#Super Nintendo/Famicom
1 messages · Page 13 of 1
is there enough memory to even support this.. i don't know.. each savestate slot takes up a table in memory.. because its not necessarily just stored to SD card
unless.. only 4 savestates are in memory at any one time.. and changing banks overwrites it or something.. maybe it could require sdcard support
ie as far as mister is concerned theres still only 4 slots.. but bank switching literally overwrites them each time you switch
sorry paul-nl .. appreciate you work 😅
there's some discussion about it now in the dev channel.. there's a slim possibility we might see bank switching (sdcard only)
3 bit is shot down.. it would double the amount of sdram used (for the savestate feature)
I was gonna say that the number 4 would have implied to me that it might just be using 2 bits, which is probably for a reason
Then I read this comment and lol’d
And then I read this one and lol’d some more
Maybe it’s best not to presume that things are trivial when you’re not familiar with the code 😉
(Sorry to sound snarky. It was just funny reading the whole thing in one go 😅)
How are the save states actually saved? Are they just like {GameName}0.state, {GameName}1.state, etc?
Or something similar? As in each state is a seperate file?
I guess it would be possible to in the UI have 8 or 12 slots, and in the code "bank switch" as they said, just making that invisible to the end user
So it can save say 0-12, but it's only really working with 4 at a time
after looking into it.. i believe its possible to do it that way yes
but he says not tested because not having mister fpga
Imagine if someone uploads real photo of themselves into that, and it says it's AI generated....
Why do people do this though? Just use AI to submit bug reports to random repos? I can imagine if it was some bug hunter site for a large corporation or something, but what do they possibly gain out of doing this to random stuff on github?
Oh God, if you look at that account it has 45 repos.... they are all forks it made of other emulator's repos
Including bsnes, mesen, sd2snes, even mister's main
what? 😂
The account above submitted a weird pull request, the profile picture appears to be AI generated, the BIO appears to be written by AI, and it seems to just be forking any repo that is even slightly emulation related
Please hire me I work for MiSTer FPGA see my Github
But does your uncle work at Nintendo?
Wha the hell is wrong with people
I stopped asking that question shorly after getting internet
The answer is clearly "everything"
one of his repos is an MSU port of dragon's lair for SNES??
I just woke up but I already feel like that is enough internet for today 😅
Well, 15 stars already
Claude found him an old tool of mine to handle the graphics conversion
here's a bit of niche little thing
when outputting RGB to my OSSC on SNES core specifically, it's a crapshoot if the signal is stable at all
and absolutely no-go for Line5x scale
that's an issue OSSC has with SNES signals, right?
I think it's a combo of SNES signal+monitor, but yeah, OSSC isn't great with SNES
dejitter might help on real hardware but the core doesn't have it unfortunately
ohhhhhhh, you need to mod in dejitter, I see
on.. actual hardware.. heh
I respect the core's accuracy in this way
there is however funny inconsistency when trying to apply FireBrandX's SNES profile that I assume doesn't transfer to MiSTer
the optimal 256x240 modes for Line3x makes the image a little too wide and borderline 16:9, unless this is how all SNES games were envisioned to their fullest artistic intent
My capture card also cannot process that
Yeah 256x240 optimized mode has 4:3 pixel aspect ratio so it's pretty wide, you can change 256x240 aspect mode there to 1:1 as well but I think that's it
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With all the retro gaming decomps, retro gaming recomps and retro gaming PC ports coming out...let's not forget about new games for retro consoles! This is why retro gaming is making a comeback...new games for old hardware! And the Till and Hat demo is one of the best SNES games I'...
Quick questions. How does the SNES core compare to a real SNES in an MD Fourier analysis? Also, is there a way to use some kind of MIDI with custom BRR samples, like how there are Genesis and GB cores for MIDI?
revert rom address mirroring? 🤔
It’s above my pay grade
that fixed at least one romhack tho.. must have caused a problem somewhere else
it raised timing slack in the report
I think I know why now too but I just reverted it because a new stable is looong overdue
both srg and sorelig pitched the idea to do this mirroring in main by simply loading the mirrored region but that does increase load times. I'll do some testing later
New stable 🇼 🇪 🇳

Increase load times when loading a rom or load times in-game?
im happy to help test that if needed
when loading a rom. in game you wont notice a thing, but if your rom upload is suddenly 4MB instead of 3MB, that's noticeable
NOW!!!!!! 

