#Super Nintendo/Famicom
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correct, resume is the only addition
Crazy looking at my comments in that MSU.v
Pleased that the code was easy enough to add further feature to it
that FSM was quite painful to get right
I still wonder, was there any desire to handle bigger MSU1 files? I know that the ring buffer I was going to do for big data files (4gb) was abandoned
I believe I actually had it running, but it was dropped because only a handful of MSU1 hacks had files bigger than 1GB
I don't have anything helpful to add other than this says ring butter when the emoji cover up the top
that part was no problem at all
getting that extra control on the audio state machine gave me the most trouble, but only because I was completely overthinking it 😅
@elder pewter are you taking requests
sure, as long as the solution is clear
eg no reverse engineering on real hw to figure out what it is supposed to be
@upbeat canopy Can anything hook into this new interface you have created? Or is it just SNI? I’m wondering if someone could write a linux daemon for retro achievements using it
that would be wild 😅
not sure what the value of those achievements would be, probably very easy to cheat/set them yourself
Yeah, I can't say that they hold a great deal of interest for me but folks ask about them all the time
Yeah, anything can hook into it. From the Linux side, it's just a UART interface allowing reads and writes to the SNES memory.
The daemon listens over TCP for SNI and QUsb2snes connections; which themselves are just straightforward network protocols for reading and writing a SNES's memory.
It probably makes the most sense for RA to use SNI (does it not already?) but it would always be possible to add a new protocol to the daemon, or write another daemon
Looks like there's already a QUsb2snes adapter for RetroAchievements; that should be compatible with my work. https://github.com/Factor-64/RA2Snes
oh very cool
@woeful mortar what's the usual success rate for meeting timing requirements with DSE builds?
after a little more optimization I think I have the same critical path as master, but I'd like to be able to make sure
I was going to do a run of just the standard core to compare, but I don't recall there being timing issues a lot when I was building a bunch of them. It's probably 60 or 70% at least, maybe more
But I will see if I can run a test overnight. DSE was giving me issues with the main branch builds
I did 17 builds of the standard core earlier today and had one success
assuming success is defined by the worst case model, "Slow 1100mV 100C"?
Usually time quest will say it has failed timings. If you look at that dse spreadsheet, your looking for 100 in the first column after the build number
This is what I just got from a run of 12 DSE builds of the SNI core. Where am I looking for 100?
Or am I looking at the wrong spreadsheet
no, you’re right - but none of those met timings. The quality of fit would be 100
I’m not a coder of any kind but, how come a code that gets written then made into a core doesn’t end up being perfect?
I can imagine it’s like baking a cake where you have the ingredients and maybe you didn’t measure right or set the temp or time wrong.
Just curious cuz I’ve heard about this being an issue while watching the N64 development
sometimes there's not enough room in the FPGA for consoles to be recreated wire-for-wire; comparing the genesis core to the mega drive core is a good example of this
many chips and components of yesteryear are also undocumented and difficult to reverse-engineer, leaving core developers with no choice but approximate behavior
I still don’t get why the code when processed into the rbf doesn’t always yield a proper 100 core
oh you mean like compiling cores with different seeds and such. frankly i'm not sure how that works either lol
it almost seems like a waterfall where the compilation tries to take the path of least resistance, but isn't always smart enough to do so
The fitter has to try to take a design and actually create a physical circuit out of it. There are many, many different choices about where to put each block and how to run each wire.
yeah, basically you can have different outcomes depending on where you "start" the compilation. Different routes to get to the same destination
Finding a perfectly optimal solution is an extremely difficult problem, the fitter just tries its best to find a good enough approximate solution.
alright, left is some builds on master, right is some builds on my sni branch
the difference is very small
the only one that passed timing on the left was by 0.04ns, the closest one on the right failed by 0.1ns
and when I look at the results in TimeQuest, the failing paths all seem to be in the SDRAM controller, but not paths that should have any SNI changes involved.
Yeah all that. It’s baffling why it just doesn’t work even though the results should be the same
I dont know this quality of fit metric, this is what claude gave me
Quality of Fit is the most critical metric here. It indicates how well the design fits into the FPGA's available resources, with higher values being better. The scale typically goes from 0 to around 3-4, where:
2.5-3.0: Excellent fit with comfortable timing margins
2.0-2.5: Good fit, should work reliably
1.0-2.0: Marginal fit, might work but could have timing issues
Below 1.0: Poor fit, likely to have timing violations and instability
these violations are always there in every snes build I did, so that is legacy from the core.
they seem to have quite large margins too, also the fpga don't run at 100 deg C and lowest core voltage from the nominal 1.1V
i think i've fixed the timing problems, will have DSE results in the morning
Traveling salesmen problem but with thousands of salesmen all trying to optimize a thousand routes together?
... and I was scrolled up again
You want 100 or (in cases like the n64 or turbo cores that never meet timing) the number closest to zero - positive is better than negative
No idea why, but that is what people smarter than me said
So each internal signal path (and there are gazillion of these) will have to travel from one flip flop passing through logic and ending up in the next flip flop down the line before a clock cycle has passed. if the frequency is too high they will not make in time before next clock cycle begins and the logic will fail to work. How much time that is left is the what is called "slack" and tells you if the signal made in time or not. In any case as said above its basically impossible to perfectly place and route the optimal way so the software does its best to shuffle things around and try different ways to get to finish. The process is quite random so a small change in the start can make large difference in the end and thats why the compilers tries with different "seeds" and can do better or worse in each run...
yesssssss
what does this mean
after some optimization, my SNI PR now passes timing with better results than the current master
Is it bad that I still don't know what that means...👀
i hink hes hacking ou misters
@upbeat canopy Do you happen to have the ones that passed timing? I want to run some tests and it would save me from having to build my own
IIRC this is just a regular Quartus build that passed timing https://github.com/NobodyNada/SNES_MiSTer/blob/7d6345111f251a82d757659aa6fd90056c5fbe68/releases/SNES_SNI_20260124.rbf
Oh yeah, I'm not testing the build itself. need to test special chip games, so if you have the actual RBFs handy, awesome - if not, no biggy
oh perfect, I can use that one
i should have all the files from a DSE build around if you need those
if you can send me like...2 of them...just so I have a decent sample size
I downloaded teh one from github, so 3 should be enough
here you are
@vast oak @somber field Nada is implementing a hook that allows external daemons access to the SNES SD ram during gameplay. Nada made it for speedrunners (so they can automatically track splits and in-game milestones), but it also could be (in theory) extended to things like retro achievements. Its very cool
Someone said demons
true story: doom 1 has a daemon that would load whenever you ran the exe and I would see that I be like "oh, it's clever that they named their processes after the monsters"
God if I never have to hear the mega man x2 music again, it will be too soon
I finally got around to playing through it a couple of weeks ago (owned Mega Man X since childhood but never got the sequels). I didn't hate the music that much but I did think it was a step down from Mega Man X.
X2's soundtrack is pretty great, though maybe not as iconic as the first game. X3 is the one that will make your ears bleed
No, nothing against the game. I listened to the intro song a lot when we were tracking down a bug
they really leaned hard into that overdrive guitar for X2 and especially X3
I'm sure the soundtrack is fine. But I associated it with crashing
that scene in particular
It has been 6 months since the destruction of (Sigma) and little has changed.
Rip green biker dude
X7 is the best in the series anyways
XD is my favorite personally
lol
XDeez
@woeful mortar thanks so much for all the testing and feedback btw, it was extremely helpful
thanks for doing the work. I hope SRG and Paul accept the PR.
Then I can finally start speedrunning. 44 seems like the perfect age :p
I hope so too. If they don't I'll figure out some future for it as a downstream fork, but that's a lot of work on distribution and maintenance long-term
i started work on this in mid-2024 and have already had to do a lot of rebases and rewrites as the core has changed since then
the extra logic is pretty small (250 LUTs or so), and after optimizations it's entirely off the critical paths, so hopefully it's acceptable
It seemed like SRG's main concern was the timing stuff, but it definitely seems like you solved that
Paul and I were chasing an sdram bug for a good chunk of the summer, and I think he was worried that touching that module might reintroduce it
yeah that's completely fair, that module is really sensitive
fortunately almost all of the SNI-specific logic lives in the "decide what to do next and save that in registers" block, which is not the sensitive part
it's just the "compute the output to the SDRAM pins" part that's difficult to meet timing, the reason being because of the fast path that lets ROM access start one cycle early without waiting for the registers
Really nice work solving the timing issues. I hope it gets merged too, I think getting more speedrunners looking at MiSTer would be mutually beneficial
the longest path comes from the SA-1 CPU's address generation logic, so it makes sense that SA-1 games are where the problems show up
It was CX4 and SuperFX that were the big problems. SA-1 only sometimes. But, like I said, I hear the Mega Max X2 intro in my dreams
with that said, the star fox 2 intro still slaps
I wonder if one day it will be beneficial to split the core based on expansion chips. Obviously it would require significant rearchitecting as you would need to switch to a different core depending on the ROM, but would free up a LOT of logic and routing resources
I believe that's what the fxpak does, they load a different FPGA core for each supported board type
I would bet that we will have a new board by then. Something that will give it more room.
