#Super Nintendo/Famicom

1 messages · Page 5 of 1

sick folio
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But actually I did beat the dungeon and there were two rooms I couldn't figure out how to reach 🤔

glass pagoda
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BSRAM increased? What do that do

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Oh nvm, it meant SRAM

shadow turtle
glass pagoda
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Gotta go try that out now

shadow turtle
glass pagoda
shadow turtle
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I tried two flavors one for SD2SNES and the one tagged mister both works

reef widget
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Oh, so are these hacks now fully playable?

shadow turtle
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need to test more but it seems so

reef widget
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Wow, that's great he was able to do that and so quickly

heavy juniper
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very cool to see the core get updated to support this

vast oak
shadow turtle
vast oak
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my bad, I didn't add "nes" to my google search

vast oak
shadow turtle
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it is still beta so there are some bugs

magic kayak
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It’s interesting that they added a save state feature to the hack

radiant stump
vast oak
sick folio
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I have finished ALttP I have become a true gamer lonk

radiant stump
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I guess that makes me a true gamer too

vast oak
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Finished LttP? More like Late to the Party! waaaaah

sick folio
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CDI I'll give that an A+

vast oak
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Serious though, congrats. Game is cool as hell. Blew me away when I was a kid.

somber field
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My favorite Zelda game. chefkiss

warm mirage
sick folio
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25 years 🧺🐍

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Actually it felt pretty quick to play through. I don't necessarily play through games fast because I'm usually playing multiple single player games and I only get a few hours to play each day

tepid sparrow
sick folio
# tepid sparrow How did you end up liking it?

I thought it was good overall. Sometimes it's hard to judge a game like this because it is so foundational to a game series. So like I had said, I've beaten many other zeldas so I may not get the highs that others did

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It may also be affected by my preference for 3d zeldas similar to how I prefer 3d marios

coarse remnant
coarse remnant
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@crystal plover it looks like srg just changed it to 256 and got it to work. Why was it that simple on his end?

crystal plover
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He hasn't updated the SNES core yet

radiant stump
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I wish I could enjoy LttP more. I just end up lost and I use a walkthrough and even THEN I get lost in some parts and I just feel no joy following instructions. I managed to beat the first and second zelda with little help but the third kills me. From Wind Waker on I have no issue also

sick folio
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I actually pulled up the nintendo players guide just to finish the game cause I had no idea where to get the silver arrows. Otherwise I was able to work through the rest.

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I thought the game kinda blocked you from doing quite a bit until you found very specific items in odd places

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Like you can't get to the swamp dungeon without the fast travel bird

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And I don't know that those items were really telegraphed as necessary to proceed

vast oak
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I’m glad you specified the Nintendo guide

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Otherwise I would have revoked your “beat the game” card

sick folio
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I called the hotline like ten times and they never picked up marioohno

vast oak
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My neighbor’s mom once called up the hotline to beat link’s awakening and we thought that was so cool

coarse remnant
magic kayak
coarse remnant
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Ah so needs to be changed in both spots

magic kayak
coarse remnant
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Got it!

shadow turtle
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what is it missing ? Is it impacted the current snes core ?

magic kayak
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The assumption is that a snes core change is incoming

shadow turtle
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but super Mario Maker seems to work

trim thicket
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And the Metroid hack too.

magic kayak
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Yeah but super mario maker has some bugs

coarse remnant
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Whoever tested the Metroid practice hack (sd2snes version) did you try using save states? Those are the thing that requires 256K

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Everything else works fine

shadow turtle
shadow turtle
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the size seems different if it is the issue.
but I wonder why the size of 256KB could impact the issue
sorry If I don't see clearly the issue

magic kayak
shadow turtle
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you mean this ?

magic kayak
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Yes

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Let me check with kandowontu

shadow turtle
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thank you 🙂

crystal plover
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The mapping of that sram space isn't complete yet in the core it looks like, so it was just pulling in other data or garbage data.

shadow turtle
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is it impacted just games like Super Mario Maker ?

crystal plover
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I believe so. It probably will only impact games that weren't working anyways

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Games that use more than the normal sram size

shadow turtle
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ok thank you

radiant stump
coarse remnant
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That's what it uses the 256K ram for

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Stores the state in memory and lets you load it from there. Wasn't possible at only 128K

radiant stump
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wait what the game itself has save states? That work independently of the core?

coarse remnant
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Yes

radiant stump
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wow

coarse remnant
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There is a trimmed down version of the hack that use 128K for save states but those aren't full featured.

spice canopy
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What about the possibility of autosplitter functionality for Super Metroid speed running with a potentially updated 256k snes core? If I had that on mister, I wouldn't even need my fxpak pro anymore.

crystal plover
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theoretically once the snes core is updated with this change it should work the same as it does on the fxpak pro

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for those games that have been modified to use 256K sram size

spice canopy
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So it would be down to somebody to figure out how to add in the autosplitter function for mister then (i.e. communication between mister and pc)? Right now the fxpak pro communicates for the autosplitter via a USB connection. I wonder if that could also be done for mister and/or do it via networking by ethernet/wifi.

crystal plover
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Oh that's something very different. Didn't know what you meant by autosplitter

spice canopy
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Yeah, I'm specifically talking about the ability to use autosplitting functionality for speed running for something like Super Metroid. Currently the FXPak Pro communicates via USB to programs like Live Split and USB2SNES.

coarse remnant
spice canopy
coarse remnant
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Well the main issue was opened as a possible feature request for all cores but sorg mentioned that wouldn't be possible. paulb-nl mentioned that it would be possible to do with the SNES core specifically with something like an arduino so that's why I opened a 2nd issue specific to the SNES core.

spice canopy
clever tusk
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Oh does this new core update mean the super metroid practice rom will work using the standard version?

crystal plover
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the snes core isn't updated yet

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just the main mister binary

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so it probably won't work right still, fyi

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currently it's like 128KB sram is mapped, but the other 128KB sram is being pulled from somewhere random... i would guess

clever tusk
coarse remnant
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Ah yeah, sorry I meant when the core itself gets updated it should. Just mister main was updated so far.

clever tusk
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Can't wait to try it out!

royal acorn
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Anyone experienced crackling noise on Super Famicom core?
never had the issues before, as i dont use it regularly I dont know when the bug snuck in, seem to only affect this core aswell...any1?

leaden bobcat
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What game and scenario?

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I’ve been playing Far East of Eden and had no sound issues

wild lark
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I haven't had any with Super Mario World or super Mario kart

vast oak
delicate fjord
royal acorn
vast oak
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Back in the Wild West of CRTs, there was no standardization on resolution or refresh rates so it was highly dependent on your TV being able to support it.

shadow turtle
royal acorn
vast oak
shadow turtle
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yeah 😉

trim thicket
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I'm trying to compile it, as long as the Saturn one.

somber field
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SRG working his magic on all fronts. A true MiSTer man if you will.

last umbra
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Does this mean the SNES core can now play Super Mario Maker?

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Or whatever it was

warm mirage
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Metroid practice something

trim thicket
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The WRAM is moved elsewhere and the SDRAM controller was reworked.
So, that should do the trick.

warm mirage
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I'm so good, I play the original without practice. smugnep

magic kayak
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I wonder if all this rework fixes rendering ranger

last umbra
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Commit message suggests as much

magic kayak
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Ah lol

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I didn't read that

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Yay

trim thicket
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Between Paul, srg320, ReverendGumby, Slamy and the others, we are spoiled right now.

shadow turtle
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Super Mario Maker is good now 🙂

last umbra
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That’s awesome!

shadow turtle
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I have some issues with Dragon Ball Hyper Dimension not present present on last release during this phase.
Some spirtes of dragon ball are not correct.
Do you have this also on your side ?

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Also for Super Mario RPG

trim thicket
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Sheeeee!

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SA1 support is borked on the new release.

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We should inform srg320.

shadow turtle
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you have also the same behaviour ?
I have a SDRAM v2.5 on my side for information

trim thicket
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DBZ isn't working at all for me, Europe release.
Super Mario RPG is going crazy, like yours.
Ship on Jikkyou Oshaberi Parodius nor responding at inputs and doing crazy stuff on screen.
Same with Kirby 3, crashed at first level.

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SDRAM 3.0

shadow turtle
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Ok I will opened a ticket to inform and give you information and my screenshots

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thanks for the test

trim thicket
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No prob, team work as always.

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I was just passing by before going to sleep.

magic kayak
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Just one thing

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Sometimes the unstable builder compiles buggy cores

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It is better if someone can compile the core locally

shadow turtle
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ah ok maybe

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@trim thicket did you test with your build ?

shadow turtle
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building in progress let you know the result

fresh ingot
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Maybe it has something to do with the sdram changes?

shadow turtle
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It is link to unstable build. With this version SA-1 is good on my side.
Could you please test this build ?

trim thicket
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Works on my side, everything is OK.

