#Super Nintendo/Famicom
1 messages · Page 5 of 1
What's this hack?
I tried two flavors one for SD2SNES and the one tagged mister both works
Oh, so are these hacks now fully playable?
need to test more but it seems so
Wow, that's great he was able to do that and so quickly
very cool to see the core get updated to support this
Do you have a link handy to this rom hack?
it is not a patch but a rom but if you search SUper Mario Maker Infidelity you might find it 🙂
my bad, I didn't add "nes" to my google search
Didn't know it was a self contained rom, appreciate you not linking it here. Sorry I asked for it, breaking our own rules lmao
it is still beta so there are some bugs
It’s interesting that they added a save state feature to the hack
I want to speak to the manager
That’s not me, I’m just some random goon they picked up off the street
I have finished ALttP I have become a true gamer 
I guess that makes me a true gamer too
Finished LttP? More like Late to the Party! 
I'll give that an A+
Serious though, congrats. Game is cool as hell. Blew me away when I was a kid.
My favorite Zelda game. 
How long did it take you? Feels like forever.
25 years 🧺🐍
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
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
It may also be affected by my preference for 3d zeldas similar to how I prefer 3d marios
Whoa, didn’t think it would get added.
@crystal plover it looks like srg just changed it to 256 and got it to work. Why was it that simple on his end?
He hasn't updated the SNES core yet
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
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.
I thought the game kinda blocked you from doing quite a bit until you found very specific items in odd places
Like you can't get to the swamp dungeon without the fast travel bird
And I don't know that those items were really telegraphed as necessary to proceed
I’m glad you specified the Nintendo guide
Otherwise I would have revoked your “beat the game” card
I called the hotline like ten times and they never picked up 
My neighbor’s mom once called up the hotline to beat link’s awakening and we thought that was so cool
What’s the update on mister main for about then?
It is to prep for the incoming snes core change
Ah so needs to be changed in both spots
Yes
Got it!
what is it missing ? Is it impacted the current snes core ?
It is the 256bsram change for snes core in main mister
The assumption is that a snes core change is incoming
but super Mario Maker seems to work
And the Metroid hack too.
Yeah but super mario maker has some bugs
Whoever tested the Metroid practice hack (sd2snes version) did you try using save states? Those are the thing that requires 256K
Everything else works fine
ok do you have the bugs to check with an emulator on my side ?
Sure, give me a sec . I’ll try to find the post
It was in the ticket
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
The issue are graphical in super mario maker. One being that castle in the background which is green
you mean this ?
thank you 🙂
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.
is it impacted just games like Super Mario Maker ?
I believe so. It probably will only impact games that weren't working anyways
Games that use more than the normal sram size
ok thank you
SNES core doesn't have Save States
The rom hack has save states
That's what it uses the 256K ram for
Stores the state in memory and lets you load it from there. Wasn't possible at only 128K
wait what the game itself has save states? That work independently of the core?
Yes
wow
There is a trimmed down version of the hack that use 128K for save states but those aren't full featured.
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.
theoretically once the snes core is updated with this change it should work the same as it does on the fxpak pro
for those games that have been modified to use 256K sram size
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.
Oh that's something very different. Didn't know what you meant by autosplitter
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.
So, it was closed and re-opened a couple years ago? Either way, it seems the prognosis isn't looking good I guess 😦
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.
Gotcha. I'm honestly only interested in a SNES option. How would something like an arduino situation work?
Oh does this new core update mean the super metroid practice rom will work using the standard version?
Yes, it should!
the snes core isn't updated yet
just the main mister binary
so it probably won't work right still, fyi
currently it's like 128KB sram is mapped, but the other 128KB sram is being pulled from somewhere random... i would guess
Ah okay. I don't mind the modified version, but I got really excited about the idea of the standard version working
Ah yeah, sorry I meant when the core itself gets updated it should. Just mister main was updated so far.
Can't wait to try it out!
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?
What game and scenario?
I’ve been playing Far East of Eden and had no sound issues
I haven't had any with Super Mario World or super Mario kart
Check your TV or cable as it may be causing the issue.
check your pants - they're on fire.
It was my setup, weird, running it to another CRT and it works great?! xD
Still, I love my Luxor 29inch CRT, so need to fix this, what is the cause of this behaviour? No other core has issues?