I don't think you could automate it like the FXPAK does. I don't think the linux side can make decisions like that
I should probably play it if I’m gonna troll
Mega Man X is all I played, game is so amazing
Do you even know about what I was referencing then? 🤣
The soul of a shitposter
Ive decided to become a true scumbag and learn how to super metroid using a hitbox
personally i'd recommend playing up until X6, then jumping ship to the zero series. the timeline splits off after X6 anyways
I thought it split after X5?
Which one was the one where ||X is blasted through his chest in the ending?||
I thought that was X5
that's right, but X6 somewhat retcons X5's ending (for better or worse) and has zero return once the player defeats the zero nightmare. at the end of the game, zero is seen ||sealing himself away in a capsule, which is how he's found at the start of the zero series||
I thought the retcon after x5 was where the story splits, with one way going towards megaman zero
Speaking of Mega Man, I just beat MM7 for the first time ever. I'm a big fan of the MiSTer's screenshot feature so I don't have to write down passwords.
There's a nice rom hack for MM7 that adds save support. Of course now we have save states too, so there's that for most games.
the SRAM hack for mega man 7 is pretty great, and it's compatible with the restoration hack. those two patches combined is definitely the way to play nowadays imo
that actually was the original intention, but capcom wanted the X series to continue, and the story of zero 1 was partially rewritten to accommodate that
in X5, both of X's endings see him being rebuilt by dr. light after fighting sigma. in his bad ending however, he retains no memories of zero, while in the good ending, X remembers zero and promises to keep fighting. the good ending is the canon one and the one that leads into X6
I might try the patch out in the future but right now I'm happy to not touch MM7 for a good while!
Imagine how much more tight the game would be if they made it in 4 months!
I know have an alternate SNES core called "SA1" but other than it obivously doing something different with SA-1 I don't recall what that is for (Other than letting one romhack work correctly). Anyone remember what that version is for?
Da P has been U’d
SA1 rom hacks developed on emulator/fxpak. there's more than 1, I assure you 😛
Oh, I think I remember. IIRC the Fxpak used the wrong timing on SA-1, and software emulators all used this too, but later it was discovered that the timing was wrong and using correct timings breaks a lot of romhacks now, right?
do we have a list of hacks that benefit/require the SNESa1 core? i imagine it's mostly SMW hacks
most of it is smw yes
signal timing has nothing to do with it. it is either fast math, memory protection bugs or accessing sa1 registries by the cpu
Ehhh, sucks that they were built on wrong timing but it is what it is
I just know that Mario's Mystery Meat needs it
Yeah, especially for the hack I mentioned. It was first made by someone who was learning how to make hacks as well. The first version actually only worked properly on an older version of SNES9X not even the latest version at the time, and was broken on the FX pack or more accurate emulators. It eventually was updated to fix all that and work on "real hardware"... except now we know that the supposed real Hardware through the FX pack was not actually accurate so this heck is basically broken again.
Then again, that hack was specifically made for a streamer and is just going to seem like random and incoherent nonsense to everyone that's not familiar with his in jokes
Yeah I was gonna post a reply to that but I felt bad for his friend putting in so much work that maybe it would’ve seemed rude after he responded to me
... is it really THAT weird a name? ... or have I just become desensatized to his memes?
whose
FYI I don't know the person who made the romhack, so I'm not really friends with them
Oh I like their educational videos
Har har 😛
You say that but one of Vsauce's oldest videos still on their Youtube channel is a Newgrounds-like humor video of mario farting...
(Also technically Vinesauce was started a few months before Vsauce was)
Interesting
Honestly though, it was an impressive hack tech-wise, especially for someone learning to romhack as they did it. incorporated bits of entirely different games that are different genres in it
Just that it will make NO sense if you aren't familiar with Vinesauce 🤣
I am not
Yeah, I doubt anyone here is 😛
Reminds me of when he played Diagonal Mario, a popular romhack that also makes no sense... turns out it's also a romhack that was made for some brazillian steamer and was full of his inside jokes
To me it was just total nonsense XD
I am lol
Then you definitely should not have been confused about the name 😛
Was playing Ganbare Goemon 3 (EN translation) tonight on stream and when I went to do a save state the game just went to a black screen. Looked it up and that game doesn’t use any special chips 🤔
What flavor of stack?
standard de-10, misteraddons Digital I/O board, dual ram
running games off a 4TB SSD
have to check my stream for the timestamp, but I caught it on video
I’ll have to look at what version of the core I’m using…actually I’d have to go by crc or something because I always renamed unstable to match latest stable 😅
oh wait maybe that shows in the OSD
it’s funny because I was saying how I love that the core has savestates now and then it proceeded to not work 😆
I’m fairly certain I’m using the unstable from 1/16, but I can confirm later if needed
it also did not create a save state file?
then I am guessing it is another one of those games that has interrupts disabled
I can do save states & reload them with that game (tested with the SNI 2026-01-24 version).
Tested on MiSTer PI & SS1, same English translated version.
good call, I didn’t check that
interesting, I wonder if it was just a random MiSTery glitch then
I have noticed a glitch in the core that doesn't happen on BSNES:
It happens in the SMB-CD demo, can someone please test it on real hardware?
The fact that it happens on the core but not on BSNES its a bit strange
it might have to do something with storage if your saves also get written to that drive
hmm I’m pretty sure they actually get written to SD, but I’ll have to double check…I’m 99% sure they go on the SD, though
actually, no, they definitely get saved to the SD card because the only thing on my SSD is the games folder
is it happening with all games, or just that one, IG?
only seen an issue with that one
I had actually been playing the translated Great Battle III earlier that stream and savestated successfully
when I get home later, I’ll first check to see if a savestate file even got created
one thing that is potentially different about my copy of the translated rom compared to others is that the filename is purposefully named the exact same as the JP rom…not sure if that could somehow make a difference at all…I wouldn’t think so, but I did just think of that
Ok, just confirmed. No savestate file was created. That said, it DID create a standard save file.
just booted up the game and created a savestate right after loading the file and it worked this time 
unfortunate that it crashed the game yesterday, because I hadn't gotten far enough in the game to actually save in-game
ok, deleted that savestate, reset the game, got back to where I was yesterday and savestated without issue...||itsaMiSTery.png||
I guess the next question is...is it a normal occurrence for a game to just crash to a black screen like that if saving a state fails?
I wonder if that could be mitigated somehow if so...
I'd have to dig into the logic to be absolutely sure but if the entire thing crashed it was probably stuck on memory, either DDR or storage
since save states uses ddr for buffer memory i think
@upbeat canopy hope my review helps, thanks for all the effort you put into this!
I don't see a review on GitHub...is it possible you didn't hit the "finish review" button?
thanks, very helpful! I've left a couple comments and will make changes once I have time to sit down and thoroughly test them, which may be tomorrow or it may not be until next weekend.
ill have a closer look at your feedback too, see if I got something wrong myself or not 🙂
Yeah the only thing I noticed was the non blocking assignments in a sequential always block which can still be intentional and you mentioned why which made sense.
Like I know Kitrinx has done that intentionally in the atari7800 core
I hope SRG decides that it's worth the room
I'd love to have more speedrunning support in the cores
Yeah, I should have at least left a comment mentioning why, so it was a helpful item regardless
Im struggling to find out if that cpu code latches the controller correctly
I should figure out a way to simulate it, signaltap wont help me much for that one because it is hard to control the input
well, if you hook up an SNI client and read the controller address then you get the right data
if there was a problem in the latching it would be bit shifted by 1
youre probably right but then I want to understand why I read this wrong
possibly because the counter incrementing with a non-blocking assignment is a little mind bending?
JOY_POLL_CNT = 0 is the first bit, 15 is the last bit
the latch happens when the clock is high and the counter increments from 15 (so we read the last bit last time around when the clock was low and the counter was 15)
i need more than 4 savestates.. 6 would be nice.. or 8
i need 8 savestates so i have the best chance at seeing the dirty magazine in secret of mana
It’s good enough for most people, I think
its usually enough.. but for this bowser fight with slow retry.. i could have used 5.. i make do basically
there are times when more would be handy
SMW hacks don't pull any punches. it's either get good or go home
it should be configurable or something.. i dont see why I cant use f5 and f6
or increase the number of slots dynamically
Is this for speedrunning? Not a core developer though I do think it would be interesting to think of ways mister could be more approachable for this while not making the tool more complicated for casual users who probably need a single save/load state
Until then, this may be helpful for you: #1091056042667937944 message
I built it and only use it for nes but it should work for snes without changes
Yep, that looks like everything... right? 😄
So what's this supposed to do for MMX2+3?
it fixed this issue https://github.com/MiSTer-devel/SNES_MiSTer/issues/427
anyone selling Nintendo Switch Online SNES controller? or does anyone know a good wireless snes option? Can i use snac and wireless 2.4 8bitdo?