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Borked compilation from the bot.

radiant stump
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What's hardware captures

shadow turtle
fair widget
# shadow turtle

whoooah, Rendering Ranger is fixed?! Perhaps I can close the card I had on github…

shadow turtle
magic kayak
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@shadow turtle

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Was this tested on the unstable build from github?

shadow turtle
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same behavoir

magic kayak
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Ok cool

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Did it work before?

shadow turtle
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I don't think so but before I have the rom but not the source code I found the github page yesterday so I think it could be great to share

magic kayak
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Yeah 🙂

shadow turtle
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maybe around 10 tests are not OK for CPU and the SPSC it fails with a status

shadow turtle
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it is not new but if it is auto build or a build made by myself of SNES core, there is an issue to go in game for Satellaview but If Sorg compiled it works I don't know why maybe sorcery 😅

vast oak
shadow turtle
vast oak
tulip vessel
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more fun stuff

shadow turtle
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Satellaview works. Sorg does his magic 🙂

fair widget
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wow, that's awesome

tulip vessel
fair widget
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I'm checking this Rendering Ranger bug for myself real quick before I close that ticket...even though I don't really have to CDI

shadow turtle
tulip vessel
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but first I gotta get the Palworld lawsuit vid up and the Saturn mouse vid edited and VO'd. Busy week all the sudden

fair widget
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oh someone else already closed my ticket, awww

vast oak
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Wait, you can close other people’s tickets?

fair widget
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oh Sorg did

vast oak
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Some repos need a cleaning

fair widget
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I didn't even know that could happen either, yeah

trim thicket
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NES too.

fair widget
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but yep, Rendering Ranger works fine now!

vast oak
fair widget
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it's a fun game! I think the furthest I've gotten was level 4 before it got super ridiculously hard for me

trim thicket
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Level 4 is the max for me.

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That game is tough.

shadow turtle
trim thicket
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Sutte Hakkun is dope.

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Even the unreleased version on Game Boy Color.

vast oak
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That’s a regular SFC game tho, right?

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Some weird little kiwi that sucks up color?

trim thicket
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Yep.

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The Satellaview version have 3 updates.

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The regular version is more limited.

vast oak
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Ohhhhhh

trim thicket
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The game was finished also on GB and GBC, but unreleased.

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Won't cross any line, but you can know they exist. 😉

coarse remnant
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Wait so what is hw capture?

trim thicket
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hw capture is some measurements from srg320 from the original chips and determining the timings betwen them.

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Not useful for the final user, but precious for devs.

shadow turtle
trim thicket
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Different games.

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The games predate the SNES one by a year.

shadow turtle
trim thicket
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I've not tested, sorry.

shadow turtle
coarse remnant
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@crystal plover if you ever get a chance to read through and understand what srg320 did to increase the ram size would be cool to get an eli5 about how it works lol

crystal plover
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the WRAM is the normal save ram for most games. he moved that from blockram to sdram entirely. the change in the main support file was to help with that. he added clock enables for two kinds of clock references and added an enable signal for wram, he then expanded any registers width by one more to go from 128KB to 256KB of addressing space, and he updated the sdram module to handle it better... and added this clearing_ram module to handle the timing and handshake correctly so there's no data loss, etc... it was kind of a lot

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i can't think of a way to eli5 it lol

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basically he moved the save RAM emulation from blockRAM into SDRAM

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the sdram controller rewrite was the most significant

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he expanded it from a single port sdram controller to a dual port one, two sets of addresses and data instead of one

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because you need to read from the core into sdram then you need the sdram data to be written to the microsd

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and because the sdram controller is used for the roms, so you need a separate set of data storage in sdram for the saveram data

trim thicket
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Rewriting the SDRAM controller (SNES) and doing rewrite of the SCSP chip for accuracy tests (Saturn) during the same week.
Pure madness.

crystal plover
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the only potential downside to this is... if something needs simultaneous rapid access to the saveram data in sdram as the rom data in a way that would stress timing, then you might see an issue. but the nes core is setup this way and i don't think it has issues with that

coarse remnant
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I think I got most of that, cool to see how much hard work went into it. It’s awesome we have people willing to do that kind of stuff!

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Thank you for interpreting the hard work!

royal acorn
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Hmm...had issues with sound on one of my CRTs...updated to unstable core and it all works like before... donno what fixed it. Happy xD

radiant stump
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So was Rendering Ranger the one game that wouldn't work or was there another one? Are we at 100% now?

vast oak
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Rendering Ranger used to need a Canoe patch, but no longer

somber field
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I was rendering them rangers with that patch previously. I can now shed the shackles of the patch! Freedom at last!

radiant stump
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I guess there's still a couple games don't work

trim thicket
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Hayazashi Nidan Morita Shogi 2 comes first as it needs the ST018 chip.

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21,47 MHz ARMv3 32 bits CPU

reef widget
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Yeah we don't have ST011 and ST018 chips, which are used for two Shogi games. ST011 is actually in the Analogue core, so is definitely doable if someone were so inclined. ST018 is way more complex and I think has an ARM chip on there.

I think those are the only 2 games that don't work, there shouldn't be any others.

fresh ingot
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I mean, it's not a huge loss. There are so many shogi games out there that missing two of them is just a drop in the ocean.

I'm not even kidding, for example the Super Famicom alone has 27 shogi games.

reef widget
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Oh yeah, it is no huge loss.

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I am a bit surprised srg320 hasn't just wound up doing ST011 since it looks like we have all the parts already, and Kevtris did it and it would give feature parity with his core, but we are tight for space on the core now, and it is just a Shogi game.

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Looked it up to refresh my memory:

ST010
Used for general functions and handling the AI of opponent cars in F1 ROC II: Race of Champions. It contains a NEC µPD96050 CPU,[9][25] clocked at 10Mhz.[4]

ST011
ST011 is used for AI functionality in the shogi board game Hayazashi Nidan Morita Shogi. It also uses a NEC µPD96050,[16] clocked at 15 Mhz.[4]

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Maybe more to it, but it looks like it is the same as ST010 that we have, but the CPU is clocked higher

fresh ingot
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Dedicating an entire chip just for the AI in a shogi game sounds like overkill.

reef widget
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The ST018 chip is a complete 32-ARMv3 CPU runnung at 21.47 MHz.

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Now that's overkill

fresh ingot
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Why would anyone need that much extra processing for shogi?

Like calm down son it's just a funny tile game!

reef widget
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Guess it is a bit like chess AI, better it is the better the opponent?

heavy juniper
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I kind of appreciate how wild that is, but that had to have been expensive to manufacture, I wonder if it even sold well

coral plover
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Weren’t those chips used as piracy prevention?

reef widget
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I don't think that was really an issue back then, were people actually bootlegging SNES carts back in the early 90s?

ancient sphinx
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pretty stark contrast to today, where companies release Switch games on the smallest possible cartridge size and force you to download the rest just to save a few bucks on manufacturing

heavy juniper
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they were bootlegging snes games, but with copiers that used floppy disks, but obviously a lot of special chip games wouldn't work because the copier didn't support it

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in the case of those games, they double as anti piracy, but that's just a side effect (plus how many people were trying to copy shogi games)

reef widget
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Yeah I don't think these Shogi games used special chips to avoid floppy discs pirates, I suspect their USP was the best AI if you were a serious Shogi player

trim thicket
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That's how I started in 1994, working with NES, Genesis and SNES Bung copiers (with floppy disks), in a store's backyard.
And after that (late 90s) I worked on my own very advanced copiers and helped start a lot of professional preservation groups, because we wanted to separate it from piracy/bootlegging.

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Most of the copy protection came from detection of (presence of) incorrect SRAM chips back then.

shadow turtle
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maybe the new Super FX 3 in preparation could be ARM cpu

trim thicket
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I think I've read somewhere it's an ASIC.
But I don't remember where and exactly when ?

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Knowing Randal Linden in charge of the project, that could be the case.