Thx anyhow 🙂
It’s likely that TV doesn’t like the native resolution or refresh rate that core has. You’d run into the same issue with the original hardware.
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.
weird yet is that OG SNES works fine PAL/NTSC modded.. most 15khz signals I throw at it it handles great, late model CRT...
Well, now I can at least conclude that is has nothing to do with the core or the Mister HW. 🙂
SRG firing on all cylinders, wow
yeah 😉
I'm trying to compile it, as long as the Saturn one.
SRG working his magic on all fronts. A true MiSTer man if you will.
Metroid practice something
The WRAM is moved elsewhere and the SDRAM controller was reworked.
So, that should do the trick.
I'm so good, I play the original without practice. 
I wonder if all this rework fixes rendering ranger
Commit message suggests as much
Yes.
Between Paul, srg320, ReverendGumby, Slamy and the others, we are spoiled right now.
Super Mario Maker is good now 🙂
That’s awesome!
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 ?
Also for Super Mario RPG
you have also the same behaviour ?
I have a SDRAM v2.5 on my side for information
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.
SDRAM 3.0
Ok I will opened a ticket to inform and give you information and my screenshots
thanks for the test
Just one thing
Sometimes the unstable builder compiles buggy cores
It is better if someone can compile the core locally
building in progress let you know the result
Maybe it has something to do with the sdram changes?
It is link to unstable build. With this version SA-1 is good on my side.
Could you please test this build ?
What's hardware captures
Thank you for the test !
whoooah, Rendering Ranger is fixed?! Perhaps I can close the card I had on github…
yes some issue tickets could be closed !
Yes, please go ahead
@shadow turtle
Those tests have source code at this url: https://github.com/gilyon/snes-tests Thanks
Was this tested on the unstable build from github?
yes tested last realease, my build and unstable build
same behavoir
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
Yeah 🙂
maybe around 10 tests are not OK for CPU and the SPSC it fails with a status
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 😅
Yeah I need to test if I could launch Panel de Pon on Satellaview ^^
youre awesome dude, thanks for all you do!
more fun stuff
Satellaview works. Sorg does his magic 🙂
wow, that's awesome
oh nice you can boot Satellaview / BSX now?
I'm checking this Rendering Ranger bug for myself real quick before I close that ticket...even though I don't really have to 
It works maybe since one year or more but if the rbf is auto build or if I build myself there is an issue to go in game for satellaview.
So it is maybe a specific thing Sorg do during the build to make it work.
Fun to talk about in a vid
but first I gotta get the Palworld lawsuit vid up and the Saturn mouse vid edited and VO'd. Busy week all the sudden
oh someone else already closed my ticket, awww
Wait, you can close other people’s tickets?
oh Sorg did
Some repos need a cleaning
I didn't even know that could happen either, yeah
but yep, Rendering Ranger works fine now!
Hooray! I can now cycle accurate get my face pounded in by that game!
it's a fun game! I think the furthest I've gotten was level 4 before it got super ridiculously hard for me
plenty of little games on Satellaview Sutta kun, Pirates Pirates, ... 😉
Yep.
The Satellaview version have 3 updates.
The regular version is more limited.
Ohhhhhh
The game was finished also on GB and GBC, but unreleased.
Won't cross any line, but you can know they exist. 😉
Wait so what is hw capture?
hw capture is some measurements from srg320 from the original chips and determining the timings betwen them.
Not useful for the final user, but precious for devs.
Do you know if they are differences on contents between those versions ?
I mean between GB version and GBC version. The rom size is different
I've not tested, sorry.
Ok thanks ! just checking the title screen and both versions are different but also didn't play it
@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
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
i can't think of a way to eli5 it lol
basically he moved the save RAM emulation from blockRAM into SDRAM
Relevant commits to show how much work needed to be done to make this happen:
https://github.com/MiSTer-devel/SNES_MiSTer/commit/8d7466932fb92e5bafd18fb35995b1444d56d692
https://github.com/MiSTer-devel/SNES_MiSTer/commit/74d7761d549f5bb81ef15d30bf5e136edbc0ebaa
https://github.com/MiSTer-devel/Main_MiSTer/commit/d1fe487a484459974d835d2ebf7b1a359307376e
the sdram controller rewrite was the most significant
he expanded it from a single port sdram controller to a dual port one, two sets of addresses and data instead of one
because you need to read from the core into sdram then you need the sdram data to be written to the microsd
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
Rewriting the SDRAM controller (SNES) and doing rewrite of the SCSP chip for accuracy tests (Saturn) during the same week.