Wait, what?? Gonna start update all immediately
New Main too
It's beautiful! 😭
Dual-RAM SNES core wen
This is incredible! So grateful this hit update all. Is every retail game supported for save states? I know Mega Man X2 or X3 were problematic
None of the special chip games iirc
Complex or not possible to catch interrupts with some special chips.
That's also why some special chips aren't supported on the SD2SNES, concerning save states.
SA-1 is supported.. i only play SMW romhacks
it does a few special chips indeed, not all of them
Looks like SA1, DSP, Super FX https://github.com/paulb-nl/SNES_MiSTer/commits/ss_wip/
oh nice
That's most of them isn't it? It was a a handful of games that used other chips
Like Cx4 in MMX2/3, SDD-1 in Star Ocean and one of the Street Fighter games, that ARM chip in that one F1 game, and the crazy buffet of chips used in FEOEZ
Super Station owners can update to the new core btw - it has the subcarrier stuff
Some standard games don't work with save states too, as they don't fire any interrupt call to catch easily.
Ah
I remember talking about it when we had to check Super Ninja Kun.
Eh, personally I am not that bothered by that, as long as it's not something extreme like "game that took 8 seconds to load now takes 2 minutes"
I had to follow an instruction from paulb-nl and change a value in Hexa inside the ROM file for that game.
So, it could work with save states in the core.
For enabling NMI.
Wait I thought some were?
Yeah there we go
yeah, I missed that. glad some are working
I just knew CX4 didn't because I spent too much time in megaman last summer
ifyouknowwhatimean
😏
I left a quick note to Taki's place.
Should be safe updating that core.
I might give it a shot. I dont think I can make that timing analyzer happy with this unfortunately
So is the current SNES stable now newer than the latest unstable?
no, it's the same
That works too, so no reason to keep the current unstable on my system then
All the Super FX games work with save states. Just tested all the official releases
Does the latest stable include the SA-1 behavior toggle or is that still planned for a future release?
looking at your patch...yeah that's not going to work. That's far too many gate delays to add to the ROM address path, which is the tightest path in the core
Specifically, the critical path is from the SA-1 CPU's address generator, through the ROM address path to the SDRAM output pins.
You can relax it somewhat with https://github.com/MiSTer-devel/SNES_MiSTer/pull/462/changes/5f29db16de6f2fa6d61abf6ca108d37e58a9a183, but you're still not going to be able to fit that many gate delays in there.
You might be able to get away with like one bitwise & against a register, but even that will make it significantly harder to meet timing
Another option would be to do the "pre-mirroring" FPGA side after the ROM load completes, which won't impact loading times as much as doing it CPU side but it'll add a lot more complexity
it was worth a shot. simple solutions can be the best
not sure if that helps with load times, and here I dont see the benefit of doing it fpga side if main can achieve the exact same thing
The benefit of doing it FPGA side would be to avoid being limited by serial port bandwidth between main and the core.
Not sure what that bandwidth is, but the SDRAM bandwidth that you could use to copy within ROM FPGA side is at least 40 Mbps.
er, I did my math wrong, you may be able to get over 100 Mbps
But still, it's probably not worth the complexity.
ah, I see your point
could have a look at rom loading too I suppose
has anyone had issues with the savestate function in the new main core ?
Just tried it and when restoring it doesnt seem to work, i get black screens or corruption.
It creates the savestate on the SDcard fine
which game?
Does the boot1.rom file is present inside the SNES folder too ?
(That could be also something this stupid.)
Wait.. I dont need the unstable anymore? 
Save states are now in stable release yes
Stable? That's for horses. 
yeah the core works fine, just not the save states. I tried the seperate SS core ages ago and that worked fine too
I can play and save and it looks like everything is working fine but when i got to reload a save state nothing or corruption
does it in all games ive tried so far but will try again
solved it. I had boot.rom and boot1.rom in the folder. I deleted boot.rom and now its working fine
@trim thicket Thank you for leading me in the right direction.
I might need a reminder how save states work in MiSTer.. I basically need to bind keys to save state and load state?
and to switch slots?
It’s in the menu
Any word on the Super Game Boy being updated too?
If load games from CIFS are save states stored in the CIFS directory or locally on the indvidual MiSTer?
they will be in /media/fat/savestates (which you can also add to your NAS)
Was a SA1 behavior toggle implemented in the new stable?
