#Super Nintendo/Famicom

1 messages · Page 12 of 1

marble violet
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As far as I can find, this is the only addition that revision 2 brings, so this should be the whole thing.

finite saffron
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correct, resume is the only addition

elder rose
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Crazy looking at my comments in that MSU.v

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Pleased that the code was easy enough to add further feature to it

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that FSM was quite painful to get right

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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

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I believe I actually had it running, but it was dropped because only a handful of MSU1 hacks had files bigger than 1GB

radiant stump
elder pewter
elder pewter
vast oak
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@elder pewter are you taking requests

elder pewter
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sure, as long as the solution is clear

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eg no reverse engineering on real hw to figure out what it is supposed to be

woeful mortar
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@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

elder pewter
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that would be wild 😅

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not sure what the value of those achievements would be, probably very easy to cheat/set them yourself

woeful mortar
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Yeah, I can't say that they hold a great deal of interest for me but folks ask about them all the time

upbeat canopy
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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.

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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

woeful mortar
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oh very cool

upbeat canopy
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@woeful mortar what's the usual success rate for meeting timing requirements with DSE builds?

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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

woeful mortar
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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

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But I will see if I can run a test overnight. DSE was giving me issues with the main branch builds

upbeat canopy
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I did 17 builds of the standard core earlier today and had one success

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assuming success is defined by the worst case model, "Slow 1100mV 100C"?

woeful mortar
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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

upbeat canopy
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Or am I looking at the wrong spreadsheet

woeful mortar
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no, you’re right - but none of those met timings. The quality of fit would be 100

coral plover
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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.

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Just curious cuz I’ve heard about this being an issue while watching the N64 development

lost maple
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many chips and components of yesteryear are also undocumented and difficult to reverse-engineer, leaving core developers with no choice but approximate behavior

coral plover
lost maple
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oh you mean like compiling cores with different seeds and such. frankly i'm not sure how that works either lol

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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

upbeat canopy
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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.

woeful mortar
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yeah, basically you can have different outcomes depending on where you "start" the compilation. Different routes to get to the same destination

upbeat canopy
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Finding a perfectly optimal solution is an extremely difficult problem, the fitter just tries its best to find a good enough approximate solution.

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alright, left is some builds on master, right is some builds on my sni branch

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the difference is very small

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the only one that passed timing on the left was by 0.04ns, the closest one on the right failed by 0.1ns

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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.

coral plover
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Yeah all that. It’s baffling why it just doesn’t work even though the results should be the same

elder pewter
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I dont know this quality of fit metric, this is what claude gave me

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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

elder pewter
halcyon minnow
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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

upbeat canopy
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i think i've fixed the timing problems, will have DSE results in the morning

slow pumice
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Traveling salesmen problem but with thousands of salesmen all trying to optimize a thousand routes together?

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... and I was scrolled up again

woeful mortar
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No idea why, but that is what people smarter than me said

halcyon minnow
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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...

upbeat canopy
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yesssssss

woeful mortar
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nice!

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amazing work, nada

vast oak
upbeat canopy
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after some optimization, my SNI PR now passes timing with better results than the current master

somber field
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Is it bad that I still don't know what that means...👀

vast oak
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i hink hes hacking ou misters

woeful mortar
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@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

upbeat canopy
woeful mortar
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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

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oh perfect, I can use that one

upbeat canopy
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i should have all the files from a DSE build around if you need those

woeful mortar
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if you can send me like...2 of them...just so I have a decent sample size

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I downloaded teh one from github, so 3 should be enough

upbeat canopy
woeful mortar
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@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

woeful mortar
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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"

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God if I never have to hear the mega man x2 music again, it will be too soon

calm quarry
lost maple
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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

woeful mortar
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No, nothing against the game. I listened to the intro song a lot when we were tracking down a bug

lost maple
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they really leaned hard into that overdrive guitar for X2 and especially X3

woeful mortar
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I'm sure the soundtrack is fine. But I associated it with crashing

woeful mortar
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that scene in particular

lost maple
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It has been 6 months since the destruction of (Sigma) and little has changed.

spiral sigil
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Rip green biker dude

vast oak
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X7 is the best in the series anyways

unreal lava
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XD is my favorite personally

vast oak
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lol

woeful mortar
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XDeez

upbeat canopy
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@woeful mortar thanks so much for all the testing and feedback btw, it was extremely helpful

woeful mortar
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Then I can finally start speedrunning. 44 seems like the perfect age :p

upbeat canopy
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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

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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

woeful mortar
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It seemed like SRG's main concern was the timing stuff, but it definitely seems like you solved that

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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

upbeat canopy
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yeah that's completely fair, that module is really sensitive

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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

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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

warm bluff
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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

upbeat canopy
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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

woeful mortar
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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

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with that said, the star fox 2 intro still slaps

upbeat canopy
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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

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I believe that's what the fxpak does, they load a different FPGA core for each supported board type

woeful mortar
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I would bet that we will have a new board by then. Something that will give it more room.

