nes6502
Sep 18 2006, 08:23 PM
ZsnexBox 2.94
What's New:
2.93 Fixes:
-Added a finer control to the rumble motor 1 and 2 times. This value now increments/decrements in 0.01 units.
-Added fast increase/decrease for the motor 1 strength/time and the motor 2 strength/time vales.
-You can now have cheats and rumbles on at the same time. So you can have an infinite energy code and still rumble when hit.
2.94 Fixes:
-Fixed a bug where rumbles would not disable sometimes.
-Fixed a bug that prevented having more than one rumble active at the same time. For example, if you set a rumble for firing a bomb and a rumble for losing energy in Starfox, only one of the two would rumble. This is fixed.
If you tried finding a rumble before with no luck (and had one of the other rumble slots turned on), you may want to try it again. This is because you might have found the correct address, but this bug prevented the rumble from working.
So now, hopefully you should be able to have all ten slots active with or without the cheat codes turned on and always get the rumble (i.e. you could play through the entire game of Star Fox with infinite lives, infinite bombs, and infinite energy and still have force feedback whenever you were hit or shot a bomb).
Install:
This is just an upgrade. Download version 2.92 first and then copy the default.xbe in this upgrade over the one the 2.92 one.
MF29
Sep 18 2006, 08:25 PM
Wow, another upgrade.
GLiTcH
Sep 18 2006, 08:47 PM
yes.. i cant access xbins
nes6502
Sep 18 2006, 08:50 PM
Here's a good one for Earthworm Jim:
Enter this into one of the cheat search slots: 00081100
Then create a rumble and set it to rumble on value increase.
This one code will cause force feedback to happen whenever you:
Shoot the machine gun
Land from a tall jump
Hit your head on something when you jump
Take damage
Collect powerups
Use the helicopter spin
That's the cool thing. You search for one address to use for a rumble and you get a bunch of "free" ones.
Andrew_Roy
Sep 18 2006, 08:57 PM
QUOTE(nes6502 @ Sep 18 2006, 08:30 PM)

-You can now have cheats and rumbles on at the same time. So you can have an infinite energy code and still rumble when hit.
How did you do that?
nes6502
Sep 18 2006, 09:03 PM
QUOTE(Andrew_Roy @ Sep 18 2006, 09:04 PM)

How did you do that?
It was actually really simple.
in my code I do this 60 times a second:
1) applyCheat Codes
2) check if rumble should happen (if so, then rumble)
in that order. Here's the problem with that order. Before I do step 1, there is a difference in the value at the address I am monitoring for rumble (i,e the enrgy bar decreased). But as soon as I do step 1, I am essentially forcing the address that has the enrgy back to full. In fact if you look closely at say Actraiser for example. Look at the enrgy bar with the invincible cheat turned on. When you get hit, you can see the bar drop for a split second and then go back up.
This is essentially ZSNES decreasing the energy when you get hit, and then I say "Oh no you don't, back to 100% you go" right after.
So by the time I did step 2, I had allready reversed the change and rumble would never be detected. So what was the solution? Easy
1) check if rumble should happen (if so, then rumble)
2) applyCheat Codes
I just switched the order. So now I do this. It took about 2 seconds to do (all i did was cut and paste the step 2 code above the step 1 code.
law56ker
Sep 18 2006, 09:38 PM
QUOTE(nes6502 @ Sep 18 2006, 02:57 PM)

Here's a good one for Earthworm Jim:
Enter this into one of the cheat search slots: 00081100
Then create a rumble and set it to rumble on value increase.
This one code will cause force feedback to happen whenever you:
Shoot the machine gun
Land from a tall jump
Hit your head on something when you jump
Take damage
Collect powerups
Use the helicopter spin
That's the cool thing. You search for one address to use for a rumble and you get a bunch of "free" ones.
Wow good job. I have another idea to make rumble better, it would be cool if you could auto load all the rumble settings for each game, maybe you could have a on/off toggle in the menu to auto load them.
QUOTE(nes6502 @ Sep 18 2006, 12:03 PM)

Not sure I know what you mean. The rumble in the F-Zero file I included, rumbles when you hit the wall and when you land from jumps. Do you mean when your car hits other cars?
If it doesn't rumble, then I'd guess you have some type of "infinite energy" cheat turned on. If so, you'll need to turn it off.
Yes i tried the rumble in f-zero, I don't know if i am doing anything wrong, don't i have to go into the menu and adjust the motors strength and rumble time, cause i didn't feel anything till i did that. Also how do you know how many rumble settings you have to enable when using the rumble files i just did that for rumble setting one and the car rumbles when i drive it, thats the only rumble i feel. I'm clueless i guess. Hmm it would be cool if somehow it would be able to feel more rumble when driving over the rough surfaces in the game.
QUOTE(nes6502 @ Sep 18 2006, 03:10 PM)