Pure madness.
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
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!
Thank you for interpreting the hard work!
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
So was Rendering Ranger the one game that wouldn't work or was there another one? Are we at 100% now?
Rendering Ranger used to need a Canoe patch, but no longer
I was rendering them rangers with that patch previously. I can now shed the shackles of the patch! Freedom at last!
I guess there's still a couple games don't work
Hayazashi Nidan Morita Shogi 2 comes first as it needs the ST018 chip.
21,47 MHz ARMv3 32 bits CPU
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.
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.
Oh yeah, it is no huge loss.
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.
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]
Maybe more to it, but it looks like it is the same as ST010 that we have, but the CPU is clocked higher
Dedicating an entire chip just for the AI in a shogi game sounds like overkill.
Why would anyone need that much extra processing for shogi?
Like calm down son it's just a funny tile game!
Guess it is a bit like chess AI, better it is the better the opponent?
I kind of appreciate how wild that is, but that had to have been expensive to manufacture, I wonder if it even sold well
Weren’t those chips used as piracy prevention?
I don't think that was really an issue back then, were people actually bootlegging SNES carts back in the early 90s?
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
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
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)
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
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.
Most of the copy protection came from detection of (presence of) incorrect SRAM chips back then.
maybe the new Super FX 3 in preparation could be ARM cpu
I think I've read somewhere it's an ASIC.
But I don't remember where and exactly when ?
Knowing Randal Linden in charge of the project, that could be the case.
Speaking about DOOM SNES...
#games-and-patches message
@shadow turtle Mandela effect from my part.
That was the discussion I've catched when LRG presented the project on X.
so FPGA in FPGA for the moment (inception 🙂 )
whoa does this core now support SatData? that would mean Satellaview+
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/
Sattelaview+ i don't think it is possible but bs files (satellaview format) work great on the core you need to set the boot.rom (BSX bios).
Also Bs data files for slotted cartriges like RPG Tsukuru 2, ... are not supported an issue ticket is opened for it.
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)
on satellablog you could also follow new dumps last was a new version of Super Bombliss
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)
I love playing Sutte Hakkun, Famicom Detective Club, Yoshi Panel de Pon, Mario Collection, F-Zero 2 and some others.
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?
"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."
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
Emulators are an awesome starting point. Great tool to compare against during development.
I’d never seen this before. Thank you!
Fast forward a couple of years and now he’s using a logic analyzer to perfect the CPU-to-SMP bus timings
And making an outstanding Sega Saturn in FPGA too!!
Hey buddy whose side are you on
I’m on your side! 
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
MSU audio looping fixed now!? 😮
it was broken?
I wish he was here so we could tell him how awesome he is lol
Yeah 🤣
I'll be a surrogate tell me how great I am
it was noticably broken, especially with any game that had short loops it was very apparent
this is great news
I didn’t even know the core supported MSU 
Yeah it does a great job too.
Yeah it does a great job too.
Are you trying to be as awesome as @vast oak , Delniero? 🤔
lol
You are so great, @radiant stump
Awww thanks!
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.
I've run both and also the combo randomizer alot..I've had no issues with them
Awesome news! Do you have any tips or anything I should know about in terms of getting that kinda thing set up?
Not really once you create the rom in the randomizer..put it on your mister and it kinda just works.
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
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?
Me too not reproduce and put a comment on new ticket for this case on github page
oh man....could these be MiSTer Pi users 
😅
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 🤔
we will see his return 🙂
yeah I mentioned that they should try the latest unstable build on the forum post
Oh my bad
I haven't tried that yet myself
There was a problem with a previous core where the SA1 part was borked.
Really?
yeah, I also asked them to make sure they were using 0919 release
A manual build fixed it.
it is just documnetation added
my bad x2
The new build should be correct.
@trim thicket did the borked build make it to update_all?
Yes.
maybe they just updated in that window where it was borked
ok that's probably it then
#1096636309679919136 message
The discussion I've opened on the 09/18.
I will test with the current core, just to be sure.
the last release 19092024 on github mister page is working great for SA-1 games
I just responded on the post to let them know
Ah, yes 09/19.
No issue with the 09/25 version.