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I don't think you could automate it like the FXPAK does. I don't think the linux side can make decisions like that

vast oak
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I should probably play it if I’m gonna troll

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Mega Man X is all I played, game is so amazing

slow pumice
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Do you even know about what I was referencing then? 🤣

woeful mortar
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The soul of a shitposter

woeful mortar
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Ive decided to become a true scumbag and learn how to super metroid using a hitbox

lost maple
slow pumice
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I thought it split after X5?

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Which one was the one where ||X is blasted through his chest in the ending?||

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I thought that was X5

lost maple
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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||

slow pumice
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I thought the retcon after x5 was where the story splits, with one way going towards megaman zero

spiral sigil
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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.

somber field
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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.

lost maple
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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

lost maple
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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

spiral sigil
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I might try the patch out in the future but right now I'm happy to not touch MM7 for a good while!

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Imagine how much more tight the game would be if they made it in 4 months!

slow pumice
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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?

woeful mortar
vast oak
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Da P has been U’d

elder pewter
slow pumice
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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?

lost maple
elder pewter
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most of it is smw yes

elder pewter
vast oak
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Ehhh, sucks that they were built on wrong timing but it is what it is

slow pumice
slow pumice
# vast oak Ehhh, sucks that they were built on wrong timing but it is what it is

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.

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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

vast oak
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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

slow pumice
radiant stump
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whose

slow pumice
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FYI I don't know the person who made the romhack, so I'm not really friends with them

slow pumice
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The romhack was made for him

radiant stump
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Oh I like their educational videos

slow pumice
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Har har 😛

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You say that but one of Vsauce's oldest videos still on their Youtube channel is a Newgrounds-like humor video of mario farting...

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(Also technically Vinesauce was started a few months before Vsauce was)

radiant stump
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Interesting

slow pumice
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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

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Just that it will make NO sense if you aren't familiar with Vinesauce 🤣

radiant stump
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I am not

slow pumice
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Yeah, I doubt anyone here is 😛

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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

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To me it was just total nonsense XD

vast oak
slow pumice
fair widget
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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 🤔

woeful mortar
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What flavor of stack?

fair widget
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standard de-10, misteraddons Digital I/O board, dual ram

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running games off a 4TB SSD

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have to check my stream for the timestamp, but I caught it on video

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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 😅

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oh wait maybe that shows in the OSD

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it’s funny because I was saying how I love that the core has savestates now and then it proceeded to not work 😆

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I’m fairly certain I’m using the unstable from 1/16, but I can confirm later if needed

elder pewter
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it also did not create a save state file?

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then I am guessing it is another one of those games that has interrupts disabled

trim thicket
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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.

fair widget
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interesting, I wonder if it was just a random MiSTery glitch then

delicate rivet
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I have noticed a glitch in the core that doesn't happen on BSNES:

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It happens in the SMB-CD demo, can someone please test it on real hardware?

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The fact that it happens on the core but not on BSNES its a bit strange

elder pewter
fair widget
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actually, no, they definitely get saved to the SD card because the only thing on my SSD is the games folder

woeful mortar
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is it happening with all games, or just that one, IG?

fair widget
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only seen an issue with that one

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I had actually been playing the translated Great Battle III earlier that stream and savestated successfully

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when I get home later, I’ll first check to see if a savestate file even got created

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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

fair widget
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just booted up the game and created a savestate right after loading the file and it worked this time elmorise

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unfortunate that it crashed the game yesterday, because I hadn't gotten far enough in the game to actually save in-game

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ok, deleted that savestate, reset the game, got back to where I was yesterday and savestated without issue...||itsaMiSTery.png||

gleaming cipher
fair widget
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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?

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I wonder if that could be mitigated somehow if so...

elder pewter
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since save states uses ddr for buffer memory i think

elder pewter
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@upbeat canopy hope my review helps, thanks for all the effort you put into this!

upbeat canopy
elder pewter
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argh, the classic mistake

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submitted

upbeat canopy
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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.

elder pewter
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ill have a closer look at your feedback too, see if I got something wrong myself or not 🙂

crystal plover
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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.