It was actually really simple.
in my code I do this 60 times a second:
1) applyCheat Codes
2) check if rumble should happen (if so, then rumble)
in that order. Here's the problem with that order. Before I do step 1, there is a difference in the value at the address I am monitoring for rumble (i,e the enrgy bar decreased). But as soon as I do step 1, I am essentially forcing the address that has the enrgy back to full. In fact if you look closely at say Actraiser for example. Look at the enrgy bar with the invincible cheat turned on. When you get hit, you can see the bar drop for a split second and then go back up.
This is essentially ZSNES decreasing the energy when you get hit, and then I say "Oh no you don't, back to 100% you go" right after.
So by the time I did step 2, I had allready reversed the change and rumble would never be detected. So what was the solution? Easy
1) check if rumble should happen (if so, then rumble)
2) applyCheat Codes
I just switched the order. So now I do this. It took about 2 seconds to do (all i did was cut and paste the step 2 code above the step 1 code.
Cheat codes are really fun to make, i used to have the gameshark pro for the psx and i ended up making some of the best gameshark codes for Granturismo 2. I had codes where you went so fast you broke the physics engine in the game and starting flying backwards, codes where you could change the size of your wheels and make your cars look like monster trucks or low riders:)
nes6502
Sep 18 2006, 10:09 PM
QUOTE(law56ker @ Sep 18 2006, 09:45 PM)

Wow good job. I have another idea to make rumble better, it would be cool if you could auto load all the rumble settings for each game, maybe you could have a on/off toggle in the menu to auto load them.
It allready does this.When you create rumble, it's saved and automaticlly loaded the next time you start that game.
QUOTE
Yes i tried the rumble in f-zero, I don't know if i am doing anything wrong, don't i have to go into the menu and adjust the motors strength and rumble time, cause i didn't feel anything till i did that.
You only have to adjust the rumble settings for F-Zero if you don't like the ones I used in the F-Zero.rmb file. The rumble is in Rumble Slot 1. You could make the rumble less intense or longer/shorter.
QUOTE
Also how do you know how many rumble settings you have to enable when using the rumble files
You only enable the rumbles that you setup. Notice that all the rumble values in slots 2- 10 have 0 for all the settings (in the F-Zero one I included). That's because I only setup the first slot. So there are 9 more slots you could put rumbles in for this game. Every game has 10 unique slots and everything is saved to a separate file for each game.
In Starfox, if you made a rumble for Energy and put it in Slot 1, and a rumble for bombs and put it in slot 2, then just enable Rumble Slots 1 and 2. For your F-Zero example, that is correct. I only included one rumble (rumble when hit + land from jumps), so only the first rumble slot should be enabled.
jcautela
Sep 18 2006, 10:29 PM
Thanks again, so quick to fix bugs and all, proves, good people do exist out there.
Doing all this for others using your free time are things people dream about in modern society.
AmyGrrl
Sep 18 2006, 11:48 PM
nes6502, I really like this emulator. Couldn't ask for a better SNES Emulator.... One thing I was wondering... myself and others don't like how it makes the E:\ZsnesBox folder... I prefer all settings to be saved to the Emulators Folder.... With the XPORT Emulators I can easly Hex Edit the default.xbe and change all Occurances of E:\Saves and E:\Screenshots to D:\Saves and D:\Screenshots.... and now all settings are saved right to the Emulators folder... which I like.... I tried to do this with your emulator... changing all occurances of E:\ZsnesBox to D:\ZsnesBox.... but regaurdless of what drive letter I make it still uses the E:\ZsnesBox.... I was wondering if you could make the emulator more Hex Friendly so I can save data to the Emulators folder... or at least make an option within the ini to set where the ZsnesBox folder is saved too...
Andrew_Roy
Sep 18 2006, 11:55 PM
QUOTE(AmyGrrl @ Sep 18 2006, 11:55 PM)

nes6502, I really like this emulator. Couldn't ask for a better SNES Emulator.... One thing I was wondering... myself and others don't like how it makes the E:\ZsnesBox folder... I prefer all settings to be saved to the Emulators Folder.... With the XPORT Emulators I can easly Hex Edit the default.xbe and change all Occurances of E:\Saves and E:\Screenshots to D:\Saves and D:\Screenshots.... and now all settings are saved right to the Emulators folder... which I like.... I tried to do this with your emulator... changing all occurances of E:\ZsnesBox to D:\ZsnesBox.... but regaurdless of what drive letter I make it still uses the E:\ZsnesBox.... I was wondering if you could make the emulator more Hex Friendly so I can save data to the Emulators folder... or at least make an option within the ini to set where the ZsnesBox folder is saved too...
Nes is defiently not going to make the emulator more Hex friendly. Isn't changing the partion already an option anyways?
nes6502
Sep 19 2006, 12:01 AM
QUOTE(AmyGrrl @ Sep 18 2006, 11:55 PM)