You could probably use a SNES style bluetooth adapter with SNAC adapter and SNES SNAC cable, but you can’t just plug in the 2.4 8bitdo adapter into the SNAC port. The SNAC port looks like USB, but is not USB.
I like the controller a lot, but it’s been tested as pretty laggy on MiSTer
I may be mistaken but isn’t the laggy part when it’s wireless? Wired it’s okay I though (then again I haven’t used it on MiSTer)
Pretty sure the NSO controllers don't even work wired. The Pro controller does, but it's even laggier wired than it is wireless.
That might be what the old noggin was recalling 😅
yeah it looks like the latency spreadsheet doesn't have a result for it wired
and it's like 15.6ms over BT
I always use the NSO controller for things like RPGs and such that don't really matter much when it comes to input lag. But I would never use it for something like Super Punch-Out!! or F-Zero.
yeah that’s a good point. It really makes a difference what type of games you like to play
I always use my n64 NSO controller for n64
yeah I use that too
I really need to stop being a baby and open mine up and put some superlube on the joystick parts to help ensure it stays in good shape for a long while
The bowl should be already pre-lubed by Nintendo
oh is it? huh, didn’t know that
Daemonbyte + SN30 2.4 ghz
ah I looked it up. The bowl is lubricated, but the other parts aren’t
Don't know if its been discussed yet, but the Super Bomberman 4 and 5 official localizations from the new Super Bomberman Collection work on the SNES core. Even the multitap works
Thanks.
No problem! I don't know if you can buy them still but I'm using the Timville 4dapter with one and it works great
I was too tired yesterday for extracting everything.
Later today, I will do the trick. Thanks for the reminder.
EDIT : Done.
i have reflex adapt, that should work right?
It should yeah!
The Voicer-kun (ボイサーくん, Boisā-kun) (sometimes erroneously called "Voice-kun") from Koei is an infrared transmitter/receiver for the Super Famicom that connects to the second controller port. The IR-transmitter is used for controlling Audio CD players, and is able to "learn" IR-signals from different CD Player manufacturers.
Kinda surprised that to my knowledge there's no attempt at turning these games into MSU-1 titles
I'm pretty fascinated by the entire Angelique series in that it looks extremely fun even though it's never been translated
are you running the unstable?
no
mabye i changed a core setting
i can reset it ...
reset settings trying for 3rd time
no, you need to run the unstable
the stable can have trouble with special chip games on some stacks
damn we haven't had a stable release for a while have we
no. hopefully after the ppu rewrite is done
is the unstable build overcloking the cpu or anything by default ... i notice less slowdown and things are loading a bit too fast
turbo is off
im testing out other games
its oversped up
im moving way too fast in all the games, maybe 20% sped up but the audio is normal
wierd
super noticeable with alladin
that sounds like maybe you're playing a PAL game with the region set to NTSC?
im playing ntsc roms, it was working normal with stable, notcing this with unstable
oh yeah, playing contra 3 and its sped up i know these games very well .... hmmm, let me see which unstable version i have
snes_unstable 26.01.06
I linked the latest above
and I just checked Aladdin on stable vs unstable and they were identical
Just did the same test and can confirm no difference
Unstable on the left, stable on the right
nice, how are you able to run the same gameplay on unstable and stable at the same time?
two misters 🙂
but how is gameplay the same?
it’s just the attract mode. reset the core at the same time, let the attract mode play
@woeful mortar testing out the new unstable, looks like its working now
seems like it was issues with snes_unstable 26.01.06
so when main cores or unstables get updated, do we lose saves?
my yoshi save is gone
you shouldn't. if you load up the stable, is it there?
with unstable, im playing yoshis island
do you still have the stable core? if so, is the save there?
you shouldn't have lost anything
oh nm, i didnt go far enough in unstable to save ... do stable and unstable have different saves?
stable should still be there
no, all the saves are in /media/fat/saves/SNES
hmm my fzero save is fine, i think when i crashed in stable it might have messed up the save .. everything seems to be in order
thanks
Odd, I completed Yoshi's Island about a year ago on the stable core
for my understanding, is this the breakout board where you have to install a de10 yourself separately?
Bug only affects some stacks. Silicon lottery situation
Are those stacks clone boards?
mostly DE10s, although my qmtech stack also was affected
Can you edit it to say, that it’s only clone boards so I can spout ignorant nonsense that divides the community?
How long has this been a thing?
I think the latest stable was where it popped up first. it's fixed in the unstable. but it was a thing
my mister pi's were literally the only stacks I owned that weren't affected. I think we finally settled on it being a de10 nano revision issue because everyone with a c1 and later revision had the issue
also found c revisions that were not affected?
the deltas in revision are documented thank god
c0 wasn't. but I think it was c1?
maybe c2? I can't remember - it was definitely there though. I couldn't find a stack that was passed c1 or c2 where they worked
but again, that could all be a red herring - the issue was probably more widespread than we knew about
I got a C variant (can thankfully read it through the acrylic enclosure)
yeah, I think yours was c0 though. Someone else had a c0. All mine are c1+
c0 indeed
the invoice is from 2021, there were massive chip shortages back then. that's probably the reason why they changed components
differences between C0 and C1 are not documented it seems. pity
My hunch is that those bullet points are the c revisions. C0 is power, c1 is clock gen, c2 is the EPCS64. But that's just a hunch
Any big E.V.O. fans here? Should I play the original translation or fan translation?
definitely the retranslation imo. the original one is passable but the fan effort is a lot more accurate to the japanese script
👍
I'm a big believer in playing the official translation in the first instance. Even when it's awful.
But I also don't play RPGs all that much. The games I play are generally easier to play back to back. Once I'm done with an RPG I'm also happy to pretty much never play it again.
i do somewhat agree with that, though RPGs are a big undertaking, and sometimes it's nice to know that i'm getting a better experience with fan translations
perhaps the best thing you can do is research how a particular game was altered/censored during localization, then decide for yourself if you find those changes acceptable, or if you'd rather play a hack that attempts to fix everything
I prefer fan translations when they are genuinely better and have a lot of issues with early localizations such as dragon warrior where they really tried to change the game instead of localizing it.
I think for me it's a case of it being hard to go back to an original once you've played an enhanced version.
If I play the improved version first, it's really hard to stomach the original.
Fan translations really vary. Some have a lot of care and are better than official translations. Some are pretty bad and some are even machine translated.
Sure, some suck ass. But so do some official ones. It's really a case by case thing.
I feel the same way, I want to get started playing the Phantasy Star games but that's going to be a bit of a trek to play the original then fan/re translations
Reminds me of a PS2 game that was so infamoustly badly translated that people liked it, and were disappointed when it was re-released on Steam with a proper translation XD
Was that the Chaos Wars thing?
No, that was bad voice acting, also I think that was a PSP game
The game I was talking about was Castle of Shikigami II
It's just the PS2 version that has the trainwreck translation
Castle Shikigami 2 Full Playthrough PS2 Real Hardware
Also note, it's a SHMUP that has 7 characters, and can be played 1 or 2 player. There is a different set of dialog for EACH character playing solo, as well as EVERY POSSIBLE COMBINATION of two characters so there is a LOT of badly translated and voice acted dialog that would make Zero Wing look like Shakespeare in there. 🤣 I recall some times they forgot (or maybe didn't but programmed badly) to voice act a line and for a single sentance a character will bo back to Japanese before continuing in English
i was affected, i had the multisystem
So how far behind is the stable core?
I'm wondering if I should download an unstable build
it’s fairly far behind I think
Beautiful display 👏
can you reply to my question? for my understanding, is this the breakout board where you have to install a de10 yourself separately?
Honestly, I do not know. I just bought it, didnt build it.
pretty sure it's an MMS1, yeah?
so it's got a de10 in it
IIRC, it depends on the version. The original MultiSystem was a breakout board where you had to supply your own DE-10, but the MultiSystem2 has all the components of the DE-10 built in
The MultiSystem2 dosne't come with a DE-10, it just has the FPGA, CPU, etc soldered onto the mainboard along with everything else
The mainboard for the Multisystem1:
With DE-10 Installed:
MultiSystem2 where all the DE-10 components are integrated into the main board:
does @low hamlet have the multisystem 1 or 2? would be nice to know in this case
#help message
ah thanks. he's got that marsupial
wonder if the multisystem 2 has had any issues so far? like taki's stack with the PC engine core or similar
I think Zet tested the super station with the pc engine core
Wait, the Pi has issues with the Pc Engine core?
the later batches with on-board SDRAM had problems iirc
Oh, mine was the last of the batches with non-soldered RAM. Did they ever fix it with the soldered ram batches?
Only batch 5
i don't think they've fixed it at a hardware level yet. all they've done is offer a forked core that works with the problematic boards
yeah, no idea if that will ever be upstreamed. they fixed it by reverting something SRG did in 2022 (moved something from BRAM to the SDRAM). It may just be that the normal core won't work with those boards
What is the issue?
I remember when it came out. The US script had butchered the first one. People complained. They promised to not Americanize the second one.
They kept the promise, but 1) it was still a bad translation even without the Americanization and 2) the original game wasn't very coherent even if it had been translated properly.