I have a weird issue: the save/load state are greyed out when I launch a game. Every Game. THe save state is set to on, but I cannot save or load
Do you have boot1.rom in your games/snes directory?
(I think it’s boot1.rom. Might be boot2)
Launch SMW and it will be enabled
Never mind. That's for autosave
Yes, it's there
ok, and update all put it there, yeah? you didn't add it yourself or anything
Yeah, I just ran update all. To be sure I did it twice
It's weird it would be greyed out. Try deleting boot1.rom and then running update all again, just in case. boot1.rom has been in there for a while, so maybe a bit flipped or something
The developer Infidelity has just announced he's working on a complete 16-bit overhaul of Mega Man II, based on his NES to SNES conversion. This will be an aesthetic upgrade that will still play exactly like the original NES version (and his current conversion), just with the reduced slowdown and sprite flicker these SNES conversions
This just got merged by sorgelig!
Pretty cool
So next stable it will be possible to use randomizer item trackers and other cool stuff
I am SO EXCITED dude. I commented on an issue related to this in 2022.
It sounds like some people already were able to use test builds or somesuch to try it. The only issues a friend had at the time of using were some caveats with MSU-1.
One thing I'm unclear about is what's possible prior to the merging of https://github.com/MiSTer-devel/Main_MiSTer/pull/1092?
Yeah it’s awesome! I think that main change does need to be merged before it can be used in the snes core but I’m assuming it’ll be merged soon, since the bulk of the work was in the snes core and that was accepted
Yeah the PR I linked looks very minimal.
Whoa, congrats @upbeat canopy
so how do we get SNID running on Mister?
It’s won’t work until this is merged https://github.com/MiSTer-devel/Main_MiSTer/pull/1092
does this new unstable version from paub-nl includes all the changes from the previous unstable, like running SNID? Latest SNES unstable build: https://github.com/MiSTer-unstable-nightlies/SNES_MiSTer/releases/download/unstable-builds/SNES_unstable_20260331_111f84.rbf
[paulb-nl 2026-03-31 1f848e6] SNAC refactor
yes
Yes, this is correct. I have a script you can use to install a development version: https://github.com/NobodyNada/jonathankeller.net/blob/master/mister/install_snid.sh
...but the versions that script installed are based on an unstable from a couple months ago, so it's a bit out of date at this point.
I'll address sorgelig's feedback on my other PRs this weekend, and hopefully those will be merged soon.
Oh heat, so you can use the UART port to plug it into a Pc or another device and display item tracking and other stats in randomizers? Would it be possible to use the Tty2oled screen for something like that too?
it's the internal UART to the Linux side of the SoC, not the external UART port
so software running on the Linux side can read and write the SNES's memory
and I've written a daemon which runs on the Linux side and exposes access over the network via the standard SNI and QUsb2snes protocols, so you can use standard trackers/splitters/what-have-you running on another PC
Ah
that's pretty cool
So the directory structure I like to use is giving sfc MSU1 games their own folder. Minor annoyance, but it would be nice if it'd be possible to make it so when I select the directory it autoselects the only sfc file in the folder
not a bad idea. you should make a github issue for this
I put them all in the same folder
Is the main file of a MSU-1 game the SFC or the MSU file?
I thought the msu was likea cue file
the .sfc is the ROM
the .msu file is a manifest listing the MSU-1 audio tracks
and then you'll have pcm files for the actual audio
So the msu is like a cue file then? Though, it can also contain video data IIRC?
Yah
not a cue file, no. not sure exactly what an MSU file is or can contain, but they can be totally empty, or over 100MB+
a lot, or even all of my MSU roms have a completely separate manifest file
I think that manifest file is only for a specific emulator?
Didn't need it for mister or bsnes
Either way, the MSU roms with an empty MSU file still work fine on the mister 🙂
And yeah, whenever I see the msu file that's several dozen megs it's usually because it has fmv in it
@craggy merlin I think I am done with emulating the rom address mirroring through main. care to test?
this build will pad the rom uploaded to sdram to achieve the same results
A translation release from a member here! Thank you!!! 🙏
neat patch, nag/splash screens have always kind of been an annoyance. i swear i remember seeing a ROM of this game with the splash screen removed already floating around though?
People still use zsnes in 2026?
Yes.
ZSNES is written in assembly, so it emulates more accurately, so they say.
