Language…
10 users online:  AmperSam, Hammerer, Isikoro, JezJitzu, MorrieTheMagpie, nonamelol1, RPG Hacker, sofy lumi, timothy726, webzinn - Guests: 250 - Bots: 343
Users: 64,795 (2,377 active)
Latest user: mathew

My hack works fine on ZSNES, but not snes9x

I'm having trouble with my hack. My hack works fine on ZSNES, but not snes9x. What should I do?
That's a bad sign that there's an incompatible port in there. You must make your hack work with all emulators if you plan to submit it to the section.

Also, this thread isn't related to ASM whatsoever, so I'm moving it to a more proper place.
Windowless ride, feeling alive
Are you alive or just breathing?
Does your hack use old stuff? Particularly old tools, especially an Addmusic. Chances are that's the cause. Every resource we host nowadays should ensue compatibility with accurate emulators, but that wasn't the case many years back.

If that's not it - how does it not "work"? What issues do you encounter in Snes9x?
It's easily the best thing I've done
So why the empty numb?
Originally posted by Koopster
Does your hack use old stuff? Particularly old tools, especially an Addmusic. Chances are that's the cause. Every resource we host nowadays should ensue compatibility with accurate emulators, but that wasn't the case many years back.

If that's not it - how does it not "work"? What issues do you encounter in Snes9x?

It's the 1.60 version
Originally posted by gohkeenytp
It's the 1.60 version

He asked which issues did appear on your end, not which version of SNES9x you're using.
Additionally, could you name all the tools+versions and resources you have used on your hack? This would help us figure out why your hack is crashing.

It is usually caused by a song whose echo delay causes the buffer to overflow from audio RAM that makes it not work in accurate emulators (reduce the byte following $F1 in your custom music files - usually $04 is a safe max, definitely no more than $07, but you may need to reduce it further depending on song data and sample size.) Try auditing all your music first for echo problems and update to AddMusicK 1.0.6 or the new 1.0.7, which will tell you if ARAM is exceeded when you try to insert and can remove the patching by AddMusicM and Romi's. If you are using the old Java Addmusic from 2007, it might not be compatible so you would have to move your levels etc. to a new ROM. (And furthermore, how'd you even find that ghostware if that's the case?)

It is possible too, that if the problem isn't caused by custom music, that it could be conflicting resources or old assembly you are using that exploits flaws in the old emulators. (Be careful using resources found in "legacy" archives, and resources you find off-site may not have been vetted for accurate emulator compatibility.)

Just look above you...
If it's something that can be stopped, then just try to stop it!