nes6502, I really like this emulator. Couldn't ask for a better SNES Emulator.... One thing I was wondering... myself and others don't like how it makes the E:\ZsnesBox folder... I prefer all settings to be saved to the Emulators Folder.... With the XPORT Emulators I can easly Hex Edit the default.xbe and change all Occurances of E:\Saves and E:\Screenshots to D:\Saves and D:\Screenshots.... and now all settings are saved right to the Emulators folder... which I like.... I tried to do this with your emulator... changing all occurances of E:\ZsnesBox to D:\ZsnesBox.... but regaurdless of what drive letter I make it still uses the E:\ZsnesBox.... I was wondering if you could make the emulator more Hex Friendly so I can save data to the Emulators folder... or at least make an option within the ini to set where the ZsnesBox folder is saved too...
What would you prefer as the ideal setup?
Hopeful
Sep 19 2006, 12:09 AM
QUOTE(AmyGrrl @ Sep 18 2006, 11:55 PM)

nes6502, I really like this emulator. Couldn't ask for a better SNES Emulator.... One thing I was wondering... myself and others don't like how it makes the E:\ZsnesBox folder... I prefer all settings to be saved to the Emulators Folder.... With the XPORT Emulators I can easly Hex Edit the default.xbe and change all Occurances of E:\Saves and E:\Screenshots to D:\Saves and D:\Screenshots.... and now all settings are saved right to the Emulators folder... which I like.... I tried to do this with your emulator... changing all occurances of E:\ZsnesBox to D:\ZsnesBox.... but regaurdless of what drive letter I make it still uses the E:\ZsnesBox.... I was wondering if you could make the emulator more Hex Friendly so I can save data to the Emulators folder... or at least make an option within the ini to set where the ZsnesBox folder is saved too...
Just be aware that nes has said he will completely cease development of ZsneXbox if a hex-edited version is uploaded to the internet. I'm not sure how serious he was, but he seemed like he meant it.
MF29
Sep 19 2006, 12:10 AM
Do you look for bugs everytime you realese an update, then fix them in the next realese.
nes6502
Sep 19 2006, 12:19 AM
QUOTE(MF29 @ Sep 19 2006, 12:17 AM)

Do you look for bugs everytime you realese an update, then fix them in the next realese.
I "usually" do extensive testing before I release, but sometimes I miss things. Like in the last couple days I have found issues myself, and done fixes. Sometimes other users find bugs that I never catch. ZsnexBox has grown to such a large project that I don't bother testing every aspect from previous releases. I just assume they worked before, so they will work now. This works most of the time, but sometimes, fixing "A" breaks "B". And if I don't test "B", then I don't catch it.
So usually, when I release, I don't do any more testing. I immediatly start working on new features. That's why the releases happen so quickly and tend to have lots of new features. If there hasn't been a release in a month, chances are there is going to be a HUGE update in the next release. In fact, I rarely go more than 1 day (even 1 day is rare) without working on ZsnexBox. I'm rarely ever playing games on ZsnexBox (or any other emulator for that matter. I've got SOOOOO many back logged Xbox games to play).
So, most of my time is spent trying to make ZsnexBox the best it can be. Of course, Xport has set the standard to follow, and I've allways wanted to make ZsnexBox as pollished as his excellent ports. And honestly, without Xports help, there never would have been HD, a file browser, cheat search, and lots of other things. He has definatly helped me out tremendously over the course of development. A lot of the best features in ZsnexBox are there because of him.
MF29
Sep 19 2006, 12:20 AM
You've impressed us all.
AmyGrrl
Sep 19 2006, 12:24 AM
I just want to be able to make it save all the data to the Emulators folder... that's all... and I doubt Nes would stop working on the Emulator just because someone hexed it to save in a different location.... I know you can change what Partition you want it saved to... but you can't select the Emulators folder... if the Path.ini would allow for SavePartition=D.... 'D' refering to the folder that default.xbe is in.. or what ever dirve letter you choose if fine.... This way the ZsnesBox folder would be saved to the emulators folder... and nothing would be put on the root of C,E,F,G.... I would be happy...
Hopeful
Sep 19 2006, 12:43 AM
QUOTE(AmyGrrl @ Sep 19 2006, 12:31 AM)