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Speaking about DOOM SNES...
#games-and-patches message

trim thicket
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@shadow turtle Mandela effect from my part.
That was the discussion I've catched when LRG presented the project on X.

shadow turtle
cloud stirrup
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whoa does this core now support SatData? that would mean Satellaview+

cloud stirrup
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wow, .bs support is awesome. @shadow turtle is there any chance the core could support reading SatData files in the future? this would allow us to play the Satellaview+ revival https://satellaviewplus.github.io/Website/

shadow turtle
cloud stirrup
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i've been playing around with bs files on the BSX bios now, they work great! at least this means satellaview+ content can be played if you convert it to bs on bsnes (System - Save Memory Pack)

shadow turtle
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on satellablog you could also follow new dumps last was a new version of Super Bombliss

cloud stirrup
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there's a lot of great stuff in satellablog. a fun one to try is the Same Game Sprite Editor. you can create a sprite here, save it, then open the bs in Same Game and play a custom game (hopefully Same Game slotted cart support is added in the future)

trim thicket
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I love playing Sutte Hakkun, Famicom Detective Club, Yoshi Panel de Pon, Mario Collection, F-Zero 2 and some others.

shadow talon
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I saw someone claim that this core started with SNES9X code and originally produced many of the emulator's errors. That sounds weird, though, and I can't find anything to support it. Is there any truth to that or a good place to read about the core's history?

vapid fractal
# shadow talon I saw someone claim that this core started with SNES9X code and originally produ...

"To be honest, I never thought that my source will cause so much interest.
This is my first big project on FPGA, it is a hobby, not my work, so I hope that experienced FPGA programmers will help me, for this I published a project. The problem is that I have never seen a real SNES, I found out about SNES 3 years ago, in my country SNES, NES and Sega MD2 was not licensed (we had only China clone of NES and Sega MD2), so I compared with BSNES emulator and nocash debugger. Unfortunately I have neither SNES nor a logic analyzer, I was guided by the information on the Nesdev forum, Nocash fullsnes, official SNES documentation and etc., therefore there are inconsistencies to the original."

shadow talon
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Oh wow, thank you. That's fascinating. There's obviously nothing wrong with observing emulation output but SNES9X sounded like an odd starting point and I knew the process had to be more complex

vast oak
last umbra
fickle quiver
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Fast forward a couple of years and now he’s using a logic analyzer to perfect the CPU-to-SMP bus timings

gleaming cipher
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And making an outstanding Sega Saturn in FPGA too!!

radiant stump
vast oak
cloud stirrup
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has anyone managed to save in Super Mario Bros Maker? i'm doing what infidelity says but the game always resets to the default level no matter what i do https://x.com/infidelity_nes/status/1833121550762954790

@Uni_KennY @kandowontu To save, start by making changes to the start of a stage, goto options and select save, once you do that reboot the game, and the changes should still be there.

Each world #-# occupies 2000 hex bytes of sram from A0-BF:6000-7FFF

prisma arch
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MSU audio looping fixed now!? 😮

radiant stump
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it was broken?

magic kayak
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Damn

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Paulb-nl strikes again

vast oak
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I wish he was here so we could tell him how awesome he is lol

magic kayak
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Yeah 🤣

radiant stump
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I'll be a surrogate tell me how great I am

rose horizon
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it was noticably broken, especially with any game that had short loops it was very apparent

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this is great news

hoary jackal
gleaming cipher
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I didn’t even know the core supported MSU elmorise

vast oak
radiant stump
gleaming cipher
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Are you trying to be as awesome as @vast oak , Delniero? 🤔

vast oak
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lol

short palm
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You are so great, @radiant stump

radiant stump
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Awww thanks!

spice canopy
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Anyone know if there are any issues running things like Link to the Past or Super Metroid randomizers on mister? I've never actually used one before.

hoary jackal
spice canopy
hoary jackal
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As far as creating the rom there are tons of options you just have to play around with it and figure out what you like and what makes it the most fun for you

fair widget
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saw this issue on the forum where a couple people said that Kirby's Dream Land 3 is freezing for them on the latest core: https://misterfpga.org/viewtopic.php?t=8416

I tested and can't reproduce it...anyone else come across this?

shadow turtle
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Me too not reproduce and put a comment on new ticket for this case on github page

fair widget
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oh man....could these be MiSTer Pi users elmorise

shadow turtle
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😅

fair widget
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the person that started the issue has 5 posts, but they joined the forum back in May...the other person that backed up the issue and posted it to github joined in 2020 🤔

shadow turtle
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we will see his return 🙂

vast oak
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There’s a new core build

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#unstable-nightlies message

fair widget
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yeah I mentioned that they should try the latest unstable build on the forum post

vast oak
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Oh my bad

fair widget
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I haven't tried that yet myself

trim thicket
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There was a problem with a previous core where the SA1 part was borked.

vast oak
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Really?

fair widget
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yeah, I also asked them to make sure they were using 0919 release

trim thicket
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A manual build fixed it.

shadow turtle
vast oak
trim thicket
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The new build should be correct.

fair widget
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@trim thicket did the borked build make it to update_all?

trim thicket
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Yes.

fair widget
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maybe they just updated in that window where it was borked

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ok that's probably it then

trim thicket
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#1096636309679919136 message

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The discussion I've opened on the 09/18.

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I will test with the current core, just to be sure.

shadow turtle
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the last release 19092024 on github mister page is working great for SA-1 games

fair widget
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I just responded on the post to let them know

trim thicket
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No issue with the 09/25 version.

fair widget
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oh wow, both guys on the forum responded and said they're still having the issue...one also said that Super Mario RPG is running "slowly and erratically" marioohno

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hmmmm

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I think maybe they installed the core manually from github

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I think maybe they both manually updated...asking them to try it via update_all and also try latest unstable

shadow turtle
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Super Mario RPG works ok for me maybe we can try to invite them here to be able to test with them

fresh ingot
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Is this another non-standard board issue?

shadow turtle
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no they use de10nano

fresh ingot
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Then maybe they should delete their settings and start fresh.

shadow turtle
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I asked to test this SA-1 test rom "VitorVilela7/SnesSpeedTest/blob/master/speed_test_v51.sfc" to see if it could help to understand this case

fair widget
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yeah it's just interesting that they're both seeing the same result

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I just wonder if they somehow still unknowingly have the "bad" version of the 091924 core

elder pewter
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let's check the core hash and find out

fair widget
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I asked if they could join the discord

elder pewter
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it is either that or sdram configuration related I think

fair widget
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yeah it's an odd one

elder pewter
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what's weird is that other builds and even the unstable ones were also installed and failed. I'd like to think not all of them are bad builds

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SNES_20240919 with crc 0E714667 over here and works fine, including mario rpg

fair widget
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oh well I forgot to mention that at least one of them tried the 0925 core and they're still getting errors

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KD3 crashes and SMRPG goes to a black screen after pressing start

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so yeah, seems more likely it could be sdram related

fair widget
trim thicket
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Works fine for me and their issues are exactly like I had (and kuba) back then on the 09/18 version built by the bot.

fair widget
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right, except the one person said they switched to 0925 and are having the issues still

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I just tried 0925 build and it works fine for me too

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they're saying that the 04082024 build works for them

shadow turtle
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On the github ticket someon made screenshot of test sa-1 from both versions of core (that works and that doesn't work). it may could help srg320.

elder pewter
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I compared testrom upload from their faulty 0919 core with my results, got nothing

shadow turtle
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some values differs

elder pewter
#

where? I only saw one but it's very minimal

#

some results from the rom also jump around

elder pewter
#

the delta i found is also gone if I leave the testrom running for a while. found nothing in that upload 😦

shadow turtle
#

we will see if it could usable just some more hints
i will check if there is other test rom for SA-1

fair widget
#

huh interesting about some SA-1 functions moving to sdram where they weren't before?

elder pewter
shadow turtle
#

on test result wram seems different do you have also this case on your side ?

elder pewter
#

can you show which difference you found?

shadow turtle
#

On the page 3 some WRAM test have different speed

trim thicket
#

That's strange as their issues are what I'e seen from an old build on 09/18.

elder pewter
#

that could be a matter of letting that rom run a little longer. very tiny difference, not convinced this is a clue

#

this third screen jumps around a lot

trim thicket
#

As a reference with today's build and all SA1 games are working correctly.

shadow turtle
#

thrid screen is stable no jump on my side

trim thicket
#

No extra jump on my side too.

shadow turtle
#

There is also this test rom SA1 Demonstration Program from Nintendo (not able to share) could be interresting to test

elder pewter
shadow turtle
#

The point is to see differences what could lead to find the root cause
I have one issue with 18/09 build for SA-1 games because of auto build.
A local build permits to fix SA-1 games and no issue with the release 19/09

elder pewter
#

users should check their main binary too

#

if you want to see 3rd page of the speedtest jump on my side I can do a recording tomorrow

shadow turtle
#

The launch of Super Mario Maker could help to see if the rom load correctly or not and check if the mister main is updated correctly

fair widget
#

third page is stable for me as well

trim thicket
#

Hello @gloomy palm I had the same issue on 09/18 with my tests here, we have found some compilation issue coming from the compile bot.
The fix was to redo a compilation by hand back then.
I've tested with some others today the current unstable build (2024-09-25) and should be working okay.