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Like I know Kitrinx has done that intentionally in the atari7800 core

woeful mortar
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I hope SRG decides that it's worth the room

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I'd love to have more speedrunning support in the cores

upbeat canopy
elder pewter
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Im struggling to find out if that cpu code latches the controller correctly

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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

upbeat canopy
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well, if you hook up an SNI client and read the controller address then you get the right data

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if there was a problem in the latching it would be bit shifted by 1

elder pewter
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youre probably right but then I want to understand why I read this wrong

upbeat canopy
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possibly because the counter incrementing with a non-blocking assignment is a little mind bending?

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JOY_POLL_CNT = 0 is the first bit, 15 is the last bit

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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)

craggy merlin
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i need more than 4 savestates.. 6 would be nice.. or 8

pearl loom
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What do you need them for

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Which games

lost maple
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i need 8 savestates so i have the best chance at seeing the dirty magazine in secret of mana

craggy merlin
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super mario world romhacks

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4 is nowhere near enough for some things

vast oak
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It’s good enough for most people, I think

craggy merlin
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its usually enough.. but for this bowser fight with slow retry.. i could have used 5.. i make do basically

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there are times when more would be handy

lost maple
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SMW hacks don't pull any punches. it's either get good or go home

craggy merlin
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it should be configurable or something.. i dont see why I cant use f5 and f6

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or increase the number of slots dynamically

warm shoal
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I built it and only use it for nes but it should work for snes without changes

vast oak
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peens

clever tusk
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Yep, that looks like everything... right? 😄

coral plover
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So what's this supposed to do for MMX2+3?

shadow turtle
low hamlet
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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?

lapis sedge
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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.

fair widget
coral plover
somber field
coral plover
fair widget
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yeah it looks like the latency spreadsheet doesn't have a result for it wired

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and it's like 15.6ms over BT

somber field
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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.

fair widget
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yeah that’s a good point. It really makes a difference what type of games you like to play

pearl loom
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I always use my n64 NSO controller for n64

fair widget
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yeah I use that too

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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

final oasis
fair widget
fair widget
brazen dragon
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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

low hamlet
radiant stump
# low hamlet 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

trim thicket
low hamlet
radiant stump
neat harness
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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.

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Kinda surprised that to my knowledge there's no attempt at turning these games into MSU-1 titles

neat harness
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I'm pretty fascinated by the entire Angelique series in that it looks extremely fun even though it's never been translated

low hamlet
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hmmm, got 2 crashes on yoshis island on level 1-1

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around the same place

woeful mortar
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are you running the unstable?

low hamlet
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no

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mabye i changed a core setting

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i can reset it ...

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reset settings trying for 3rd time

woeful mortar
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no, you need to run the unstable

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the stable can have trouble with special chip games on some stacks

low hamlet
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i see , yeah i have a multisystem

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thanks

lost maple
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damn we haven't had a stable release for a while have we

woeful mortar
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no. hopefully after the ppu rewrite is done

low hamlet
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is the unstable build overcloking the cpu or anything by default ... i notice less slowdown and things are loading a bit too fast

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turbo is off

woeful mortar
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No, shouldn't be doing anything too weird

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but I just play super metroid

low hamlet
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im testing out other games

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its oversped up

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im moving way too fast in all the games, maybe 20% sped up but the audio is normal

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wierd

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super noticeable with alladin

upbeat canopy
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that sounds like maybe you're playing a PAL game with the region set to NTSC?

low hamlet
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im playing ntsc roms, it was working normal with stable, notcing this with unstable

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oh yeah, playing contra 3 and its sped up i know these games very well .... hmmm, let me see which unstable version i have

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snes_unstable 26.01.06

woeful mortar
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I linked the latest above

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and I just checked Aladdin on stable vs unstable and they were identical

fair widget
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Just did the same test and can confirm no difference

low hamlet
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let me install the latest

woeful mortar
low hamlet
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nice, how are you able to run the same gameplay on unstable and stable at the same time?

woeful mortar
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two misters 🙂

low hamlet
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but how is gameplay the same?

woeful mortar
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it’s just the attract mode. reset the core at the same time, let the attract mode play

low hamlet
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oh i see

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nice way to test speed differences

low hamlet
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@woeful mortar testing out the new unstable, looks like its working now

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seems like it was issues with snes_unstable 26.01.06

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so when main cores or unstables get updated, do we lose saves?

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my yoshi save is gone

woeful mortar
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you shouldn't. if you load up the stable, is it there?

low hamlet
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with unstable, im playing yoshis island

woeful mortar
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do you still have the stable core? if so, is the save there?

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you shouldn't have lost anything

low hamlet
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oh nm, i didnt go far enough in unstable to save ... do stable and unstable have different saves?