I just want to be able to make it save all the data to the Emulators folder... that's all... and I doubt Nes would stop working on the Emulator just because someone hexed it to save in a different location.... I know you can change what Partition you want it saved to... but you can't select the Emulators folder... if the Path.ini would allow for SavePartition=D.... 'D' refering to the folder that default.xbe is in.. or what ever dirve letter you choose if fine.... This way the ZsnesBox folder would be saved to the emulators folder... and nothing would be put on the root of C,E,F,G.... I would be happy...
That's fine as long as you don't upload it anywhere for others to use, but...
I think nes was referring exactly to something like this when he brought that up though.
Someone wanted to hex it to save in a different folder, and nes asked them not to distribute it.
If memory serves, he felt it was disrespectful not to just ask him and leave the decision to him.
Someone may correct me if I'm wrong, but I just wanted to check here and make sure the development wasn't at stake.
nes6502
Sep 19 2006, 01:00 AM
I'll see what I can do AmyGrrl
Just found an awesome rumble for Megaman X, so I thought I'd share it with any megamanx + rumble fans.
I'm using two rumbles
Rumble Slot one:
Rumble when hit:
Address: bcf (enter 000BCF00 in one of the cheat search slots and map this rumble to it)
Rumble on: Decrease
Motor One Strength: 255
Motor One Time: 0.2
Motor Two Strength: 255
Motor Two Time: 0.2
Eumbles to Skip: 2
And the REALLY cool one:
Rumble Slot 2
Address: FFFE (enter 00FFFE00 in one of the cheat search slots and map this rumble to it)
Rumble on: Increase
Motor One Strength: 175
Motor One Time: 0.05
Motor Two Strength: 175
Motor Two Time: 0.05
Rumbles to Skip: 8
So what does that second one do? Well it provides the perfect level of feedback for Jumping, Landing, shooting as well as all the environmental feedback. For example, on the first stage when those flying robot things start ripping chunks out of the ground, you feel a rumble everytime their claw digs through the ground.
Even better, when you get to the those Big Blue Bumblebee helicopter things on the first stage, your controller vibrates the whole time. Just like as if it was beeing rattled from the constant vibrations of a helicopter.
XaRaNn
Sep 19 2006, 01:04 AM
The release followed by bugfixes is just natural.
And i tryed the EJ code, and it's pretty nuts all those different actions increase the same value. You really get that bang for your buck
Anyways i been going thru the cheat tips, ill have the fixed up version up later.
nes6502
Sep 19 2006, 01:06 AM
QUOTE(XaRaNn @ Sep 19 2006, 01:11 AM)

The release followed by bugfixes is just natural.
And i tryed the EJ code, and it's pretty nuts all those different actions increase the same value. You really get that bang for your buck
Anyways i been going thru the cheat tips, ill have the fixed up version up later.
Thanks
nes6502
Sep 19 2006, 01:19 AM
Not trying to sound harsh, or llike a broken rtecord. However, I ask that people kindly repsect my wishes not to hex edit ZsnexBox. If you do, then keep it for your own private use.
Hex editing in any form by definition is hacking. Most developers don't like their worked hacked and many a project has seen immediate cancellation for such things. If people hacked ZsnexBox, I wouldn't continue development. Some people might think that's stupid, but those people aren't developers and they likely don't understand how much effort goes into software development.
I'm not trying to sound bad or anything, but hacking the work of people when they are still developing it is disrespectfull. Imagine if you spent all your time on something, and someone else took it and made some changes and released their "special" edition. You wouldn't like it either.
However, if you find yourself without a new release of ZsnexBox in an entire year, for example, then hack away. But please don't do it now. Just make your request, and if they are "reasonable" I will do my best to add them. I'm usually pretty good about adding user requests.
GLiTcH
Sep 19 2006, 01:24 AM
well i just finished watching prisonbreak.. now i can check out this rumble features for megaman n Ej ... we should start a thread with the rumble files to download for games that we fixed/found ..

kinda lost of how to add these.. ? lol
Andrew_Roy
Sep 19 2006, 01:53 AM
QUOTE(nes6502 @ Sep 19 2006, 01:07 AM)

So what does that second one do? Well it provides the perfect level of feedback for Jumping, Landing, shooting as well as all the environmental feedback. For example, on the first stage when those flying robot things start ripping chunks out of the ground, you feel a rumble everytime their claw digs through the ground.
Even better, when you get to the those Big Blue Bumblebee helicopter things on the first stage, your controller vibrates the whole time. Just like as if it was beeing rattled from the constant vibrations of a helicopter.
Get out of my head!!
nes6502
Sep 19 2006, 02:19 AM
QUOTE(GLiTcH @ Sep 19 2006, 01:31 AM)

well i just finished watching prisonbreak.. now i can check out this rumble features for megaman n Ej ... we should start a thread with the rumble files to download for games that we fixed/found ..

