Project-Nested

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Post by Brutapode89 Tue 27 Jul 2021 - 0:56

JUD6MENT wrote:Oh wow, we actually doing NES msu-1? That is awesome. I just passed my last college exam and i got a good month where my schedule is pretty open. If you want any help with playtesting or making music pcm sets you got my support and i will be more than happy to help out

However, Conn said me that it's not possible.
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Post by D2DEZEL Tue 27 Jul 2021 - 4:26

JUD6MENT wrote:Oh wow, we actually doing NES msu-1? That is awesome. I just passed my last college exam and i got a good month where my schedule is pretty open. If you want any help with playtesting or making music pcm sets you got my support and i will be more than happy to help out

Yes that would be great a little help I did some inconclusive tests yesterday
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Post by D2DEZEL Tue 27 Jul 2021 - 4:30

Brutapode89 wrote:
JUD6MENT wrote:Oh wow, we actually doing NES msu-1? That is awesome. I just passed my last college exam and i got a good month where my schedule is pretty open. If you want any help with playtesting or making music pcm sets you got my support and i will be more than happy to help out

However, Conn said me that it's not possible.

yes it is possible but very complicated at the level of the vram the rom crash
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Post by Brutapode89 Tue 27 Jul 2021 - 9:04

Ah? Complicated like Super Game Boy games into MSU-1?
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Post by Conn Tue 27 Jul 2021 - 9:05

I am almost done with the code, these bugs remain:
- when dying in the select screen the spc is played with msu (not possible to fix somehow) but it sounds ok/even good
- when rescuing zelda, and probably other places, small spc is kicked in
- after the credits are finished, and you get to the menu for 2nd quest, the final theme continues playing.

@D2DEZEL
one small request: could you add a small tutorial (doc or pdf) how to convert the rom via project nested? We'll provide it along with the patch then.
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Post by Brutapode89 Tue 27 Jul 2021 - 13:20

What's not possible to fix, actually?
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Post by Conn Tue 27 Jul 2021 - 13:52

I can't fix any of those bugs I listed, therefore I used "remain". I needed to hook the irq to watch for track changes. It is changed in ram - I could hook there, but all different versions have different locations, also the hooks you switch on/off to convert the rom may have influence on those ram locations. So it would be 20 patches if I changed the coding architecture to ram instead irq hook. But those bugs I listed are due to the irq.

I reported the crash on github as issue, let's see if it is fixed soon.

Here's a teaser:
https://streamable.com/mb6kyc


Last edited by Conn on Tue 27 Jul 2021 - 14:47; edited 1 time in total
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Post by D2DEZEL Tue 27 Jul 2021 - 14:35

Conn wrote:I am almost done with the code, these bugs remain:
- when dying in the select screen the spc is played with msu (not possible to fix somehow) but it sounds ok/even good
- when rescuing zelda, and probably other places, small spc is kicked in
- after the credits are finished, and you get to the menu for 2nd quest, the final theme continues playing.

@D2DEZEL
one small request: could you add a small tutorial (doc or pdf) how to convert the rom via project nested? We'll provide it along with the patch then.

Beautiful Conn bravo !!! Very Happy
Thank you for creating something unthinkable days ago. Ohmygod
Yes no worries I can do a tutorial. Smile
I send it to you by mp
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Post by Conn Tue 27 Jul 2021 - 15:33

@d2dezel and BP, much thanks!
d2dezel, did you take care of all notes?

sprite zero hit offset 24
disable Native Return Address versus Gleeok
v1.2: Enable "Recompile PRG RAM"

E.g., I didn't set the sprite offset from 8 to 24 and do not know what disable native return addresses vs gleeok means... I just enabled recompile prg ram. Maybe with adjusting the sprite offset to 24 the random crashes get fixed?

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Post by D2DEZEL Tue 27 Jul 2021 - 16:59

Conn wrote:@d2dezel and BP, much thanks!
d2dezel, did you take care of all notes?

sprite zero hit offset 24
disable Native Return Address versus Gleeok
v1.2: Enable "Recompile PRG RAM"

E.g., I didn't set the sprite offset from 8 to 24 and do not know what disable native return addresses vs gleeok means... I just enabled recompile prg ram. Maybe with adjusting the sprite offset to 24 the random crashes get fixed?

Project-Nested - Page 2 Image123

I just finished the tutorial and I sent it to you in mp. Very Happy
I will do the tests with what you provided me.
Yes I made the modification in the advanced settings.
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Post by Polargames Wed 28 Jul 2021 - 0:35

Conn wrote:I can't fix any of those bugs I listed, therefore I used "remain". I needed to hook the irq to watch for track changes. It is changed in ram - I could hook there, but all different versions have different locations, also the hooks you switch on/off to convert the rom may have influence on those ram locations. So it would be 20 patches if I changed the coding architecture to ram instead irq hook. But those bugs I listed are due to the irq.

I reported the crash on github as issue, let's see if it is fixed soon.

Here's a teaser:
https://streamable.com/mb6kyc







Project-Nested - Page 2 Screen13




It was just posted not to long ago. I hope this helps :-)
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Post by Polargames Wed 28 Jul 2021 - 0:36

How does one get this emulator running on sne9x emulator? Or is it just a snes flash cart thing?
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Post by D2DEZEL Wed 28 Jul 2021 - 1:11

Polargames wrote:How does one get this emulator running on sne9x emulator? Or is it just a snes flash cart thing?