@woeful mortar A week or so ago we talked about RAM auto splitters for Super Metroid on the Mister, but I can't remember what you ended up saying. Is there a way to implement them for SM speedrunning?
hopefully the core developers will decide it is acceptable and merge it. In the meantime, you can install my testing build if you want to try it out
here's a link to instructions in the Super Metroid discord server #314809948976578563 message
You can post it here if you want, Nada. I’ll happily pin it
i'm not at my computer so i can't really easily copy/paste all the instructions rn
No rush - and only if you want to. Happy to send people over to the server as well - whatever makes the most sense
I'm hoping that it can get reviewed and merged soon enough that the instructions become unnecessary. If not, I'll figure out a long-term downstream strategy and write up some new instructions.
Either way, those instructions will be obsolete soon enough, plus the SNI devs are planning to add a proxying feature so you don't need the socat stuff.
So I'm kind of just waiting on the MiSTer and SNI projects for those things before I can say "okay, here are the One True Instructions for connecting your MiSTer to your SNI applications."
Oh THATS right, I remember this now. Thanks @upbeat canopy and @woeful mortar . I'll see if I can give this a shot tonight, although I might just practice SM since I'm not even done with my first playthrough, let alone learned my KPDR route to use an auto splitter with
I've been using the SNI implementation for randomizer autotracking since the first public test build, and it works pretty damn good. Hardest part for me was figuring out socat, but that only took me about an hour.
Super Nintendo, Sega Genesis
When I was dead broke, man, I couldn't picture this
I’ve been thinking about playing through A Link to the Past so I’m familiar with ALttP for the SMZ3 randomizer (Super Metroid+ALttP) and the Quad Randomizer (Zelda 1+Metroid 1+ALttP+Super Metroid, with the NES games ported to SNES for the randomizer), and I’d like to know how likely I am to get lost if I don’t use a guide?
it's a pretty easy game to play without a walkthrough imo. it's not nearly as cryptic as zelda 1, where a guide is basically a requirement
So it’s certainly not like Metroid 1 or Zelda 1, which after playing it multiple times in a combo randomizer with Zelda 1, I agree with GameChamp3000’s assessment that Metroid is programmed to hate you, and also extend that assessment a bit to Zelda 1.
(Zelda 1 and Metroid 1 aren’t actually that bad, but Zelda 1 is still Zelda 1 at times, even when randomizing, and Metroid is always a lag fest, no matter if you’re randomizing it or not)
yeah, it's completely different in that regard (thankfully). i'm actually not a big fan of either zelda 1 or metroid 1, but i enjoy their SNES equivalents immensely
The map tells you locations you should visit, for one
Well if you're me, very, very very likely
But most people say otherwise
People need to stop saying this
It only tells you some locations
still helped me out
Source: I've tried multiple times to play the game and get stuck every time
Eventually I just gave up and used a walkthroug and it sucked the joy out of the game
I need to just play it over and over again and maybe make my own abbreviated guide lol
Oh definitely
But people act like it always tells you where to go and this is absolutely not true
I even got lost WITH a walkthrough
like it said go from A to B and it took me like an hour of backtracking and confusion and looking at the map for me to figure out how lol
I'd love a guide that just had map points and told you the order to do them
I know that I am the odd one out with bad bad taste and everything. But I loved Zelda 1 and Zelda 2 as a kid. Both of the very rare games that I actually completed before losing interest. But I really couldn't get into the SNES one. This sweet bonbon look and the boring beginning always threw me off. I had to really force myself to keep playing.
I always found that ALttP got kind of boring towards the end
It felt like the game peaked around the halfway mark.
Then a few dark world dungeons in I'm like "huh, this is still going"
I prefer Landstalker on the Genesis over ALttP.
Even though its combat is much worse.
I heard the map tells you exactly where to go
Wow are you me?
Pixar just turned forty. Which, depending on how you measure time, is either a blink in studio years or an eternity in computer graphics. When they began, digital animation was still experimental: glossy, impressive, kinda futuristic. By the time Toy Story arrived in 1995, it felt like the future had
I've never heard this!
Yeah, what a frivilous lawsuit, it sucks. Could have possibly become a series
Ehhhhhhh
Uniracers is a good time indeed. Played it a lot back in the day!
i respect that, different strokes and whatnot. i remember enjoying alttp all the way through, but it's definitely arguable that the first half of the game is the stronger one
Grand Theft Auto developers were cursed to be even unintentionally spicy
like aside from lemmings this is the most innocent and child-friendly game in their lineup
How many wireframes did MMX2 and X3 have? I only remember a single miniboss that was a wireframe
The title screen too.
Oh right, the X
... did they really need a co-processor for that? LttP had shaded polygons with no enhancement chips in the title screen
Capcom being Capcom.
the final bosses of both games also use them
I thought the wireframe sigma was x4
it was not. just X2 and X3
Man, so much chaos happaned in the X games just because nobody had a copy of Norton to deal with a damn 100 year old virus
i'm about as big of a mega man fan as they come and i still could not tell you why or how sigma returns after X3
oh yeah, the weapon get screen in X3 uses wireframes as well
And X head on the intro.
I figure with some games, they use co-processors to streamline development. Not-so-much to push hardware boundaries.
Storyline of X is kinda messed up, Zero was created by Wily to spread a virus, infects Sigma who was a hero until then, and Sigma becomes the bad guy that everyone hates while Zero then becomes a hero fighting him... even though he still has the virus in him that in... was it X6 I think? Was starting to really go out of control and infect others
the zero virus is supposed to be a mutation of the sigma virus caused by the eurasia colony crash in X5
I guess you can forgive the plotlines when each game was written as potentially the last one
they don't really reference the virus in X6 and onwards iirc
It's obvious that X5 was meant to be the last game, but Capcom higher-ups wanted more games.
Milk that MegaCow
X5 was supposed to be the last yeah. i'm kind of glad we got X6 though, it ties up a few loose ends from the previous game and is a better lead-in to the zero series
But wasn't Zero the origin of the virus?
If you think about it, every game could have been the last
the maverick virus, yes
sigma contracts the maverick virus after fighting with and disabling zero. the maverick virus is removed from zero by dr. cain during repairs
Though to be fair, they forgot an important plot point about Zero going into hibernation, which lead to the events of the Mega Man Zero titles. Hence why Mega Man X6 includes that cutscene with Zero going into the capsule.
Yeah, but then we got X7..... https://www.youtube.com/watch?v=CfTsvWTtoiQ
The Axl Bullet is weak and Hyenard is considered to be one of the tougher bosses in this game. But once you know how his battle works, he's actually pretty easy. Here are some things to note about this fight:
- If you fire at the front leg while walking, you can get enough bullets off to stop it just as you're about to jump onto it, avoiding ...
the timeline splits after X6, so X7 thankfully doesn't have to be part of the canon
I emember I kept thinking it was X5 where it split. Was it X5 or X6 that X seems to "die"?
one character either dies or comes close to death depending on the ending you get in X5
IIRC, there were three endings, but two were the same ending from the viewpoint of X or Zero?
pretty much
I just remember Zero holding X's torso, and then Sigma blasts a laser through both
I thought that was X5
it was
command mission only works in the timeline that leads to X7
So between X6 and X7 X upgrades his chassis to... spew fire out his back every time he walks... and then undoes it?
that presumably happens between X8 and CM
the X6 opening shows that the true ending of X5 is the one where zero "dies" and X takes up his saber
Mega Man X6 has the localization of all time.
Spent all that time in X5 making sure that colony didn't crash, only to have the intro to X6 show that it crashed.
Gotta love when a sequel pulls a "Oh, did you put in a lot of work to get the good ending in the previous game? Well guess what, the bad ending is canon!"
Can't be as bad as escort missions where the escort dies once the mission is completed
"oh no, they were meant to die... Just not yet"
I remember in Blazblue one of the branching paths in a character story mode required me to use his instant kill move on my opponent. Thing is, this character's instant kill move literally disintegrates the opponent. After I did it, the character was perfectly fine and basically gloated about how the fight was entertaining in the cutscene after the fight
It felt like the developers were trolling me with that one
Crystal 1, having fun so far.
That doesn't sound like the developers were trolling. That sounds like different people wrote each part, didn't coordinate, and didn't think that descibing an attack that way breaks the plot.
Basically, they wrote it as flavor text.
Wrote? It's something you do in the fight
Ok never mind then.