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stable should still be there

woeful mortar
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no, all the saves are in /media/fat/saves/SNES

low hamlet
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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

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thanks

slow pumice
elder pewter
woeful mortar
vast oak
woeful mortar
vast oak
reef snow
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How long has this been a thing?

woeful mortar
woeful mortar
reef snow
elder pewter
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the deltas in revision are documented thank god

woeful mortar
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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

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but again, that could all be a red herring - the issue was probably more widespread than we knew about

elder pewter
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I got a C variant (can thankfully read it through the acrylic enclosure)

woeful mortar
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yeah, I think yours was c0 though. Someone else had a c0. All mine are c1+

elder pewter
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c0 indeed

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the invoice is from 2021, there were massive chip shortages back then. that's probably the reason why they changed components

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differences between C0 and C1 are not documented it seems. pity

woeful mortar
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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

warm mirage
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Any big E.V.O. fans here? Should I play the original translation or fan translation?

lost maple
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definitely the retranslation imo. the original one is passable but the fan effort is a lot more accurate to the japanese script

warm mirage
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👍

spiral sigil
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I'm a big believer in playing the official translation in the first instance. Even when it's awful.

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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.

lost maple
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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

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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

warm mirage
#

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.

spiral sigil
#

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.

steady solar
#

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.

warm mirage
#

Sure, some suck ass. But so do some official ones. It's really a case by case thing.

slow pumice
#

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

spiral sigil
#

Was that the Chaos Wars thing?

slow pumice
#

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

#

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

low hamlet
#

i was affected, i had the multisystem

clever tusk
#

So how far behind is the stable core?

#

I'm wondering if I should download an unstable build

fair widget
#

it’s fairly far behind I think

woeful mortar
#

stable core is…june?

#

I am not in front of my mister

low hamlet
coral plover
#

Beautiful display 👏

elder pewter
low hamlet
woeful mortar
#

pretty sure it's an MMS1, yeah?

#

so it's got a de10 in it

elder pewter
#

that answers it, thx

#

wasnt clear to me if it came with the de10 preinstalled

slow pumice
#

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:

lost maple
#

does @low hamlet have the multisystem 1 or 2? would be nice to know in this case

woeful mortar
#

#help message

lost maple
#

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

woeful mortar
#

I think Zet tested the super station with the pc engine core

slow pumice
lost maple
#

the later batches with on-board SDRAM had problems iirc

slow pumice
#

Oh, mine was the last of the batches with non-soldered RAM. Did they ever fix it with the soldered ram batches?

woeful mortar
#

Only batch 5

lost maple
#

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

woeful mortar
#

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

slow pumice
#

What is the issue?

steady solar
#

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.

dry galleon
#

@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?

upbeat canopy
#

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

woeful mortar
#

You can post it here if you want, Nada. I’ll happily pin it

upbeat canopy
#

i'm not at my computer so i can't really easily copy/paste all the instructions rn

woeful mortar
#

No rush - and only if you want to. Happy to send people over to the server as well - whatever makes the most sense

upbeat canopy
#

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."

dry galleon
full brook
#

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.

vast oak
#

Super Nintendo, Sega Genesis
When I was dead broke, man, I couldn't picture this

unkempt plume
#

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?

lost maple
#

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

unkempt plume
#

(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)

lost maple
#

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

sharp pond
#

The map tells you locations you should visit, for one

radiant stump
#

But most people say otherwise

radiant stump
sharp pond
#

still helped me out

radiant stump
#

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

radiant stump
# sharp pond still helped me out

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

short palm
spiral sigil
#

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"

craggy prism
#

I prefer Landstalker on the Genesis over ALttP.

#

Even though its combat is much worse.

vast oak
radiant stump
#

I've never heard this!

slow pumice
#

Yeah, what a frivilous lawsuit, it sucks. Could have possibly become a series

vast oak
#

Ehhhhhhh

somber field
#

Uniracers is a good time indeed. Played it a lot back in the day!

lost maple
sharp pond
#

like aside from lemmings this is the most innocent and child-friendly game in their lineup

vast oak
#

Pins updated

slow pumice
#

How many wireframes did MMX2 and X3 have? I only remember a single miniboss that was a wireframe

trim thicket
#

The title screen too.

slow pumice
#

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

trim thicket
#

Capcom being Capcom.

lost maple
slow pumice
#

I thought the wireframe sigma was x4

lost maple
#

it was not. just X2 and X3

slow pumice
#

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

lost maple
#

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

trim thicket
#

And X head on the intro.

fresh ingot
#

I figure with some games, they use co-processors to streamline development. Not-so-much to push hardware boundaries.