💀 💀 💀
Only it's core is written in assembly, and it wasn't for accuracy, it was for speed
I remember for a while they maintain both a c and assembly version, but quickly dropped the c version because everybody preferred assembly since it was faster
This was great for back in the day, but made it a nightmare to maintain later and impossible to Port once people started putting emulators on consoles and arm devices, snes9x that was lagging behind it started to considerably overtake it after that
Both became obsolete once people started pushing for the emulators to be more accurate instead of just have all sorts of hacks to get games running
ohh i see. well thank you for making a newer version 🙂
MiSTer: ELF 32-bit LSB executable, ARM, EABI5 version 1 (SYSV), dynamically linked, interpreter /lib/ld-linux-armhf.so.3, for GNU/Linux 3.2.0, stripped
not sure what to do with this? its not an rbf
that's the Main_MiSTer binary
goes at the root of your SD card, replace the one that's already there
it's merged now too, so you can also pull the latest unstable that also has nada's SNI code
oh so it's a patch to mister and not the core.. weird
Just wanted to share this. A new MSU1 track pack. I get most people rather have the original tracks, but these SLAPS. Nice arcade feeling.
https://www.youtube.com/live/TMUbZeb5ua8
I KNOW!!!! I know!!! you do preffer the Vocalized version.But why not play with something different sometimes? :Dhere is the link :)https://archive.org/dow...
But I have been playing this MSU-1 release for years now, maybe you just found out about this one? It's great however! 😄
I want to replace the pads in my 2 NTT controllers and 2 super famicon controllers. Does anyone have a favorite brand?
I would recommend Hoskinson Industries, I replaced my SNES pads with those and they were like the originals, they even sent me a free sample of their updated onces because the store owner still felt they were not perfect yet
I had also tried ones from Console 5 and they were pretty bad, avoid those
These were the ones I got that I liked:
https://hoskinson-industries.myshopify.com/products/super-nintendo-snes-controller-conductive-pads-set
Should work on SFC controllers too yeah? It’s been forever since I’ve opened one up
I don't know, I would assume they are pretty similar inside
yeah, those were actually the ones I was looking at
I need to confirm they work with SFC pads
I bought all the jag insert repros off them
I may be mistaken but I believe the membranes are the same but the actual button prongs (?) are slightly different
it's not weird, it's a different solution to achieve the same thing
my core patch tried to intercept the rom address generated in the core to have it point to something else when I wanted it to. it worked, but it raised timing warnings which I couldnt fix so it had to go
the main mister binary does the housekeeping on the mister and also provides data to the core, incl the rom file
this patch on main now calculates if mirroring is applicable, pads the rom and uploads it to sdram, incl the data to be mirrored
that means this doesn't need a core patch for this mirroring to work. if the game tries to read something in the mirrored region, the data is there in sdram because it was uploaded by main
I like:
https://console5.com/store/snes-replacement-controller-silicone-rubber-carbon-dot-pads.html
They are a bit clickier than some others I like clicky if you don't probably not for you
gonna try these, thanks for the link
the ones i have right now look like the ones in the console5 link, i didn't order them from there but yeah, way too clicky for my taste
I emailed them to see if they were compatible with the SFC controllers. It seems like they will be (others list both in the compatibility section) but I wanted to be sure.
you might be better off buying those rubbers on aliexpress. pretty sure that's where all the different versions come from anyway
fair
What? Where did you get it?
is the save state feature not working from the controller?
I don't think any of the save state cores work from controller. you have to open the OSD and do it manually
Yes, it works. Map the proper function to a button and, important, check if you have the option "save + start" or just save
Originally, the core developer of this functionality makes it to save with the combination of save state + start. Due to a request of make the save state work like in the psx core, he added the option of choose between save+start and just save
Oh yeah i was trying save + Start but nothing was working
Where is this option? I can check later
Uhm, it was there in the main menu. In the last core update the save states feature was merged with the main official core. Now the option is not there: save = save button + down, load = save button + up, save button + left or right changes slot (total of 4)
Have you checked in the osd if the save options are activated? If they are not, it has something to do with a boot.bin file
the problem with random aliexpress controller rubbers is most of them are absolute shite
practically unusable .. which is why people harvest oem rubbers from 2nd hand controllers and hope for the best.. or buy topgun rubbers from japan (expensive)
8bitdos rubbers are also not bad, but the start/select ones are incompatible.. they're horizontal instead of diagonal like oem
Got a link for topgun membranes? Or where they’re sold
ahh brain fart . its top gear .. https://www.ebay.com/itm/162345219252 .. the shipping is ridiculous
if you want multiple to combine shipping you can ask him and he'll do it.. i kinda need new rubbers but have been putting it off
Thx. Does he have a store not on eBay?