Reading address $608000 in a 3MB ROM produces incorrect data. I've constructed a test ROM to demonstrate the issue: https://github.com/spooonsss/3mb-sfc-test A summary: data is placed at $40800...
outrageous 😉
I mean, it’s pretty cool that he provided a lot of detail and even linked a test rom that can be used.
i wish all github issue tickets had half the amount of competence as this one
maybe this is why I've seen some differences in out-of-bounds behavior in Super Metroid on MiSTer
something i noticed once, went "huh", and never spent the time to dig deeper into
its possible.. spooonsss is always hacking away on SMW related stuff.. and i just found it interesting they posted a MiSTer bug.. a mutual friend/twitch streamer uses a MiSTer to stream playing SMW romhacks on Twitch
i don't really understand the nature of this bug.. the obvious part is that you probably shouldn't be doing a 4MB read on a 3MB rom? .. but apparently there are situations where this does happen, and emulators do different things
in what scenario would this happen or affect anything? or is it purely exploits like the aforementioned super metroid example
definitely not a thing a game would ever intentionally do, except perhaps as an anti-piracy check
but glitches could cause out-of-bounds reads
i see i see
spooonsss — 2/17/26, 4:33 AM
hey drk, can you try patching this to For Dan v2. Looks to be an issue with LM and pixi hijacks conflicting, and I'm assuming the mister snes core does something weird when trying to read the rom past the end
and drk replied that it fixed it
so perhaps just some broken code in an SMW romhack.. that wouldn't be a first
https://www.smwcentral.net/?p=section&a=details&id=30756 .. looks like this romhack specifically
someone also mentioned its broken on OG hardware.. and by that, im going to presume they mean fxpak
mister wins again...
i should learn how to apply patches like the above.. 🤔
at least i know to avoid that romhack.. hehe
i love smw hacks but kaizo hacks scare me
i can understand why I guess.. I've completed 189 of them though
occasionally i enjoy playing a standard hack.. but they can also be annoying for different reasons
very true. learning regular mario and learning kaizo mario are more different than it might seem on the surface
I mean, I see it as a "make the core as accurate as possible to real hardware" rather than "only care about making the core run games". And it could effect things like glitched speedruns. Even intentionally glitching a game ideally should produce the same results as doing it on real hardware. (Though I would argue that to properly text for accurate bahavior one should try to create this scenario on real hardware, not just software emulators. After all, software emulators and even SNES flashcarts had SA-1 emulation wrong for years)
i have an fxpak pro and an original SNES and SNES jr
Even flashcarts and ODEs can introduce inaccuracies. Like I said, the SA-1 emulation on the FXPak is actually inaccurate, and it led to romhacks and homebrew that are now broken on the SNES core that was updated to have accurate behavior. IIRC FXPak still uses the inaccurate implementation. The Fenrir ODE for Saturn was also introducing bugs not present on running the game off disk, and Saroo has many problems.
I downloaded that patch and it is a 3MB LoROM. sorry, but that makes zero sense
and not surprising that fxpak also does not handle it because you need an exception to deal with the higher banks if you leave stuff out
IIRC SA-1 on FXPAK was supposed to be impossible and redguy had to cut some corners to make it fit
a bunch of romhacks are untested on actual hardware or accurate cores.. but the cool people actually test and fix it if there are problems
Speed runners are unintentionally champions of perfect hardware accuracy lol
just so they can shave 0.3 microseconds off their Doki Doki Shitbird any% speedrun.
you mean Hatoful Boyfriend?
as great as the fxpak pro is, it's few shortcomings are one of the things that made me jump to the mister
Yeah, SNES and Mega Drive were the first consoles i put away after getting a MiSTer. I rarely drag them out these days.
And it hurts because I love my Mega Drive
IIRC it's not a case of lack of unused features, but timings were wrong. Again, software emulators all had the wrong timings too. Unfortuantely, correcting these timings breaks a lot of older SA-1 hacks (and likely evne future ones if they are going to be tested on a FX Pak)
Also how it seems that updates have dried up. It hasn't had a firmware update in years, and the dev's website is very out of date in it's current supported games on some places (The status page still says that S-DD1 is not implemented yet, it was implemented a while ago. In fact it claims firmware 1.10 is upcoming when on the same site's download page you can download not only 1.10 but 1.10.1, 1.10.2, 1.10.3 and 1.11. 1.10 came out in 2019! And the next update, 1.11, was in 2023!)
yeah, it's pretty disappointing, especially now that the project has been closed-source for a while now(?) the website has also had a note about SPC7110 support potentially "coming soon" for like five years now
I think it's been closer to 10 years at this point
2019 was 7 years ago after all
Didn't know it was closed source, that's discouraging. At this point the snes core in mister supports more games than the fx pak does, and more accurately too, which is embarassing when it's literally running on real hardware
Though the SNES is probably the hardest system to get a fully compatible flashcart made for considering how much special chips it used compared to other systems
With the possible exception of all the mappers the NES had if you count unofficial ones
that's true, though the lack of firmware updates doesn't instill a lot of confidence. honestly, it seems to me that the SNES core is in the same spot as the NES core now. that is to say, the mister cores are more accurate than original hardware with a flash cartridge
Mostly yes. Definitely yes if you count the fact that most people playing probably play on 1chip consoles. 1chip consoles are great, just they introduce some issues that an original model snes does not have
Also real older snes models seem to be dying, which sucks
It seems like every few days there’s someone posting on the /r/snes Reddit with a clearly failing PPU
yeah, it seems like that's become a real problem with the non-1chips
shame too as an earlier console with the edge enhance mod might actually be the best system to own in terms of picture quality and compatibility
but again the mister core blows all options out of the water so 🤷♂️
Yeah, though, are any retail games in any way effected by the inaccuracies that NES Everdrives add? There can definitely be something said for it having potential to break, or even not run at all if the mapper is unsupported homebrew
I think there is only a single emulator on the planet that can run every NES game, though not with 100% accuracy, which not even the NES core or Everdrives can do
(Is there even a comparison of what mappers are not supported in the nes core vs an nes everdrive? Especially with modern additions to the nes core?)
Yes, but can the mister run thiiiiiiiis? 
yep just use SNAC 😉
I don’t think most people are on 1chip.
SNAC supports the SNES expansion port that you needed to plug this device into?
damn maybe not lol
(Actually, I don't remember if it actually used that port for special reasons or just used it to directly emulate a controller)
Or both
BOING!
Yup, that's indeed a screenshot from LttP
Should I post this somewhere else instead?
Not really
Honestly this is a weird game
This game is technically an adaptation of the memoirs of a guy from Wisconsin
Well, the cover looks cute.
So it's a puzzle game where you're a tanuki stacking jars of fruit and candy? Pretty adorable
Araiguma Rascal / Rascal the Racoon, I remember it from my childhood.
This anime caused a lot of problems in Japan, as many children wanted raccoons as pets.
But their parents had to abandon them in the wild.
This led to widespread problems and a pest population in the country that has persisted ever since, and which they can no longer get rid of.
Didn't know it was an anime, that's kinda messed up
Isn't that not a raccoon though?
It's a racoon, a cute little one.
A tanuki is more shaped up and tail isn't ringed at all.
Mario you liar!
This guy tanuki's
they also have massive testicles
And they could fly with those.
The anime is set in Wisconsin
Because it's based on some dude's memoirs
Disney made a live action movie based on the memoirs with the boy that sent people to the cornfield on the Twilight Zone.
It's supposed to be a racoon, but the anime version's appearance resembles a red panda.
The red panda (Ailurus fulgens), also known as the lesser panda, is a small mammal native to the eastern Himalayas and southwestern China. It has dense reddish-brown fur with a black belly and legs, white-lined ears, a mostly white muzzle and a ringed tail. Its head-to-body length is 51–63.5 cm (20.1–25.0 in) with a 28–48.5 cm (11.0–19.1...
so the latest snes unstable core.. just locks up when I savestate in that "For Dan" romhack 🤔
yeah on the overworld or anywhere.. it just freezes 🙁
does that hack use SA-1?
i dont know.. its not tagged SA-1
i could downgrade to the previous core to see if the bug has been introduced in this latest one
yeah previous core is able to savestate.. interesting.. then I may just swap back to the new core just to beat that one level with the issue 😂
i could try and bisect to figure out which change broke it.. has anyone else tested savestates on the pinned build?
I am surprised nobody seems to be noticing this change. this is some very basic and well understood snes behavior that was completely missing from the core up until now 😄
probably the biggest contribution in accuracy I get to make in this project. now all your rom addresses will pass through my little mirror 😄
You are a little gamer???
not quite 😅
I made that github account once as a throwaway account, now I am stuck with it. who cares
I have no idea what it means but you have my gratitude
I look at these GIFs and think that all three are confronting someone who stole their weapons
thats okay.. thats why its in the unstable core 
but i used that rom to beat most of for dan.. in its 3mb glory
im on the final castle.. so if theres a new core to test.. i'll continue it tomorrow after work
I understand the problem. save states executes code that lives in memory outside the rom boundaries, but those addresses get mirrored too and the core executes the wrong thing
I have a probably silly question for @flint wyvern.
Earlier today, I saw a mention of wip-snes-cpu-fixes (65C816) branch in the IIGS core repositery.
Do these fixes also need to be (back)ported to the SNES core, or are they IIGS specific only?
?? SNES fixes for an Apple computer core?
They share the same CPU
Why call it snes-cpu-fixes then if it's just cpu fixes for a CPU that was used in multiple devices?
Why do you care? It's ok if not everything makes sense to you.
Most of the bugs are for the emulation mode - which i don't think is important in the SNES - but i thought would probably be for the C64
(emulation - ie: 65C02 backwards compatibility)
PR is raised. apologies to all for the regression
But I am trying to make sense of it
Thanks for your explanation. That's all I wanted.