slow pumice
#

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

lost maple
#

the zero virus is supposed to be a mutation of the sigma virus caused by the eurasia colony crash in X5

spiral sigil
#

I guess you can forgive the plotlines when each game was written as potentially the last one

lost maple
#

they don't really reference the virus in X6 and onwards iirc

fresh ingot
#

It's obvious that X5 was meant to be the last game, but Capcom higher-ups wanted more games.

spiral sigil
#

Milk that MegaCow

lost maple
#

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

slow pumice
spiral sigil
#

If you think about it, every game could have been the last

lost maple
#

sigma contracts the maverick virus after fighting with and disabling zero. the maverick virus is removed from zero by dr. cain during repairs

fresh ingot
#

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.

slow pumice
#

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 ...
▶ Play video
lost maple
#

the timeline splits after X6, so X7 thankfully doesn't have to be part of the canon

slow pumice
#

I emember I kept thinking it was X5 where it split. Was it X5 or X6 that X seems to "die"?

lost maple
#

one character either dies or comes close to death depending on the ending you get in X5

slow pumice
#

IIRC, there were three endings, but two were the same ending from the viewpoint of X or Zero?

lost maple
#

pretty much

slow pumice
#

I just remember Zero holding X's torso, and then Sigma blasts a laser through both

#

I thought that was X5

lost maple
#

it was

slow pumice
#

Completely don't remember X6 then

#

What about Command Mission CDI

lost maple
#

command mission only works in the timeline that leads to X7

slow pumice
#

So between X6 and X7 X upgrades his chassis to... spew fire out his back every time he walks... and then undoes it?

lost maple
#

that presumably happens between X8 and CM

lost maple
spiral sigil
#

X6 is the one where Zero hid himself while he repaired himself

#

Or whatever

fresh ingot
#

Mega Man X6 has the localization of all time.

celest ether
#

Spent all that time in X5 making sure that colony didn't crash, only to have the intro to X6 show that it crashed.

slow pumice
#

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!"

spiral sigil
#

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"

slow pumice
#

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

unkempt plume
#

Crystal 1, having fun so far.

steady solar
#

Basically, they wrote it as flavor text.

slow pumice
#

Wrote? It's something you do in the fight

steady solar
#

Ok never mind then.

craggy merlin
#

outrageous 😉

vast oak
#

I mean, it’s pretty cool that he provided a lot of detail and even linked a test rom that can be used.

lost maple
upbeat canopy
#

something i noticed once, went "huh", and never spent the time to dig deeper into

craggy merlin
#

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

lost maple
#

in what scenario would this happen or affect anything? or is it purely exploits like the aforementioned super metroid example

upbeat canopy
#

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

lost maple
#

i see i see

craggy merlin
#

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

#

someone also mentioned its broken on OG hardware.. and by that, im going to presume they mean fxpak

lost maple
#

mister wins again...

craggy merlin
#

i should learn how to apply patches like the above.. 🤔

#

at least i know to avoid that romhack.. hehe

lost maple
#

i love smw hacks but kaizo hacks scare me

craggy merlin
#

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

lost maple
#

very true. learning regular mario and learning kaizo mario are more different than it might seem on the surface

slow pumice
# lost maple in what scenario would this happen or affect anything? or is it purely exploits ...

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)

craggy merlin
#

i have an fxpak pro and an original SNES and SNES jr

slow pumice
#

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.

elder pewter
#

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

final oasis
#

IIRC SA-1 on FXPAK was supposed to be impossible and redguy had to cut some corners to make it fit

craggy merlin
#

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

vast oak
#

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.

lost maple
#

as great as the fxpak pro is, it's few shortcomings are one of the things that made me jump to the mister

spiral sigil
#

My FXPak Pro is now in its box on a shelf

#

My bank account stings

warm scaffold
#

Yeah, SNES and Mega Drive were the first consoles i put away after getting a MiSTer. I rarely drag them out these days.

spiral sigil
#

And it hurts because I love my Mega Drive

slow pumice
slow pumice
# lost maple as great as the fxpak pro is, it's few shortcomings are one of the things that m...

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!)

lost maple
slow pumice
#

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

lost maple
#

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

warm bluff
#

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

lost maple
#

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 🤷‍♂️

slow pumice
#

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?)

slow pumice
lost maple
#

yep just use SNAC 😉

tough patrol
slow pumice
#

SNAC supports the SNES expansion port that you needed to plug this device into?

lost maple
#

damn maybe not lol

slow pumice
#

(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

unkempt plume
#

BOING!

slow pumice
#

Yup, that's indeed a screenshot from LttP

unkempt plume
slow pumice
#

Not really

vast oak
#

pins updated

neat harness
#

Honestly this is a weird game

#

This game is technically an adaptation of the memoirs of a guy from Wisconsin

slow pumice
#

Well, the cover looks cute.