kinda lost of how to add these.. ? lol
1) Start megaman X
2) Exit to the in game menu (click the right thumbstick)
3) Go into Cheat Search Codes
4) Press X
4) Enter this code: 00FFFE00
5) Exit back to the in game menu.
6) Go down to Controller Options
7) Select "Force Feedback Settings"
8) Pick "Rumble Slot 1"
9) Turn the code On and set all of the settings to this:
Rumble on: Increase
Motor One Strength: 175
Motor One Time: 0.05
Motor Two Strength: 175
Motor Two Time: 0.05
Rumbles to Skip: 8
10) Then select "Change Address To monitor"
11) Then choose the Cheat Code slot you just typed that code in (the 00FFFE00)
12) Press Y
No go back to game and enjoy.
You can repeat the above process to add a Rumble for Rumble Slot 2 . Use the Cheat code: 000BCF00 and these settings for the controller in Rumble Slot 2:
Rumble on: Decrease
Motor One Strength: 255
Motor One Time: 0.2
Motor Two Strength: 255
Motor Two Time: 0.2
Eumbles to Skip: 2
You've just created and added 2 separate rumbles for megaman X. Now, evertime you get hit, shoot your gun, etc...your controller will get a jolt
GLiTcH
Sep 19 2006, 02:28 AM
OMG thats awesome .. the prob i was having is that i was setting the offsets to ON in the cheat search code menu n would cause the game to freeze ..
Andrew_Roy
Sep 19 2006, 02:30 AM
QUOTE(GLiTcH @ Sep 19 2006, 02:35 AM)

OMG thats awesome .. the prob i was having is that i was setting the offsets to ON in the cheat search code menu n would cause the game to freeze ..
That's what I did too.
It's pretty awesome, though a bit excessive (Rumble Dialog! No lie). It's really got me in the mood to start working with this.
nes6502
Sep 19 2006, 02:31 AM
QUOTE(GLiTcH @ Sep 19 2006, 02:35 AM)

OMG thats awesome .. the prob i was having is that i was setting the offsets to ON in the cheat search code menu n would cause the game to freeze ..
Do you mean you were also turning the "Cheat code iteself" on? Even still, as of 2.94 anyway, it shouldn't matter if the cheat code is on or off. That shouldn't cause a crash. However, if you tuned cheat codes on that were not setup, that could easilly cause a crash.
Or if you turned a cheat code on that you used only to find a rumble address, that might cause a crash too because for example:
00FFFF00
is a valid cheat code. It says put 0 at the adddress FFFF 60 times a second when turned on.
That might cause the game to freak out and crash. So if this was an actual code you were going to use, you might put something like this:
00FFFF05
which assigns the value 5 to the address FFFF 60 times a second. This might be a "Allways have 5 bombs" code and FFFF is where the game stores the number of bombs.
GLiTcH
Sep 19 2006, 02:36 AM
QUOTE(nes6502 @ Sep 18 2006, 08:38 PM)

Do you mean you were also turning the "Cheat code iteself" on? Even still, as of 2.94 anyway, it shouldn't matter if the cheat code is on or off. That shouldn't cause a crash. However, if you tuned cheat codes on that were not setup, that could easilly cause a crash.
Or if you turned a cheat code on that you used only to find a rumble address, that might cause a crash too because for example:
00FFFF00
is a valid cheat code. It says put 0 at the adddress FFFF 60 times a second when turned on.
That might cause the game to freak out and crash. So if this was an actual code you were going to use, you might put something like this:
00FFFF05
which assigns the value 5 to the address FFFF 60 times a second. This might be a "Allways have 5 bombs" code and FFFF is where the game stores the number of bombs.
yea, but the step i missed was assigning to the right slot.. that might have been the prob for the crash
EuroHEV
Sep 19 2006, 02:41 AM
Woohoo! Great work NES! You really are a people's champ.
XaRaNn
Sep 19 2006, 02:41 AM
Kay so i went thru it all, and it's not perfect but it looks better.
I fixed the cases where you had a code table, and replacing tabs made it all screwy instead of nicely lined up.
Second thing i looked for is for example when you had
"code"-space-"description"
or similar stuff, and from limiting the width it wasn't obvious where the coded ended/the description started, or the description ended up split on 2 lines, instead i tryed to make it
"code
"description"
on two separate lines. it might not be the most intuitive way but its consistent across the file so i'm confident it'll be easy enough to figure out
Link :
http://www.rogepost.com/dn/49ns/CheatsForZ...Lformatted4.txtAlso, while crunching through the file, this idea popped in my mind :
Since you already can display text inside the emu
(and now that i know how to format it so it all shows properly