#

Could you test that version with the same games ? Just to be sure.
#1096636309679919136 message

fair widget
#

@trim thicket
@gloomy palm did tell me on the forum that they already tried that and are getting the same results

#

they also did share the CRC32 of the 0919 build and it matches the known good build

trim thicket
#

Maybe some timings that need to be relaxed on the new SDRAM controller.

fair widget
#

that would make sense

spice canopy
tough patrol
#

Kirby 3 Hoshi No Kirby Super Deluxe crashed for me after running for a while. Japan no-intro Rev 2 set.

#mister-debug message

shadow turtle
#

I'm confirmed the case and on my side Kirby working great.
The turbo option is a hack so maybe with recent change it could lead to those issue ...

fair widget
#

yep, I just tested Gradius 3 with CPU set to Turbo and it crashes before the Konami logo

#

it either crashes to black screen or the checkerboard pattern goes all red and freezes

#

0925 build

#

actually, I was doing the vanilla version of Gradius 3...seems that Turbo is crashing everything for me no matter what game I load

#

yep, no games work for me if Turbo is enabled

fresh ingot
#

Do the different SA-1 and FastROM hacks also cause problems?

fair widget
#

no, I loaded the Gradius 3 hack and it loaded fine

#

that said, it seems to override the CPU settings and reverts it to Normal which is probably intended?

#

i guess i didn't try any of the fastrom hacks

#

huh, perhaps I don't have many fastrom hacks

#

what's a good FastRom hack to try?

#

oh super cv 4

#

loads up fine

#

predicatably, changing to Turbo makes it crash

#

but I played through a good chunk of the first level with no issues

trim thicket
#

Can confirm, Turbo mode is broken right now.

fair widget
#

I just added a github issue

shadow turtle
#

thank you 🙂

fair widget
#

no problemo

shadow turtle
#

we may need to wait next update to see if this issue could be nailed

shadow turtle
#

you can switch from both until it is fixed

honest pumice
#

My SA-1 SMW romhack is totally borked since the last core update. Looking at the above I'm glad that it's not just me.

crystal plover
#

Yeah, Sorgelig told srg320 he thinks it's a problem in the recent sdram controller rewrite

#

I'm sure it'll get fixed eventually

slim bramble
#

so just to verify, SA-1 is busted in the most recent general release SNES core, and 20240408 is the version to use for compatibility with those games for now

gleaming cipher
crystal plover
#

One of the other sa1 issues opened on github

fair widget
#

yeah on the github issue

gleaming cipher
#

I’m stupid and I can’t find that specific issue on github 😔

shadow turtle
gleaming cipher
brazen dragon
#

Anyone else having issues with Satellaview games with the .bs extension? On latest unstable it freezes after entering my name

shadow turtle
#

And it works with release build

brazen dragon
#

Ah good to know!

shadow turtle
last umbra
#

He’s at it again? 🤯

fresh ingot
#

Accuracy improvements are always welcome

shadow turtle
#

Turbo seems to work again !

shadow turtle
gleaming cipher
#

Is Rendering Ranger still fixed?

shadow turtle
#

yes

#

SA-1 games seems working great also but i don't have issue on my side previously

vast oak
#

lol what’s the full throttle, water bike race thing

shadow turtle
#

Maybe this ticket but I don't have this game on my mister to test

fair widget
#

@shadow turtle i’ll close the ticket re: turbo in a bit here 🙏

somber field
tough patrol
#

Ran “Hoshi No Kirby Super Deluxe” demo loop for like an hour now, no crash. The previous rbf would crash after 35 mins or so.

strange fractal
#

has there ever been any discussion on save states being added for the super famicom core?

reef widget
#

There has, however it would require a complete rewrite of the core to add them

slim bramble
#

as i understand it,broadly speaking save states can be tough because

  • they require a lot of foundational work throughout the core to allow relevant data to be captured and later restored
  • the core needs to be able to more or less synchronize different unrelated processes at points where it can freeze a single steady state for the entire system
  • it takes a lot of FPGA circuits to actually have room for all the necessary mechanisms
#

SNES is one of the cores with the least FPGA room available already because it supports so many expansion chips etc. and anecdotally it is not designed in a way that would easily accommodate these kinds of changes at all

reef widget
#

For NES they needed to do it for each mapper, so may be the same for the special chips on SNES as well. Realistically it will only happen if srg320 decides to go back and redo the core from scratch. Not sure if any other benefits could be made doing that.

clever loom
#

Does anyone have any issues with SA-1 games?

fresh ingot
frank vigil
#

Do you think we'll ever get 8:7 aspect ratio support?

clever tusk
#

I think if you set it to narrow, that's what you'll get

frank vigil
clever tusk
# frank vigil on a CRT even?

iirc, CRTs don't care about aspect ratio, it'll just fill every scanline with whatever color data there is on that line

#

So in essence it would work like a real SNES, effectively stretching 8:7 to 4:3

frank vigil
#

on a CRT that is

clever tusk
#

not unless you have an 8:7 CRT

frank vigil
#

No what I mean is... is there an option to correct the aspect ratio before the output gets stretched to 4:3?

#

displaying proper 4:3

#

on a CRT

#

some games take the stretching into account and as a result display properly

#

most games do not

clever tusk
#

I think I see what you mean. If you're taking a 4:3 output from the mister, and in the core you set the video to narrow integer scaling, there should be black bars to give you an 8:7

#

unless you're doing direct video

frank vigil
frank vigil
clever tusk
#

Unfortunately I can't verify that. But DV to my understanding bypasses any of the scaling the MiSTer would do

fickle quiver
#

If for whatever reason square SNES pixel aspect ratio is what you want, the only good solution is to slightly increase the vertical amplitude and slightly decrease the horizontal

#

On expensive CRTs you can use an alternative geometry preset for this (the overscan preset on most PVM/BVMs for example)

clever tusk
# frank vigil most games do not

it's an unfortunate oversight on the part of the developers, as no screens were 8:7, so the authentic experience for most people who played those games would have been stretched. But even back in those days, with some CRTs you can tweak knobs or go into menu settings to counter the stretch effect.

ancient sphinx
#

Yeah non-stretched looks wrong to me, even though yes, in some games the art didn’t account for it

#

Famously SMW I guess

fickle quiver
#

My childhood CRT had RGB input and easy access to horizontal and vertical amplitude/offset which was great as my life revolved around the Amiga 500. So when I got consoles I used RGB and tended to quickly dial in the geometry to exactly fill the 4:3 display.

frank vigil
spice python
#

Does the SNES core have cleaned up video output compared to the console? Such as the blurriness in the 2 chip or brightness from the 1 chip.. what approach does this core take on that?

fickle quiver
#

The DAC stage is not within the core’s scope and it does not attempt to emulate it. In other words, the core outputs digital RGB and the rest is up to the MiSTer scaler or DAC.

clever tusk
spice python
#

Thanks for the explanation. Sounds like its better than a regular snes, then! Lol

clever tusk
# spice python Thanks for the explanation. Sounds like its better than a regular snes, then! Lo...

For modern displays, absolutely! Just keep in mind that the SNES and its games were tested against CRTs for obvious reasons. So brighter more saturated colors were often used to compensate for the way CRTs wash out colors. And they often picked specific dithering patterns so that the CRTs would blend the colors to get the video output they had intended. So RGB may not be the most authentic, but it all comes down to personal taste. If you grew up playing SNES emulators moreso than the real thing, then you might be more fond of RGB

spice python
#

Im using rgb to my pvm but am also planning to use composite to a consumer CRT. I heard about different chip versions with video outputs for snes so i was curious. Sounds like its a non issue chefkiss

clever tusk
#

Yep, and you could use the "Direct Video" and an HDMI to VGA adapter to breakout a clean RGB signal directly from the core. You could also set it to output YPbPr if that works better for your setup. And also there are breakout boards that will convert the signal to Y/C and composite much cleaner than the original console

spice python
#

I have an analog board, so i use a vga to RGB and sync BNC cables. It works pretty well. what board is the Y/C? This one?

https://misteraddons.com/products/yc-active-encoder-board?srsltid=AfmBOorf5YgXR-9wrc38WjxHqAkUHvrGTZXVWV-8peVCgWRvrHaBqhM5

MiSTer Addons

Discontinued The functionality of YC Active has been integrated into IO Analog Pro and IO Direct!               Grab a short VGA cable (with pin 9 connected for 5V power) here Outputs S-video (Y/C) and composite video simultaneously Active Luma trap for cleanest composite video possible on MiSTer Tuned for NTSC but wor

#

Well, i see its discontinued apparently. I dont have the new analog board so id have to get something like this

ancient sphinx
#

Jailbar simulation when?

clever tusk
shadow turtle
#

Update SNES

spice python
shadow turtle
fresh ingot
#

Big day for cowards that don't want to 1CC R•Type III legitimately

fair widget
#

whattttt

reef widget
#

Paul works in mysterious ways. I didn't think this was even possible without a complete rewrite of the core.

trim thicket
#

Don't underestimate people here.