I think infidelity's ports of NES games like contra actually uses those
Wait, those don't work on the snes core? I was going to try those due to the MSU support
they work fine but at least contra seems to be using the 65c816 in 6502 mode that alanswx is referring to
nes ports to snes are the only use case where that could make sense I suppose
not all of the instructions were broken.. just a bunch
I wonder if it'd be possible to reuse MSU1 code as a hack for emulating Voicerkun
Am I an idiot for not realizing that I needed to use the Fire Rod on this?
Like, I just ran around in circles in Skull Woods until finally just looking up a guide.
I remember being stuck at how to enter several dungeons in the dark world as a kid
not at all, that game ranked up the phone bill back in the days because I had to dial the nintendo hotline for help, because of nintendo power bs like that 😅
why do the hearts look all funky
actually everything does upon closer inspection lol
Direct Video?
it looks like a non-integer scale. some pixels are wider than others
Win+Left Shift+Print Screen should get a non-scaled image tho?
not sure then, i guess it just looks funky. the magic meter shouldn't have a thicker black bar on the left side, for example
I can tell you, on my screen going from MiSTer DV to Morph-4K to my 4K monitor, it doesn’t look all misshapen like that.
weirdness with screenshots then i suppose
No one uses them I guess?
you'd think more people would lol
You need to use a keyboard to use them.
Maybe that’s why?
Maybe I’m dumb?
I've found SNES screenshots do this for some reason
Even the "raw" ones - wonder if it's the 512px resolution
I think I took this next one by forcing 256px mode
Or Mister Remote
But yeah, I've seen screenshot weirdness with some cores. The N64 core for example just captures a blank image if it's in CleanHDMI mode
AI
DV also is blank if CleanHDMI is on.
Yeah, I know there's no real way to solve this if you want your scaler to handle stuff close to accurately. I really only want to use it for Interlaced games so it's not a big deal.
I suppose a compromise would be to set up a separate MiSTer.ini with DV off on the N64 core and custom modelines set up to handle the weird Clean HDMI framebuffer sizes and stick them in a 640x480 container. Then let the Morph handle it from there.
I've played too much Z1M1, I need to remember to slash at vines and not blow up every random wall in case it is a hidden bombable wall (it never has been, at up to and including this point at least).
Found the entrance to Level 7, but I lack something to let me progress, so I'll just be heading to Level 5.
There are a lot of floors in Level 5.
You need to buy the Moving Platform DLC
just showing that you can complete for dan with the latest unstable core
link in pin needs updating 😁
the first time around (slot a) was without working savestates.. second time (slot b), much quicker.. because savestates were working.. still, it was 25 exits I didn't particularly feel like repeating.. took one for the team
thanks for testing and letting me know about the regression
Would there be any need to make an updated version of the alternate SA1 core with these fixes?
there are some nice to haves in there yes
I guess especially this mirror because it gives bad rom hackers a get out of jail free card
ppu updates too
Are there still machinations for adding that as a toggle in the main core? or is it too full?
it consumes extremely little, but srg said he would like to revise SA1 first
I do believe that toggle upstream is a good idea. there is also another registry bypass merged in CX4 for another rom hack that did pretty much the exact same thing, accessing CX4 registries by the cpu. sorelig merged that one a long time ago
plus there is already one registry bypass present in SA1 upstream
I can lock all that incorrect stuff behind a status bit, including that stuff which is in upstream right now
equals best of both worlds if you ask me
yeah, I think that if there is room, and SRG has an appetite for it, adding it would be good. I cant remember, was the sticking point that it’s purely an emulator thing? Those hacks wouldn’t work on real hardware
it works on fxpak, but it would not work if you would replace the rom on a real sa1 chip
so if you are a not so skilled sa1 rom hacker, your ecosystem for testing is extremely limited
mister really is the only platform that has these strict checks in place
Only the hardware schematics are closed source, because ikari decided against providing support for poor quality Chinese versions (that used refurbished parts or low quality components with high failure rates, and rebadged FPGA's). It has been that way for a long time, though. At least 10 years. The last publicly available board schematic was the Rev. F of the original SD2SNES, from about 12 years ago. There have been at least 6 board revisions since then.
The firmware is still very much open source.
So it would be possible to have an option to just enable the older less-accurate behavior for romhacks and homebrew that used SA1 and other chips incorrectly in the main core instead of making it a separate core?
Ah, thanks for the clarification. I thought the firmware was closed source.
yes. that feature is already in the fork right now
that was enough to make paul flip stance, as long as it is disabled by default
Huh? Flip stands? Paul is a Jojo character?
... Who is Paul? XD
paulb-nl
clever 😅
I'm sure you know what I mean 😛
should be flip stance I now realize. not a native speaker
Does the limited run games rumble snes controller work over SNAC? I have Inputs working but no rumble. I have the rumble working on an 8bitdo controller but nothing over SNAC
Are you using the stable core? IIRC that does not support rumble yet, you have to use the unstable
Though I have no idea if it's supported over SNAC, I tested it witha usb controller
I'm using the unstable core. I got it working on a USB controller. I don't know how many of these Snes rumble controllers actually exist so there's a possibility they'll never bother to add this function. There aren't a ton of people experimenting with this specific controller on mister.
What are you using to test? Also, using a level shifter?
I used the rumble tester that Limited Run released for free (a rom specifically for testing this) and a patched version of Super Mario World. Rumble works on both with an 8bitdo SN30 pro+. Nothing with the LRG snes rumble controller (Hell's Nightmare) over SNAC. Not sure what you mean by level shifter.
Are you plugging the SNES SNAC adapter directly into the SNAC port?
Yes. With a USB 3.0 extension to not put strain on the port
It works perfectly as a controller that way just no rumble
Which SNAC adapter do you have?
I'll have to check. It's a two player adapter with a Mario riding Yoshi printed on the board. I'll go get it.
Got it on eBay. Like I said the inputs worked perfectly. I was able to play the game.
Oh really wow. Had no idea.
Most of those old systems operated at a 5 volt standard, a lot of modern Electronics operate at a 3.3 volt standard. The DE-10 uses 3.3v, so a level shifter is used when using SNAC adapters for these 5 volt consoles to convert the voltage
IIRC the only systems mister supports that were 3.3 volts are the PlayStation, Nintendo 64, and GBA. You will need a level shifter if you use SNAC with anything else
I'm using a Mister Pi instead of a DE-10 nano does that make any difference?
No, you still need one
Oh I just realized I have a level shifter lol. I had no idea what that thing was for
Was about to say, they likely included one if you got a Mister Pi
There really needs to be a manual for this stuff. Everything requires so much research.
It goes between the mister and snac adapter like this:
I got a bundle of snac adapters off of eBay and the level shifter was included. I just didn't understand what it was because nobody includes any literature.
That picture is showing an older version of the level shifter that is rectangular but it's the same thing
There is an official wiki
Yeah that's more or less what I have. Is it plug and play or do I need to mess with with that jumper
Just remember you DON'T need it for PSX or N64
I am not sure what the jumper is for to be honest, mine doesn't have that
I wonder if the rumble will work now...
Maybe, it's possible it was a problem since you were running a 5 volt controller at 3.3 volts and motors can be power hungry
Still not working. Either the core doesn't support it over snac or the snac adapter's don't support it. This is literally a limited edition controller so it doesn't surprise me.
At least it's still a solid SNES controller.
Yeah, I have no idea then 🙁 Would probably have to ask someone like Kitrinx about it
Well thanks for your help anyway. What you said about the level shifter was helpful.
I do not have one of these controllers. if you have the option to test I can investigate and see if I can find something, pretty sure rumble used one of those unused bits in serial transfer for rumble
on the condition that a faulty controller is ruled out
rumble obviously takes more power too, have to dig into how that is covered and whether you can do that over snac
okay I reviewed the rumble commits - pretty sure snac logic is not in there. that might be intentional, not sure if the snac adapters can supply the power
or the snac control just gets spit out by the game and no logic is required to forward it to snac
It does, I tested with a SNAX adapter though
This is how it works. I added the rumble emulation. Rumble over SNAC worked in the core already.
Interesting. Do you think the SNAC adapter I'm using is the problem? I can get it to work on a USB controller but SNAC only supports the controller inputs when I try the limited run rumble snes controller.
I retested with the LRG controller, and rumble is working for me. It sounds like your adapter may be the issue.
Any recommendations?
For adapters.
I'm using a SNAX64
ok I'll look into it. I suppose it could also be the controller itself but I don't have any original hardware to test it on.
I would not be surprised if it's a power issue
Possibly. I'm also wondering if these basic snac adapters are only one-way input because they didn't anticipate someone adding a rumble function to Super Nintendo in the year 2026.
Snax64 is designed to support rumble functions on later generations which may be why it works for the LRG controller
It's just directly wiring the controller to the fpga
Notice there are no components on the snac adapter,it's just connecting controller port pins to the snac port pins
They don't effect the controller's features
Well I don't know enough about how the rumble works. I'm just working off the premise that Super Nintendo controllers historically didn't need to be 2-way because there was no feedback on the actual controller. I could see them leaving out a pin if it was considered unimportant. But maybe you're right and it's a power issue.