Have you seen the teaser in Conn?  The rom runs on sne9x🙂

the Nes emulator behaves like a Snes rom as if you rename from .nes to .sfc or .smc but it is the converstion program that does it for you😁
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Post by Polargames Wed 28 Jul 2021 - 2:36

D2DEZEL wrote:
Polargames wrote:How does one get this emulator running on sne9x emulator? Or is it just a snes flash cart thing?

Have you seen the teaser in Conn?  The rom runs on sne9x🙂

the Nes emulator behaves like a Snes rom as if you rename from .nes to .sfc or .smc but it is the converstion program that does it for you😁



oh man, I had somehow overlooked that. Man I am dumb. Razz (Conn) Thanks for pointing it out for me. I have it working right now, I hope that my dumb mistake does not penalize me to bad for being a tester for this new project. I would like to help out if I could. Very Happy
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Post by Conn Wed 28 Jul 2021 - 11:06

Myself086 already replied to my message:
https://github.com/Myself086/Project-Nested/issues/14

We released the patch already, even if it is unstable:
https://www.zeldix.net/t2345-the-legend-of-zelda

@d2dezel and everybody:
we depend on your help. PepilloPev adjusted the information you sent via pm in the tutorial (patch -> PleaseRead.doc). It is in word format, so anybody can adjust it, if he finds better adjustments to have it more stable running. Please feel free to edit this doc and send it to either me or Pev, we will update this word in the patch file then Wink )
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Post by Brutapode89 Wed 28 Jul 2021 - 13:45

Oh. I've seen the compatibility list from the first post. There are only 32 games who works almost perfectly Sad
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Post by Conn Wed 28 Jul 2021 - 14:28

zelda is green (marked perfect) and you see in the videos how good that goes Sad
But I am sure, it get better maybe even perfect one day. This PNN is an achievement I can only bow in humility Very Happy
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Post by Conn Wed 28 Jul 2021 - 15:01

Here are more instructions:
https://github.com/Myself086/Project-Nested/issues/14

@d2dezel or anyone else... I'm really quite busy with work and this patch ate my free-time in the last days. If you have time please give those instructions a try whether it runs smoother then. If yes please post the instructions what to do and update the readme in the patch folder and send it to either pev or me... Thanks Very Happy

Maybe it is also better to leave vram queue to 1000 if the jsl escape 22 and, sprite offset=24, disable nmi at vblank and prg ram are set?

Edit:
Cannot find the escape JSL, but I'll give this a shot:
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Edit2:
Did a small play with first dungeon, and the first time, no crash... seems the vblank did the trick Wink

Edit 3:
yes, played until death mountain, rescued zelda, the nmi disable did the trick, no more crashes
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Post by Conn Wed 28 Jul 2021 - 16:46

OK still crashed when pev tried but less less frequently. I couldn't get it to crash in snes9x...
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Post by Brutapode89 Wed 28 Jul 2021 - 21:16

If there are those bugs again in the first Zelda and we can't fix these to make sure the ROM is perfect, is it because Project-Nested is for the time being far from perfectly?
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Post by D2DEZEL Thu 29 Jul 2021 - 3:13

Brutapode89 wrote:If there are those bugs again in the first Zelda and we can't fix these to make sure the ROM is perfect, is it because Project-Nested is for the time being far from perfectly?

just read everything is marked
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Post by pepillopev Thu 29 Jul 2021 - 5:34

Made some progress. I followed some additional suggestions from Myself086 and it helped with stability. At least, when using sd2snes. I was also having problems with bsnes as well. I have not tested snes9x as of yet.

-- thread below ---
https://github.com/Myself086/Project-Nested/issues/14

Basically, when the game crashes, you re-do the Project-Nested setup with the addition of loading the SRM file generated by the emulator itself. You will find the SRM file typically where sd2snes or your emulator of choice stores it. See below.

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You Load SRM, then perform steps 1 through 4 all over again with the settings that were suggested in the pleaseRead.doc file. So far, I was able to finish Dungeon 1-1 with no crashes.

I will keep doing a full playthrough (no cheats) to see how stability goes. If it crashes again, I will do step 5 all over again. From my understanding, each run should improve stability.

Perhaps when Project-Nested v1.4 is released soon; we may not have to do this for this particular game. Who knows.

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Post by Conn Thu 29 Jul 2021 - 13:46

We have updated the patch file with a profile that does this job, so please re-download the patch file and follow all steps. It also auto-adjusts those hooks

https://www.zeldix.net/t2345-the-legend-of-zelda

There's hope the crashes are gone
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Post by pepillopev Thu 29 Jul 2021 - 13:52

Conn wrote:We have updated the patch file with a profile that does this job, so please re-download the patch file and follow all steps. It also auto-adjusts those hooks. There's hope the crashes are gone
So far, no crashes with the SRM I sent you for the update. Fingers crossed.

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Post by Conn Thu 29 Jul 2021 - 13:54

I will also try a bit if all works how I described it
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