#

We have N64 and Saturn cores too.

#

And CD-i in progress.

magic kayak
#

Seems like a user tested already with msu1 and works

trim thicket
#

So CD-i and new save state version of the core, why choose when you can have both.

delicate fjord
#

because one is cd-i

trim thicket
#

Always take a @delicate fjord with you.
Like a second DrNoBrazil but on Discord.

tulip vessel
#

busy day for MiSTer today

#

if anyone is testing with a capture card lmk? Would love a single clip of a save / load state

surreal osprey
#

I was just about to start a Super Castlevania IV file today too chefkiss

#

For spiciness I’ll test on the uncensored fastrom first

somber field
#

So the .bin file goes into the games folder correct?

trim thicket
#

It goes where you want to.

#

Generally, yes the games folder is better.

somber field
#

Interesting, I've tested it with a few games, and it works for most of them. But it does not work with Mega Man X3.

cyan folio
somber field
#

Actually, it seems to not work with games that require special chips. Like Super Mario Kart, Star Fox, Mega Man X2 and X3, etc.

dry root
#

even if it's not 100%, I'd be very happy to have partial save state support for the 16bit systems

somber field
#

Actually, even Pilotwings doesn't work. So not sure what the parameters are. bowserthink

dry root
#

pilotwings has a dsp(?) chip blobshrug

somber field
#

Does it? It was a launch game, so I assumed it didn't have any special chips.

dry root
#

yeah, pretty sure that's why the messed up demo sequence was a thing through the years

trim thicket
#

DSP1A/B
One works, the other crashes the plane.

fresh ingot
somber field
#

Been testing it on a bunch of games, and yeah, it just works!

#

Time for me to finally win a game of Wheel of Fortune. chefkiss

frank vigil
#

Will the SNES MiSTer core get SFX 3 support in the future?

#

for the new Doom and Star Fox SFX3 games

trim thicket
#

The games aren't even out.

#

So let's wait.

frank vigil
trim thicket
#

That's news to me, or maybe I've missed that info somewhere.

#

You've picked my curiosity, I will check.

frank vigil
#

😉

somber field
trim thicket
#

Okay, Randal Linden will share the specs and code of the SFX3.
Good, and I've seen kando is in the loop for Starfox EX.

#

So nothing to really worry about.

old valve
hearty hornet
frail scaffold
fair widget
#

yeah, I’m pretty sure that @frail scaffold is correct and that N64 savestates just won’t fit

fresh ingot
#

Nintendo 64 is pushing the limits of what the DE-10 NANO can handle, so it makes sense to drop features to save as much space as possible.

brazen dragon
#

IIRC, the larger the core, the more logic save states take up too. For example, save states too up something like 10% of the logic on the PSX. Just won’t fit for N64. Just wait for the next gen FPGA for N64 save states. Good thing is I can’t think of many games they would benefit too much from save states on the N64.

#

SNES benefits much more with save states. I can finally play through the Super Star Wars games!

fair widget
#

someone posted the forum link on the facebook and since I was the first person with an avatar to comment it used my pfp 😅 hopefully no one starts sending me bug reports elmorise

old valve
#

Gratzie nonna

magic barn
#

My god if this is possible I will be so happy

magic barn
sick folio
#

I just mindlessly repeat what the smart people around here tell me smugnep

fair widget
magic barn
#

ah

fair widget
#

Well, that said, Paul added save states and they aren’t the core author, so I guess we still never really know 🤷‍♂️

heavy juniper
#

never say never but the n64 core is pretty packed already is the take away

reef widget
#

One for the next board I reckon, when there are resources to spare.

cyan folio
# hearty hornet Just out curiosity: Theoretically this could be done to get N64 save states too?

yes. I planned to do it, but didn't in the end, because i thought the compatibility would be too low. Also the amount of effort is MUCH higher than with the method I use on all the other cores. Combined high effort and lower compatiblity made me skip it for the current gen hardware. With more space available(and higher speed fabric), it would be only some days of work, while using code running in the CPU to save the state could easily cost months to fix all the weird non-working things and some might not be fixable at all

#

This course doesn't apply to the SNES core, because it was not prepared for savestates in the first place, so Pauls move seems like a good idea here, as changing the core insights would be probably even worse at this point unless maybe for srg320 who understands it all

crystal plover
#

paulb-nl seems to be the kind of developer who is very comfortable working in other people's codebase deeply

#

always has been, he's been messing with the SNES core for awhile now, many years, most notably doing the super gameboy core built out of it which was substantial effort

#

but yeah, this is a way that if it could work it could be applied to many other cores similarly without as tedious a process

warm mirage
#

Did I read #test-builds message correctly? shocked snes savestates??? Shouldn't the snes channel explode with hyped children, fainting women and crying men?!

pearl loom
#

we are too busy playing games

warm mirage
#

Like update_all and memtest.

hearty drum
#

Anyone tried the new test build? How is save states working?

delicate fjord
#

so paul is a codemonkey

mild rover
#

Use last mister unstable main build, put savestates_20241007.bin file of the archive in _game folder, load it one time, then you can enjoy savestates. (no need to reload .bin file even after turn off mister)

hearty drum
#

Tried it on contra 3, DKC etc

#

Should both the bin file and the core be placed in the console folder?

cyan coyote
#

You need unstalble mister main, bin file and core. Load bin file , play the game , have fun with savestates

hearty drum
#

Ah I’m missing the unstable main

hearty drum
#

thanks! it works

#

now I'll finally be able to finish R-type Third Strike 😄

#

that game is crazy difficult without something like save states

warped nova
#

I hope this approach triggers some spark in someone to investigate the megadrive core

#

at least the software approach is compatible with the philosophy of that core

mild rover
#

lack of logical elements if I'm not saying crap

fresh ingot
#

or you can suck it up and just 1CC Twin Cobra casually

warped nova
#

this is the same approach as flash carts use, so it's feasible on unmodified hardware.

mild rover
#

sry 🤣

warped nova
#

LoL I wasn't asking anything. Just posting my dreams and wishes 😄
If flashcarts can do it, it should be possible.

mild rover
#

nothing is impossible

#

I think devs are waiting next gen hardware to finish/add features to some cores

#

replay2 with last intel agilex fpga should make the trick

warped nova
#

Oh I think MiSTer is here to stay for a long while, given the hardware have just become more financially accessible.

#

Though I guess a new platform may yield it somewhat stagnant.

hearty drum
gleaming cipher
#

mars wen

mild rover
#

FPGA are different from other CPUs and way more expensive, I guess it's harder to get a powerfull & affordable FPGA platform

mild rover
brazen dragon
#

Next gen FPGA is a matter of when, not if. At the very least, the De25 Nano will become available in the next 1-2 years

#

Regardless of next gen FPGA, very proud of how far this community has pushed the MiSTer. I got mine at the onset of the pandemic in 2020 and back then everyone said N64 is impossible and that Saturn and PSX were improbable. Also, no core had save states. Pretty amazing how far we've come!

brazen dragon
hearty drum
#

There’s something fishy with the save states

#

When playing r-type third strike half way through I rebooted my mister and now it restores to a much earlier save

#

Not the latest one

#

THATS BULLSHIT

#

Especially in this bitch ass game

dry root
#

You’ll need to have them set to save to sd card, and make sure you open the osd to make the save happen, just like with sram saves. Maybe that was it?

coarse elm
#

Didn't accidentally change save slot?

hearty drum
#

I made the saves via the shirt cut. On my key board

#

That maybe is the issue?

dry root
#

Did you open the osd before you rebooted?

hearty drum
#

Up until that point I had done my saves on the osd

#

But from there on using the keyboard

#

No I just removed my cable

#

Power cable

#

CLEAN HARD reboot

dry root
#

The shortcut would have worked, but if you don’t open the osd it doesn’t get written to the sd card

hearty drum
#

So I should have rebooted using the OSD and not by the PSU?

dry root
#

You just need to open the osd before you switch it off, you should see the “saving…” message. Mister doesn’t save anything to sd card when the osd isn’t shown

hearty drum
#

The controller lives its own life

hearty drum
#

That wasn’t the latest one

dry root
#

They’re saved, but only in memory. If you want to switch it off you need it to save then to your sd card

hearty drum
#

Hmm ok

dry root
#

That’s how it works with sram saves anyway, I’m assuming it’s the same with save states, and it sounds like it matches your experience

hearty drum
#

I thought every save state was instantly saved to the sd

#

Crap I was at the final level

dry root
#

Someone else can weigh in if I’m wrong, but popping up the osd before turning off your mister is a good habit to form so you don’t lose any saved progress

pearl loom
#

Yeah i always open the osd and exit the core when I'm done. Exiting the core isn't necessary but I enjoy returning to the static and it's an easier process for me than just opening the osd.

