take effect unless I SAVE the config. Kind of annoying if I am just testing things and going back and forth and I don't want the changes to be saved every time.

Also for the next release do you think it would be possible to be able to change the volume in the emu itself with the volume button? That would kind of be a useful feature.

Thanks, Dave
 
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OK, Transhack now draws Chrono Trigger backgrounds correctly, and the sprite order with Fast Sprite drawing appears to be fixed... but with Transhack enabled, all the NPC sprites appear to be drawn as transparent, and even PC sprites look transparent about 33% of the time. Weird. Good progress though, I was getting near fullspeed on Chrono Trigger with sound enabled and frameskip of 2.

Probably related: It's drawing transparency lines in some places where there shouldn't be a sprite in rooms. Oh, and with Transhack off, the sprite ordering goes back to being exactly reversed. Heh.
 
Squidgey, with the second menu, would you mind using a slightly more obscure button combination? Select does bad things in some games, even while paused. :eek:

EDIT: Gah, this one has the same problem as the last. Doesn't load the rom.
Time to use that serial output thing... Maybe I'll get an error message or something. :blink:

Another: I ran the serial thing and here's what I saw in minicom. After this, nothing happens:
GP2X minimal library v0.B by rlyeh, © 2005.
SNDCTL_DSP_RESET = 0
SNDCTL_DSP_SPEED = 0
SNDCTL_DSP_SETFMT = 0
SNDCTL_DSP_STEREO = 0
SNDCTL_DSP_SETFRAGMENT = 0
SNDCTL_DSP_GETOSPACE = 0
fragsavail: 8 fragstotal: 8 fragsize: 4096 bytesavail: 32768
write = 176400
SNDCTL_DSP_GETOSPACE = 0
fragsavail: 0 fragstotal: 8 fragsize: 4096 bytesavail: 3906
Caught change event: [Load ROM] = (loadrom,roms)
Caught change event: [Use absolute rom dir] = (absromdir,false)
Caught enter event: [Load ROM] = (loadrom,roms)
Caught enter event: [Chrono Trigger (U) [!].smc] = (loadrom.file,roms/Chrono Tr
"CHRONO TRIGGER" [checksum ok] HiROM, 32Mbits, Type: ROM+RAM+BAT, Mode: 21, TV:3get snapshot dir
get snapshot dir

And Another:
Weird, after enough messing around it works... and now I can use the same settings that were failing before. :unsure: Ah well.

I've tried the hack and it works remarkably well. It doesn't *look* too pretty but it does the trick.
 
I was thinking holding down the joystick button for going into the menu, since that doesn't map to any SNES button and as long as it has a small delay it probably won't be pressed accidentally.

Also, any plans on implementing the volume up/down buttons? It's a pain to do it through the MP3 player :D
 
Actually, I think a better solution would be to map the small in-game menu (when it is done) and the normal menu to volume down and volume up. Volume level could be tweaked with an option in either of the menues.
 
I think it would be nice to have the volume on the left side of the screen as part of the border, may as well use the space for something.

I thought joystick button and select to enter the menu would be a nice way but also have joystick button and volume + as a backup for games where pressing select may cause unwanted game activity.

Progress is amazing though, everyone donate to squidge :)

-Craig
 
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