not that im aware of
Funny description. Used but new. 🤷♂️😂
Maybe a former GameStop employee 😛
Oh yes sir we have your brand new gutted, taken home, played by 7 employees, licked by 4 pets, and ass-handled game for you right here. Why of course it’s new? Why would you ask such a question? 🤪 A warranty with cheese too?
You can tell I’ve shopped there before cantcha? 😅
Yup
I remember when I was looking for a new copy of Sonic Rush, I went to a gamestop asking for a new copy and he tried to offer me just the game card alone without even the case or manual, insisting that while it was not in it's case it had never been played so it was new.
IIRC it was also common to purcahse something "new" from their website and get an opened game that may or may not be missing the original case and/or manual. They made ZERO distinction between a game having never been opened and their idea of """"""new""""""
And there was no way on the site to request it be a sealed copy. Not sure if this is 100% true, likely not and just a rumor, but I heard they used to have a rental policy for their employees as a perk, and some would do it to "new" games and still classify them as new. They were insanely scummy with using every excuse they can to call a game new that was clearly not, and of course, no way to request a used game have a case either (or manual back when those were a thing)
Been there mate~
There’s many a reason why I haven’t bought anything there in 20 years 😂
They’re fine for preordering games though, but then why bother when Best Buy and Amazon do a better job with no employees hassling you to sign up for some plan
I'd rather have GameStop around in 10 years than Best Buy. GameStop will still be selling games and Best Buy could just be selling security cameras plans and drones.
FunkoStop
And in 10 years, Amazon will have bought out your home loan servicer
Okay yeah that's the most likely scenario
I mean you’re right, I’d rather have a store who’s focus is to sell games
Drone defense systems to protect you from the swarms of drones that other nerds will send to attempt to steal your controllers
I was opposed to drones but after hearing this, I support the right to bear drones.
Like what kind of bears tho
This is the patch, it's been available since 2014 as you can see:
https://www.romhacking.net/hacks/2311/
Oh. You're talking about the hack... I'm talking about the track list.
You can use any tracks you want with a MSU1 hack.
But the PCM set with the original songs has been available since 2014 too
Ah ok, ok, sorry
No worries. You just confused me, haha. 🤭
I can't believe Best But stopped selling Blu-Rays, that was litearlly the only reason I bothered with them on Black Friday. Yeah, I can definitely see them only selling TVs, cameras, and drones in the future. They are going the Radio Shack route of dropping all components/parts for just mass consumer electronics.
That just makes me think of that tape robot battle scene from hackers XD
https://www.youtube.com/watch?v=EfrKAP3VdZA
At that point Bestbuy is just treading water
They're focusing entirely on the part of the business that can be most easily replicated online
I worked at Radio Shack in it's last few years, the store I was at was the only one in the entire district still selling components. They were trying hard to be Best Buy, pushing cellphones and consumer electronics HARD over components or hobbyist stuff. Problem is, they would never have had a prayer in hell of competing with Best Buy. Their stores were much much smaller, not suited for large amounts of consumer electronics, and their in-home brands SUCKED. We constantly had returns of the in-store brand crap, and in fact there was one time I needed to capture an old VHS for a friend so I needed to clean out my VCR that I had no used in decades... it was cheaper to buy a VCR cleaning tape from Best Buy than to use my employee discount at Radio Shack for one... and the one at Best Buy works better.
And now Best Buy is trying to be amazon or something, good luck with that
When radio shack stopped selling the hobbyist stuff and components, is when I stopped shopping there
We had a SINGLE PERSON come in on a day I worked Black Friday, a single person! Not for any of the deals, but just for some standard batteries
I was actually let go early on black friday in an eletronics store... because it was THAT dead
I had resorted to watching movies on the display demo phones because I was so bored most days where pretty much nobody enters the store
And now Best Buy is trying ot pull a Radio Shack.... 🤦♂️
hi everyone .. i dunno if i made a mistake but i can't use any cheats anymore ... it's normal or i messed up something? thanks guys
Do they not work in any games? or just the game you have been playing?
no, actually none of them all ...