),
how about adding the possibility to have a personalized per-game text file, that you'd put in some dir like previews, and that'd work a similar way and be recognized if named the same as the ROM file.
The cheat tips is great general-purpose if you want to look out if there are any gamepad combo special codes or other special secrets, but a separate file could be nice if for example you need to go thru a maze or need tips to fight a certain boss.
Then you can go to gamefaqs.com, find the relevant info, throw it in a file and next time you play it's right there at your fingertips to look at.
guybird
Sep 19 2006, 07:44 AM
Great, its nice to know I wasn't losing my mind (or touch) when trying to find new rumbles and kept getting the same rumble EVERY time. I'll go back to testing again today... As for the "magic" all in one rumbles, surprisingly you'll get these more often than you'll get individual rumbles. This can be both good and bad, as you might find say a jump rumble, but it also rumbles when a health bar or something flashes as well (like every 2-3 seconds). I found this out on Castlevania SOTN, and had to search for another rumble, but had to change my search routine so that I did it when the icon wasn't flashing to totally eliminate that variable. For Street Fighter Alpha 3, I found some all in one codes that would rumble when you did a super, jump, as well as get hit. It generally pays to test out all of your cheat results even if the first one you find does what you wanted right away.
Nes it might be nice to check and make sure that the "tooltips" that display the button options in each menu option are there. Like the ones you added to the rumble settings showing to hit the right stick to quick adjust. In some places like the cheat edit, there is no tip showing you to hit Y to save the cheat to your list. It took me awhile to figure that out.
As for what Amygrrl is asking, I'm in agreement. I'm a "supplier" of new rom/emu setups to friends as that's what I do, and they don't have time/interest/etc to be updating their setups as frequently as I do. So normally I just copy my Emulators folder over. If I forget the E/zsnexbox folder, previews, saves, rumbles, etc won't copy. Also it is confusing as you have the rumbles packed into your default Zsnexbox directory (from the archive) to copy to your Emulators directory. Knowing that they must be in the E folder, they do jack squat being copied over as normal, and unless you really know whats going on, you'll never know that they must be copied over to E. Long story short, its much much much easier and cleaner to have the saves, artwork, cheats, and all other extras pertaining to a program/emulator to be stored in the same folder as the emulator.
Once again thanks for listening to the "fans" and putting all of your hard work into this.
guybird
Sep 19 2006, 12:58 PM

I'm still not having any luck with the rumbles, even with the new upgrade. My common process, say for Mario Kart is to make a game save, start a cheat search, lose a coin, search for values less than, load the save, search for values equal to before, etc. until I have the results whittled down. Something in the process after this, of assigning cheats to the list, and testing each for rumbles, and then loading states to test them, is causing the rumbles to stop working alltogether. I'll hit test rumble and nothing. I'll do all kinds of things, and no rumble. So I reset the game:nothing. But if I reset the emu, magically the rumbles back. So I think ok, lets test those cheats again, well now the cheats all give the same exact rumbles; no matter what else I try. So finally I'll give up and go back to the gui to select another game to try and poof! Zsnexbox freezes on me. Somethings just not quite right with the rumble, either the connecting the rumble to a specific cheat, or the combination of the rumble settings, or the combination of rumble and save states; I don't know. All I know is I have had absolutely no luck trying to set rumbles. Any ideas on what might be wrong?
nes6502
Sep 19 2006, 01:26 PM
QUOTE(guybird @ Sep 19 2006, 01:05 PM)


I'm still not having any luck with the rumbles, even with the new upgrade. My common process, say for Mario Kart is to make a game save, start a cheat search, lose a coin, search for values less than, load the save, search for values equal to before, etc. until I have the results whittled down. Something in the process after this, of assigning cheats to the list, and testing each for rumbles, and then loading states to test them, is causing the rumbles to stop working alltogether. I'll hit test rumble and nothing. I'll do all kinds of things, and no rumble. So I reset the game:nothing. But if I reset the emu, magically the rumbles back. So I think ok, lets test those cheats again, well now the cheats all give the same exact rumbles; no matter what else I try. So finally I'll give up and go back to the gui to select another game to try and poof! Zsnexbox freezes on me. Somethings just not quite right with the rumble, either the connecting the rumble to a specific cheat, or the combination of the rumble settings, or the combination of rumble and save states; I don't know. All I know is I have had absolutely no luck trying to set rumbles. Any ideas on what might be wrong?
There is no connection between rumbles and cheats. The rumbles happen when the value at an address changes. I just get that address from the cheat code. And this is only done once. So the cheat code is nothing more than the source of the address when the rumble is created the first time. This is only done once, so after you create the rumble, you can erase the cheat completely.
Are you sure you are using 2.94? What you described would happen (well, except the crashing) with 2.92/3, but should be fixed in the latest build. However, I have never tried this savestate method.
I also haven't had any real trouble finding rumbles. Of course I'm not looking for any of the hard ones to find (like Super Mario Kart). I would double check again that you have 2.94 installed correctly and try it again.
If it continues to crash, rumbles stop completely, etc... see if you can figure out an exact sequence to make those things happen and post it. That way I can figure out what the problem is and fix it.
Harlock_Gbase
Sep 19 2006, 01:35 PM
I guess i don't get it. I wanted to have rumble in super bomberman 5 so that it rumbles when you get blasted, but no chance for me. Does anybody have such a feature already?
nes6502
Sep 19 2006, 02:14 PM
QUOTE(Harlock_Gbase @ Sep 19 2006, 01:42 PM)