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" 
hmmmm
I think maybe they installed the core manually from github
I think maybe they both manually updated...asking them to try it via update_all and also try latest unstable
Super Mario RPG works ok for me maybe we can try to invite them here to be able to test with them
Is this another non-standard board issue?
no they use de10nano
Then maybe they should delete their settings and start fresh.
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
yeah it's just interesting that they're both seeing the same result
I just wonder if they somehow still unknowingly have the "bad" version of the 091924 core
let's check the core hash and find out
I asked if they could join the discord
it is either that or sdram configuration related I think
yeah it's an odd one
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
SNES_20240919 with crc 0E714667 over here and works fine, including mario rpg
oh well I forgot to mention that at least one of them tried the 0925 core and they're still getting errors
KD3 crashes and SMRPG goes to a black screen after pressing start
so yeah, seems more likely it could be sdram related
yep, same CRC and it works fine for me
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.
right, except the one person said they switched to 0925 and are having the issues still
I just tried 0925 build and it works fine for me too
they're saying that the 04082024 build works for them
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.
I compared testrom upload from their faulty 0919 core with my results, got nothing
some values differs
where? I only saw one but it's very minimal
some results from the rom also jump around
the delta i found is also gone if I leave the testrom running for a while. found nothing in that upload 😦
we will see if it could usable just some more hints
i will check if there is other test rom for SA-1
huh interesting about some SA-1 functions moving to sdram where they weren't before?
exactly. that was to increase bsram space and wram had to move for that. what we need to understand is why not everybody is affected, and maybe test some other SA1 games to be sure
on test result wram seems different do you have also this case on your side ?
can you show which difference you found?
On the page 3 some WRAM test have different speed
That's strange as their issues are what I'e seen from an old build on 09/18.
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
thrid screen is stable no jump on my side
No extra jump on my side too.
There is also this test rom SA1 Demonstration Program from Nintendo (not able to share) could be interresting to test
try power cycling your mister. the end result is stable but jumpy if you launch it fresh, looks like it keeps on approximating down to something stable
I don't have jump on my side on thrid and four screen on my side.
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
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
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
third page is stable for me as well
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
@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
Maybe some timings that need to be relaxed on the new SDRAM controller.
that would make sense
Thanks for your feedback. Appreciate it.
Kirby 3 Hoshi No Kirby Super Deluxe crashed for me after running for a while. Japan no-intro Rev 2 set.
#mister-debug message
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 ...
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
Do the different SA-1 and FastROM hacks also cause problems?
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
Can confirm, Turbo mode is broken right now.
I just added a github issue
thank you 🙂
no problemo
we may need to wait next update to see if this issue could be nailed
you can switch from both until it is fixed
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.
Yeah, Sorgelig told srg320 he thinks it's a problem in the recent sdram controller rewrite
I'm sure it'll get fixed eventually
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
Where is this dialog happening?
One of the other sa1 issues opened on github
yeah on the github issue
I’m stupid and I can’t find that specific issue on github 😔
Tank you! 🙏
Anyone else having issues with Satellaview games with the .bs extension? On latest unstable it freezes after entering my name
With all unstable this case it happens.
Even if I build my self i will have the issue
And it works with release build
Ah good to know!
He’s at it again? 🤯
Accuracy improvements are always welcome
Both tests are fixed SCP and CPU
https://github.com/MiSTer-devel/SNES_MiSTer/issues/379
Turbo seems to work again !
For this ticket (previously closed) after loading the core it needs to reset the core to get the right display.
If someone could test it ?
https://github.com/MiSTer-devel/SNES_MiSTer/issues/310
Is Rendering Ranger still fixed?
yes
SA-1 games seems working great also but i don't have issue on my side previously
lol what’s the full throttle, water bike race thing
@shadow turtle i’ll close the ticket re: turbo in a bit here 🙏
thank you
That was my first question as well! 
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.
has there ever been any discussion on save states being added for the super famicom core?
There has, however it would require a complete rewrite of the core to add them
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
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.
Does anyone have any issues with SA-1 games?
Lastest unstable build fixed the problem.
Do you think we'll ever get 8:7 aspect ratio support?
I think if you set it to narrow, that's what you'll get
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
I didn't even know there was a "narrow" option, but I wasn't sure if you could display true 8:7
on a CRT that is
not unless you have an 8:7 CRT
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
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
there should...but does it display correctly on a CRT?