#

So it's a puzzle game where you're a tanuki stacking jars of fruit and candy? Pretty adorable

trim thicket
#

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.

slow pumice
#

Didn't know it was an anime, that's kinda messed up

#

Isn't that not a raccoon though?

trim thicket
#

It's a racoon, a cute little one.

#

A tanuki is more shaped up and tail isn't ringed at all.

slow pumice
#

Mario you liar!

radiant stump
lost maple
#

they also have massive testicles

trim thicket
#

And they could fly with those.

neat harness
#

Because it's based on some dude's memoirs

somber field
#

Wisconsin is home to many a raccoon.

#

And cheese!

solid meteor
#

Disney made a live action movie based on the memoirs with the boy that sent people to the cornfield on the Twilight Zone.

solid meteor
#

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...

craggy merlin
#

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 🙁

lost maple
#

does that hack use SA-1?

craggy merlin
#

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 😂

craggy merlin
#

i could try and bisect to figure out which change broke it.. has anyone else tested savestates on the pinned build?

elder pewter
# vast oak

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 😄

elder pewter
#

not quite 😅

#

I made that github account once as a throwaway account, now I am stuck with it. who cares

final oasis
woeful mortar
spiral sigil
#

I look at these GIFs and think that all three are confronting someone who stole their weapons

elder pewter
#

aaaaaaaaaand I broke save states on roms that are not a power of 2. fuck

craggy merlin
#

thats okay.. thats why its in the unstable core barbLULW

#

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

elder pewter
#

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

trim thicket
#

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?

slow pumice
#

?? SNES fixes for an Apple computer core?

delicate rivet
slow pumice
#

Why call it snes-cpu-fixes then if it's just cpu fixes for a CPU that was used in multiple devices?

woeful mortar
flint wyvern
#

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)

elder pewter
slow pumice
trim thicket
elder pewter
slow pumice
#

Wait, those don't work on the snes core? I was going to try those due to the MSU support

elder pewter
#

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

flint wyvern
#

not all of the instructions were broken.. just a bunch

neat harness
#

I wonder if it'd be possible to reuse MSU1 code as a hack for emulating Voicerkun

unkempt plume
#

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.

slow pumice
#

I remember being stuck at how to enter several dungeons in the dark world as a kid

elder pewter
lost maple
#

actually everything does upon closer inspection lol

unkempt plume
lost maple
#

it looks like a non-integer scale. some pixels are wider than others

unkempt plume
lost maple
#

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

unkempt plume
lost maple
#

weirdness with screenshots then i suppose

unkempt plume
#

No one uses them I guess?

lost maple
#

you'd think more people would lol

unkempt plume
#

Maybe that’s why?

#

Maybe I’m dumb?

spiral sigil
#

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

slow pumice
#

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

last umbra
unkempt plume
calm quarry
# unkempt plume 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.

unkempt plume
#

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.

spiral sigil
#

You need to buy the Moving Platform DLC

craggy merlin
#

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

elder pewter
#

thanks for testing and letting me know about the regression

slow pumice
#

Would there be any need to make an updated version of the alternate SA1 core with these fixes?

elder pewter
#

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

woeful mortar
#

Are there still machinations for adding that as a toggle in the main core? or is it too full?

elder pewter
#

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

woeful mortar
#

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

elder pewter
#

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

warm trout
# slow pumice Didn't know it was closed source, that's discouraging. At this point the snes co...

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.

slow pumice
slow pumice
elder pewter
#

that was enough to make paul flip stance, as long as it is disabled by default

slow pumice
#

... Who is Paul? XD

elder pewter
#

paulb-nl

trim thicket
#

That's a flip for a stand.

elder pewter
#

clever 😅

#

I'm sure you know what I mean 😛

#

should be flip stance I now realize. not a native speaker

terse radish
#

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

slow pumice
#

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

terse radish
slow pumice
#

What are you using to test? Also, using a level shifter?

terse radish
# slow pumice 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.

slow pumice
#

Are you plugging the SNES SNAC adapter directly into the SNAC port?

terse radish
#

It works perfectly as a controller that way just no rumble

slow pumice
#

Which SNAC adapter do you have?

terse radish
#

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.

slow pumice
#

Ok, you need to put a level shifter on that

#

It can risk causing damage without one

terse radish
#

Oh really wow. Had no idea.