I guess i don't get it. I wanted to have rumble in super bomberman 5 so that it rumbles when you get blasted, but no chance for me. Does anybody have such a feature already?
Just search for a cheat for when you die.
Start a game
Start a new cheat search
Die
Continue cheat search and search for values less than before
Die
Continue cheat search and search for values less than before
Die
Continue cheat search and search for values less than before
Die
Continue cheat search and search for values less than before
By then you should have narrowed it down. Then one of those addresses represent the number of lives. Assign it (or all of the ones that are left) to a cheat search slot
Then create a rumble on value decrease that uses this cheat code address. Try the rumble. Does it rumble when you die? If not, go back to the rumble config and change the address to one of the other cheat search slots you setup in the previous step (assuming there were more than one)
GLiTcH
Sep 19 2006, 04:26 PM
try this for mario kart
0002A1E0
Value Decrease
255
0.02
255
0.02
3
still messing with this.. so far i kinda like it
Harlock_Gbase
Sep 19 2006, 04:33 PM
thanks for the quick response nes! I'll try tomorrow when i have time and i'll post the results here! It would be awesome to get a hefty rumble when you get blasted, this is going to give an all new twist to our bomberman tournaments! Great work on all this features nes!
some hardcore bomberman fans bow down in front of you
nes6502
Sep 19 2006, 04:39 PM
QUOTE(GLiTcH @ Sep 19 2006, 04:33 PM)

try this for mario kart
0002A1E0
Value Decrease
255
0.02
255
0.02
3
still messing with this.. so far i kinda like it
That code should be 002A1E00 right? (i.e. the address show on the rumble config is 2A1E)
Or should it be like you have it and the address on the rumble is 2A1?
GLiTcH
Sep 19 2006, 06:04 PM
sorry i messed it up.. but i got better ones
CODE
1
3584
2
Rumble when pickin up coins
255
255
0.050000
0.050000
0
2
1
4359
0
Rumble when something gets near from behind
255
255
0.070000
0.070000
0
2
0
0
0
No Description Found
0
0
0.000000
0.000000
0
0
0
0
0
No Description Found
0
0
0.000000
0.000000
0
0
0
0
0
No Description Found
0
0
0.000000
0.000000
0
0
0
0
0
No Description Found
0
0
0.000000
0.000000
0
0
0
0
0
No Description Found
0
0
0.000000
0.000000
0
0
0
0
0
No Description Found
0
0
0.000000
0.000000
0
0
0
0
0
No Description Found
0
0
0.000000
0.000000
0
0
0
0
0
No Description Found
0
0
0.000000
0.000000
0
0
just make a txt file n paste this then rename it to .rmb
the second rmb codes only works when something its coming from behind you .. you will feel it coming straight to ur ass .. lol. j/k .. i need to get one to work from in front on you
edit: bonus - put this code on ur cheat search code for 88 coins n never goes down or up .. 00E0058
RMM
Sep 19 2006, 06:07 PM
QUOTE
how about adding the possibility to have a personalized per-game text file, that you'd put in some dir like previews, and that'd work a similar way and be recognized if named the same as the ROM file.
Thats basically what I have suggested a couple of times. A text file that is game specific with all those cheats, tips and eggs. The only difference is I thought you could put that text file in the zipped rom for which that cheat text file belongs to and give it a generic name like cheats.txt which the emulator would automatically look for. Since the zip has to be parsed anyway the text file to that game is always there to open in game and you dont have to worry about other folders and matching names just look at the cheat.txt file thats in the zip. Of course Ive never been a fan of having a bunch of different folders when all the names have to match up for all the different things that can be included especially when rom names change from time to time and you have to go through all those folders and make all the changes.
guybird
Sep 19 2006, 06:14 PM
I also agree that I think these types of files should be stored in the rom's zip file. Problem is convincing the emulator developers AND the people that use these roms to make the switch. I'm sure if 4 or 5 people got together and worked on it, it wouldn't take long to get an entire SNES set done this way. Although from there trying to get the new pack distributed (obviously not legal) and into everyone's hands is a completely different story.
XaRaNn
Sep 19 2006, 07:19 PM
The way i see it is, the less complicated and at the same time mass-user friendly something is, the most chances nes6502 will find it something he could be interested in implementing.
I think the generic cheat tips file by itself is pretty cool because it can be included with future zsnexbox releases and everyone can profit from it with zero effort on there part.
I personally don't see it especially convenient to force everyone to have to use a main (would-be illegal, so relatively hard to find for most people) "zipped set with extras" for zsnexbox.
Most people already got there roms, and some people prefer a full goodsnes set, while others may like a more precise NSRT set, while others go for the no-intro DATS.
And it's also basicly asking to scrap alot of what's been implemented to start over.
If your gonna be tailoring your own set, i think if you go at it logically it's easier to just go through your extras and name them same as your romfiles, than making a "cheats.txt" for each and recreating the zip for each and every game.
One thing tho, someone suggested nes6502 a way for zsnexbox to be "smart" about finding previews in the feature request thread. If he ends up implementing that, it would be worth it to split the cheat tips file in a per-game format, and zsnexbox would do the matchup, and at the same time it would double up as an easier to edit file where yourself can add specific info to your case if so you wish.
Anyways look, i just threw the idea on the table while writing my post, this all is better suited for the Feature Request thread, in the end nes6502 decides what he adds, and i respect that above anything else, and as such will help if it's whitin my capabilities.
lowrenzo
Sep 19 2006, 07:36 PM
hello nes.
i have sent you a pm but i donīt know if you check your pms..
love your snes emu..!!!!
is it possible to add a time signature to the save games in the save game slots.. ?
that would be great..
thx low
nes6502
Sep 19 2006, 07:58 PM
QUOTE(lowrenzo @ Sep 19 2006, 07:43 PM)