So yes I'm doing DV but also regular RGB at the same time
Unfortunately I can't verify that. But DV to my understanding bypasses any of the scaling the MiSTer would do
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)
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.
Yeah non-stretched looks wrong to me, even though yes, in some games the art didn’t account for it
Famously SMW I guess
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.
Gonna need one of those I guess
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?
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.
The MiSTer project in general primarily leans towards digital video output. It's essentially like if you had an hdmi mod tapping into the digital video signal before it gets converted into a potentially blurry analog ntsc/pal signal
Thanks for the explanation. Sounds like its better than a regular snes, then! Lol
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
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 
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
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?
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
Jailbar simulation when?
Update SNES
also https://www.ebay.com/itm/325527354295. stuff this guy sells is all fine.
Just bought that one thanks! I wanted one with the usb power because i couldnt be bothered to open up my mister everytime i want to switch back to RGB
SNES Save state Test core by Paulb-nl
https://misterfpga.org/viewtopic.php?p=91109#p91109
Omg
Big day for cowards that don't want to 1CC R•Type III legitimately
whattttt
Paul works in mysterious ways. I didn't think this was even possible without a complete rewrite of the core.
Don't underestimate people here.
We have N64 and Saturn cores too.
And CD-i in progress.
Seems like a user tested already with msu1 and works
Works correctly.
I'm using the unstable Main MiSTer file from Slamy here.
#1103404843512631357 message
So CD-i and new save state version of the core, why choose when you can have both.
because one is cd-i
Always take a @delicate fjord with you.
Like a second DrNoBrazil but on Discord.
busy day for MiSTer today
if anyone is testing with a capture card lmk? Would love a single clip of a save / load state
I was just about to start a Super Castlevania IV file today too 
For spiciness I’ll test on the uncensored fastrom first
So the .bin file goes into the games folder correct?
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.
he has done a different way by using the CPU to run different code, so there is no need to pause the core. I'm not 100% sure he can really hit exactly the same cycle and restore every single register state when reloading a saved state, but honestly, that doesn't really matter. It will be fine for 99,99% of the cases and people will be happy 🙂
Actually, it seems to not work with games that require special chips. Like Super Mario Kart, Star Fox, Mega Man X2 and X3, etc.
even if it's not 100%, I'd be very happy to have partial save state support for the 16bit systems
Actually, even Pilotwings doesn't work. So not sure what the parameters are. 
pilotwings has a dsp(?) chip 
Does it? It was a launch game, so I assumed it didn't have any special chips.
yeah, pretty sure that's why the messed up demo sequence was a thing through the years
DSP1A/B
One works, the other crashes the plane.
It uses the DSP-1. Later revisions used the DSP-1B, though this had the unintended effect of introducing a bug where the biplane would crash in the demo.
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. 
Will the SNES MiSTer core get SFX 3 support in the future?
for the new Doom and Star Fox SFX3 games
but support is already out for the FXPAK or so I heard
That's news to me, or maybe I've missed that info somewhere.
You've picked my curiosity, I will check.
😉
As we learned today with save states, never say never. But really, nobody can say at this point when or if it'll happen.
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.
I am sure they know, but someone should post this to the thread on the forum since the core doesn't sit in a GH repo right now to accept issues
HOLY 💩!!!!!!!! 😱
Just out curiosity: Theoretically this could be done to get N64 save states too?
I don't mean to speak out of turn but my understanding is that the N64 core is already built for save states... But we've ran out of (logic) room to fit them on MiSTer, so they aren't included in the builds.
yeah, I’m pretty sure that @frail scaffold is correct and that N64 savestates just won’t fit
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.
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!
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 
Gratzie nonna
My snes core won't play sega!
My god if this is possible I will be so happy
that's what everyone's been saying about the SNES core too
I just mindlessly repeat what the smart people around here tell me 
yeah but I believe that the difference is that the core author never said that about SNES. In N64’s case, it’s the core author who’s said that
ah
Well, that said, Paul added save states and they aren’t the core author, so I guess we still never really know 🤷♂️
never say never but the n64 core is pretty packed already is the take away
One for the next board I reckon, when there are resources to spare.
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
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
Did I read #test-builds message correctly?
snes savestates??? Shouldn't the snes channel explode with hyped children, fainting women and crying men?!
we are too busy playing games
Like update_all and memtest.