Did you maybe turn off cheats in update all
no i don't think so because the NES cheats works fine ... but not even one of the SNES appear when i test them ...and i try with every regions ...
Greyed out? Maybe you changed your path somehow
Is there anything in /media/fat/cheats/SNES?
sure indeed ...i delete'em all and run a "update all" to install'em all once more in that repertoire
You are still using the no-intro SNES romset with the correct names?
i think so ... ihave a JAP EURO and US repertoire and others roms from my older HDD
What happens exactly? Is the word "Cheats" on the Mister Core settings greyed out when you start a game?
yeah that's just like that ... can't get in as soon as arom has been loaded
This usually means, that the roms names and downloaded cheat names don't match up.
Have you checked that for a specific game?
Maybe you No-Intro rom set is too old, namewise
i did some of what you said with some NES games ...just to delete the "extra" numbers at the end of the cheat zip file
i will try the same way with a snes rom
You mean the CRC values?
maybe ..i dunno the proper name sorry
yeah by delete'em for ""actraiser" it worked so that means that i need to update my rom set i guess
Seems so. But mostly it should work with your older set. Some cheats for specific games (with different dumps in the set) might not work correctly, but the majoritiy should.
pretty weird tho. but will try to find "no intro" pak
hope this helps ... thanks a lot merci mon ami 🫶
which version of the main binary are you running?
you mean which core i use? because i got new set of "no-intro" set but it still doesn't work
still if you can help me it would be great because, oddly it's the only core i can't use cheats with it
not the core, the main binary
the MiSTer file on the root on your sd card. did you update that with an unstable recently?
because I believe I broke cheats with a patch I submitted the other day. your chat above triggered me
I think so too.
Can't use cheats anymore on my side.
Unstable MiSTer 2026-04-13.
If I remove the CRC32 mentions on the Ziped cheats files, I could regain the function once more inside the last unstable version of the SNES core.
The other cores are unaffected and work correctly with cheats.
same thing here ...by removing the crc32 the cheat works but ...doing this for ALL the romset ... no way hell no
indeed i changed the main binary with unstable ones a couple of day ago
but i didn't know it could have some bad issues with the cores
i did changed the MAIN binary with the last official one "MiSTer_20260325" and it works back again so i think the issue comes from the unstables one
it's called unstable for a reason 😅
but thank you for the trigger. I think it's an easy fix.
sure thing, i hope so 👍
you're welcome
Doom FX3 listed on No Intro
FX3" chip is emulated via an RP2350.
screw that, i'm more interested in 240p test suite
that game is hard
enhanced by FX3
2160p test suite when
It is a dream in a dream 🤣
"FX3" a chip that only exists in software because it's basically an overclocked FX2? At least that doom port gave us a rumble standard I guess
So how about that new Retroachievements support?!!
add retroachievements support. Contribute to odelot/Main_MiSTer development by creating an account on GitHub.
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A special thank...
As far as I can tell, they haven't PRed anything. Sorg will be a tough sell, but he did approve MD+ support so anything is possible
FWIW, you'll be able to do RA using SNI once I have add file access to snid
This too
I only took a brief glance at this and don't know for sure, but I suspect this is at least partially AI generated FWIW
a ton of code showing up in a short timeframe, there's some AI writing tells in the readmes, and comments in the code saying slightly odd things like "RetroAchievements RAM Mirror for SNES — Option C" as if the AI said "I can implement this in one of these three ways" and the user picked "option C"
...huh, I didn't notice until I copied and pasted that into Discord, but that was an em dash in a comment.
The smoking gun, the em dash
No need to suspect it, odelot says so in the description of the demo videos.
"Used what I learned with NES RA Adapter and AI to make a fork to implement Retroachievements on Mister FPGA (now on SNES core)
It need more tests (tested with few games - it is just a proof of concept), but the code is available and I hope it helps bring RA for more Mister FPGAs core. "
From what I see, this guy made a RA adapter for the actual NES, and then used AI to help port it over to FPGA.
I wouldn’t PR the code as is but definitely use it as a reference to implement a clean and AI-free version
Will the 2026 LRG version of DOOM with the FX3 chip and rumble receive support in the core?
Isn't rumble support already in the core?
probably not only because the FX3 chip is just a raspberry pi
yes i think so
Black screen with the ROM file. Nothing.