Random shot in the dark, have you tried a more powerful power supply? When I was trying a recommended type of USB-C power supply that was 5 volts only and did not support power delivery I was having issues when trying to use a MT-32 Pi on it, turning it on would reset the MiSTer due to the power draw, and sometimes with a power switch connected make it keep resetting
When I tried one that supports multi-voltages over power delivery the problem went away
I'll check exactly what I'm using. What sort of power supply should I experiment with?
One with Power Delivery, preferably with a higher wattage
that doesnt work on mister
atleast the de10 nano boards
you just supply it with 5V and have a high current limit on the PSU, like a little over 2A
power delivery raises the voltage when more power is needed. with higher voltage, you can deliver the same power with lower current
Even for Mister Pi? The Pi uses USB-C for power, not a barrel connector
Like I said, I had it reset from low power when I connected a non-PD PSU to it and pluged in a MT-32 Pi
Don't USB standards limit how much power you can push over 5V without power delivery to use higher voltages?
mister pi probably has power delivery as an exception yes
no, usb does not go beyond 5V without some sort of power protocol like power delivery
Did you change monitors?
Do you know if this romhack uses the SA-1 chip by any chance?
how often does this occur? did you change versions? which version are you on? a little more info would be nice
There was an update to the way the SA-1 timings work recently that makes it more accurate, but it breaks some older romhacks and homebrew that relied on the older inaccurate behavior
That's what I was saying, that you can't do more than 5V without PD, but I was talking about amps over that 5V
the amps are probably bottlenecked by the wiring, about 2-2.5A
through a decent usb cable
that amp limit also applies when you use power delivery, so it ups the voltage and drops the current
I will provide more once I get home! 🫡
To answer the immediate question at hand, it has been happening at least once, every other week.
As for whether this romhack runs on an SA-1 chip, I think that it doesn't, but I will double check to be sure.
I should've done that at the venue, as we were using a different monitor than usual, but it even happened on one of the usual monitors after a few minutes of cycling through the game's attract mode (during a previous meetup).
To be entirely sure, I will play for a bit when I get home and see what's up.
i wonder if that is the tournament edition which I just found by googling
im letting that run through the attract mode a few times since I have no idea what this is or how to play it 😂
im using the latest build here: #1096636309679919136 message
its looped through the attract about 10 times.. no issues so far
i could attempt to reproduce with the latest stable core maybe.. but it might be an option for you to try the latest unstable core
stable hasn't been updated in a while.. and there are a bunch of known issues with it (i think)
attract mode is working fine on latest stable rom too.. for reference im using this romhack:
https://www.romhacking.net/hacks/8371/
(okay to link because its an ips file.. theres no original roms other than checksums for them on that site)
Ah, right, I should update y'all on this:
So, I spent some time running some rigorous tests last night (playing an hour worth of matches, then letting the attract mode run for about an hour and a half on the latest MiSTer stable release/SNES_20250605) and I came to the conclusion (after finding out that nothing happened at all and that things were as normal as they should be) that it might've been a power issue...relating to a loose barrel connection, perhaps, on my MiSTer.
I had to rule out a lot of things (like the controllers that the players used when the inciting event occurred, and whatnot), but one constant that my friends and I agreed upon is that it might've been a situation involving power getting into the MiSTer.
As a result of this, I will keep my eyes peeled for when the Analog Pro I/O board gets restocked on MisterAddons and shift over to a USB-C-based connector instead.
Thank you all so much for your willingness to assist me! This community rules!
Hello I am interested in MSU1 on the mister. I have a QMTech and I also have a SD2SNES when using the console. I'm reading a few previous comments about mister only supported MSU1 file under 1GB or something along those lines.
How is MSU1 support in 2026 and do I just place the files directly in the folder is the old files to run them?
@vast oak Is there a 1gb limit on MSU stuff?
From a quick search on the server I saw some banter about it.
I don't think I have anything that large, probably my MSU1 Secret of Mana stuff is that largest at around 800-900mb.
Yes
||I have no idea but that won’t stop me from confidently replying!||
||WHAT DO YOU MEAN - YOU'RE THE MSU GUY||
||When I think "MSU", I think "oh, Robby, the MSU guy"||
@elder pewter I dunno if it was your change specifically, but the latest unstable doesn't open the menu when you boot the core. I think that's unintended. I can file it if that is easier
ALTTPR and SMZ3 have some pretty big MSU packs, and I haven't found one yet that doesn't work. I'll have to check the folder sizes when I get home in a bit.
1GB limit as in a single file, or all the MSU files together?
Because MSU games are generaly several files that are each a few dozen mb, sometimes a single file can be around 100mb if it's video data
It's pretty common to have 30-40MB files in ALTTPR and SMZ3. I checked my MSU folder, and quite a few are over 2GB in size when counting all files.
I know the stable core has had that problem since around June of last year.
Yeah, but it was fixed on the unstable until this most recent version
Yeah, just making sure there wasn't a mix up!
I dont recall, with the PR for rom address mirroring I didnt touch any of that stuff. will check later today
actually that is a really quick check, menu opens fine on launch with last unstable over here, as expected
paulb patched that OSD opening on launch when he submitted save states
I think the same, only the latest stable does not open OSD.
What's the great trick to get through these rooms?
Well I guess the cane worked well enough.
Fun game.
For future reference, Ether will light up the floor
so the issue with OSD opening likely is a regression in unstable main. bootsector opened a github issue, explains why I cant reproduce
Living on the edge comes with a little danger
sorry for pinning that bug on your changes, teddy. I forget that not everyone throws caution to the wind and runs unstable main
no worries, it happens
I fucked up myself just now
the missus was playing ducktales on nes but her save state didnt work, lost progress
spent a good 1,5 hours analyzing it only to figure out I never replaced the unstable build that broke save states due to the relocation of vram
oh the irony
also @vast oak , could you please update the unstable in the pinned? please dont use the one pinned now, it has a save state bug
Oh sorry, thanks for pinging me. Is this one good?
yeah, that should be the latest
ok done tha k you
not using the mister core in 2026?????
I use both, though I got behind in putting hacks and homebrews I have on the MiSTer on it.
There was a time where I was religiously trying to keep my MiSTer romset and all my flashcart romsets equal, but I’ve since given up especially with the regular updates to translations 
That said, I should probably try to do updates at least once a year…it’s good to have stuff backed up in multiple places
Having all my MiSTers share a single folder on my NAS has irreparably damaged my flash cart Sneakernet 😄
Is this parody or real talk
Is that a rom hack or has it been that long since I’ve played LttP? 🤔
It's the vanilla game.
Oh damn 😅 sounds like a new playthrough is in order 🙏
It’s ambitious but meh. Too much to make them match up.
I have my flashcart for the crt for now and it’s got my most twitchy games
MiSTer has well, most everything nicely organized plus I didn’t need to spring for a newer flashcart thanks to MSU-1 support and all the cart addon chips 🤘
the fact that the fxpak pro still doesn't support the SPC7110 is kinda crazy to me
that alone was reason enough for me to jump to the mister
Imagine trying to play retro games on anything but a MiSTer, couldn’t be me!
does it count if I use nesticle on 486 to play NES?
Not only does it count but you’re now king of retro! 
hi does the latest unstable core work with the latest stable mister build?
yep
So what does the latest unstable core have over its stable version?
save states
That's it?
That’s the only user-facing feature. There is a PPU rewrite in there, some fixes to special chip games, general fixes
Sweet deal!
Rumble emulation
Ohh so I can play rumbly rom hacks 
Okay I'm definitely getting this then. Its in the pins right
ya
sweeeet
good shout…i forgot we haven’t had a release in like 9 months
Yeah, I added it ahwile ago 🙂
sheesh 9 months
Thanks for doing that, what are some good games to test it out with?
I have a real urge to request another stable in a ticket. there's so much good stuff in unstable right now and I don't think anyone found anything with my last patch, so that should be good now too
but I did the same 9 months ago so I shouldnt 😅
is SRG done with the PPU and SA1 stuff?
I was under the impression that that was the holdup
probably not, or he would have committed it
but there is so much in unstable right now that I find it a waste to wait for it. releases dont cost anything, you can always do another
Have we heard from SRG lately?
Not since February 15.
Use ZSNES to run Project Nested to run NES games
I was so excited about project nested, but apparently it hasnt had a single commit in nearly 3 years
nesception?
You know, considering Nesticle exists, I am almost surprised there wasn't an emulator called Nesception too
I wanna say someone managed to play nesticle on a 386 in the computer lab back in the day. IIRC the visible area of the screen was only about 1/4 of the monitor
can the core run the new Pasta La Vista mario hack?
if it works on real hardware, it will likely work on the core
I was talking to someone in the chat who said they played it on their MiSTer before
Nice.