Anyone tried the new test build? How is save states working?
so paul is a codemonkey
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)
How does that work? My game crashes when trying to do a save state
Tried it on contra 3, DKC etc
Should both the bin file and the core be placed in the console folder?
You need unstalble mister main, bin file and core. Load bin file , play the game , have fun with savestates
Ah I’m missing the unstable main
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
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
I don't think it's doable on Nuked-MD
lack of logical elements if I'm not saying crap
or you can suck it up and just 1CC Twin Cobra casually
this is the same approach as flash carts use, so it's feasible on unmodified hardware.
Maybe, I don't have the knowledge to answer
sry 🤣
LoL I wasn't asking anything. Just posting my dreams and wishes 😄
If flashcarts can do it, it should be possible.
ahhh , got it ^^
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
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.
I’ve been hearing about that next gen hardware for years 😁
mars wen
^^
FPGA are different from other CPUs and way more expensive, I guess it's harder to get a powerfull & affordable FPGA platform
Correct knowing thousands of games/cores are already available on it
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!
Always great to have options. Could very well see a future where Taki Udon's clones are the most cost effective option and a next gen FPGA that has a few extra cores and features is the more expensive option. Would be great to have both.
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
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?
I already have
Oh
Didn't accidentally change save slot?
Did you open the osd before you rebooted?
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
The shortcut would have worked, but if you don’t open the osd it doesn’t get written to the sd card
So I should have rebooted using the OSD and not by the PSU?
This was the reason I rebooted btw
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
The controller lives its own life
But I have loaded save states which were far later than that when playing
That wasn’t the latest one
They’re saved, but only in memory. If you want to switch it off you need it to save then to your sd card
Hmm ok
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
I thought every save state was instantly saved to the sd
Crap I was at the final level
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
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
Oh shit oh shit what what what
you are late 🙂
Sorry I'm not as present in here lately lol
No forgiveness. 
@radiant stump
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?
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.
The devs never intended the game to run on non real hardware either so might just as well.
Also as an adult I just don’t have the time to play those games in one go. So it’s a practical thing.
I thought the microtransactions part should give the sarcasm away. My bad.
SNES Savestates???
Dope.
Maybe Genesis could get one too someday
So I can play Darius and save my high scores
That's a game save, not a save state.
Anyone checked if save states work on Satellaview games OK?
yes, should be in muscle memory as a MiSTer user!
Are there any Super Scope alternatives out there? Like maybe using a NES zapper with an adapter or anything like that?
People have used a guncon1 with reflex adapt. I haven't figured it out yet but seems like it's unique to me.
GunCon2 also works. No idea if there is anything else via SNAC…
Wiimote?
Yeah obviously all the IR stuff like GC3 also
For all of the non-tube people out there
Does the guncon1 via reflex do any better with dark content than the guncon2?
doesn't that only work for HDMI?
maybe. Not sure how it works with mister, but the Wiimote does work with a CRT using the IR bar.
Yeah you can use an IR with whatever TV you like, just need the emitters themselves
Wait so you can use a Wii mote for the scope supported games on the core? HOW? 😮
The MiSTer project offers you a great way to play your classic videos games. That includes the light gun games of the past. If you don't have a original light gun to use, or want to play the games on an HDTV you can use a Wiimote instead.
To view a blog version of this video visit:
https://techwiz.family.blog/2021/06/14/using-your-wiimote-as-a...
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
It works pretty well
@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?
no it worked fine first. but at one time this came up
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
SNAC or Reflex? It shouldn't be having issues with black areas via SNAC, but it does have trouble with black areas via the Reflex Adapter. I have used the Guncon via the Ultimate Mister SNAC and the SNAX adapter and both work great.
I use a guncon 3 with Porkchop's IR sensors. Works really well for me.
garbled macross valkyrie! GET ON IT, CHEATERS!
Do you have an account on the forums? If it's repeatable might be worth reporting regardless.
Why is it not listed in the tree?
Press the mister cores icon. The expanded tree only shows ones you’ve posted in recently
That’s strange because when I post something in that channel I get a message that I can’t post there
Your message could not be delivered. This usually occurs because you don't share a server with the recipient, or the recipient only accepts direct messages from friends. You can see the full list of reasons here: https://support.discord.com/hc/sv-se/articles/360060145013
Might be one to ask the mods 🙂
Ah, or that! Try DM-ing a mod 🙂
Who is the mod there?