hello nes.
i have sent you a pm but i donīt know if you check your pms..
love your snes emu..!!!!
is it possible to add a time signature to the save games in the save game slots.. ?
that would be great..
thx low
Possible? Yes
Probable? Maybe. I'll investigate this.
QUOTE
The only difference is I thought you could put that text file in the zipped rom for which that cheat text file belongs to and give it a generic name like cheats.txt which the emulator would automatically look for.
I'm not going to add support for a file inside the zip.
However, I may add a "guide" directory. Everytime a game is started, I will create a folder in the "guide" directory with the name of the game. Then the user can put a "guide.txt" in this folder, and every other time the game is started, the emulator will load this "guide.txt". So, you could put a walkthrough for Final Fantay 3 and be able to refer to this guide from the in game menu. Alos, as the user scrolls through the guide as they advance through the game, this position in the text file will be saved. So when ever they start the game, the guide will be loaded and will be at the last place they were reading.
XaRaNn
Sep 19 2006, 08:39 PM
QUOTE(nes6502 @ Sep 19 2006, 03:05 PM)

However, I may add a "guide" directory. Everytime a game is started, I will create a folder in the "guide" directory with the name of the game. Then the user can put a "guide.txt" in this folder, and every other time the game is started, the emulator will load this "guide.txt". So, you could put a walkthrough for Final Fantay 3 and be able to refer to this guide from the in game menu. Alos, as the user scrolls through the guide as they advance through the game, this position in the text file will be saved. So when ever they start the game, the guide will be loaded and will be at the last place they were reading.
Cool, even easier to use than what i thought. no need to mess with filenames, you just have to play the game first.
guybird
Sep 19 2006, 11:42 PM
From what I've been able to determine, it seems as though I'm "stuck" with the v2.93 as I see the right stick to quickly set rumble settings, but I keep getting the "same rumble for all rumbles no matter what" bug. I've copied over the new update many times, but it doesn't seem to make any difference. I've also found that if you load a state, it totally "disables" rumble alltogether, and you can't even test the rumble strength, let alone try to play with existing ones. I couldn't get the rumble to work again until I reset the emulator. I just deleted my old default.xbe and I'm trying to once again copy over the 2.94 upgrade default.xbe and pray it works...
Edit: Nope didn't work. It also froze up on me after I gave up and went to select another game. Maybe is my save data corrupt or something along those line?
nes6502
Sep 20 2006, 01:38 AM
QUOTE(guybird @ Sep 19 2006, 11:49 PM)

From what I've been able to determine, it seems as though I'm "stuck" with the v2.93 as I see the right stick to quickly set rumble settings, but I keep getting the "same rumble for all rumbles no matter what" bug. I've copied over the new update many times, but it doesn't seem to make any difference. I've also found that if you load a state, it totally "disables" rumble alltogether, and you can't even test the rumble strength, let alone try to play with existing ones. I couldn't get the rumble to work again until I reset the emulator. I just deleted my old default.xbe and I'm trying to once again copy over the 2.94 upgrade default.xbe and pray it works...
Edit: Nope didn't work. It also froze up on me after I gave up and went to select another game. Maybe is my save data corrupt or something along those line?
For Super Mario Kart, don't load a savestate you made from ANY other version (that includes 2.93, 2.92, 2.91, etc...)
Also, please try all of the above on the 2.95 version I just released, and see if that fixes your problem in Super Mario Kart. I also posted a great rumble for Super mario Kart in the rumble thread. Check it out. It works great I think. And don't forget to make all your savestates fresh in 2.95 before you try to load them (or use rewind). Savestates seem to be tied exclusivly to each version (but only for a few games and Mario Kart is one of them) thanks to Visual Studio.
programad
Sep 20 2006, 01:41 AM
People, we must have a place to put all the rumble files togheter, like a tribute to nes(the coder, not the console hehe)
GLiTcH
Sep 20 2006, 01:56 AM
QUOTE(programad @ Sep 19 2006, 07:48 PM)

People, we must have a place to put all the rumble files togheter, like a tribute to nes(the coder, not the console hehe)
i made a thread already
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