#

New save states core is awesome

shadow turtle
radiant stump
#

Sorry I'm not as present in here lately lol

somber field
hoary jackal
#

@radiant stump

delicate fjord
#

i see the cheaters have started to come out of their hiding places

elder pewter
#

back to the topic of testing the ss core

#

I am noticing some odd saving behavior, that it saves too often. pretty sure the game did not write anything and no new savestates were made either

#

so why is it saving when I open OSD?

delicate fjord
#

cheater

warm mirage
# delicate fjord cheater

Using a savestate in a retro game is like not buying microtransactions in a modern game. It's not the experience the devs intended and you're only harming yourself.

tough patrol
#

Also as an adult I just don’t have the time to play those games in one go. So it’s a practical thing.

warm mirage
#

I thought the microtransactions part should give the sarcasm away. My bad.

glass pagoda
#

SNES Savestates???

#

Dope.

#

Maybe Genesis could get one too someday

#

So I can play Darius and save my high scores

pearl loom
reef widget
#

Anyone checked if save states work on Satellaview games OK?

dusty ember
magic barn
#

Are there any Super Scope alternatives out there? Like maybe using a NES zapper with an adapter or anything like that?

pearl loom
#

People have used a guncon1 with reflex adapt. I haven't figured it out yet but seems like it's unique to me.

ancient sphinx
#

GunCon2 also works. No idea if there is anything else via SNAC…

solid meteor
#

Wiimote?

ancient sphinx
#

Yeah obviously all the IR stuff like GC3 also

#

For all of the non-tube people out there

dry root
#

Does the guncon1 via reflex do any better with dark content than the guncon2?

magic barn
solid meteor
#

maybe. Not sure how it works with mister, but the Wiimote does work with a CRT using the IR bar.

ancient sphinx
#

Yeah you can use an IR with whatever TV you like, just need the emitters themselves

hearty drum
#

Wait so you can use a Wii mote for the scope supported games on the core? HOW? 😮

shadow turtle
frank vigil
#

I gave up using the GunCon 1/45 on the PSX core via the SNAC adapter, it doesn't work consistently

#

It has serious trouble with dark areas and sometimes just doesn't hit certain targets on the screen

#

I really don't get it

hearty drum
#

Got this garbled graphics when using save states on Macross Valkyrie

fair widget
#

@hearty drum you should report it on the forum thread

#

does that game give garbled graphics like that no matter where you save a state?

hearty drum
#

i think my mistake was that i first only saved to memory and then turned on "save to sd"

#

and then that happened

#

it seems like if you first save to memory and then turn on save to sd and then try to load that save it will mess up

solid meteor
somber field
#

I use a guncon 3 with Porkchop's IR sensors. Works really well for me.

delicate fjord
#

garbled macross valkyrie! GET ON IT, CHEATERS!

crystal plover
#

Do you have an account on the forums? If it's repeatable might be worth reporting regardless.

hearty drum
#

Is there a sub channel for N64 core?

#

I can’t see it

#

It’s hidden?

hearty drum
#

Why is it not listed in the tree?

hearty drum
#

Not in that tree 😦

last umbra
#

Press the mister cores icon. The expanded tree only shows ones you’ve posted in recently

hearty drum
last umbra
#

Might be one to ask the mods 🙂

trim thicket
#

Too much people on the N64 thread.

#

So it must be blocking new users to access.

last umbra
#

Ah, or that! Try DM-ing a mod 🙂

hearty drum
#

Who is the mod there?

last umbra
#

And anyone with an orange name is a mod 🙂

dusty ember
#

RE: SNES savestates, a couple of things I've found

The .bin file can be placed anywhere, so I put it in my ROMs folder instead of the _consoles folder

The turbo feature in the SNES core appears to have no detrimental effect upon savestates

The audio works great (unlike the SD2SNES savestates that don't copy the SPC's state)

Apparently the method used in getting the SPC to work can also be used to get the special chips working (fingers crossed paulbnl can get this working, and that there's enough room on the CV to achieve it).

So far I've tried Chrono Trigger, Prince of Persia and FZero, with flawless results.

Massive thank you to paulbnl for implementing this 🍻

ancient sphinx
#

Would be even more exciting if these changes can make it to the Pocket fork

#

Turns out save states are fairly useful on a handheld…

pearl loom
coral plover
#

Has there been talk of coprocessor support for save states? Cuz as of now, coprocessor support doesn’t work, roite?

hearty drum
hearty drum
#

Save states doesn’t seem to work on the English patched version of Assault Suit Valken

#

Can anyone else confirm that please?

#

Also this is what happens when you save state an MSU game

#

Scrooge mcduck turns into numbers lol

warm mirage
#

He loved money so much until he became it.

sick folio
#

Somebody cast a hex on him

delicate fjord
#

that is actually a funny glitch

#

load state and now you're Screwed McDuck

dusty ember
radiant stump
delicate fjord
#

wow, that's awesome

#

right?

radiant stump
#

Seems like mostly just QOL tweaks but interesting

last umbra
#

Woah, Super Mario RPG is hella slow moving the cursor to create a new game on the current stable core (2024-09-19)

#

Will try the latest unstable to see if it’s since been fixed

#

...Yep, that's much better!

trim thicket
#

SA1 chip had a problem, now solved.

last umbra
#

Looking at the commit logs, I guessed it might have been something like that

#

Hopefully there's a new stable release soon, for those that aren't comfortable using unstable builds

wet island
#

NIce, will try save states

cloud stirrup
#

i can just hear "unchained melody"

solid meteor
glass pagoda
#

Btw, has anyone noticed some of the SA-1 based speedhacks breaking on the latest unstable core?

void ruin
#

Hey all, are there any tools for debugging romhacks/homebrew SNES games on the Mister? I occasionally run into odd Mister specific behavior, and I'm not really sure what's out there for debugging those issues.

hearty drum
#

what I have noticed is that the MSU breaks the game when using save states

glass pagoda
#

Huh, now they boot...

#

I'll have to keep eye on it

#

Atm the intro sequence doesn't transition to the title screen however

hearty drum
#

Race Drivin with the SA-1 hack is like day and night difference

#

probably the one game that benefits the most from the hack

glass pagoda
#

Huh, now it's glitched again upon launch

#

It seems the SA-1 hacks can glitch up or not launch at all

#

Doesn't happen in an earlier build (08.04.2024)

hearty drum
#

btw check out Gunman's Proof

#

shameless ripoff off Zelda A link to the past

#

but fun and quirky

#

Gunple: Gunman's Proof (ガンプル Gunman's Proof Gunman's Proof Ganpuru?) is a 1997 Japanese video game for the Super Famicom. It was developed by Lenar and published by ASCII. It was one of the latest releases for the Super Famicom, and was never released outside of Japan. It is a 2D top down action-adventure video game set in the American Wild West...

▶ Play video
fresh ingot
#

By the way, with the recent changes to the SNES core, will the Super Game Boy core also receive those changes too?

radiant stump
onyx tulip
#

signaltap

wind steppe
#

Is there way to do Save States in MiSTer for SNES?

#

It's kinda bummer it doesn't exist

warm mirage
#

When the savestates hit update_all a lot of minds are gonna be blown.

fresh ingot
#
Bluesky Social

We now have all weeks of BS Super Famicom Wars for Satellaview preserved!

There’s also basically a prototype Super Famicom Wars (the NP release) under this version’s hood.

Cabbusses did some amazing analyzation here, please make sure to check this post out!

https://superfamicom.org/blog/2024/10/preserving-roms-about-war-amidst-the-war-on-rom-...

hearty drum
ancient sphinx
#

A bit hard to find as it’s locked away in a test build for now, so understandable

hearty drum
#

is there anything from the BS Satellaview that (currently) is lost to the afterworld?

brazen dragon
#

The emu community has done a great job preserving a lot of it though

fresh ingot
#

The Satellaview is one of those things that will probably never be completed, for the simple fact that it was poorly documented back when it was active and the temporary data on the cartridges making dumping highly impractical.