It's clear we both found out about the romhack from the same person yesterday XD
(That reminds me, I should download it too)
... too popular I guess, can't download it because of too many others having downloaded it. (Can't believe Google has a daily limit on downloads, what is this, 2001?)
i wouldn't mind computers going back to the way they were in the 2000s. we might be headed that way with parts prices being what they are now
Nah, they clearly want to head you towards subscribing to a cloud computer, totally not like the 2000s
feed sam altman to crocodiles
Hi, im new to mister and currently have mine up and running well.. Im trying to add the save state snes core to my mister. Does anyone have any experience with this that might be able to help me a bit?
Easiest thing to do:
- Download this
- Add it to your
_Consolefolder (it will show in the menu asSNES_unstable)
Thank you so much! Already working. i was searching online for a while and couldnt find an easy explanation. Really appreciate the help!!
Personally I keep the unstables in a _Testing folder. you can organize it as you please
yeah, there are different ways once the brain worms start vibrating
is this manual installation of a core even covered in the docs?
seems a little outdated, but im only moderately tech savvy.😅
some tech knowledge is required with mister, no way around it
but it's especially these complete newbie questions that are completely forgotten in the docs it seems. I'll see if I can write something for that, it is a valid question
yea i can tinker around a bit.. life long gamer. just brand new to mister but absolutelty in love with it lol
I think it's hard because you don't really want everyone running unstable cores. But, SRG is very conservative with "stable" core releases, so it can be months (and huge features) of difference between the unstable and stable. the last SNES stable was June
so yeah, we should probably do something
i stream kaizo mario so i really wanted save states just incase i needed to practice difficult sections. i appreicate the help everyone! thanks again!
I ran through the commits, srg never releases stables it seems, it is always sorg. mind opening an issue to ask for a new stable? I dont want to be the one to do that again, and I think it is very beneficial to do a stable before nobodynada's SNI stuff gets committed so that can be tested in a new unstable branch
yeah, let me put in a note and see what's up. I believe SRG gives sorg the heads up
it might not be a good idea to release a new stable until the PPU rework is complete and well-tested
i don't know if there are any open ones right now, but there have been a few regressions like https://github.com/MiSTer-devel/SNES_MiSTer/issues/450
due to the PPU being mid-rework
(or maybe things are all settled down already, I don't know)
shit, you know, I have noticed some stuff in super metroid and I wonder if it's PPU related. Now I have to remember where it was - but it was similar to that (during room transitions)
anyone with enough patience to explain why a PPU rework was needed? just very curious as a non-technical person
Not that much is known about the inner workings of the SNES PPU, so the devs have been working on reverse engineering it so that the core can be more faithful to the original hardware.
thanks, I feel like following development is almost as fun as playing games on the mister itself
If you aren’t copying unstable cores manually over to your MiSTer you’re not really playing the core.
I stream with the latest unstable core because I'm a unit 😛
savestates aren't really optional for me
it would be nice if we could rework the up and down save slot feature (which appears to be useless) into a savestate slot bank selector
I get by with 4 savestates but it kinda sucks sometimes to have to overwrite some savestates which might be useful to practice particularly long sections
if you hit up.. then f1-f4 could be 5, 6, 7, 8
might confuse people though
or even just adding f5 and f6.. I don't know
the ppu in current unstable does not have any known regressions. only one issue is being tracked, a one frame glitch on that contra rom hack
the rest (incl that alttp issue) is already solved
and in a better state than current stable, although the scope is limited to its glitching behavior which it now replicates better
not an argument to keep it in unstable the way I see it, even if they want to work on it a little more
Hoping the Super Game Boy core gets those updates too for consistency.
Did srg do super gameboy too?
I think only Paulb-nl made changes on the core
true
I don't think the SGB benefits from the PPU updates
the SGB had gameboy hw included which does all the rendering
only that SGB overlay is "done" by the ppu
It should still get the updates anyway just to be on-par with the SNES core, even if the improvements aren't tangible.
fair. shouldnt hurt either
I made this tool which could maybe help you. I've only used it on nes but I think the savestate file management is the same between snes and nes. https://youtu.be/078xecLQyto?si=i0uk__D0k4tBL9Nm
Demonstrates my Mister NES savestate workflow for speedrunning. I built a tool that helps manage savestates. If interested in betatesting, let me know.
paulb-nl updates the SGB core from time to time.
Paulb-nl implemented it
I should have guess, honestly. That is a paulb-nl-ass project (something that should exist but no one else will do)
Yeah, he built it ”on top of” existing snes core
Same with Neo geo CD
They are very talented in finding bugs and fixing them
yeah, that dude is wild. I wonder if the SNES core is too big for it now
I've done a personal compilation in early 2026, the core was working correctly at that time.
The PPU fix isn't strictly necessary for this core, but it would be interesting to see if a branch from maij containing timer changes could integrated into this core someday.
What about Space Invaders?
Well if you strip away all the special chips, which is one of the things I assume the Super Gameboy core does, I imagine you gain some decent space
I suspect it does not
Good point, the SGB core doesn't need any expansion chip support since it's not like you can just plug a Star Fox cart into it. Other than RTC for games like Pokemon Gold/Silver
thats cool and all.. but it seems a little convoluted to me.. all im really after is one or two more save slots
i make do with 4.. its just a couple extra would be really handy sometimes
especially when im playtesting long levels that are super difficult
It’s not happening any time soon
why not though?
because the people who do the work don’t think it’s necessary
beggars can’t be choosers
srg wants you to get good
do they want me to do it myself? the source is there right.. its probably not that difficult
I mean shit, if you can then yeah that’s awesome
well we're only talking about extending the number of save slots.. not actually implementing savestates which is 99.9999% of the work
it could be patched at compile time.. or configurable even
it’s tied up with the UI, somehow. It’s been brought up before and it’s been shot down. But if you can put something together and do a PR, that’s a different ball game imo.
jokes aside, 4 save slots does seem like an abritrary number, but i have no idea what would go into implementing more slots. we're lucky we have savestates at all, considering how many other cores lack them
yeah i can see that.. theres some issues with the UI tbh.. for example, what does "savestate slot" even do
since you use F1-F4 ... so incrementing/decrementing that number doesn't seem to actually do anything
This will sound ridiculous but it’s a higher number than 3 which sounds small, so I can see that.
4 feels like bare minimum, not in a rude way but in a “if you have any less why bother” way
what im proposing is keeping it as F1-F4.. but make savestate slot.. savestate bank
so incrementing and decrementing that number actually does something
so that way you can have 1-4, 5-8, 9-12, 13-16
Yeah man, if you can do it then more power to you. I think that’s awesome.
that might be a little confusing for people.. but surely no more than it is already
especially if you have to access the menu to change the bank.. ie.. theres no shortcut to up and down it
otherwise people might accidentally change banks and wonder where their savestates went
is it annoying to go into the menu to change the savestate bank? .. one could argue yes.. but no more annoying than running out of savestate slots 😂 .. plus.. you could make f5 go down and f6 go up.. assuming those keys aren't already used for something else
when you press "F1" it puts in a message "restore state 1" .. so up and down bank could say "savestate bank 1 selected" in the same manner
i don't want to go to the effort of patching something if nobody wants to use it or do it that way.. ideally it would be something that gets accepted by the main devs
theres also an option "save state to sd" (which I always leave as on) .. but it would obviously need to work with that as well
failing that.. since it seems a bit elaborate.. we could just increase it to 6 savestates.. i would be happy with that
i have found the source.. and paul-nl's commit
I think if it’s something you’d use and the main devs accept it, that’s all that matters imo
it looks like the up/down slot is designed to be used with a controller? .. an extra "button" has been added "savestate".. i can't remember if this is documented anywhere
4 is definitely hardcoded.. adding 2 more should be straight forward, but I can understand the reluctance to do it that way.. bank switching is way more elaborate.. hmm.. yeah.. its a non trivial amount of work
That sucks, I’m sorry
MiSTer’s savestate API itself is currently limited to exactly four slots. The official MiSTer developer docs say: “MiSTer is currently limited in the firmware to precisely four savestate slots. You cannot add more slots using this API.”
so its not a SNES core limitation as such.. there's a bunch of technical stuff about how its implemented but its a 2bit number
to fix this, mister itself would need to be patched to support bank switching.. that way the current 1-4 save slots is preserved
but another status bit could be used for that etc.. its doable.. but this has suddenly become way more complicated than just a small SNES core only patch
typical end user.. "gib more savestates pls" .. without understanding the technical underpinnings of precisely why doing that.. is more difficult than it might appear 😉
so when are we getting more savestates
this has gone from a core only thing.. to a people who make decisions about savestates in mister in general thing.. as to whether we increase from 2 bits to 3 bits.. (kick the can down the road).. or implement some kind of bank switching.. or do nothing
currently the latter wins 😁
what would happen if you increase from 2bits to 3bits
then you go from 4 savestates to 8.. but you use an extra bit in the status register (64 bits)
people who make decisions about that would have a better understanding of whether thats a good idea or not
i think 8 would be awesome.. but.. it means we need a new mister as well as a new core to support that
currently we can just load the unstable snes core and we're good to go (on stable mister)
