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Author Topic: Sprite and text box shenanigans  (Read 1220 times)

13375K31C43R

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Sprite and text box shenanigans
« on: April 27, 2016, 03:14:29 PM »
I'm sure I'm not the only one bothered by the fact that, if you play Final Fantasy 3 on a SNES emulator, character sprites that are supposed to be behind the text box at the bottom are instead shown in front of it. Apparently it's not a problem with a cartridge in a console, but I'm wondering if there isn't a way to fix this on emulators. Or if there isn't, is there an emulator that doesn't have this problem?

Don't get me wrong, I am officially on hiatus, so I'm not interested in looking for a fix right now. I'm just curious as to whether or not this issue can be solved.
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assassin

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Re: Sprite and text box shenanigans
« Reply #1 on: April 27, 2016, 03:33:01 PM »
bsnes (now higan) and the emulators based off of it (e.g. bizhawk, lsnes) are insanely accurate, so should not have the problem.

it's also worth trying the newest version of Snes9x, and possibly even ZSNES.

"fixing" it via romhacking would make no sense because there's nothing wrong with the ROM in this regard, and you'd then be targeting some bastardized hybrid platform as opposed to a real SNES.

13375K31C43R

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Re: Sprite and text box shenanigans
« Reply #2 on: April 27, 2016, 04:47:26 PM »
OK. I will investigate for myself. Thank you very much.

:edit:
Just for the record, I've been using ZSNES 1.51 for all of my testing and debugging, and I already know it has that problem. I do love ZSNES a lot, I know it isn't perfect, but it gets the job done and I love its interface. I wish there were PSX emulators that were as user-friendly as ZSNES, but that's outside of this conversation.
« Last Edit: April 27, 2016, 05:54:01 PM by 13375K31C43R »
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TheNattak

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Re: Sprite and text box shenanigans
« Reply #3 on: April 28, 2016, 01:31:25 PM »
It's a ZSNES thing, yeah.

C. V. Reynolds

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Re: Sprite and text box shenanigans
« Reply #4 on: April 28, 2016, 02:04:56 PM »
There's bsnes-plus, for if your computer is strong enough but you dislike the higan interface. It's a fork of an older bsnes that includes some advancements from modern versions of higan but uses the old interface.

If you go snes9x, a test build would be preferable because it would have more fixes. That emulator hasn't had a full new version in a while.
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13375K31C43R

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Re: Sprite and text box shenanigans
« Reply #5 on: April 28, 2016, 03:42:01 PM »
The only thing I don't like about higan/bsnes, and all its siblings, is that when you start playing a new game, you can actually faintly see what it's loading while the screen is supposed to be all black. For instance, you can see the camera panning up the hill at Narshe where the bridge is, and you can even see the start of the first opening text, before the screen fades in.
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C. V. Reynolds

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Re: Sprite and text box shenanigans
« Reply #6 on: April 28, 2016, 09:17:10 PM »
Ah. Well, I believe the real SNES does that too, for what it's worth. We just can't see it happen on a television, for whatever reason. Maybe it's NTSC related? Byuu said something about it before, but I can't remember. A filter might be able to take care of it. What I don't like about higan (other than the interface) are the defaulting filters "color" and "blur".

Seems "pure" can be in the eye of the beholder... :hmm:

I don't think modern snes9x has any issues with FF6, though.
« Last Edit: April 28, 2016, 09:24:35 PM by C. V. Reynolds »
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13375K31C43R

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Re: Sprite and text box shenanigans
« Reply #7 on: May 04, 2016, 04:35:48 PM »
In Snes9x, and I think higan as well, some enemy sprites go slightly glitchy. If you try it out, you might notice something a bit weird going on with the lower-right Vomammoth in the fourth (or fifth) Magitek battle in Narshe. I don't notice this problem with ZSNES, I think maybe it tries to redraw all the sprites just to avoid glitching, but it also causes sprites to appear over the text box.

:edit:
To be fair, I haven't tried any test builds of Snes9x. I will do that next.
« Last Edit: May 04, 2016, 04:44:31 PM by 13375K31C43R »
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TheNattak

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Re: Sprite and text box shenanigans
« Reply #8 on: May 04, 2016, 05:42:31 PM »
I've definitely noticed that with Snes9x, like when doing certain attacks where the character moves forward (like a Magitek attack, many other spell graphics cause it as well), you can see the enemy(s) flicker yes, or the general path that the beam travels blocks out part of the graphic in it's shape. So it looks like a invisible beam going through the monster, kind of hard to explain lol. You can also see the outline of the monster's mould too sometimes, they can overlap into another monsters mould cutting out a bit of their graphic. I've re-arranged a bunch of formations due to this, figuring it was something my new monster sprites and formations causes, as I actually didn't notice it in vanilla game. That or I thought it might just be a thing with Snes9x, like the sprite in text box issue is to Zsnes, but since it is so accurate... I also seem to remember thinking it happens only with formation that have 4 monsters, but I've seen it do it with my giant 128x128 monster as well, maybe it's a VRAM issue.
« Last Edit: May 04, 2016, 05:51:05 PM by TheNattak »