Not helping that Nintendo likes to pretend the Satellaview never happened, so it's doubtful they will distribute any of the games themselves.

hearty drum
brazen dragon
sick folio
#

Does anyone have any information on what nintendo's archive is like or how vast it is?

#

The gaming Library of Alexandria

heavy juniper
#

The best we have is data collected about lot checks

#

Internal IDs and such

#

We know they keep final roms for anything that passed lot check

#

Which is why the giga leak had completed gameboy and Gameboy color games that were unreleased

#

There are several SNES and N64 games that fit that category

#

Not sure about satellaview, I'd imagine it's less meticulous

#

But for a recent example, there's a Famicom Detective club for satellaview that is currently lost I believe, or parts of it are. I think there's a few recordings of it though

reef widget
#

There were digital "magazines" that you could download via Satellaview that a many of seem to be lost to time, so it was more than just games. Thankfully the big hitters seem to have been well preserved and recreated now, i.e. the 16 bit remix/remake of the original NES Zelda, and the "sequel" to A Link To The Past

wind steppe
#

I tried using save states and it just crashes

cyan coyote
hearty drum
#

Wasn’t there an unreleased early arcade found at Nintendo?

#

Contemporary to Donkey Kong

#

Which Nintendo later released on switch I believe

tepid sparrow
hearty drum
#

The story behind how it was found is fascinating

glass pagoda
fresh ingot
glass pagoda
#

Ah.

solid meteor
#

and it somehow got an Atari 2600 version.

pure chasm
#

Hi, I'm new here and I'm making decision to purchase the DE-10 nano board, got a question. I'm playing with my real Super Famicom connect to scaler (s-video) and connect to LG C1 oled and found out some sound delay causing by SNES native 60.08Hz so I solved by connect sound to external speaker. Does the MiSTer have any sound delay issue with SNES core connect to HDMI TV?

magic kayak
#

What scaler are you using?

pure chasm
# magic kayak No

Retrotink 2X and I've tried other cheap av2hdmi it's the same result. So I solved it by plug the red and white audio wires to external speaker and the audio is in sync.

#

The problem is the more time I play the sound will delay more. I search the internet it causing by how some modern TV handle the 60.08Hz that send from SFC / Scaler.

magic kayak
#

Yeah but to me the issue is your equipment.

#

If you get a mister, you can connect it straight to the tv via hdmi

pure chasm
#

Yeah, that why I try to confirm if the MiSTer having the same problem in SNES core? not sure it output pure 60Hz or native 60.08Hz in snes core.

hearty drum
#

no issue with mister

radiant stump
#

With a frame buffer

delicate fjord
#

you're a frame buffer

somber field
#

I am the frame buffer.

last umbra
bleak sage
#

Does anyone know if it's possible to get the FF6 T Edition patch working with fpga?

radiant stump
heavy juniper
#

it should work, but in order to hear all the music you have to use the msu-1 patch. Not sure if that patch works, but it does on real hardware as far as I know

radiant stump
#

Well the core has msu-1 support at least

spice python
#

Anyone have this happen when using composite or Svideo? It only showed up when the black menu opened and occasionally when loading levels transitions appeared. Its not the TV, i had composite on this TV and Svideo out put to the PVM at the same time with the same artifacts. My core is from update_all, haven’t used nightlys yet. I think ive only seen a problem on this game so far. Thoughts?

gleaming cipher
plucky scroll
#

I’m having issues with the SNES core suddenly. Contra was showing garbled graphics, Chrono Trigger had music issues, Kirby Superstar keeps freezing within a minute of loading the game… I’ve been rebooting and ran update-all but no solutions yet.

fresh ingot
plucky scroll
#

Ok thanks, I will try

spice python
#

@gleaming cipher ill let ya know in 15 mins!

gleaming cipher
spice python
#

140 if im reading this screen correctly

#

Is that a sufficient test? Ill try installing the nightly core to see if it makes that not happen

gleaming cipher
#

Yep, go ahead and try the latest unstable 👍

spice python
#

@gleaming cipher
Problem solved…
I believe i had a PAL rom with NTSC as my forced region and didn’t realize the rom was the wrong region… sorry about that! Thanks for confirming my ram is good thats good peace of mind!

#

I put on a NTSC rom and no issues at all now 👍

foggy storm
#

could some one test BSX loading on the snes latest unstable version ? it seems to crash for me after the welcome screen

trim thicket
#

Can confirm, you can report the issue to GitHub.

#

The savestate version isn't impacted as Paulb-nl based that version just before those changes.

foggy storm
#

yea i tried that build and it seemed fine, i was just trying to port the changes over pocket when i came across this

trim thicket
#

I'm checking if the emudetect changes are the culprit.

I've already done a new compile of the core with the SA1 changes and everything seems fine.

magic kayak
trim thicket
#

I'm doing it right now.

#

Just to be sure.

#

ETA 10 mins

trim thicket
#

SNES unstable core correctly recompiled, based on paulb-nl savestates version + SA1 & emudetect changes added.

#

SA1 chip games are working correctly, the savestates system is working as intended (except with the special chips).

#

The last unstable version done by the bot is borked and BSX system is broken after registering your name.

magic kayak
trim thicket
#

Yes.

#

I tried some Zelda and Sutte Hakkun without any issues.
With the unstable build from some days ago, I can't register my name.

#

I've not verified the Turbo function, forgot about it, but should be okay too.

magic kayak
#

Great

#

@foggy storm

radiant stump
#

is there hope for save states to work on special chips eventually?

somber field
#

At this point, anything is possible! ...is what I'd say if I knew how this stuff works. marioohno

warm mirage
#

There is always hope.

shadow turtle
wind steppe
#

Heya guys, i am trying to use save states on SNES, it just crashes, I also put ss.bin file to game folder and loaded it, it crashed

cyan coyote
wind steppe
cyan coyote
#

yes

wind steppe
wind steppe
cyan coyote
#

#unstable-nightlies message

wind steppe
#

@cyan coyote bruh it crashed my whole mister

#

I see nothing when i reboot, just black screen

cyan coyote
#

how did you copy the file ? did you rename it to MiSTer ?

wind steppe
#

still not seeing anything

cyan coyote
wind steppe
#

when i reboot, it is all black screen

cyan coyote
#

copy this file manually to the card

wind steppe
#

still showing black screen

#

i can see lights but not output screen at all

#

used filezilla

#

able to acesess filezil,l.a

cyan coyote
#

no!!!!

#

do it manullay

wind steppe
#

ok

cyan coyote
#

filezzila messes up file when copying

#

if you want to use filezilla #help message

wind steppe
#

It still crashes

cyan coyote
#

yes i sent You latest official mister main

wind steppe
#

ohhh ok

#

i thought it was unstable one

cyan coyote
#

I wanted to check what was causing the problem , but when it turned out that it was fillezilla it's all clear now 🙂

wind steppe
#

ok but how cban i use save states now?

#

can*

cyan coyote
#

use unstable just copy it manually 🙂

wind steppe
#

ahhhh ok

#

ok for filezilla i had to use sftp right?

#

i changed it to sftp

cyan coyote
#

and binary

wind steppe
#

how can see binary option?

cyan coyote
#

How to change FileZilla ftp program to binary transfer

Step 1: Open your Filezilla ftp program.

Step 2: Select “Edit” and click “Settings“ from the drop Box.

Step 3: In the “Select page:” box, under “Transfers“, click “File Types“.

Step 4: In the “Default transfer type” section, select the “Binary” radio button.

Step 5: Click OK.

Step 6: Now when you connect to your server with ftp, files will be treated as Binary files. This should prevent the files from becoming corrupted.

wind steppe
#

ok

cyan coyote
#

or use WinSCP 🙂

wind steppe
#

done

tough patrol
#

it was mentioned somewhere earlier the special chips code will need to be modified like the SPC so that its state can be set.

radiant stump
#

Nice

magic barn
#

are the save states coming to main eventually?

gleaming cipher
#

Is Kirby Super Star randomly freezing to anyone else?

#

Latest stable release here

fresh ingot
#

@gleaming cipher Try this build here

#1096636309679919136 message

vast oak
vast oak
sick folio
#

Still bragging about the super awesome japan trip marioohno

last umbra
#

Did I tell you about that time when I flexed with a Yakuza?

coral plover
#

Japan? Pish posh. I went to Bieberstan and had Tim Hortons

lyric beacon
#

Have a question for anyone running Takis ram kits.