And yes, like for some Mega Drive games which read MP3 files with a recent MCU, won't probably be supported.
Or the SNES version of XenoCrisis.
The RP2350 seems to run around @150MHz.
XenoCrisis has a SNES port?
What, does it use some crazy special Hardware? The game was originally developed for the Genesis!
Yes, something acting like a MSU1 custom coprocessor inside the cart.
Are they both using the same RP2350? Bitmap Bureau apparently did the so called FX3 chip too.
Raspberry Pi SC0914 (RP2040)
"A framebuffer wouldn't be possible for fullscreen with multiple palettes on a SNES. We had to rework all the sprite/tile/map VRAM allocations, DMA etc for the game to fit within the SNES limits.
C compilers for SNES were also just too limited or flakey - if we had the time for a full assembly rewrite there is no reason why it wouldn't have been feasible.
So we leverage the co-processor to execute the core logic and push the data to fit within those limits. A LOT more time was spent trying to rework the game data to fit within the SNES's VRAM limits."
Why? The game was made for the Genesis, it should be able to run on base SNES hardware. We aren't trying to shove Doom 3 on a SNES cart here
Probably for the soundtrack since that was for the YM2612, I bet they just used recordings of it
I would have rather the just made the soundtrack for SNES than add custom chips to have recordings of teh genesis track
They ported the game to like 20 different platforms, did they just use recordings of the track for all the other versions like gba or neo-geo or gamecube or whatever else it was on?
Yes
well I don’t know that for every port but I know that’s how they did it for Neo Geo at least
So it would make sense they did it for other platforms too
I would assume they likely could have done it with base hardware for neo-geo, and defnitely gamecube, but adding custom hardware for snes just to use genesis sounds seems like an odd choice vs making a snes version of the soundtrack
I left the interview in italics just before.
Oh, not sure how I missed that, thought it was just for audio
Oops I missed that. Makes sense
I've found a buggy situation with the MSU1 patch for Street Fighter Alpha 2. I've used these files https://www.zeldix.net/t1831-street-fighter-alpha-2. I'm mindblown by the removal of the pause at the begining of a fight. The buggy thing happens when chosing Shin Akuma, I can't control it, it plays by himself. Maybe did a bad patching job, but curious thing none the less
- Patch - Patch (by gizaha - v.21/Oct/2022*): Code:https://mega.nz/file/5iAyFDQL#3sxJTx0fyNmi7XHyJ-c7OHTqVpbUH0wd4maDLmuoGNo *Changelog is at the bottom of thi
False alarm, changing the initial WRAM and ARAM to SD2SNES fixes it. With SNES2 values Shin Akuma gets controlled by the cpu. This wasn't it, holding SELECT + START gets Shin Akuma controlled by the CPU, holding START let's you control him
One of the better use cases for a MSU1 patch since it removes the pre-fight pauses. In addition, it's nice to just use the arcade soundtrack. Of course, there are better versions of the game we can play but still a fun and interesting port.
the patch changes the timing of the opening sequence it doesn't match the "Original SPC Soundtrack Pack", the only bummer (to me).
That’s a bummer. That’s the music pack I’m using. Which one do you recommend?
I'm encountering on both the unstable and default cores some weird signal loss moments in Pasta La Vista
Where I'm in 1-2 as either Mario or Luigi and as I keep progressing/jumping throughout the stage, my display loses a signal for a second or two until I'm settled on the ground again. It's very erratic and bizarre.
I've finished Pasta la vista with no such dropouts 🤷
(unstable core from around when the hack was released)
weird
failed to mention I ran it on a CRT
Increased the tempo with Audacity to 127 reducing 2.705s for the track. It seems better aligned now
That’s interesting hack! 👍
Hi SNES SFC channel
Just wanna say love ya~
Hmm.. SMW romhack Claustrophobia.. level 3 on the current stable rom.. i get crashes when grabbing the weird circle sprite thing.. not sure if its after i've used savestates or not.. https://www.smwcentral.net/?p=section&a=details&id=17620
i could try latest unstable snes rom maybe
i updated to the latest unstable rom and haven't seen any more issues.. but I beat that level.. I could mess around and try to trigger it again
CX-4 enhancement chip isn’t supported for save states (the chip in those games)
Same as SD2SNES.