Looks like there’s been a purge. Can you get in now?
And anyone with an orange name is a mod 🙂
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 🍻
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…
I know sound is sometimes an issue with my mega everdrive. Totally fine with me because that's the nature of the beast. But being able to avoid it is amazing. Do you know if this also affects the fx pak pro in addition to sd2snes?
Has there been talk of coprocessor support for save states? Cuz as of now, coprocessor support doesn’t work, roite?
I second that. Save states on the pocket core would be nice
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
He loved money so much until he became it.
Somebody cast a hex on him
I'm not sure, but my guess would be yes. I say that because it's a hardware revision, and the SPC stuff is a software issue.
Users that create an account through the link will get a 2000 yen off coupon on their first order on Buyee. https://bit.ly/Buyee-Shesez
MARIO 2 EPISODE:
https://youtu.be/uDQq8Im2hVI
MARIO 3 EPISODE:
https://youtube.com/playlist?list=PLYfhW_P-MkU55ZBx3jyxWLwzvTc-Ku0wG
Patreon Support Boundary Break: https://www.patreon.com/BoundaryBreak
🐦She...
Seems like mostly just QOL tweaks but interesting
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!
SA1 chip had a problem, now solved.
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
NIce, will try save states
this looks like a multicart menu
i can just hear "unchained melody"
Duck Tales has been taken over by The Count! Ah Ah Ah!
Btw, has anyone noticed some of the SA-1 based speedhacks breaking on the latest unstable core?
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.
I have tested quite a few and haven't noticed anything
what I have noticed is that the MSU breaks the game when using save states
Huh, now they boot...
I'll have to keep eye on it
Atm the intro sequence doesn't transition to the title screen however
Race Drivin with the SA-1 hack is like day and night difference
probably the one game that benefits the most from the hack
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)
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...
By the way, with the recent changes to the SNES core, will the Super Game Boy core also receive those changes too?
Hopefully
@onyx tulip do you know of anything
signaltap
Is there way to do Save States in MiSTer for SNES?
It's kinda bummer it doesn't exist
When the savestates hit update_all a lot of minds are gonna be blown.
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-...
What? It exist already
#test-builds message
A bit hard to find as it’s locked away in a test build for now, so understandable
is there anything from the BS Satellaview that (currently) is lost to the afterworld?
Lots
The emu community has done a great job preserving a lot of it though
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.
makes me wonder if there are cartridges with all their Satellaviews content collecting dust somewhere in their Kyoto hq
Most likely Nintendo has tons of Satellaview stuff archived in their vault, never to see the day of light again. The best hope is that NSO releases some of it some day.
Does anyone have any information on what nintendo's archive is like or how vast it is?
The gaming Library of Alexandria
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
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
where to put that bin file for save states for SNES mister?
I tried using save states and it just crashes
#1096636309679919136 message
Wasn’t there an unreleased early arcade found at Nintendo?
Contemporary to Donkey Kong
Which Nintendo later released on switch I believe
You mena this?
https://en.wikipedia.org/wiki/Sky_Skipper
Sky Skipper is a 1981 arcade video game by Nintendo. The player pilots a biplane and must save animals and a royal family from gorillas holding them captured. This is done by dropping bombs on the gorillas to knock them out and unlock the cages, then diving down towards the cages to pick up the freed characters before the gorillas lock the cages...
Yeah that one
The story behind how it was found is fascinating
Huh, I thought this game WAS released...
It was released only in Japan.
Ah.
and it somehow got an Atari 2600 version.
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?
No
What scaler are you using?
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.
Yeah but to me the issue is your equipment.
If you get a mister, you can connect it straight to the tv via hdmi
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.
no issue with mister
It can output native clock or be set to 60
With a frame buffer
you're a frame buffer
I am the frame buffer.
He is the frame buffer who lags
Does anyone know if it's possible to get the FF6 T Edition patch working with fpga?
Should work unless there's some weird hijinx not possible on normal hardware
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
Well the core has msu-1 support at least
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?
Weird. What's the results of memtest core running for 15 minutes?
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.
Use the latest unstable build.
#unstable-nightlies message
Ok thanks, I will try
@gleaming cipher ill let ya know in 15 mins!