slow pumice
#

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

terse radish
#

I'm using a Mister Pi instead of a DE-10 nano does that make any difference?

slow pumice
#

No, you still need one

terse radish
#

Oh I just realized I have a level shifter lol. I had no idea what that thing was for

slow pumice
#

Was about to say, they likely included one if you got a Mister Pi

terse radish
#

There really needs to be a manual for this stuff. Everything requires so much research.

slow pumice
#

It goes between the mister and snac adapter like this:

terse radish
#

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.

slow pumice
#

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

terse radish
#

Yeah that's more or less what I have. Is it plug and play or do I need to mess with with that jumper

slow pumice
#

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

terse radish
#

I wonder if the rumble will work now...

slow pumice
#

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

terse radish
#

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.

slow pumice
#

Yeah, I have no idea then 🙁 Would probably have to ask someone like Kitrinx about it

terse radish
elder pewter
#

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

elder pewter
#

or the snac control just gets spit out by the game and no logic is required to forward it to snac

fallen merlin
fallen merlin
terse radish
fallen merlin
terse radish
#

For adapters.

fallen merlin
terse radish
slow pumice
#

I would not be surprised if it's a power issue

terse radish
#

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

slow pumice
#

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

terse radish
#

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.

slow pumice
#

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

terse radish
slow pumice
#

One with Power Delivery, preferably with a higher wattage

elder pewter
#

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

slow pumice
#

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?

late sentinel
elder pewter
elder pewter
neat harness
slow pumice
elder pewter
# late sentinel

how often does this occur? did you change versions? which version are you on? a little more info would be nice

slow pumice
#

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

slow pumice
elder pewter
#

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

late sentinel
late sentinel
# neat harness Did you change monitors?

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.

craggy merlin
#

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)

craggy merlin
#

(okay to link because its an ips file.. theres no original roms other than checksums for them on that site)

late sentinel
#

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!

devout wharf
#

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?

woeful mortar
#

@vast oak Is there a 1gb limit on MSU stuff?

devout wharf
#

I don't think I have anything that large, probably my MSU1 Secret of Mana stuff is that largest at around 800-900mb.

vast oak
woeful mortar
#

||When I think "MSU", I think "oh, Robby, the MSU guy"||

woeful mortar
#

@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

full brook
#

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.

slow pumice
#

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

full brook
#

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.

somber field
woeful mortar
somber field
#

Yeah, just making sure there wasn't a mix up!

elder pewter
#

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

elder pewter
unkempt plume
#

What's the great trick to get through these rooms?

#

Well I guess the cane worked well enough.

unkempt plume
full brook
elder pewter
#

so the issue with OSD opening likely is a regression in unstable main. bootsector opened a github issue, explains why I cant reproduce

woeful mortar
#

Living on the edge comes with a little danger

woeful mortar
#

sorry for pinning that bug on your changes, teddy. I forget that not everyone throws caution to the wind and runs unstable main

elder pewter
#

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

elder pewter
#

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

woeful mortar
#

yeah, that should be the latest

vast oak
#

ok done tha k you

elder pewter
#

yes it is

#

no no, thank you 😉

radiant stump
#

New label who dis

lost maple
#

not using the mister core in 2026?????

solid meteor
#

I use both, though I got behind in putting hacks and homebrews I have on the MiSTer on it.

fair widget
#

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 elmorise

#

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

fervent citrus
left burrow
#

real parody talk

#

🤣

fervent citrus
coral plover
coral plover
coral plover
lost maple
#

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

vast oak
#

Imagine trying to play retro games on anything but a MiSTer, couldn’t be me!

elder pewter
#

does it count if I use nesticle on 486 to play NES?

vast oak
vast oak
clever tusk
#

hi does the latest unstable core work with the latest stable mister build?

woeful mortar
#

yep

clever tusk
#

So what does the latest unstable core have over its stable version?

woeful mortar
#

save states

clever tusk
#

That's it?

woeful mortar
#

That’s the only user-facing feature. There is a PPU rewrite in there, some fixes to special chip games, general fixes

clever tusk
#

Sweet deal!

fallen merlin
#

Rumble emulation

clever tusk
#

Ohh so I can play rumbly rom hacks pengusip

#

Okay I'm definitely getting this then. Its in the pins right

woeful mortar
#

ya

clever tusk
#

sweeeet

woeful mortar
fallen merlin
#

Yeah, I added it ahwile ago 🙂

clever tusk
#

sheesh 9 months

clever tusk
elder pewter
#

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 😅

woeful mortar
#

is SRG done with the PPU and SA1 stuff?