Well dang it. That’s unfortunate
Are those the only 2 SNES games that don't work with save states? Also, Mega Man X3 has a PSX version so you can use save states there
It'd be nice if instead of just graying it out it actually said "CX-4 enhancement chip unsupported for save states"
It should always be greyed-out, with the message "Git Gud"
the main framework has its limitations. its also in the readme on the repo
Anyone use save states with mega man and bass? I tried to load a save state and it would just show a black screen and even my normal saves would be gone after
Same thing happened to breath of fire 2. Not sure what the issue is
Sure your roms are modern validated dumps?
How would I check that?
Ethernet. Saves are on a mounted drive. I unmounted the drive and the problem still happened
If their hashes match ones like no-intro
Romhacking . Net says it matches no intro
I managed to get it to work after a reboot before. I noticed that the normal save would be back when the save state worked.
And when it’s not working, making a new state will also fail if I try to load it
Both these games have multiple save slots. Only the file that the save state was made on will be there when it fails if that helps.
I think this has to do with if the rom is on the nas
Because I have seen it on one mister with questionable connectivity
Yeah my roms are also on a mounted drive. But psx save states never gave me an issue
I just played through yoshis island and mega man 7 and they were fine too
I can't get save states to work with the current update_all SNES core in Super Punch Out, it just generates a garbled screen and freezes when I try to save
Gave it a test, was able to save/load states in SNES_20260325.rbf and SNES_unstable_20260418_068790.rbf
Super Punch-Out!! (USA).sfc
Mine is SNES_20260325, and the same ROM. I tried it three times, rebooted my system in between. It's not major, just a bummer
wifi? NAS?
SD card
Savestates work OK in other games?
Super Punch-Out!! (USA).sfc MD5 97FE7D7D2A1017F8480E60A365A373F0
Maybe try deleting the core and boot1.rom and let update_all grab em again
boot1.rom installed?
Historically NES has
ope, that might be it, I totally forgot about boot1.rom, do I have to snag that one myself?
Update all will get it
Ah, yes, I have it
do you happen to be using an .mgl (or Zaparoo) to start the game?
Nope
I have another weird issue where when I pick a game it just goes black for like a whole minute before it loads the file
Sd card dying?
could be I guess, would be a big bummer
maybe try deleting and downloading a new copy of mister.ini ?
thats been my remedy when i have weird issues with cores
I had the "black screen" issue with a save state once in Link to the Past. I think it was just a corrupted save, because I used save states with that game before and after just fine. It was just that one time, for some reason.
I don’t think so. After it happens, even other games won’t be able to load their save states. I have to reboot. Unless it corrupts the whole core until reboot.
I'm interested in trying Archipelago randomizers using the Mister. I see that SNI support was added to the core but I don't have a clue where or how to use it. Is there any documentation that I can read to make it work or someone give me a pointer?
Start here: #1096636309679919136 message
Yes, I have that installed -- I'm just not sure how to use the daemon once installed.
I can run it from SSH session, but it doesn't do anything.
Aren't we still waiting on the merge with Mister main?
I'm not seeing the SNI UART mode, so it's probably not there yet.
Yeah, that was the missing piece -- just updated with the unstable and its there now.
Okay, so I have SNI enabled and the daemon is listening - I have my rom patched and loaded, but just don't know how to connect it to archipelago now. I tried using the SNI client from the launcher, and adding the snes via "/snes 192.168.1.149:23074 1" and it shows the TCP port is established, but always says "no snes device found. please connect device to sni".
are you using the unstable SNES core as well?
Probably a question for @upbeat canopy, then. I thought you just had to run the script and you were off to the races
I'll wait for their input, I'm very likely just doing something wrong on the archipelago side at this point.
hwut? pics or it didnt happen
false alarm. I am not good at directories
(I thought I put the unstable in the _Console directory, but I put it in the root so the MGL was loading the stable)
no prob
it's not like I spent an hour debugging something only to find out I wasnt running the version I thought I was
never happens to me at all
ahem
No mistakes. Not me
Dumb question, but in the SNES core the load/save backup RAM, and the autosave options are greyed out in the OSD. What's up with that? Is that normal?
I had that happen before....trying to remember the fix
i assume you have a game loaded (only asking because I know they are grey without a game)
and if you do, it could be a game that doesn't support saving
Oh right. That'd be annoying. Its R-Type III and I have to change the button layout everytime 💀
It must not support saving? That seems weird
Ah ok, well it is what it is then