I have a MiSTer with a DE10 that has two of Takis ram sticks installed. I am getting graphical glitches/garbage data on some of my games that is not present on my other MiSTer.

I read that there was an issue with N64, but is the issue more widespread that just N64?

Memory test shows them stabilizing at 142

gleaming cipher
#

Stable core is broken. You have to use the latest unstable

lyric beacon
trim thicket
#

Some leisure time from srg320.
"I will add the Sufami support to the SNES core"

fresh ingot
#

I was wondering what the Sufami Turbo even was, until I looked it up and it turns out to be one of those Bandai gimmick peripherals.

Bandai is a toy manufacturer, so not surprisingly they produced quite a lot of peripherals for both the Famicom and Super Famicom back in the day.

shadow turtle
#

maybe we need a change also a change on core side

reef widget
#

Wow!

#

Looking forward to seeing how this is implemented, I didn't think we would ever get this. This is brilliant news!

#

For anyone wondering what this is, here is a thread I made about it a few years ago

reef widget
#

There are some fun ones in there

#

I liked the Ultraman one I have

vast oak
#

i need the moondandy picks!

reef widget
#

There are 8 Gundam ones, which can all be interjoined, but sadly they are very heavy on Japanese text

#

Having native support does mean we are good to go if we ever get translation patches of these ones

#

It is worth just loading the BIOS to hear the fun little tune it plays

vast oak
#

thats pkewl

reef widget
#

Also another thing that Analogue core can't do. I suspect a lot of emulators don't have native support either but I don't know modern software emulators well

trim thicket
#

At least Ares and BSNES have it.

shadow turtle
#

yes also slotted cartridges withe memory

trim thicket
#

Always a nice addition on the core.

reef widget
#

It is going to be a fun one for people to play about with. Funny it comes now, I raised a request for it 3-4 years ago.

shadow turtle
trim thicket
#

A cart with two holes.

#

And you can play with it, doing various combinations.

delicate fjord
#

i see. i see.

reef widget
delicate fjord
#

cool for anybody who enjoy those few games i guess

trim thicket
#

Why choose, when you can have both.

#

Savestate from paulb-nl & Sufami updates at the same time.

reef widget
#

Nice, thanks

#

How does Sufami game loading work?

trim thicket
#

We need a MiSTer main update.

#

I can't use it at the moment.

#

I've just taken today's code and applied each changes from paulb-nl to the corresponding files.

reef widget
#

Does it have new options for it in the menu?

trim thicket
#

Yes, one for swapping carts on the fly.

reef widget
#

Do you need the BIOS added as a boot rom?

trim thicket
#

The core seems to load concatenated files.

#

Yes, you need a BIOS file too.

reef widget
#

How should it be named?

trim thicket
#

I've not checked at the moment, if the BIOS should be with the ROM file or separated.

compact goblet
#

Finally, a way to play to play Donjara on MiSTer for people who hate Azumanga Daioh.

reef widget
#

Does the SNES core allow BIOS file loading from the menu? Not at MiSTer to check

vast oak
#

@trim thicket you’re a cool dude, thanks for doing that

trim thicket
reef widget
#

Hmm, that doesn't sound very intuitive

#

Let us know what you figure out

compact goblet
#

I tried to load a merged rom consisting of Sufami Turbo system rom + Game with no success.

#

When you launch only system rom in Ares emulator, it displays Bandai logo and then switches to a screen, prompting you to put a cartridge in. On MiSTer it fades to black after Bandai logo and stays there.

trim thicket
#

😏

#

The multi card system is working too.

#

You put the BIOS at beginning of the file & merge it with the game data to be put at address 0h x100000
Some patches exist already.
A set needs to be uploaded to the archive we know.

#

@reef widget

compact goblet
#

0x100000? That's a lot of wasted rom space. But I can confirm that this works.

main geyser
# reef widget https://misterfpga.org/viewtopic.php?t=2592

Reminds me a bit of the Aladdin Deck Enhancer for the NES: https://en.wikipedia.org/wiki/Aladdin_Deck_Enhancer

The Aladdin Deck Enhancer is a system-enhancing adaptor to use Compact Cartridges on the Nintendo Entertainment System. It was produced by Camerica and developed by Codemasters but not licensed by Nintendo. It is similar to the Datach system for the Famicom, but without the Barcode feature. It was released in November 1992, with its planned libr...

reef widget
#

Yeah is a bit like that, as it had shared chips in the cart connector which meant they could make cheaper carts with fewer chips in them

frank vigil
#

might be a silly question, but why is there no option for extra sprites in the snes core? it's not a huge deal, and i can't think of many games with egregious sprite flicker anyway, but both other mister cores and the super nt have the option. just curious

vast oak
frank vigil
#

that makes sense. it would be cool to see it added someday though

last umbra
#

I might be wrong, but I get the impression that srg320 tends to prioritise accuracy over lots of enhancements (not to say they’re necessarily mutually exclusive, but both require time and logic elements). I’m not sure that many of his cores tend to be full of extra enhancements

frank vigil
#

no problem, it’s good to see accuracy be the number one priority anyway. extra goodies can come later :p

coral plover
#

I wish it was an option too.

frank vigil
#

well, we got savestates, so anything could happen now i suppose

last umbra
#

That’s true. Fingers crossed!

hoary jackal
#

I think accuracy has kinda been the priority for mister in general

humble widget
#

Save states have not been good for me... I am playing super metroid and when I shut off my mister and come back later, my save states are gone or from a way earlier point... Very annoyed lol

coral plover
#

If the game has a save feature, I’d use it along with save states

It’s still a WIP AFAIK

serene ridge
#

I beat Brandish in the SNES core (dated 2024-09-19) recently... and I think I encountered an emulation error here, at the end.

https://youtu.be/AOE-HjVC0t8?si=eab9uMWe1ojz5-k8&t=254

Specifically - when you beat the game, and the ending story sequence has played out, you then have the credits sequence begin (4:14), while flashbacks to previous boss encounters in the game happen. However, there's an issue where the ninja boss fight's music track overrides the credits theme (4:19), and said boss theme keeps playing up until the game loops back to the start-up sequence.

https://youtu.be/QxtmxivtsN0?si=eEMZzZ7_Annjm-Kj&t=12254

When comparing to this longplay, the credits theme here does not get overridden by the boss theme, and the credits music is thus able to play out in full.

I think this is likely an inaccuracy with the Super NES core itself.

I should note that I played through the game using a couple romhacks that restore the Japanese art/music, as well as changes the character names to what they were in the Japanese version. I went and tested this again using just a standard unhacked ROM, and the same music error took place.

This is my save file, if anyone else wants to test it and see if they get the same music error as I do.

This is recorded using the 2024-09-19-dated SNES core for MiSTer. The proper credits music starts playing for a couple moments, but then gets overridden by the ninja boss theme, and said boss theme continues uninterrupted until the credits are entirely over and the game loops back to the start-up sequence.

▶ Play video

http://www.longplays.org

Played by: xRavenXP

Brandish is an action RPG/Dungeon Crawler game by Nihon Falcom.

Brandish revolves around a place called Berymia, protected by a dragon who lives in a giant tower free from any danger county. One day, the king Berebus, very unhappy with so much joy and prosperity (and enormous greed), has the brilli...

▶ Play video
trim thicket
#

That should be retested with the last unstable core.
Some quite heavy reworks on the CPU, PPU and the SPC700 were done during the last month.

serene ridge
trim thicket
#

Thanks for the confirmation.

#

Issue opened.

serene ridge
#

Thank you

cloud stirrup
#

TIL using an SPC to SFC program and an SFC to BS program, you can use the BS-X rom as an SPC jukebox of sorts

#

(a very slow one since you have to wait for the rom to load again but still)

compact goblet
#

Wait, you can switch memory packs without resetting BS-X? I never realised that.

cloud stirrup
#

no, i edited that out, otherwise the video was too long for discord

crystal plover
cloud stirrup
#

did not know that! i'll have to check it out

#

what i wanted to do was something like this, but turns out it isn't possible without satdata support (screenshot from bsnes)

hearty hornet
#

paulbnl did it again! "by paulbnl » Sat Nov 09, 2024 1:33 pm (MiSTer FPGA Forum

Here is a new version with SA1 support. It should also fix most of the games that were reported here. Those games did not use NMI during gameplay.

Super Mario RPG has a known issue: Loading a state during a screen transition might show a blue screen only. Press X to to open the menu as a workaround if that happens." https://misterfpga.org/viewtopic.php?t=8459&sid=7ee6bdd8a33c63b09d0b4525b8d6ad27&start=30

frank vigil
heavy juniper
#

I'm gonna guess no, I think this is just targeting save states