0 failed tests!
Mhz?
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
Your RAM is fine! It’s probably an issue with the release version of the core as srg320 is still refactoring a couple of things in the core
Yep, go ahead and try the latest unstable 👍
@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 👍
could some one test BSX loading on the snes latest unstable version ? it seems to crash for me after the welcome screen
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.
yea i tried that build and it seemed fine, i was just trying to port the changes over pocket when i came across this
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.
The unstable core is buggy. Better to try with a compiled core by a user
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.
So with your build, bsx works?
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.
is there hope for save states to work on special chips eventually?
At this point, anything is possible! ...is what I'd say if I knew how this stuff works. 
There is always hope.
It is not a new issue. It happens every time. Sorg builds it works maybe there is some tweak on his side
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
are you using the last unstable mister main ?
like the main MiSTer file we rename and put it on root?
yes
i am using that rbf file provided but when I load bin file, it just crashes
where can i find it?\
#unstable-nightlies message
@cyan coyote bruh it crashed my whole mister
I see nothing when i reboot, just black screen
how did you copy the file ? did you rename it to MiSTer ?
yes I did renamed it
still not seeing anything
when i reboot, it is all black screen
copy this file manually to the card
still showing black screen
i can see lights but not output screen at all
used filezilla
able to acesess filezil,l.a
ok
I tried again using Mega Man X
It still crashes
yes i sent You latest official mister main
I wanted to check what was causing the problem , but when it turned out that it was fillezilla it's all clear now 🙂
use unstable just copy it manually 🙂
and binary
how can see binary option?
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.
ok
or use WinSCP 🙂
done
#1096636309679919136 message
it was mentioned somewhere earlier the special chips code will need to be modified like the SPC so that its state can be set.
Nice
are the save states coming to main eventually?
Is Kirby Super Star randomly freezing to anyone else?
Latest stable release here
@gleaming cipher Try this build here
#1096636309679919136 message
thanks for posting, missed it while i was on vacation
Still bragging about the super awesome japan trip 
Look at me I went to Japan
Did I tell you about that time when I flexed with a Yakuza?
Japan? Pish posh. I went to Bieberstan and had Tim Hortons
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
Stable core is broken. You have to use the latest unstable
Thank for the heads up!
Some leisure time from srg320.
"I will add the Sufami support to the SNES core"
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.
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
Are the games any good?
i need the moondandy picks!
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
thats pkewl
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
At least Ares and BSNES have it.
yes also slotted cartridges withe memory
Always a nice addition on the core.
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.
i see. i see.
You can see my rig and a breakdown of it here:
https://misterfpga.org/viewtopic.php?t=2592
cool for anybody who enjoy those few games i guess
Why choose, when you can have both.
Savestate from paulb-nl & Sufami updates at the same time.
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.
Does it have new options for it in the menu?
Yes, one for swapping carts on the fly.
Do you need the BIOS added as a boot rom?
How should it be named?
I've not checked at the moment, if the BIOS should be with the ROM file or separated.
Finally, a way to play to play Donjara on MiSTer for people who hate Azumanga Daioh.
Does the SNES core allow BIOS file loading from the menu? Not at MiSTer to check
The BIOS needs to be attached to the ROM.
I'm trying to understand how it works and will reply later.
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.
😏
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
0x100000? That's a lot of wasted rom space. But I can confirm that this works.
Naisu!
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...
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
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
Likely wasn’t considered a priority when making the core.
that makes sense. it would be cool to see it added someday though
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
no problem, it’s good to see accuracy be the number one priority anyway. extra goodies can come later :p
I wish it was an option too.
well, we got savestates, so anything could happen now i suppose
That’s true. Fingers crossed!
I think accuracy has kinda been the priority for mister in general
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
If the game has a save feature, I’d use it along with save states
It’s still a WIP AFAIK
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.
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...
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.
Okay, I retested it using the unstable 2024-10-30 core.
The same music glitch persists, in the same way as before.
recorded using the unstable 2024-10-30 SNES core for MiSTer
Thank you
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)
Wait, you can switch memory packs without resetting BS-X? I never realised that.
no, i edited that out, otherwise the video was too long for discord
there's also an spc player built into the core 😉
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)
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
Does this fix the music glitch in Brandish?
I'm gonna guess no, I think this is just targeting save states