#

I was under the impression that that was the holdup

elder pewter
#

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

clever tusk
#

Have we heard from SRG lately?

trim thicket
#

Not since February 15.

clever ore
clever tusk
#

I was so excited about project nested, but apparently it hasnt had a single commit in nearly 3 years

elder pewter
slow pumice
#

You know, considering Nesticle exists, I am almost surprised there wasn't an emulator called Nesception too

coral plover
#

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

void dove
#

can the core run the new Pasta La Vista mario hack?

lost maple
#

if it works on real hardware, it will likely work on the core

slow pumice
void dove
#

Nice.

slow pumice
#

It's clear we both found out about the romhack from the same person yesterday XD

#

(That reminds me, I should download it too)

slow pumice
#

... 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?)

lost maple
slow pumice
#

Nah, they clearly want to head you towards subscribing to a cloud computer, totally not like the 2000s

lost maple
#

feed sam altman to crocodiles

neat harness
#

Harvest Moon hack to fix the awful translation of the original

somber minnow
#

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?

woeful mortar
somber minnow
elder pewter
#

Personally I keep the unstables in a _Testing folder. you can organize it as you please

woeful mortar
#

yeah, there are different ways once the brain worms start vibrating

elder pewter
#

is this manual installation of a core even covered in the docs?

somber minnow
elder pewter
#

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

somber minnow
#

yea i can tinker around a bit.. life long gamer. just brand new to mister but absolutelty in love with it lol

woeful mortar
#

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

somber minnow
#

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!

elder pewter
# woeful mortar so yeah, we should probably do something

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

woeful mortar
#

yeah, let me put in a note and see what's up. I believe SRG gives sorg the heads up

upbeat canopy
#

it might not be a good idea to release a new stable until the PPU rework is complete and well-tested

#

due to the PPU being mid-rework

#

(or maybe things are all settled down already, I don't know)

woeful mortar
#

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)

final oasis
#

anyone with enough patience to explain why a PPU rework was needed? just very curious as a non-technical person

upbeat canopy
#

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.

final oasis
#

thanks, I feel like following development is almost as fun as playing games on the mister itself

vast oak
#

If you aren’t copying unstable cores manually over to your MiSTer you’re not really playing the core.

craggy merlin
#

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

elder pewter
#

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

fresh ingot
#

Hoping the Super Game Boy core gets those updates too for consistency.

woeful mortar
#

Did srg do super gameboy too?

shadow turtle
#

I think only Paulb-nl made changes on the core

elder pewter
#

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

fresh ingot
#

It should still get the updates anyway just to be on-par with the SNES core, even if the improvements aren't tangible.

elder pewter
#

fair. shouldnt hurt either

warm shoal
# craggy merlin I get by with 4 savestates but it kinda sucks sometimes to have to overwrite som...

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.

▶ Play video
trim thicket
#

paulb-nl updates the SGB core from time to time.

magic kayak
woeful mortar
#

I should have guess, honestly. That is a paulb-nl-ass project (something that should exist but no one else will do)

magic kayak
#

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

woeful mortar
#

yeah, that dude is wild. I wonder if the SNES core is too big for it now

trim thicket
#

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.

slow pumice
radiant stump
woeful mortar
#

oh probably true

#

is your insinuation that mario land doesn't need CX4?

radiant stump
slow pumice
#

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

craggy merlin
#

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

vast oak
#

It’s not happening any time soon

craggy merlin
#

why not though?

vast oak
#

because the people who do the work don’t think it’s necessary

#

beggars can’t be choosers

craggy merlin
#

well the people who actually fucking use it.. do

#

lol

lost maple
#

srg wants you to get good

craggy merlin
#

do they want me to do it myself? the source is there right.. its probably not that difficult

vast oak
craggy merlin
#

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

vast oak
#

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.

lost maple
#

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

craggy merlin
#

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

vast oak
#

4 feels like bare minimum, not in a rude way but in a “if you have any less why bother” way

craggy merlin
#

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

vast oak
#

Yeah man, if you can do it then more power to you. I think that’s awesome.

craggy merlin
#

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

vast oak
craggy merlin
#

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

vast oak
#

That sucks, I’m sorry

craggy merlin
#

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 😉

lost maple
#

so when are we getting more savestates

craggy merlin
#

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 😁

vast oak
#

what would happen if you increase from 2bits to 3bits

craggy merlin
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then you go from 4 savestates to 8.. but you use an extra bit in the status register (64 bits)

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people who make decisions about that would have a better understanding of whether thats a good idea or not

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i think 8 would be awesome.. but.. it means we need a new mister as well as a new core to support that

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currently we can just load the unstable snes core and we're good to go (on stable mister)